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3D User Interfaces: Theory and Practice, Rough Cuts, 2nd Edition

3D User Interfaces: Theory and Practice, Rough Cuts, 2nd Edition

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Description

  • Copyright 2016
  • Dimensions: 7" x 9"
  • Pages: 400
  • Edition: 2nd
  • Rough Cuts
  • ISBN-10: 0-13-403451-1
  • ISBN-13: 978-0-13-403451-5

Over the last decade, a new breed of interactive systems has been introduced in consumer, research and industry sectors. Predominantly driven by the mass gaming console market and mobile 3D applications, 3D user interfaces (3D UIs) have found wide acceptance. Technologies making use of 3D UIs include console gaming systems, virtual reality (VR), augmented reality (AR), robot teleoperation, and mobile/wearable computers. Such systems generally are not limited to 2D interaction on a 2D display; rather, they utilize three-dimensional (3D) output and/or input, allowing the user to perceive and act much as she does in the physical world. From the authors who wrote 3D User Interfaces: Theory and Practice, the first comprehensive exploration into 3D UIs, comes the second edition of this well received text. This edition significantly expands upon the original material to capture and structure 3D UI knowledge and to provide guidelines to help current and future developers of 3D systems.

This book features:

·         Basic human factors and human computer interaction

·         Input and output devices for 3D user interfaces

·         Techniques for selection and manipulation, navigation, and system control

·         Design strategies for creating 3D UIs and evaluating their effectiveness

·         Focus on virtual and augmented reality, gaming, human robot interaction, and mobile applications

·         Case studies that run throughout the text to reinforce concepts

Sample Content

Table of Contents

Part I: Background and introduction

1. Introduction to 3D interaction

2. 3D User Interfaces: History and Roadmap

Part II: HCI and human factors basics

3. General principles of human-computer interaction

4. Human factors fundamentals

Part III: 3D interaction technology

5. 3D output devices

6. 3D input devices

Part IV: Interaction techniques for common 3D tasks

7. Selection and manipulation

8. Navigation

9. System control

Part V: Designing and Developing 3D User Interfaces

10. Strategies for Designing and Developing 3D User Interfaces

11. Evaluation of 3D User Interfaces

Part V: The Future of 3D User Interfaces

12. The future of 3D interfaces

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