3D User Interfaces: Theory and Practice, 2nd Edition
©2017 |Addison-Wesley Professional | Available
Joseph J. LaViola, Jr.
Ernst Kruijff
Doug Bowman
Ivan P. Poupyrev
Ryan P. McMahan
©2017 |Addison-Wesley Professional | Available
Introducing Pearson+ 1500+ eTexts and study tools, all in one place. Subscriptions starting at $9.99/month.
K-12 educators: This link is for individuals purchasing with credit cards or PayPal only. Contact your Savvas Learning Company Account General Manager for purchase options.
From video games to mobile augmented reality, 3D interaction is everywhere. But simply choosing to use 3D input or 3D displays isn't enough: 3D user interfaces (3D UIs) must be carefully designed for optimal user experience. 3D User Interfaces: Theory and Practice, Second Edition is today's most comprehensive primary reference to building outstanding 3D UIs. Four pioneers in 3D user interface research and practice have extensively expanded and updated this book, making it today's definitive source for all things related to state-of-the-art 3D interaction.
This edition goes far beyond VR, covering the full spectrum of emerging applications for 3D UIs, and presenting an extraordinary array of pioneering techniques and technologies. The authors combine theoretical foundations, analysis of devices and techniques, empirically validated design guidelines, and much more. Throughout each chapter, they illustrate key concepts with running case studies on gaming, mobile AR, and robot teleoperation.
This product is part of the following series. Click on a series title to see the full list of products in the series.
This extensively updated Second Edition adds coverage of new 3D UI systems, trends, technologies, and advances; and will more consistently cover practical issues by introducing three case studies that run throughout the book. It fully reflects major advances, including new generations of interactive systems that have been introduced throughout consumer, research, and industry sectors.
Moving beyond its earlier strict focus on VR, this edition reflects today's far wider applications of 3D technology. The authors have revisited and extended this book's theoretical sections with new insights, updating the examples, and adding novel areas of research. In particular, they focus on true 3D spatial user interfaces where a user's position and orientation is known, and examines research areas that have rapidly grown since the first edition. These include:
Foreword to the Second Edition xvi
Foreword to the First Edition xviii
Preface to the Second Edition xx
Preface to the First Edition xxiii
Acknowledgments xxv
About the Authors xxix
PART I: FOUNDATIONS OF 3D USER INTERFACES 1
Chapter 1 Introduction to 3D User Interfaces 3
1.1 What Are 3D User Interfaces? 4
1.2 Why 3D User Interfaces? 4
1.3 Terminology 6
1.4 Application Areas 8
1.5 Conclusion 9
Chapter 2 3D User Interfaces: History and Roadmap 11
2.1 History of 3D UIs 12
2.2 Roadmap to 3D UIs 14
2.3 Scope of this Book 27
2.4 Introduction to Case Studies 27
2.5 Conclusion 30
PART II: HUMAN FACTORS AND HUMAN-COMPUTER INTERACTION BASICS 31
Chapter 3 Human Factors Fundamentals 33
3.1 Introduction 34
3.2 Information Processing 35
3.3 Perception 41
3.4 Cognition 58
3.5 Physical Ergonomics 66
3.6 Guidelines 74
3.7 Conclusion 75
Recommended Reading 76
Chapter 4 General Principles of Human—Computer Interaction 77
4.1 Introduction 78
4.2 Understanding the User Experience 80
4.3 Design Principles and Guidelines 95
4.4 Engineering the User Experience 109
4.5 Conclusion 121
Recommended Reading 121
PART III: HARDWARE TECHNOLOGIES FOR 3D USER INTERFACES 123
Chapter 5 3D User Interface Output Hardware 125
5.1 Introduction 126
5.2 Visual Displays 127
5.3 Auditory Displays 153
5.4 Haptic Displays 158
5.5 Characterizing Displays by Level of Fidelity 170
5.6 Design Guidelines: Choosing Output Devices for 3D User Interfaces 171
5.7 Case Studies 178
5.8 Conclusion 183
Recommended Reading 183
Chapter 6 3D User Interface Input Hardware 187
6.1 Introduction 188
6.2 Traditional Input Devices 190
6.3 3D Spatial Input Devices 200
6.4 Complementary Input for 3D User Interfaces 226
6.5 Special-Purpose Input Devices 228
6.6 Do It Yourself (DIY) Input Devices 234
6.7 Choosing Input Devices for 3D User Interfaces 238
6.8 Case Studies 244
6.9 Conclusion 247
Recommended Reading 248
PART IV: 3D INTERACTION TECHNIQUES 251
Chapter 7 Selection and Manipulation 255
7.1 Introduction 256
7.2 3D Manipulation Tasks 257
7.3 Classifications for 3D Manipulation 262
7.4 Grasping Metaphors 264
7.5 Pointing Metaphors 273
7.6 Surface Metaphors 280
7.7 Indirect Metaphors 286
7.8 Bimanual Metaphors 297
7.9 Hybrid Metaphors 301
7.10 Other Aspects of 3D Manipulation 303
7.11 Design Guidelines 309
7.12 Case Studies 312
7.13 Conclusion 314
Recommended Reading 315
Chapter 8 Travel 317
8.1 Introduction 318
8.2 3D Travel Tasks 319
8.3 Classifications for 3D Travel 322
8.4 Walking Metaphors 325
8.5 Steering Metaphors 339
8.6 Selection-Based Travel Metaphors 344
8.7 Manipulation-Based Travel Metaphors 349
8.8 Other Aspects of Travel Techniques 353
8.9 Wayfinding in 3D Environments 361
8.10 Design Guidelines 367
8.11 Case Studies 371
8.12 Conclusion 376
Recommended Reading 377
Chapter 9 System Control 379
9.1 Introduction 380
9.2 System Control Issues 381
9.3 Classification 384
9.4 Physical Controllers 384
9.5 Graphical Menus 386
9.6 Voice Commands 396
9.7 Gestural Commands 398
9.8 Tools 404
9.9 Multimodal Techniques 409
9.10 Design Guidelines412
9.11 Case Studies 414
9.12 Conclusion 417
Recommended Reading 417
PART V: DESIGNING AND DEVELOPING 3D USER INTERFACES 419
Chapter 10 Strategies in Designing and Developing 3D User Interfaces 421
10.1 Introduction 422
10.2 Designing for Humans 423
10.3 Inventing 3D User Interfaces 436
10.4 Design Guidelines 447
10.5 Case Studies 451
10.6 Conclusion 454
Recommended Reading 454
Chapter 11 Evaluation of 3D User Interfaces 455
11.1 Introduction 456
11.2 Evaluation Methods for 3D UIs 457
11.3 Evaluation Metrics for 3D UIs 460
11.4 Characteristics of 3D UI Evaluations 463
11.5 Classification of Evaluation Methods 468
11.6 Three Multimethod Approaches 470
11.7 Guidelines for 3D UI Evaluation 487
11.8 Case Studies 489
11.9 Conclusion 493
Recommended Reading 493
Acknowledgment 494
Part VI: THE FUTURE OF 3D INTERFACES 495
Chapter 12 The Future of 3D User Interfaces 497
12.1 User Experience with 3D Displays 498
12.2 3D UI Design 500
12.3 3D UI Development and Evaluation 505
12.4 3D UIs in the Real World 507
12.5 Applications of 3D UIs 509
Bibliography 513
Index 563
PowerPoints for 3D User Interfaces: Theory and Practice
LaViola, Kruijff, McMahan, Bowman & Poupyrev
©2017
3D User Interfaces: Theory and Practice (Oasis)
LaViola, Kruijff, McMahan, Bowman & Poupyrev
©2017
Pearson offers affordable and accessible purchase options to meet the needs of your students. Connect with us to learn more.
K12 Educators: Contact your Savvas Learning Company Account General Manager for purchase options. Instant Access ISBNs are for individuals purchasing with credit cards or PayPal.
Savvas Learning Company is a trademark of Savvas Learning Company LLC.
LaViola, Kruijff, Bowman, Poupyrev & McMahan
©2017  | Addison-Wesley Professional  | 624 pp
JOSEPH J. LAVIOLA, JR
., Associate Professor of Computer Science, directs the Interactive Systems and User Experience Research Cluster of Excellence at the University of Central Florida.
ERNST KRUIJFF
, Interim Professor for Computer Graphics and Interactive Systems at the Institute of Visual Computing, Bonn-Rhein-Sieg University of Applied Sciences, leads the 3DMi group’s design of multisensory 3D user interfaces.
RYAN P. McMAHAN
, Associate Professor of Computer Science at UT Dallas, directs its Future Immersive Virtual Environments (FIVE) Lab.
DOUG A. BOWMAN
, Professor of Computer Science at Virginia Tech, directs its 3D Interaction Research Group and Center for Human-Computer Interaction. He is an ACM Distinguished Scientist.
IVAN POUPYREV
is Technical Program Lead working on advanced interaction research at Google’s Advanced Technology and Products (ATAP) division.
We're sorry! We don't recognize your username or password. Please try again.
The work is protected by local and international copyright laws and is provided solely for the use of instructors in teaching their courses and assessing student learning.
You have successfully signed out and will be required to sign back in should you need to download more resources.