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3D user interfaces : theory and practice /

"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...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: LaViola, Joseph J. (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Boston : Addison-Wesley, [2017]
Edición:Second edition.
Colección:Addison-Wesley usability and HCI series.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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100 1 |a LaViola, Joseph J.,  |e author. 
245 1 0 |a 3D user interfaces :  |b theory and practice /  |c Joseph J. LaViola Jr. [and four others]. 
246 3 |a Three dimensional user interfaces 
250 |a Second edition. 
264 1 |a Boston :  |b Addison-Wesley,  |c [2017] 
264 4 |c ©2017 
300 |a 1 online resource (1 volume) :  |b illustrations. 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
490 1 |a Addison-Wesley Usability and HCI Series 
588 0 |a Online resource; title from PDF title page (EBSCO, viewed October 23, 2017). 
504 |a Includes bibliographical references and index. 
505 0 |a Part I. Foundations of 3D User Interfaces : -- Part II. Human factors and Human-Computer Interaction Basics : -- Part III. Hardware Technologies for 3D User Interfaces : -- Part IV. 3D Interaction Techniques : -- Part V. Designing and Developing 3D User Interfaces : -- Part VI. The Future of OF 3D Interfaces. 
505 0 0 |t Foreword to the Second Edition --  |t Foreword to the First Edition --  |t Preface to the Second Edition --  |t Preface to the First Edition --  |t Acknowledgments --  |t About the Authors --  |g Part I.  |t Foundations of 3D User Interfaces : --  |g 1.  |t Introduction to 3D User Interfaces --  |g 1.1.  |t What Are 3D User Interfaces? --  |g 1.2.  |t Why 3D User Interfaces? --  |g 1.3.  |t Terminology --  |g 1.4.  |t Application Areas --  |g 1.5.  |t Conclusion{Chapter} --  |g 2.  |t 3D User Interfaces: History and Roadmap --  |g 2.1.  |t History of 3D UIs --  |g 2.2.  |t Roadmap to 3D UIs --  |g 2.3.  |t Scope of this Book --  |g 2.4.  |t Introduction to Case Studies --  |g 2.5.  |t Conclusion --  |g Part II.  |t Human factors and Human-Computer Interaction Basics : --  |g 3.  |t Human Factors Fundamentals --  |g 3.1.  |t Introduction --  |g 3.2.  |t Information Processing --  |g 3.3.  |t Perception --  |g 3.4.  |t Cognition --  |g 3.5.  |t Physical Ergonomics --  |g 3.6.  |t Guidelines --  |g 3.7.  |t Conclusion --  |t Recommended Reading --  |g 4.  |t General Principles of Human-Computer Interaction --  |g 4.1.  |t Introduction --  |g 4.2.  |t Understanding the User Experience --  |g 4.3.  |t Design Principles and Guidelines --  |g 4.4.  |t Engineering the User Experience --  |g 4.5.  |t Conclusion --  |t Recommended Reading --  |g Part III.  |t Hardware Technologies for 3D User Interfaces : --  |g 5.  |t 3D User Interface Output Hardware --  |g 5.1.  |t Introduction --  |g 5.2.  |t Visual Displays --  |g 5.3.  |t Auditory Displays --  |g 5.4.  |t Haptic Displays --  |g 5.5.  |t Characterizing Displays by Level of Fidelity --  |g 5.6.  |t Design Guidelines: Choosing Output Devices for 3D User Interfaces --  |g 5.7.  |t Case Studies --  |g 5.8.  |t Conclusion --  |t Recommended Reading --  |g 6.  |t 3D User Interface Input Hardware --  |g 6.1.  |t Introduction --  |g 6.2.  |t Traditional Input Devices --  |g 6.3.  |t 3D Spatial Input Devices --  |g 6.4.  |t Complementary Input for 3D User Interfaces --  |g 6.5.  |t Special-Purpose Input Devices --  |g 6.6.  |t Do It Yourself (DIY) Input Devices --  |g 6.7.  |t Choosing Input Devices for 3D User Interfaces --  |g 6.8.  |t Case Studies --  |g 6.9.  |t Conclusion --  |t Recommended Reading. 
505 0 0 |g Part IV.  |t 3D Interaction Techniques : --  |g 7.  |t Selection and Manipulation --  |g 7.1.  |t Introduction --  |g 7.2.  |t 3D Manipulation Tasks --  |g 7.3.  |t Classifications for 3D Manipulation --  |g 7.4.  |t Grasping Metaphors --  |g 7.5.  |t Pointing Metaphors --  |g 7.6.  |t Surface Metaphors --  |g 7.7.  |t Indirect Metaphors --  |g 7.8.  |t Bimanual Metaphors --  |g 7.9.  |t Hybrid Metaphors --  |g 7.10.  |t Other Aspects of 3D Manipulation --  |g 7.11.  |t Design Guidelines --  |g 7.12.  |t Case Studies --  |g 7.13.  |t Conclusion --  |t Recommended Reading --  |g 8.  |t Travel --  |g 8.1.  |t Introduction --  |g 8.2.  |t 3D Travel Tasks --  |g 8.3.  |t Classifications for 3D Travel --  |g 8.4.  |t Walking Metaphors --  |g 8.5.  |t Steering Metaphors --  |g 8.6.  |t Selection-Based Travel Metaphors --  |g 8.7.  |t Manipulation-Based Travel Metaphors --  |g 8.8.  |t Other Aspects of Travel Techniques --  |g 8.9.  |t Wayfinding in 3D Environments --  |g 8.10.  |t Design Guidelines --  |g 8.11.  |t Case Studies --  |g 8.12.  |t Conclusion --  |t Recommended Reading --  |g 9.  |t System Control --  |g 9.1.  |t Introduction --  |g 9.2.  |t System Control Issues --  |g 9.3.  |t Classification --  |g 9.4.  |t Physical Controllers --  |g 9.5.  |t Graphical Menus --  |g 9.6.  |t Voice Commands --  |g 9.7.  |t Gestural Commands --  |g 9.8.  |t Tools --  |g 9.9.  |t Multimodal Techniques --  |g 9.10.  |t Design Guidelines --  |g 9.11.  |t Case Studies --  |g 9.12.  |t Conclusion --  |t Recommended Reading --  |g Part V.  |t Designing and Developing 3D User Interfaces : --  |g 10.  |t Strategies in Designing and Developing 3D User Interfaces --  |g 10.1.  |t Introduction --  |g 10.2.  |t Designing for Humans --  |g 10.3.  |t Inventing 3D User Interfaces --  |g 10.4.  |t Design Guidelines --  |g 10.5.  |t Case Studies --  |g 10.6.  |t Conclusion --  |t Recommended Reading --  |g 11.  |t Evaluation of 3D User Interfaces --  |g 11.1.  |t Introduction --  |g 11.2.  |t Evaluation Methods for 3D UIs --  |g 11.3.  |t Evaluation Metrics for 3D UIs --  |g 11.4.  |t Characteristics of 3D UI Evaluations --  |g 11.5.  |t Classification of Evaluation Methods --  |g 11.6.  |t Three Multimethod Approaches --  |g 11.7.  |t Guidelines for 3D UI Evaluation --  |g 11.8.  |t Case Studies --  |g 11.9.  |t Conclusion --  |t Recommended Reading --  |t Acknowledgment --  |g Part VI.  |t The Future of OF 3D Interfaces : --  |g 12.  |t The Future of 3D User Interfaces --  |g 12.1.  |t User Experience with 3D Displays --  |g 12.2.  |t 3D UI Design --  |g 12.3.  |t 3D UI Development and Evaluation --  |g 12.4.  |t 3D UIs in the Real World --  |g 12.5.  |t Applications of 3D UIs --  |t Bibliography --  |t Index. 
520 |a "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."--Publisher's website. 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
650 0 |a User interfaces (Computer systems) 
650 0 |a Three-dimensional display systems. 
650 0 |a Virtual reality. 
650 2 |a User-Computer Interface 
650 2 |a Virtual Reality 
650 6 |a Interfaces utilisateurs (Informatique) 
650 6 |a Affichage tridimensionnel. 
650 6 |a Réalité virtuelle. 
650 7 |a three-dimensional.  |2 aat 
650 7 |a virtual reality.  |2 aat 
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650 7 |a User interfaces (Computer systems)  |2 fast 
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