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...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Boston :
Addison-Wesley,
[2017]
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Edición: | Second edition. |
Colección: | Addison-Wesley usability and HCI series.
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Temas: | |
Acceso en línea: | Texto completo (Requiere registro previo con correo institucional) |
Tabla de Contenidos:
- 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.
- Foreword to the Second Edition
- Foreword to the First Edition
- Preface to the Second Edition
- Preface to the First Edition
- Acknowledgments
- About the Authors
- Part I. Foundations of 3D User Interfaces :
- 1. Introduction to 3D User Interfaces
- 1.1. What Are 3D User Interfaces?
- 1.2. Why 3D User Interfaces?
- 1.3. Terminology
- 1.4. Application Areas
- 1.5. Conclusion{Chapter}
- 2. 3D User Interfaces: History and Roadmap
- 2.1. History of 3D UIs
- 2.2. Roadmap to 3D UIs
- 2.3. Scope of this Book
- 2.4. Introduction to Case Studies
- 2.5. Conclusion
- Part II. Human factors and Human-Computer Interaction Basics :
- 3. Human Factors Fundamentals
- 3.1. Introduction
- 3.2. Information Processing
- 3.3. Perception
- 3.4. Cognition
- 3.5. Physical Ergonomics
- 3.6. Guidelines
- 3.7. Conclusion
- Recommended Reading
- 4. General Principles of Human-Computer Interaction
- 4.1. Introduction
- 4.2. Understanding the User Experience
- 4.3. Design Principles and Guidelines
- 4.4. Engineering the User Experience
- 4.5. Conclusion
- Recommended Reading
- Part III. Hardware Technologies for 3D User Interfaces :
- 5. 3D User Interface Output Hardware
- 5.1. Introduction
- 5.2. Visual Displays
- 5.3. Auditory Displays
- 5.4. Haptic Displays
- 5.5. Characterizing Displays by Level of Fidelity
- 5.6. Design Guidelines: Choosing Output Devices for 3D User Interfaces
- 5.7. Case Studies
- 5.8. Conclusion
- Recommended Reading
- 6. 3D User Interface Input Hardware
- 6.1. Introduction
- 6.2. Traditional Input Devices
- 6.3. 3D Spatial Input Devices
- 6.4. Complementary Input for 3D User Interfaces
- 6.5. Special-Purpose Input Devices
- 6.6. Do It Yourself (DIY) Input Devices
- 6.7. Choosing Input Devices for 3D User Interfaces
- 6.8. Case Studies
- 6.9. Conclusion
- Recommended Reading.
- Part IV. 3D Interaction Techniques :
- 7. Selection and Manipulation
- 7.1. Introduction
- 7.2. 3D Manipulation Tasks
- 7.3. Classifications for 3D Manipulation
- 7.4. Grasping Metaphors
- 7.5. Pointing Metaphors
- 7.6. Surface Metaphors
- 7.7. Indirect Metaphors
- 7.8. Bimanual Metaphors
- 7.9. Hybrid Metaphors
- 7.10. Other Aspects of 3D Manipulation
- 7.11. Design Guidelines
- 7.12. Case Studies
- 7.13. Conclusion
- Recommended Reading
- 8. Travel
- 8.1. Introduction
- 8.2. 3D Travel Tasks
- 8.3. Classifications for 3D Travel
- 8.4. Walking Metaphors
- 8.5. Steering Metaphors
- 8.6. Selection-Based Travel Metaphors
- 8.7. Manipulation-Based Travel Metaphors
- 8.8. Other Aspects of Travel Techniques
- 8.9. Wayfinding in 3D Environments
- 8.10. Design Guidelines
- 8.11. Case Studies
- 8.12. Conclusion
- Recommended Reading
- 9. System Control
- 9.1. Introduction
- 9.2. System Control Issues
- 9.3. Classification
- 9.4. Physical Controllers
- 9.5. Graphical Menus
- 9.6. Voice Commands
- 9.7. Gestural Commands
- 9.8. Tools
- 9.9. Multimodal Techniques
- 9.10. Design Guidelines
- 9.11. Case Studies
- 9.12. Conclusion
- Recommended Reading
- Part V. Designing and Developing 3D User Interfaces :
- 10. Strategies in Designing and Developing 3D User Interfaces
- 10.1. Introduction
- 10.2. Designing for Humans
- 10.3. Inventing 3D User Interfaces
- 10.4. Design Guidelines
- 10.5. Case Studies
- 10.6. Conclusion
- Recommended Reading
- 11. Evaluation of 3D User Interfaces
- 11.1. Introduction
- 11.2. Evaluation Methods for 3D UIs
- 11.3. Evaluation Metrics for 3D UIs
- 11.4. Characteristics of 3D UI Evaluations
- 11.5. Classification of Evaluation Methods
- 11.6. Three Multimethod Approaches
- 11.7. Guidelines for 3D UI Evaluation
- 11.8. Case Studies
- 11.9. Conclusion
- Recommended Reading
- Acknowledgment
- Part VI. The Future of OF 3D Interfaces :
- 12. The Future of 3D User Interfaces
- 12.1. User Experience with 3D Displays
- 12.2. 3D UI Design
- 12.3. 3D UI Development and Evaluation
- 12.4. 3D UIs in the Real World
- 12.5. Applications of 3D UIs
- Bibliography
- Index.