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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)
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.