3D User Interfaces


Book Description

Here’s what three pioneers in computer graphics and human-computer interaction have to say about this book: “What a tour de force—everything one would want—comprehensive, encyclopedic, and authoritative.” — Jim Foley “At last, a book on this important, emerging area. It will be an indispensable reference for the practitioner, researcher, and student interested in 3D user interfaces.” — Andy van Dam “Finally, the book we need to bridge the dream of 3D graphics with the user-centered reality of interface design. A thoughtful and practical guide for researchers and product developers. Thorough review, great examples.” — Ben Shneiderman As 3D technology becomes available for a wide range of applications, its successful deployment will require well-designed user interfaces (UIs). Specifically, software and hardware developers will need to understand the interaction principles and techniques peculiar to a 3D environment. This understanding, of course, builds on usability experience with 2D UIs. But it also involves new and unique challenges and opportunities. Discussing all relevant aspects of interaction, enhanced by instructive examples and guidelines, 3D User Interfaces comprises a single source for the latest theory and practice of 3D UIs. Many people already have seen 3D UIs in computer-aided design, radiation therapy, surgical simulation, data visualization, and virtual-reality entertainment. The next generation of computer games, mobile devices, and desktop applications also will feature 3D interaction. The authors of this book, each at the forefront of research and development in the young and dynamic field of 3D UIs, show how to produce usable 3D applications that deliver on their enormous promise. Coverage includes: The psychology and human factors of various 3D interaction tasks Different approaches for evaluating 3D UIs Results from empirical studies of 3D interaction techniques Principles for choosing appropriate input and output devices for 3D systems Details and tips on implementing common 3D interaction techniques Guidelines for selecting the most effective interaction techniques for common 3D tasks Case studies of 3D UIs in real-world applications To help you keep pace with this fast-evolving field, the book’s Web site, www.3dui.org, will offer information and links to the latest 3D UI research and applications.




3D User Interfaces


Book Description

Augmented & mixed reality, gestural, 3d en multisensory interfaces.




3D User Interfaces


Book Description

"The authors of this book, each at the forefront of research and development in the young and dynamic field of 3D UIs, show how to produce usable 3D applications that deliver on their enormous promise. Coverage includes: The psychology and human factors of various 3D interaction tasks, Different approached for evaluating 3D UIs, Results from empirical studies of 3D interaction techniques, Principles for choosing appropriate input and output devices for 3D systems, Details and tips on implementing common 3D interaction techniques, Guidelines for selecting the most effective interaction techniques for common 3D tasks, and Case studies of 3D UIs in real-world applications." from back cover.




3D User Interfaces with Java 3D


Book Description

3D User Interfaces with Java 3D is a practical guide for providing next-generation applications with 3D user interfaces for manipulation of in-scene objects. Emphasis is on standalone and web-based business applications, such as for online sales and mass customization, but much of what this book offers has broad applicability to 3D user interfaces in other pursuits such as scientific visualization and gaming.




Interaction Design for 3D User Interfaces


Book Description

This book addresses the new interaction modalities that are becoming possible with new devices by looking at user interfaces from an input perspective. It deals with modern input devices and user interaction and design covering in-depth theory, advanced topics for noise reduction using Kalman Filters, a case study, and multiple chapters showing hands-on approaches to relevant technology, including modern devices such as the Leap-Motion, Xbox One Kinect, inertial measurement units, and multi-touch technology. It also discusses theories behind interaction and navigation, past and current techniques, and practical topics about input devices.




Designing Voice User Interfaces


Book Description

Voice user interfaces (VUIs) are becoming all the rage today. But how do you build one that people can actually converse with? Whether you’re designing a mobile app, a toy, or a device such as a home assistant, this practical book guides you through basic VUI design principles, helps you choose the right speech recognition engine, and shows you how to measure your VUI’s performance and improve upon it. Author Cathy Pearl also takes product managers, UX designers, and VUI designers into advanced design topics that will help make your VUI not just functional, but great.Understand key VUI design concepts, including command-and-control and conversational systemsDecide if you should use an avatar or other visual representation with your VUIExplore speech recognition technology and its impact on your designTake your VUI above and beyond the basic exchange of informationLearn practical ways to test your VUI application with usersMonitor your app and learn how to quickly improve performanceGet real-world examples of VUIs for home assistants, smartwatches, and car systems




Multimedia and Virtual Reality


Book Description

This book is primarily a summary of research done over 10 years in multimedia and virtual reality, which fits within a wider interest of exploiting psychological theory to improve the process of designing interactive systems. The subject matter lies firmly within the field of HCI, with some cross-referencing to software engineering. Extending Sutcliffe's views on the design process to more complex interfaces that have evolved in recent years, this book: *introduces the background to multisensory user interfaces and surveys the design issues and previous HCI research in these areas; *explains the basic psychology for design of multisensory user interfaces, including the Interactive Cognitive Subsystems cognitive model; *describes elaborations of Norman's models of action for multimedia and VR, relates these models to the ICS cognitive model, and explains how the models can be applied to predict the design features necessary for successful interaction; *provides a design process from requirements, user and domain analysis, to design of representation in media or virtual worlds and facilities for user interaction therein; *covers usability evaluation for multisensory interfaces by extending existing well-known HCI approaches of heuristic evaluation and observational usability testing; and *presents two special application areas for multisensory interfaces: educational applications and virtual prototyping for design refinement.




User Interface Design for Programmers


Book Description

Most programmers' fear of user interface (UI) programming comes from their fear of doing UI design. They think that UI design is like graphic design—the mysterious process by which creative, latte-drinking, all-black-wearing people produce cool-looking, artistic pieces. Most programmers see themselves as analytic, logical thinkers instead—strong at reasoning, weak on artistic judgment, and incapable of doing UI design. In this brilliantly readable book, author Joel Spolsky proposes simple, logical rules that can be applied without any artistic talent to improve any user interface, from traditional GUI applications to websites to consumer electronics. Spolsky's primary axiom, the importance of bringing the program model in line with the user model, is both rational and simple. In a fun and entertaining way, Spolky makes user interface design easy for programmers to grasp. After reading User Interface Design for Programmers, you'll know how to design interfaces with the user in mind. You'll learn the important principles that underlie all good UI design, and you'll learn how to perform usability testing that works.




DirectX 9 User Interfaces


Book Description

Companion CD included with Paint Shop Pro 8 evaluation edition!Interfaces strongly affect how an application or game is received by a user, no matter which cutting-edge features it may boast. This unique book presents a comprehensive solution for creating good interfaces using the latest version of DirectX. This involves building an interface library from the ground up. Divided into three sections, the book discusses the foundations of interface design, the construction of a feature-rich interface library, and the creation of a fully functional media player in DirectShow.




Multimedia Interaction and Intelligent User Interfaces


Book Description

Consumer electronics (CE) devices, providing multimedia entertainment and enabling communication, have become ubiquitous in daily life. However, consumer interaction with such equipment currently requires the use of devices such as remote controls and keyboards, which are often inconvenient, ambiguous and non-interactive. An important challenge for the modern CE industry is the design of user interfaces for CE products that enable interactions which are natural, intuitive and fun. As many CE products are supplied with microphones and cameras, the exploitation of both audio and visual information for interactive multimedia is a growing field of research. Collecting together contributions from an international selection of experts, including leading researchers in industry, this unique text presents the latest advances in applications of multimedia interaction and user interfaces for consumer electronics. Covering issues of both multimedia content analysis and human-machine interaction, the book examines a wide range of techniques from computer vision, machine learning, audio and speech processing, communications, artificial intelligence and media technology. Topics and features: introduces novel computationally efficient algorithms to extract semantically meaningful audio-visual events; investigates modality allocation in intelligent multimodal presentation systems, taking into account the cognitive impacts of modality on human information processing; provides an overview on gesture control technologies for CE; presents systems for natural human-computer interaction, virtual content insertion, and human action retrieval; examines techniques for 3D face pose estimation, physical activity recognition, and video summary quality evaluation; discusses the features that characterize the new generation of CE and examines how web services can be integrated with CE products for improved user experience. This book is an essential resource for researchers and practitioners from both academia and industry working in areas of multimedia analysis, human-computer interaction and interactive user interfaces. Graduate students studying computer vision, pattern recognition and multimedia will also find this a useful reference.