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Interaction design for 3D user interfaces : the world of modern input devices for research, applications, and game development / Francisco R. Ortega ... [et al.].

By: Ortega, Francisco R [author]Boca Raton : CRC Press; 2016Description: xlii, 763 pages : illistrations ; 23 cmContent type: text Media type: unmediated Carrier type: volume001: 28023ISBN: 9781482216943Subject(s): User interfaces (Computer systems) -- Design | Three-dimensional display systems -- Design | Computer modelling | Computer simulation | Computer graphics software | Computer Graphics | Computer Programming | Computer GamesDDC classification: 004.019 ORT

Enhanced descriptions from Syndetics:

In this new era of computing, where the iPhone, iPad, Xbox Kinect, and similar devices have changed the way to interact with computers, many questions have risen about how modern input devices can be used for a more intuitive user interaction. Interaction Design for 3D User Interfaces: The World of Modern Input Devices for Research, Applications, and Game Development addresses this paradigm shift by looking at user interfaces from an input perspective.

The book is divided into four parts:

Theory of input devices and user interfaces, with an emphasis on multi-touch interaction Advanced topics on reducing noise on input devices using Kalman Filters A collection of hands-on approaches that allows the reader to gain experience with some devices A case study examining speech as input

Most of the chapters contain exercises that provide practical experience to enhance knowledge of the material in the related chapter. With its hands-on approach and the affordability of the required hardware, this book is an excellent flexible resource for both the novice and the expert in 3D user input device development. Researchers and practitioners will gain a much deeper understanding about user input devices and user interfaces. Game developers and software designers will find new techniques to improve their products by adding intuitive user interaction mechanisms to their games and applications. In addition to the resources provided in the book, its companion website, http://3DInputBook.com , provides additional resources, which include: additional exercises and project ideas, additional chapters, source code, and class instructors' resources. The additional resources are provided to keep helping you with new research and new technology as it becomes available to help you stay up to date.

Table of contents provided by Syndetics

  • Theory
  • Introduction
  • The Vision
  • Human-Computer Interaction
  • Definitions
  • Further Reading
  • Input Interfaces
  • Introduction
  • Input Technologies
  • User Input Interfaces
  • Input Devices
  • Input Recognition
  • Virtual Devices
  • Input Taxonomies
  • Further Reading
  • Output Interfaces and Displays
  • 3D Output Interfaces
  • Displays
  • Further Reading
  • Computer Graphics
  • Computer Graphics
  • Further Reading
  • 3D Interaction
  • Introduction
  • 3D Manipulation
  • Further Reading
  • 3D Navigation
  • 3D Travel
  • Wayfinding
  • 3D Navigation: User Studies
  • Further Reading
  • Descriptive and Predictive Models
  • Introduction
  • Predictive Models
  • Descriptive Models
  • Further Reading
  • Multi-Touch
  • Introduction
  • Hardware
  • Multi-Touch and Its Applications
  • Figures of Large TabletTop Displays
  • Further Reading
  • Multi-Touch for Stereoscopic Displays
  • Understanding 3D Touch
  • Touching Parallaxes
  • Multi-Touch Above the Tabletop
  • Interaction with Virtual Shadows
  • Perceptual Illusions for 3D Touch Interaction
  • Pen and Multi-Touch Modeling and Recognition
  • Introduction
  • The Dollar Family
  • Proton++ and More
  • Fetouch
  • Using Multi-Touch with PetriNets
  • Background
  • PeNTa: Petri Nets
  • Further Reading
  • Eye Gaze Tracking as Input in Human-Computer Interaction
  • Principle of Operation
  • Post-Processing of POG Data: Fixation Identification
  • Emerging Uses of EGT in HCI: Affective Sensing
  • Further Reading
  • Brain-Computer Interfaces: Considerations for the Next Frontier in Interactive Graphics and Games
  • Frances Lucretia Van Scoy
  • Introduction
  • Neuroscience Research
  • Implications of EEG and fMRI-Based Research for the Brain-Computer Interface
  • Neuroheadsets
  • A Simple Approach to Recognizing Specific Brain Activities Using Low-End Neuroheadsets and Simple Clustering Techniques
  • Evidence of Feasibility of Using EEG Data to Recognize Active Brain Regions
  • Conclusion
  • For Further Reading
  • Advanced Topics
  • Math for 3D Input
  • Steven P. Landers and David Rieksts
  • Introduction
  • Axis Conventions
  • Vectors
  • Matrices
  • Axis Angle Rotations
  • Two Vector Orientation
  • Calibration of Three Axis Sensors
  • Smoothing
  • Further Reading
  • Introduction to Digital Signal Processing
  • Introduction
  • What Is a Signal?
  • Classification of Signals
  • Applications of Digital Signal Processing
  • Noise
  • Signal Energy and Power
  • Mathematical Representation of Elementary Signals
  • Sampling Theorem
  • Nyquist-Shannon Theorem
  • Aliasing
  • Quantization
  • Fourier Analysis
  • Fast Fourier Transform
  • z-Transform
  • Convolution
  • Further Reading
  • Three Dimensional Rotations
  • Introduction
  • Three Dimensional Rotation
  • Coordinate Systems
  • Euler Angles
  • Quaternions
  • Further Reading
  • MEMS Inertial Sensors and Magnetic Sensors
  • Introduction
  • Inertial Sensors
  • MEMS Inertial Sensor Errors
  • Magnetometers
  • MEMS Magnetometer Errors
  • Further Reading
  • Kalman Filters
  • Introduction
  • Least Squares Estimator
  • Kalman Filter
  • Discrete Kalman Filter
  • Extended Kalman Filter
  • Further Reading
  • Quaternions and Sensor Fusion
  • Introduction
  • Quaternion-Based Kalman Filter
  • Quaternion-Based Extended Kalman Filter
  • Conversion between Euler and Quaternion
  • Further Reading
  • Hands-On
  • Hands-On: Inertial Sensors for 3D Input
  • Paul W. Yost
  • Introduction
  • Motion Sensing and Motion Capture
  • Types of Motion Sensing Technology
  • Inertial Sensor Configurations for Input
  • Hands-On: YEI 3-Space Sensors
  • Hands-On: YEI Prio for Whole-Body Input
  • Further Reading
  • Simple Hands-On Project with Unity 3D and Oculus Rift
  • Nonnarit O-larnnithipong
  • Installation and System Requirements
  • Getting Started
  • Creating Game Scene
  • Lighting, Camera and Skybox
  • GameObject and Basic Action Script
  • Graphic User Interface (GUI)
  • Oculus Rift Integration for Unity
  • Further Reading
  • Hands-On Approach with Leap Motion
  • Frank E. Hernandez
  • What Is Leap Motion
  • Installation
  • Hands-On Mini-Project
  • Further Reading
  • Hands-On Approach with Kinect Sensor v2
  • Frank E. Hernandez
  • What Is the Kinect Sensor
  • Installation
  • Hands-On Mini-Project
  • Further Reading
  • Creating Home-Brew Devices with Arduino Microcontrollers
  • Sudarat Tangnimitchok
  • Microcontroller
  • Analog Sensor
  • Serial Communication
  • Hands-On Project: Ultrasonic Proximity Sensor
  • Autonomous Bicycle with Gyroscope Sensor
  • Panuwat Janwattanapong and Mercedes Cabrerizo
  • Introduction
  • AU Self-Balancing Bicycle (AUSB)
  • Data Processing
  • System Implementation and Results
  • Conclusion
  • Further Reading
  • Exercise
  • Input Implementation Details
  • Input Devices
  • Multi-Touch Implementation
  • Working with a 3D Graphics Engine: OGRE
  • ECHoSS: Experiment Module
  • Further Reading
  • Case Study: Speech As Input
  • Multimodal Human-Like Conversational Interfaces
  • Ugan Yasavur and Christine Lisetti
  • Dialogue Management Overview
  • Dialogue Management in Health Dialogue Systems
  • Task-Based Spoken Dialog Systems
  • Embodied Conversational Agents
  • Brief Interventions for Alcohol Problems
  • Conclusion
  • Adaptive Dialogue Systems for Health
  • Ugan Yasavur and Christine Lisetti
  • Approach
  • Reinforcement Learning Background
  • Markov Decision Processes
  • Modeling World with Interconnected MDPs
  • Agent and Dialogue Strategy Learning
  • Reward Function Design
  • Speech Recognition and Language Model
  • Dialog Corpus
  • Conclusion
  • Contents Of Online Supplementary Material
  • The World of Gesture Recognition
  • Input Frameworks and Development Considerations for Input Technologies
  • Hands-On: Multi-Touch and Pen Using Microsoft Windows 8 and Windows 10 with Microsoft Surface Pro
  • Hands-On: Intel RealSense SDK
  • Appendices
  • Displays
  • Jorge Chernicharo
  • Fixed Displays
  • Portable Displays
  • Hybrid Systems
  • Creating Your Own Virtual Reality Headset
  • Karrel Muller
  • Introduction
  • Google Cardboard

Reviews provided by Syndetics

CHOICE Review

This work covers 3D user interface design for interactive media from an input technology outlook. A discussion on theory provides a solid historical, conceptual, theoretical, and technical foundation for 3D user interface design. The advanced topics section delves into technical details and requires knowledge of statistics, digital signal processing, and mathematics. The application section features mini-projects that utilize input hardware and 3D game engines. The book concludes with a short case study of "speech as input." The authors mention books such as Bowman, Kruijff, LaViola, and Poupyrev's 3D User Interfaces: Theory and Practice (2004) and MacKenzie's Human-Computer Interaction: An Empirical and Research Perspective (2012), which cover user interface topics found in this book yet differ in perspective and focus. This book will serve as a valuable reference for upper-division undergraduates and graduate students in computer science and human-computer interaction related programs. It will also be helpful for researchers, faculty, and professionals. Nonetheless, as a textbook, the work may not offer enough detailed exercises or relevant links to warrant consideration. However, if one believes its nascent companion website fills the gaps, the title may then be worth the investigation. Summing Up: Recommended. Upper-division undergraduates through professionals and practitioners. --Albert Chen, Cogswell College

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