3D User Interfaces : Theory and Practice

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Edition: 1st
Format: Hardcover
Pub. Date: 2004-07-26
Publisher(s): Addison-Wesley Professional
List Price: $74.99

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Summary

The first book covering the state of the art in 3D Interfaces, providing guidelines and practical examples for both design and evaluation.

Author Biography

Doug A. Bowman is an assistant professor of computer science at Virginia Tech Ernst Kruijff is a researcher at the Fraunhofer Institute for Media Communication in Germany Joseph J. Laviola, Jr., is currently working on obtaining his Ph.D. in computer science at Brown University Ivan Poupyrev is a researcher at the Interaction Laboratory, Sony Computer Science Labs in Tokyo

Table of Contents

Foreword xv
Preface xix
PART I FOUNDATIONS OF 3D USER INTERFACES 1(26)
Chapter 1 Introduction to 3D User Interfaces
3(8)
1.1. What Are 3D User Interfaces?
3(1)
1.2. Why 3D User Interfaces?
4(2)
1.3. Terminology
6(2)
1.4. Application Areas
8(1)
1.5. Conclusion
9(2)
Chapter 2 3D User Interfaces: History and Roadmap
11(16)
2.1. History of 3D UIs
11(3)
2.2. Roadmap to 3D UIs
14(11)
2.2.1. Areas Informing the Design of 3D UIs
15(3)
2.2.2. 3D UI Subareas
18(4)
2.2.3. Areas Impacted by 3D UIs
22(3)
2.3. Scope of This Book
25(1)
2.4. Conclusion
26(1)
PART II HARDWARE TECHNOLOGIES FOR 3D USER INTERFACES 27(108)
Chapter 3 3D User Interface Output Hardware
29(58)
3.1. Introduction
29(2)
3.1.1. Chapter Roadmap
30(1)
3.2. Visual Displays
31(28)
3.2.1. Visual Display Characteristics
31(3)
3.2.2. Depth Cues
34(6)
3.2.3. Visual Display Device Types
40(19)
3.3. Auditory Displays
59(9)
3.3.1. 3D Sound Localization Cues
59(3)
3.3.2. 3D Sound Generation
62(2)
3.3.3. Sound System Configurations
64(2)
3.3.4. Audio in 3D Interfaces
66(2)
3.4. Haptic Displays
68(9)
3.4.1. Haptic Cues
68(2)
3.4.2. Haptic Display Characteristics
70(1)
3.4.3. Haptic Display Types
71(6)
3.4.4. Haptic Displays in 3D Interfaces
77(1)
3.5. Design Guidelines: Choosing Output Devices for 3D User Interfaces
77(6)
3.6. Conclusion
83(4)
Chapter 4 3D User Interface Input Hardware
87(48)
4.1. Introduction
87(3)
4.1.1. Input Device Characteristics
88(1)
4.1.2. Chapter Roadmap
89(1)
4.2. Desktop Input Devices
90(6)
4.2.1. Keyboards
91(1)
4.2.2. 2D Mice and Trackballs
91(1)
4.2.3. Pen-Based Tablets
92(1)
4.2.4. Joysticks
93(2)
4.2.5. Six-DOF Input Devices for the Desktop
95(1)
4.3. Tracking Devices
96(14)
4.3.1. Motion Tracking
96(9)
4.3.2. Eye Tracking
105(1)
4.3.3. Data Gloves
106(4)
4.4. 3D Mice
110(4)
4.4.1. Handheld 3D Mice
111(2)
4.4.2. User-Worn 3D Mice
113(1)
4.5. Special-Purpose Input Devices
114(4)
4.6. Direct Human Input
118(4)
4.6.1. Speech Input
119(1)
4.6.2. Bioelectric Input
120(1)
4.6.3. Brain Input
120(2)
4.7. Home-Brewed Input Devices
122(4)
4.7.1. Strategies for Building Input Devices
122 (2)
4.7.2. Connecting the Home-Brewed Input Device to the Computer
124(2)
4.8. Choosing Input Devices for 3D Interfaces
126(13)
4.8.1. Important Considerations
126(2)
4.8.2. Input Device Taxonomies
128(4)
4.8.3. Empirical Evaluations
132(3)
PART III 3D INTERACTION TECHNIQUES 135(176)
Chapter 5 Selection and Manipulation
139(44)
5.1. Introduction
139(1)
5.1.1. Chapter Roadmap
140(1)
5.2. 3D Manipulation Tasks
140(3)
5.2.1. Canonical Manipulation Tasks
141(2)
5.2.2. Application-Specific Manipulation Tasks
143(1)
5.3. Manipulation Techniques and Input Devices
143(4)
5.3.1. Control Dimensions and Integrated Control in 3D Manipulation
144(1)
5.3.2. Force versus Position Control
145(1)
5.3.3. Device Placement and Form-Factor in 3D Manipulation
145(2)
5.4. Interaction Techniques for 3D Manipulation
147(32)
5.4.1. Classifications of Manipulation Techniques
147(3)
5.4.2. Interacting by Pointing
150(8)
5.4.3. Direct Manipulation: Virtual Hand Techniques
158(4)
5.4.4. World-in-Miniature
162(1)
5.4.5. Combining Techniques
163(5)
5.4.6. Nonisomorphic 3D Rotation
168(3)
5.4.7. Desktop 3D Manipulation
171(8)
5.5. Design Guidelines
179(4)
Chapter 6 Travel
183(44)
6.1. Introduction
183(1)
6.1.1. Chapter Roadmap
184(1)
6.2. 3D Travel Tasks
184(4)
6.2.1. Exploration
185(1)
6.2.2. Search
185(1)
6.2.3. Maneuvering
186(1)
6.2.4. Additional Travel Task Characteristics
187(1)
6.3. Travel Techniques
188(34)
6.3.1. Technique Classifications
188(4)
6.3.2. Physical Locomotion Techniques
192(7)
6.3.3. Steering Techniques
199(7)
6.3.4. Route-Planning Techniques
206(4)
6.3.5. Target-Based Techniques
210(4)
6.3.6. Manual Manipulation Techniques
214(2)
6.3.7. Travel-by-Scaling Techniques
216(1)
6.3.8. Viewpoint Orientation Techniques
217(2)
6.3.9. Velocity Specification Techniques
219 (1)
6.3.10. Integrated Camera Controls for Desktop 3D Environments
220(2)
6.4. Design Guidelines
222(5)
Chapter 7 Wayfinding
227(28)
7.1. Introduction
227(2)
7.1.1. Chapter Roadmap
229(1)
7.2. Theoretical Foundations
229(5)
7.2.1. Wayfinding Tasks
231(1)
7.2.2. Types of Spatial Knowledge
231(1)
7.2.3. Egocentric and Exocentric Reference Frames
232(2)
7.3. User-Centered Wayfinding Support
234(5)
7.3.1. Field of View
235(1)
7.3.2. Motion Cues
235(1)
7.3.3. Multisensory Output
236(1)
7.3.4. Presence
237(1)
7.3.5. Search Strategies
237(2)
7.4. Environment-Centered Wayfinding Support
239(11)
7.4.1. Environment Design
239(3)
7.4.2. Artificial Cues
242(8)
7.5. Evaluating Wayfinding Aids
250(1)
7.6. Design Guidelines
251(2)
7.7. Conclusion
253(2)
Chapter 8 System Control
255(1)
8.1. Introduction
255(32)
8.1.1. Human Factors of System Control
257(1)
8.1.2. Input Devices
257(1)
8.1.3. System- and Application-Level Factors
258(1)
8.1.4. Chapter Roadmap
258(1)
8.2. Classification
259(1)
8.3. Graphical Menus
260(1)
8.3.1. Techniques
260(5)
8.3.2. Design and Implementation Issues
265(2)
8.3.3. Practical Application
267(1)
8.4. Voice Commands
268(1)
8.4.1. Techniques
268(1)
8.4.2. Design and Implementation Issues
268(1)
8.4.3. Practical Application
269(1)
8.5. Gestural Commands
270(1)
8.5.1. Techniques
271(1)
8.5.2. Design and Implementation Issues
272(1)
8.5.3. Practical Application
273(1)
8.6. Tools
273(1)
8.6.1. Techniques
274(2)
8.6.2. Design and Implementation Issues
276(1)
8.6.3. Practical Application
277(1)
8.7. Multimodal System Control Techniques
278(2)
8.8. Design Guidelines
280(2)
8.9. Case Study: Mixing System Control Methods
282(1)
8.9.1. The ProViT Application
282(1)
8.9.2. System Control Design Approach for ProViT
283(1)
8.9.3. Mapping of Tasks to Devices
283(1)
8.9.4. Placement of System Control
284(1)
8.9.5. System Control Feedback
284(1)
8.10. Conclusion
285(2)
Chapter 9 Symbolic Input
287(24)
9.1. Introduction
287(6)
9.1.1. Why Is Symbolic Input Important?
288(1)
9.1.2. Scenarios of Use
288(2)
9.1.3. Brief History of Symbolic Input
290(1)
9.1.4. Distinctive Features of Symbolic Input in 3D UIs
291(1)
9.1.5. Chapter Roadmap
292(1)
9.2. Symbolic Input Tasks
293(1)
9.2.1. Alphanumeric Input
293(1)
9.2.2. Editing Alphanumeric Symbols
293(1)
9.2.3. Markup Input
294(1)
9.3. Symbolic Input Techniques
294(12)
9.3.1. Keyboard-Based Techniques
294(6)
9.3.2. Pen-Based Techniques
300(3)
9.3.3. Gesture-Based Techniques
303(1)
9.3.4. Speech-Based Techniques
304(2)
9.4. Design Guidelines
306(4)
9.5. Beyond Text and Number Entry
310(1)
PART IV DESIGNING AND DEVELOPING 3D USER INTERFACES 311(74)
Chapter 10 Strategies for Designing and Developing 3D User Interfaces
313(36)
10.1. Introduction
313(2)
10.1.1. Designing for Humans
314(1)
10.1.2. Inventing 3D User Interfaces
314(1)
10.1.3. Chapter Roadmap
315(1)
10.2. Designing for Humans
315(15)
10.2.1. Feedback in 3D User Interfaces
315(7)
10.2.2. Constraints
322(1)
10.2.3. Two-Handed Control
323(4)
10.2.4. ,Designing for Different User Groups
327(1)
10.2.5. Designing for User Comfort
328(2)
10.3. Inventing 3D User Interfaces
330(15)
10.3.1. Borrowing from the Real World
331(4)
10.3.2. Adapting from 2D User Interfaces
335(5)
10.3.3. Magic and Aesthetics
340(5)
10.4. Design Guidelines
345(4)
Chapter 11 Evaluation of 3D User Interfaces
349(36)
11.1. Introduction
349(2)
11.1.1. Purposes of Evaluation
350(1)
11.1.2. Terminology
351(1)
11.1.3. Chapter Roadmap
351(1)
11.2. Background
351(6)
11.2.1. Tools for Evaluation Design and Implementation
352(2)
11.2.2. Evaluation Methods Used for 3D Interfaces
354(3)
11.3. Evaluation Metrics for 3D Interfaces
357(3)
11.3.1. System Performance Metrics
357(1)
11.3.2. Task Performance Metrics
358(1)
11.3.3. User Preference Metrics
358(2)
11.4. Distinctive Characteristics of 3D Interface Evaluation
360(7)
11.4.1. Physical Environment Issues
360(2)
11.4.2. Evaluator Issues
362(1)
11.4.3. User Issues
363(2)
11.4.4. Evaluation Type Issues
365(2)
11.4.5. Miscellaneous Issues
367(1)
11.5. Classification of 3D Evaluation Methods
367(2)
11.6. Two Multimethod Approaches
369(13)
11.6.1. Testbed Evaluation Approach
370(5)
11.6.2. Sequential Evaluation Approach
375(3)
11.6.3. Comparison of Approaches
378(4)
11.7. Guidelines for 3D Interface Evaluation
382(5)
11.7.1. General Guidelines
382(1)
11.7.2. Guidelines for Formal Experimentation
383(2)
PART V THE FUTURE OF 3D USER INTERFACES 385(34)
Chapter 12 Beyond Virtual: 3D User Interfaces for the Real World
387(20)
12.1. Introduction
387(4)
12.1.1. What Is Augmented Reality?
389(1)
12.1.2. Bringing Virtual Interfaces into the Real World
390(1)
12.1.3. Chapter Roadmap
391(1)
12.2. AR Interfaces as 3D Data Browsers
391(3)
12.3. 3D Augmented Reality Interfaces
394(1)
12.4. Augmented Surfaces and Tangible Interfaces
395(2)
12.5. Tangible AR Interfaces
397(6)
12.5.1. Design of Tangible AR
398(2)
12.5.2. Time-Multiplexed Interaction in Tangible AR
400(2)
12.5.3. Advantages and Disadvantages of Tangible AR
402(1)
12.6. Agents in AR
403(1)
12.7. Transitional AR-VR Interfaces
404(1)
12.8. Conclusion
405(2)
Chapter 13 The Future of 3D User Interfaces
407(12)
13.1. Questions about 3D UI Technology
407(3)
13.2. Questions about 3D Interaction Techniques
410(2)
13.3. Questions about 3D UI Design and Development
412(3)
13.4. Questions about 3D UI Evaluation
415(1)
13.5. Million-Dollar Questions
416(3)
Appendix A Quick Reference Guide to 3D User Interface Mathematics 419(10)
A.1. Scalars
420(1)
A.2. Vectors
420(1)
A.3. Points
421(1)
A.4. Matrices
422(2)
A.5. Quaternions
424(5)
Bibliography 429(28)
Index 457

Excerpts

An architect sits in her home office, putting the final touches on the design of the new entrance to the city park. A three-dimensional virtual model of the park appears in front of her on the desk's surface. She nudges a pathway slightly to the right to avoid a low-lying area, and then makes the model life-size so she can walk along the path to view the effect. "Those dark colors on the sign at the entrance are too foreboding," she thinks, so she quickly changes the color palette to brighter primary colors. She looks up and notices that the clients are arriving for the final design review meeting. They are located in other offices around the city, but they can all view the 3D model and make suggested changes, as well as communicate with one another. "What's the construction plan?" asks one of the clients. The architect starts an animation showing the progress of the project from start to finish. "That first step may not work," says the client. "The excavation is much too close to the existing playground. Let me show you." He looks out his window, which has a view of the park, and overlays the virtual construction plan on it. "You're right," says the architect, "let's plan to move the playground slightlythat will be much cheaper than changing the construction site." After viewing the effects of the change, all agree that this plan will work, and the meeting adjourns. This scenario and others like it illustrate the enormous potential of 3D environments and applications. The technology to realize such a vision is available now, although it will certainly be improved. But the scenario also leaves out a great deal of informationinformation that is crucial to making this dream a reality. How did the architect load the park model, and how does she manipulate her view of it? What technique is used to change the pathway? How can multiple clients all manipulate the model at the same time? How do the participants appear to each other in the virtual space? How is the speed and playback of the animation controlled? How did the client instruct the system to merge the real and virtual scenes? These questions all relate to the design of theuser interface(UI) andinteraction techniquesfor this 3D application, an area that is usually given only a cursory treatment in futuristic films and books. The scenarios usually either assume that all interaction between the user and the system will be "natural"based on techniques like intuitive gestures and speechor "automatic"the system will be so intelligent that it will deduce the user's intentions. But is this type of interaction realistic, or even desirable? This book addresses the critical area of3D UI designa field that seeks to answer detailed questions, like those above, that make the difference between a 3D system that is usable and efficient and one that causes user frustration, errors, and even physical discomfort. We present practical information for developers, the latest research results, easy-to-follow guidelines for the UI designer, and relevant application examples. Although there are quite a few books devoted to UIs in general and to 2D UI design in particular, 3D UIs have received significantly less attention. The results of work in the field are scattered throughout numerous conference proceedings, journal articles, single book chapters, and Web sites. This field deserves a reference and educational text that integrates the best practices and state-of-the-art research, and that's why this book was created. How This Book Came to Be The story of this book begins in April 1998, when Ivan Poupyrev and Doug Bowman were doctoral students at Hiroshima Unive

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