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