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INTERACTION DESIGN FOR 3D USER INTERFACES.
Título:
INTERACTION DESIGN FOR 3D USER INTERFACES.
Subtítulo:
Autor:
ORTEGA, F
Editorial:
CRC
Año de edición:
2016
Materia
PROGRAMACION DE JUEGOS
ISBN:
978-1-4822-1694-3
Páginas:
763
83,95 €

 

Sinopsis

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

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 Proble