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3D User Interfaces

Martin Ecker writes "Two-dimensional user interfaces (UIs) have been around for a long time, and people are accustomed to using them. However, 3-dimensional user interfaces have not yet received as much exposure. Only a select few applications utilize 3D UIs, some with more success than others. The book 3D User Interfaces: Theory and Practice (published by Addison-Wesley) attempts to give a broad overview of the field of 3D user interfaces. It discusses the hardware devices and the software techniques required to build successful 3D UIs and gives a number of design guidelines to follow when having to develop new 3D interaction techniques for specific applications." Read on for the rest of Ecker's review. 3D User Interfaces: Theory and Practice author Doug A. Bowman, Ernst Kruijff, Joseph J. LaViola Jr., Ivan Poupyrev pages 478 publisher Addison-Wesley Publishing rating 7/10 reviewer Martin Ecker ISBN 0201758679 summary An extensive overview of 3D input and output devices, 3D interaction techniques, and 3D user interfaces.

The book contains 13 chapters, divided into five parts. The first part contains two short chapters that introduce the basic concepts of 3D user interfaces, give a bit of history of 3D UIs, and define the scope of the book.

The second part discusses hardware input and output devices that are useful when developing 3D user interfaces. The first chapter in this part is on output devices and it presents various visual and auditory displays. Haptic devices are also discussed in this chapter. The following chapter presents 2D and 3D input devices that can be used with 3D user interfaces. The devices discussed include not only the classics, such as 2D mice, keyboards, and joysticks, but also 3D mice, tracking devices, and various forms of direct human input, such as via speech or via bioelectric signals.

The third and largest part of the book is on 3D interaction techniques. The first chapter of this part discusses the various ways that have been devised in the past to perform 3D selection and manipulation of objects. A vast number of techniques are presented in this chapter, from various pointing and virtual hand techniques to widgets for rotating an object. The following chapters discuss techniques to allow navigation through virtual worlds and user interfaces, in particular techniques for traveling and pathfinding. The following chapter is on system control and it discusses how to control the system via commands, such as using graphical menus, voice and gestural commands, or real-world tools. Finally, this part of the book contains a chapter on symbolic input, i.e. communicating text or numbers to the system, in the context of 3D UIs.

Part four of the book deals with designing and developing 3D user interfaces. For me, this was the most interesting part of the book because it shows how to put together the various input/output devices and interaction techniques presented in the previous chapters. This part also contains a chapter on evaluation of the design and implementation of user interfaces, an important aspect in order to ensure the usability of a user interface.

In the book's final section, the author takes a look at the future of 3D user interfaces with a focus on the combination of the virtual world with the real world -- so-called augmented or mixed reality. This area has received quite a bit of attention from academic research in recent years.

Throughout the book, there are useful guidelines on designing usable user interfaces. Following these guidelines will probably not give you a perfect 3D user interface, but it will definitely help you avoid the common mistakes and pitfalls. It would have been nice if all the guidelines in the book had been put all together in a separate appendix in addition to having them spread out all over the book.

The book also has a number of images and illustrations. The figures throughout the book are in black and white, apart from a four-page color insert that depicts various hardware input and output devices.

This book contains a lot of information and is probably the most comprehensive book on 3D user interfaces I have seen to date. Pretty much every aspect of 3D UIs is covered in the book somewhere, with some topics being covered in more detail than others. If you're not familiar with 3D UIs at all, this book gives you an excellent introduction to this active field of research. If you are already somewhat familiar with the topic, this book offers you a comprehensive overview of the field and gives you many references to more detailed research articles and papers.

Martin Ecker has been involved in real-time graphics programming for more than 9 years and works as a games developer for arcade games. In his rare spare time he works on a graphics-related open source project called XEngine.

You can purchase 3D User Interfaces: Theory and Practice from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page.

353 comments

  1. This is UNIX by Shut+the+fuck+up! · · Score: 5, Funny

    I know this!

    1. Re:This is UNIX by Anonymous Coward · · Score: 1

      This is no troll! Mod parent +1 FUNNY, that's a quote from "Jurassic Park"! Duh...

    2. Re:This is UNIX by Anonymous Coward · · Score: 1, Informative

      second that; it's a quote from JP, when the girl tries to open the doors accessing a "Unix system" via a strange 3D interface. What are the mods smoking?

    3. Re:This is UNIX by Pfhorrest · · Score: 2, Insightful

      I third that, and whoever modded the GP poster "off topic" (probably the same person) is a moron.

      The topic is 3D user interfaces. The great grandparent was quoting a movie, Jurrasic Park, where a character sits down at a 3D user interface (not Off Topic, and not a Troll), proclaiming "it's a unix system... I know this!". Given the UI is one I've never seen on any Unix box, and that machine was in fact a Mac Quadra, I'd say that's even Funny.

      Sometimes I wish I could metamoderate specific posts.

      --
      -Forrest Cameranesi, Geek of all Trades
      "I am Sam. Sam I am. I do not like trolls, flames, or spam."
    4. Re:This is UNIX by dankney · · Score: 1

      It was actually an SGI interface that shipped with IRIX 6 or so. The "buildings" were actually directories I think. It's been a long time since I looked at it (time to get the Indy out of the attic, eh?).

      Sorry I don't remember what it was called. Can someone else help with that?

    5. Re:This is UNIX by Pfhorrest · · Score: 2, Insightful

      But this was the FIRST post - the others are the copycats. And it's not like it was modded "Redundant" or anything - it was modded "Troll", which is completely off.

      --
      -Forrest Cameranesi, Geek of all Trades
      "I am Sam. Sam I am. I do not like trolls, flames, or spam."
    6. Re:This is UNIX by jx100 · · Score: 4, Informative

      It's called FSN, and it's right here

    7. Re:This is UNIX by Anonymous Coward · · Score: 1, Interesting

      It was FSN, and the machine was an SGI box, not a Quadra (even if it were, an X server could conceivably been used).

      Futhermore, even though the scene was laughable it was not that far fetched. Remember she didn't say "this is a UNIX system because of the 3D file manager," presumably she identified it by the file system layout.

      I mean really what does UNIX look like? What one thing has it ever looked like? OpenWindows, X, CDE, different shells. at all levels except the POSIX API and a bag of utilities and a somewhat standard file system layout, there is nothing visually distinguishing about "UNIX" (even if you restrict UNIX to a particular implementation like Solaris or IRIX).
      The test of a true Unix weenie is that he/she is able to operate the system through all the customized/weird interface variations. I guess everyone is just intimidated by the JP chick.

    8. Re:This is UNIX by SnapShot · · Score: 3, Funny

      The three-dimensional objects were separated with (forward) slashes. That's how she knew.

      --
      Waltz, nymph, for quick jigs vex Bud.
    9. Re:This is UNIX by Pfhorrest · · Score: 1

      The software running on screen may have been SGI software, but the physical computer shown in the film is a Macintosh Quadra. (bear in mind that on film, almost anything on a computer screen is composited in afterwards). I distinctly remember because I had that model of machine at the time and identified it while watching the movie. "That's not UNIX, that's my Mac!"

      --
      -Forrest Cameranesi, Geek of all Trades
      "I am Sam. Sam I am. I do not like trolls, flames, or spam."
    10. Re:This is UNIX by Anonymous Coward · · Score: 1, Funny

      I mean really what does UNIX look like?

      Unix: \bin\
      Windows: C:\WINDOWS
      mac: bomb icon appears on boot

    11. Re:This is UNIX by Anonymous Coward · · Score: 0

      sounds like it is off topic to me, once again the geekery and inaccessability of a few people using this board shows itself. You expect people to recognise a post is a quote and the implications of it from just 6 words posted and nothing else?

      Am i a moron if i think those 6 words are pointless? I really dont have the time to look into it and wonder if it makes even the slightest sense....

    12. Re:This is UNIX by Anonymous Coward · · Score: 0

      Why would you want a bell character (\b) before "in"?

    13. Re:This is UNIX by Destoo · · Score: 1
      And here comes a quote from wrestling..

      For those who get it, no explanation is needed. For those who don't, none will ever be good enough.
      - Former World Championship Wrestling World Champion Jeff Jarrett


      And obscure jokes are funny because not everyone will get them.

      You must be new here.
      --
      Nouvelles de jeux et technologies en français. TC
    14. Re:This is UNIX by Anonymous Coward · · Score: 0

      That would be /bin/, not \bin\

    15. Re:This is UNIX by Carnildo · · Score: 1

      Was it? I haven't seen the movie, but the distinguishing feature of the early SGI boxes was the paint scheme: the Indy had a medium blue paintjob, while the Indigo was either purple or sea-green.

      --
      "They redundantly repeated themselves over and over again incessantly without end ad infinitum" -- ibid.
    16. Re:This is UNIX by Anonymous Coward · · Score: 0

      "and that machine was in fact a Mac Quadra" ...running Apple's AU/X, a version of BSD that ran on pre-PPC Macs. If Apple had pushed AU/X + MAE as their standard OS, OSX might have been out ten years earlier!

  2. Look by everyplace · · Score: 1

    If it doesn't mention the 3D interface used in the first Jurassic Park, then I'm not interested. Same thing with TurboGopher VR for classic Mac OS. Come on, you know you love that!

    1. Re:Look by WesG · · Score: 1

      "It's a UNIX system!" I remember hearing that and my secret geek meter rose about 10 points in the theatre.

      yay

    2. Re:Look by 0racle · · Score: 2, Interesting

      doesn't mention the 3D interface used in the first Jurassic Park
      It probably doesn't since that was just a file system viewer and it was taken out of Irix. You can get lookalikes for linux though if you wanted to waste some CPU cycles looking for those porn images.

      --
      "I use a Mac because I'm just better than you are."
    3. Re:Look by gammelby · · Score: 1
      3D interface from Jurassic Park - check it out at SGI...

      Ulrik

    4. Re:Look by Anubis350 · · Score: 2, Interesting

      the 3d interface from jurassic park actually exists and you can d/l it if you want, it never was completely finished though and is thoroughly dated by this point.
      you can find it here

      --
      "goodbye and hello, as always" ~Prince Corwin, from Zelazny's Amber series
    5. Re:Look by drgonzo59 · · Score: 4, Interesting

      Chances are that you run linux so download it from sourceforge originally it was developed on SGI and people posted links to that, the sourceforge version is probably more up to date. Enjoy, I tried it but didn't find it that useful. Reason is that the display is flat, i.e. 2D and twisting and turning in 3D using odd combinations of 3 mouse buttons and 3 keys (Ctrl,Alt,Shift ) just to open a folder is somehow too much work, a simple command line or double click works better.

    6. Re:Look by Tom · · Score: 2, Interesting

      fsv is an interesting concept, but has one major failing: They assume that filesize has any meaning to the user, and that's getting it backwards.
      The display size should indicate importance. Some of my most important files are pretty small, and some of my largest files aren't. For example, the backup directory would be huge, as would log and cache directories.

      --
      Assorted stuff I do sometimes: Lemuria.org
  3. 3d interfaces by Neil+Blender · · Score: 3, Funny

    My UI is already 3D (the third dimension being time).

    1. Re:3d interfaces by Anonymous Coward · · Score: 0

      Eh? Isn't 3D = to Height, Width & Depth? I may be wrong but I thought Time was the Forth dimension.

    2. Re:3d interfaces by Anonymous Coward · · Score: 0

      well, yes, technically you are correct. But with a last name like Blender, you can imagine how things get mixed up.

    3. Re:3d interfaces by Anonymous Coward · · Score: 4, Funny
      I may be wrong but I thought Time was the Forth dimension.
      A dimension based on Forth? No wonder Time is so hard to understand...
    4. Re:3d interfaces by Anonymous Coward · · Score: 2, Insightful

      To my knowledge, physics doesn't designate numbers to dimensions. They don't say "This is dimension number one, this is dimension number two, etc" Time could be the fourth, then again it could be the first. You don't hear physicists saying things like "that only happens in the fourth dimension" for a reason. Which comes first or last is only a matter of perception. It doesn't matter either way.

    5. Re:3d interfaces by novakyu · · Score: 2, Informative
      To my knowledge, physics doesn't designate numbers to dimensions. They don't say "This is dimension number one, this is dimension number two, etc" Time could be the fourth, then again it could be the first. You don't hear physicists saying things like "that only happens in the fourth dimension" for a reason. Which comes first or last is only a matter of perception. It doesn't matter either way.

      Actually, when people write the four-vectors, usually time is the first component--the 0th component (so maybe 0th dimension?). Well, I guess I will get more into that in a semester or two. BTW, time by itself isn't... properly a dimension. it's "ct" not "t" that forms a dimension. Now you are using a unit system that has c = 1 that's a whole different matter, but...

    6. Re:3d interfaces by cosmo7 · · Score: 4, Funny

      Forth understand hard not is!

    7. Re:3d interfaces by Anonymous Coward · · Score: 2, Funny

      (. (at (is (it (than Lisp better))) least))

    8. Re:3d interfaces by pentalive · · Score: 3, Funny

      I just realized Forth is Yoda's native language!

    9. Re:3d interfaces by Anonymous Coward · · Score: 0

      Actually, when speaking in graphics terms, dimensions 1 and 2 are X and Y on a coordinate plane. Dimension 3 is the Z, or depth axis. Dimension 4 is time; this can be represented with a hypertorus, which is a 3D torus that goes through itself over time. If you have Mac OS X, you can download a screensaver that does just that: http://www.versiontracker.com/dyn/moreinfo/macosx/ 20105

    10. Re:3d interfaces by Anonymous Coward · · Score: 0

      There is also a GL hack depicting a hypertorus in xscreensaver, which I use under Linux (and can be used with any UNIX, VMS, MacOS X, or other system running an X server). It also has hypercube, hyperdodecahedron (hyperball), and others (polytopes). Xscreensaver lives at: http://www.jwz.org/xscreensaver/

  4. Define "Interface" by Anonymous Coward · · Score: 5, Funny

    The last time I tried to expose *my* 3D user interface, I was escorted to the nearest holding facility for psychological review. /zing

  5. I'll stick to 2d by 88NoSoup4U88 · · Score: 2, Interesting
    As long as the "3d" is still displayed on a 2d-field, I'm sticking to good ol' 2d.

    Wake me up when they have the gear available that is being used in Minority Report : There seems to be more thought put into that than just to give Cruise a cool way to look for information.

    1. Re:I'll stick to 2d by Anonymous Coward · · Score: 0

      kinda pretty but fundementally crap though realy.
      It was still 3D projected onto a 2D surface.
      And, this cracks me up, someone had to hand deliver data to his display on a piece of plastic!
      "And in the future they'll use 5.25" transparent discs!"
      woo... I can't wait....

    2. Re:I'll stick to 2d by shawn(at)fsu · · Score: 1, Insightful

      Some people think there is some natural prgression that we should go from 2d to 3d, but the fact is we never realy had a 1d interface. (I don't think I'm willing to except that the command line is 1d) I think the next UI will be something completly new. If you have to do all this and people still aren't going for it chances are that it's a solution looking for a problem.

      Look how popular the GUI became, did it really take much to get people to go from the command line to teh GUI?

      --
      500 dollar reward for tip(s) leading to the arrest of the person(s) who stole my sig.
    3. Re:I'll stick to 2d by captfi · · Score: 1

      That depends on your definition of "we".

      There has been 1D interfaces for a long time.
      And they are still in use. A terminal without ncurses is a 1D interface.
      A teletype is a 1D interface.
      And the original interface, a bank of horizontaly monted switches is the original 1D interface.

      --
      "Never trust a computer you can't throw." -- The Mac
    4. Re:I'll stick to 2d by arose · · Score: 1

      The onjly "1D" interface is a line of leds. Eveything that can display letters has 2 display dimesions.

      --
      Analogies don't equal equalities, they are merely somewhat analogous.
    5. Re:I'll stick to 2d by dchamp · · Score: 1, Insightful

      I think you're cornfused about the term "1D". IANANP (I Am Not A Nuclear Physicist), but if you only have one dimension, the most you can represent would be a single point. So your terminal would look like so:

      .

      Not especially useful. I have seen terminals that looked like that. It usually indicates a blowed-up picture tube.

      An old TTY without curses still understands horizontal and vertical spacing (i.e. CRLF). That would make exactly two dimensions. Now, mind you they originally only went right and down, because that's all you could do when printing on paper, but that's still two dimensions.

    6. Re:I'll stick to 2d by S_Dub · · Score: 2, Informative

      No, you can display a line with 1 dimension, length. A point can have coordinates, but by itself with no position, a point is zero dimensions.

    7. Re:I'll stick to 2d by badboy_tw2002 · · Score: 1

      I actually thought that was more of a "cut n' paste" manuever. I've often wanted a way to quickly move something from one setup to another without having to go though some clumbsy file transfer or such. I suppose those are USB drives in 50 years. Although, I think with those fancy gloves he could have made a "cut" gesture on one screen and a paste on the next and have the network transparently move it for him.

    8. Re:I'll stick to 2d by fred+fleenblat · · Score: 3, Informative

      0 dimensions = point (e.g. single dot)
      1 dimension = line (e.g. line of LEDs)
      2 dimensions = plane (e.g. a screen of pixels)
      3 dimensions = space (e.g. holographic projection)

      In all cases, for information to be transferred to a viewer, the display must be capable of changing over time, so there is an implicit extra dimension (time) that is usually just assumed to exist, unless you're specifically talking about motion blur, MPEG encoding, or some other interaction between space and time on the display.

      Also note that displays have properties like quantization (discrete pixels) and boundaries (edge of the screen) that are not normally assumed in the context of mathematical/physical dimensions. Further, the notion that there is a "color depth" to the display is a poor choice of words and doesn't correspond to an actual dimension.

    9. Re:I'll stick to 2d by The+Only+Druid · · Score: 1

      No, you don't need time, so long as you can get progressive data. For example, you can represent a whole conversation, etc. in morse code using a one dimensional interface: you just have to read left to right, as it were. Its harder to imagine such a 2d interface, unless you didn't use the entire area of the interface, so as to allow "frames". In other words, you can do it without time if you have space for "framing" each bit of info.

      --
      "Stumble before you crawl"
    10. Re:I'll stick to 2d by fred+fleenblat · · Score: 1

      Kind of, but then you wouldn't have an interactive user interface (the topic at hand), just a static display that a viewer has to mentally remap into a timeline.

    11. Re:I'll stick to 2d by Frogbert · · Score: 1

      Yeah I'd really love to go back to sneakernetting data all over the place.

    12. Re:I'll stick to 2d by bob+beta · · Score: 1

      Yes, but I prefer to render my 1D interfaces in my head as 2D. In other words: when I used to bootstrap a PDP-8 with the toggle switches on front, I always did it in octal.

    13. Re:I'll stick to 2d by roadrunnerro · · Score: 1

      actually there is a 1D UI - it's called a push-button... (preferably red )

    14. Re:I'll stick to 2d by roadrunnerro · · Score: 1
    15. Re:I'll stick to 2d by danjonwig · · Score: 1

      The discussion on "3d" interfaces seems to be focusing on all sorts of fake 3d on a 2-d systems. Why fake it, when the real thing is on its way? Here's the paper and video of work from the DGP Lab at the University of Toronto - real 3-d interaction with a *real* 3-d display (picture princess leah floating in front of r-2: Vid: http://www.dgp.toronto.edu/~ravin/videos/uist2004_ volumetric.avi Paper: http://www.dgp.toronto.edu/papers/tgrossman_UIST20 04.pdf

    16. Re:I'll stick to 2d by Anonymous Coward · · Score: 0

      Actually color depth is a very good choice of words - with respect to RAM allocation

      you simply didn't define your axis

      stop trying to sound smart

    17. Re:I'll stick to 2d by vettemph · · Score: 1
      gear available that is being used in Minority Report

      By why did he have to put the evidence onto and optical card in order to physically move it to the main display system? why not use IRDA or something. I mean come on! sneaker net? I loved the movie but that one detail gets me.

      --
      The government which is strong enough to protect you from everything is strong enough to take everything from you.
    18. Re:I'll stick to 2d by erlkonig · · Score: 1

      Actually we have blatantly added the dimension of color to previous computer interfaces where once monochrome the rule. Color is -definitely- a dimension.

  6. SphereXP by lordkuri · · Score: 4, Informative

    I've tried out SphereXP and I have to say it's pretty kludgy. It bogged my machine down quite a bit, and just seemed rather counter intuitive. The idea of "parking" a window somewhere, and not being able to interact with it unless you restore it seemed to be a pretty big limitation to me.

    1. Re:SphereXP by Petrushka · · Score: 1

      I can't see what advantages a 3D desktop like SphereXP or 3D-Desktop might have over a 2D tool like Exposé. Surely they're much more graphics-processor-intensive without much of a pay-off.

    2. Re:SphereXP by Anonymous Coward · · Score: 1, Funny

      We don't need no fancy-schmancy 3d interface. You kids today just don't appreciate what you've got.

      Hell, back in my day, we had to shout binary at the serial port.

      Sheesh.

    3. Re:SphereXP by DigitalTechnic · · Score: 0

      Try 3dna instead http://www.3dna.net/

  7. Sphere XP by lou2ser · · Score: 2, Informative

    If anyone wants to try a 3D UI plugin for Windows XP, I reccomend Sphere XP http://www.hamar.sk/sphere/ I have not used it in months, but it was fun to play around with. Not the most useful thing, but it shows where the future is headed.

    1. Re:Sphere XP by Anonymous Coward · · Score: 0

      I have not used it in months, but it was fun to play around with. Not the most useful thing, but it shows where the future is headed.

      If you haven't used it in months, and you admit it isn't very useful, why do you think that the future is headed that way?

    2. Re:Sphere XP by lou2ser · · Score: 1

      Because its something new and I imagine it will be usefull someday.

      Windows 1.0 was buggy and not very usefull at the time, but it spawned what is the most used operating system on the market these days.

      I used Sphere XP like I used Windows 3.11. A new technology that is fun to play with, but it is not quite there yet. Just something to look forward with.

    3. Re:Sphere XP by freedom_india · · Score: 1
      >>Windows 1.0 was buggy and not very usefull at the time, but it spawned what is the most used operating system on the market these days.

      Not useful even today.

      Oh wait! It is useful to those creators of Zombie machine hackers who want my fast DSL line to launch an attack against...

      --
      "Doing what i can, with what i have." ~ Burt Gummer
  8. 3DDesktop by e133tc1pher · · Score: 2, Interesting

    Not quite a "real" 3D UI, it does have some cool effects for switching between virtual desktops. http://desk3d.sourceforge.net/

    1. Re:3DDesktop by youlogee · · Score: 1

      I installed 3ddesktop, and you're right... nifty desktop switching.... mmmmmm eye-candy.....ughhhhhhhh

  9. Re:Keyhole mapping interface by sucati · · Score: 2, Funny

    I prefer duke nukem 3d

  10. Sure they did by suso · · Score: 0, Redundant

    Doesn't anyone remember Jurrasic Park

    I know this

    *snicker*

    1. Re:Sure they did by BagOBones · · Score: 0, Redundant

      http://www.sgi.com/fun/freeware/3d_navigator.html

      It's not common but it existed.

      --
      EA David Gardner -"... but the consumers have proven that actually what they want is fun."
    2. Re:Sure they did by Anonymous Coward · · Score: 0

      "I know this" I bet he also tells his friends that he was browsing for porn on his Commodore 64...

  11. Why is more dimensions "better" by koreaman · · Score: 2, Insightful

    I am happy with X Windows, thank you very much.
    I see no reason, absolutely none at all, why this will improve anyone's computing experience in any way. This is just another fantastic way to waste the CPU. If anyone can point out a valid reason for this, then by all means please let me know.

    1. Re:Why is more dimensions "better" by spitefulcrow · · Score: 1

      It wastes the CPU! That's your valid reason right there. If MS releases a version of Windows with a 3D interface, you'll have to upgrade your hardware to render the 3D interface, thus extending the hardware upgrade-software upgrade cycle and putting more money into Intel/AMD/nVidia/ATi.

      --
      Sorry, my karma just ran over your dogma.
    2. Re:Why is more dimensions "better" by Anonymous Coward · · Score: 0

      "I think there is a world market for maybe five computers" - Thomas Whatson, ye olde IBM

    3. Re:Why is more dimensions "better" by adamruck · · Score: 1

      Take a look in our past. Computer interfaces started out with the command line. Would you be happy only using the command line? Then we moved to a basic color "form" style interface. Would you be happy using that? Then we added more intense graphics and windows. This is where we are now. You honestly think that will be the last user interface we ever see?

      What if in some point in the future we can interface to our computer easily with a glove? Perhaps with our own thoughts even. Do you think a flat 2d interface will still be the best? The only way to make the future happen, is to do it today.

      --
      Selling software wont make you money, selling a service will.
    4. Re:Why is more dimensions "better" by adamruck · · Score: 1

      Well IMO beefed up hardware for beefed up tools and utilites is ok. Requiring faster hardware becuase of poorly written software is not ok.

      --
      Selling software wont make you money, selling a service will.
    5. Re:Why is more dimensions "better" by koreaman · · Score: 1

      You are comparing apples and oranges.

      The 2d interface was a marked improvement in productivity and useability over the 1d command line, just like controlling computers with our thoughts would be a marked improvement over 2d interfaces. This 3d interface, while "cool," provides no tangible benefit to productivity or anything else besides the ability to impress your friends and family. Have you ever used Metisse? I have. Trust me, it was a toy.

    6. Re:Why is more dimensions "better" by dangold · · Score: 1

      You're right, for things where a 2d-interface has already been invented, the ones that exist are leagues better than "3d" interfaces that try to emulate them.

      I believe the object of the book, and thus this review, is to go over interfaces used in 3d programming. Let's say you're programming a doom-clone that utilizes some type of goggle interactivity technology to immerse the user. They're going to damn well have to know how to navigate using just the pointer they're holding in their hand, neither of which they can see.

      They can't use the "window" and "menu" paradigms as easily, because they're in a 3d realm, and need to know how to choose an object (by pointing, clicking, etc), how to move things - whatever the program is used for.

      The best example I can think of to show how the 3d-interface would break down is a program written for a virtual environments class I was in. My talented classmate decided he was going to make a virtual DJ mixing booth, with objects to represent samples, and a chooser to activate or loop them. The demonstration relied entirely on 3d-navigation techniques, and was duly immpressive.

      As we collect more and different kinds of data, sometimes it makes it insanely simpler to visualize in more than two dimensions, so having any 3d-interactivity aspects of a program figured out is a huge help to the programmer.

    7. Re:Why is more dimensions "better" by adamruck · · Score: 1

      I think your sort of correct. Its not like I would put a 3d interface in an office and expect productivity to increase. However.. I think its stupid to completely write off the whole Idea of a 3d interface just becuase it hasn't been used widely yet.

      --
      Selling software wont make you money, selling a service will.
    8. Re:Why is more dimensions "better" by Hatta · · Score: 1, Insightful

      Take a look in our past. Computer interfaces started out with the command line. Would you be happy only using the command line?

      Yes.

      --
      Give me Classic Slashdot or give me death!
    9. Re:Why is more dimensions "better" by yetanotherluser · · Score: 1
      2 observations:

      First, 3D interfaces can ideally exploit existing 3D acceleration hardware, potentially decreasing CPU resources consumed, and increasing use of an otherwise mostly-idle graphics chipset. If a 3D UI uses GL acceleration, I would assume (yes, I know what happens when you assume) that rendering windows as textures and leaving the rest to the graphics card could make for efficient resource utilization, at least if one is already using a 3D graphics card.

      Second, I've been using Metisse/Ametista for a while now and have come to rely on its ability to accurately display scaled-down windows. That is, I can *simultaneously* watch as many as a dozen windows at a time (web, e-mail, chat, openoffice, and multiple xterms), and each can instantly be brought to the foreground at full size just by moving the mouse over it for focus. It has simplified my workstation desktop immensely this way.

      I'm sure there are other (perhaps better) ways to do these things, but the idea strikes me as particularly valid when implemented right...

    10. Re:Why is more dimensions "better" by Anonymous Coward · · Score: 0

      Stupid troll!

    11. Re:Why is more dimensions "better" by kfg · · Score: 1

      Do you think a flat 2d interface will still be the best?

      Back in the day when we reprogramed computers with a soldering iron the advantage of being able to see a full page of printed data was obvious. It is still obvious.

      Back in that day, did we build bar charts out a wooden blocks in 3D, or did a picture on a piece of paper already tell us everything we needed to know?

      So my answer to your question is "Yes."

      The only way to make the future happen, is to do it today.

      But be very, very careful what you do today. You might be forced to live with it.

      KFG

    12. Re:Why is more dimensions "better" by Anonymous Coward · · Score: 0

      I am happy with X Windows, thank you very much.

      1985: "I'm happy with DOS, thank you very much. I see no reason why having a windows graphic interface would improve anyone's computing experience in any way."

    13. Re:Why is more dimensions "better" by Anonymous Coward · · Score: 0

      If you're happy with X, then you must have pretty low standards for a user interface. No point in trying to convince you.

    14. Re:Why is more dimensions "better" by phallstrom · · Score: 1

      "If anyone can point out a valid reason for this, then by all means please let me know."

      Because then you'll have to buy a faster CPU so you can run 3DSOL.EXE!!!

      And before you say that's not valid... it is valid, just not very good :-)

    15. Re:Why is more dimensions "better" by gad_zuki! · · Score: 4, Insightful

      > this will improve anyone's computing experience in any way.

      That's ridiculous. Let's talke real 3D, glasses and all. This would completely change everything and for the better. Putting things in a real background, 3D video, parking windows, 3D representations of CD cases instead of ID3 tags, 3D website deisgn, remote control of real world objects, etc.

      >This is just another fantastic way to waste the CPU

      So is anti-aliasing, so is even having a windowing system that isn't completely and utterly bare bones, etc. Some of us buy our CPUs to use them, not coddle them.

      Then again 640k is enough, eh??

    16. Re:Why is more dimensions "better" by myowntrueself · · Score: 1

      I'd agree so long as you don't count emacs as a GUI...

      ;)

      --
      In the free world the media isn't government run; the government is media run.
    17. Re:Why is more dimensions "better" by ScrewMaster · · Score: 1

      I dunno ... I have a fairly high end ATI Radeon board here that plays Doom 3 just fine. I can't imagine that I'd need some dramatic increase in display engine power just to render a 3D user interface. Unless you're talking true 3D, some kind of floating hologram or something. That would be phenomenally compute-bound.

      --
      The higher the technology, the sharper that two-edged sword.
    18. Re:Why is more dimensions "better" by Lord_Dweomer · · Score: 1
      Its funny, the whole argument about how 3D interfaces are a step back, not forward reminds me of a scene from the Matrix, where Neo is asking why he doesn't need to have the monitors on, and the answer was that he could read the code.

      So...reading code, versus having a visual representation. Some people work better with the more visual stimulus they have, some people work better with less. I actually think this is a necessary step is we want to one day have true Matrix-esqe immersion into a computer. So if you don't like it, don't worry, there will always be 2D OSes.

      --
      Buy Steampunk Clothing Online!
    19. Re:Why is more dimensions "better" by Com2Kid · · Score: 1
      • That's ridiculous. Let's talke real 3D, glasses and all.


      Uneven eyesight = lack of depth perception.
    20. Re:Why is more dimensions "better" by Frogbert · · Score: 1

      All blanket statements, including this one, are completely wrong.

    21. Re:Why is more dimensions "better" by Anonymous Coward · · Score: 0

      >>That's ridiculous. Let's talke real 3D, glasses and all. This would completely change everything and for the better.

      Yeah, that would be better. Then instead of a world of geeks that live in solitude in front of their monitors would then live in blind solitude with 3dglasses on all the time. Geeze people, get a grip.

    22. Re:Why is more dimensions "better" by the+gnat · · Score: 2, Insightful

      Would you be happy only using the command line?

      On a daily basis, I use exactly two graphical apps:

      1. Mozilla
      2. Molecular modelling programs

      On a somewhat less regular basis, I use PDF viewers, The Gimp, and several other scientific apps that use a GUI. But 90% of the real work I do gets done in Xterms, and as far as I'm concerned a window manager exists just to keep my terminal windows in order.

      I can think of improved user interfaces that would make my life easier, but most of them would still involve a command line, because that's almost ALWAYS going to be faster than using a mouse or waving your hands, as long as you actually know the commands. (This is also the single most important reason why I use Linux for everything: because I just get work done so much fucking faster.) Even with my 3D graphics work, I'm constantly switching back and forth between the display and assorted terminals.

    23. Re:Why is more dimensions "better" by Dashing+Leech · · Score: 1
      I see no reason, absolutely none at all, why this will improve anyone's computing experience in any way.

      While I find this is typically true, I don't think it is inherently true. A monitor is a 2D device and the whole OS GUI is generally based off a desktop metaphor (and often called a desktop). So I can see that 2D is the most applicable in such cases.

      However, there can be added value from 3D. Even desktop GUIs have improved from the early flat 2D look to a pseudo-3D look (window shadowing, beveled edges, etc.). While some may say this is just "window dressing", I find it takes advantage of natural human perception for ordering things. A real physical desktop may be 2D-ish, but things on top of other things do make use of 3D such as shadowing.

      This is where I think 3D on a desktop can add value. If it uses natural perception abilities to improve one's ability to organize things it may be of use. For example, taking non-active windows and shrinking them into the background as if they are further away tends to draw our attention towards the active windows while keeping the background data easily accessible. (The taskbar is nice but is a "middle-man" in this respect and may not be the most efficient approach.) For example, I find some of the features of Project Looking Glass potentially very useful if done well.

      What I find ironic is that this discussion reminds me a lot of the old "command line" versus GUI arguments from 10-15 years ago. I can still remember a few individuals who refused to accept that there was any benefit of a GUI over the DOS prompt. Certainly command lines have their benefits as well, as I'm sure many /.-ers would argue. But I doubt many would advocate universal rejection of the whole GUI approach. Perhaps in 10-15 years we may look back and have similar memories of when people couldn't see that there might be some use for 3D on the desktop. It's really in its infancy now, but I figure there's enough research into human perception and human/machine interfaces that something useful will eventually come out of it. But for now, I'd agree. Nothing has jumped out at me as highly useful, just the "coolness" look to it.

    24. Re:Why is more dimensions "better" by cyfer2000 · · Score: 1

      Will there be a 3D bar code?

      --
      There is a spark in every single flame bait point.
    25. Re:Why is more dimensions "better" by coaxial · · Score: 2, Interesting

      Let's talk real 3D, glasses and all. This would completely change everything and for the better.

      Yes, let's talk about this "better" world.

      Putting things in a real background,

      Okay in a real 3D, there is no "background", just like how there's no "background" in real life. There's just things that are farther away. The way you put things in the "background" is either by schlepping the window 5km away from where you're working, and then then return the 5km to your primary worksite. This method is incredibly annoying and inefficent.

      Or you can perfom some action that moves automatically moves the window 5km, then perform some action that automatically retrieves the window from 5km away. How this is different from a 2d interface iconifying a window to a thumbnail, I don't know.

      3D video,

      Well all that requires is a 3d video player, not really a 3d interface, unless of course you're talking about fully immersive virtual reality, but I'm assuming your not.

      parking windows,

      I'm not familiar with parking windows.

      3D representations of CD cases instead of ID3 tags,

      Been there. Done that. Got the t-shirt.

      Another example is all those media player skins that resemble radios, tubas, organ grinders, and what not. These are widely considered to be very poorly designed interfaces. Whatever intuitiveness is gained by modeling the interface to superficially resemble a real world device is lost the moment the user tries to use it. You can't twist dials easily with a mouse. It's much slower to click a series of button widgets, than press physical buttons. Compare onscreen keyboards to your physical keyboards.

      Let's change your idea from id3 tags to cddb files, since id3tags are per track, and cd cases are per album. Right now I click "view info" and get a window that displays the tracklisting and possibly the album cover. With your idea I would click "view info" and magically the cd case would fly into view. I would then need to rotate the case to view the track listing, and then rotate it again to view the cover art. Presumably the case would be textured in high resolution scans of the physical cd's artwork. As anyone who has viewed the back cover art can attest, it's not always easily read (i.e. screwy fonts, text that spirals around the outside edge, tracks not always listed in order, etc.).

      3D website deisgn

      Of course websites are mostly text, an intrinsicly 2d object. So it's unclear on how you would actually add a third dimension to this. Sure you display one page, and then display outgoing pages farther away, but if you can't read them, then what's the point. You could achieve this same thing by displaying a thumbnail of the link's destination in a traditional 2d interface.

      I think the thumbnail idea is alot more plausible than that Johnny Mnemonic crap.

      remote control of real world objects

      I'll give you this one if the device interacts in the world in 3d. So, a robot arm? Yes. A furnace? No.

      Don't get me wrong. I'm not saying that all 3d are pure crap. I'm saying use them where appropriate (CAD, geospatial, some simulation, spreadsheets), and not where it's not (text, photographs, cd players, ...)

      >This is just another fantastic way to waste the CPU

      So is anti-aliasing, so is even having a windowing system that isn't completely and utterly bare bones, etc.


      Anti-aliasing isn't simply eyecandy. It enhances the user experience by making text easier to read. The easier it is read, the easier the user can perform his task.

      Some of us buy our CPUs to use them, not coddle t

    26. Re:Why is more dimensions "better" by Sven+Tuerpe · · Score: 1
      That's ridiculous. Let's talke real 3D, glasses and all. This would completely change everything and for the better. Putting things in a real background, 3D video, parking windows, 3D representations of CD cases instead of ID3 tags, 3D website deisgn, remote control of real world objects, etc.

      Yeah! Let's get rid of those word processors and use virtual 3D typewriters instead. This will make text processing much more intuitive and user friendly. It will also allow us to put a virtual 3D TV set next to the virtual 3D typewriter and zap through its channels using a virtual 3D remote control. Not to mention the virtual 3D video recorder, programming of which will be so easy and intuitive in a virtual 3D world that even grandma will be able to do it.

      SCNR

      --
      http://erichsieht.wordpress.com/category/english/
    27. Re:Why is more dimensions "better" by Anonymous Coward · · Score: 0

      " 3D representations of CD cases instead of ID3 tags
      "

      I personally don't want to have to play quake 3d in order to listen to a cd. The 3d user interface that the music player in lookingglass( suns 3d interface)
      uses looks prettier but imho does not improve my ability to find and play the music I want quickly. 3d does not nessecarly mean easier to use, in fact most 2d games are easier to play than most 3d games.

    28. Re:Why is more dimensions "better" by wild_berry · · Score: 1

      I misread that: I do count emacs as god.

    29. Re:Why is more dimensions "better" by Kardamon · · Score: 1

      Well, I use the address bar of my browser as a kind of command line: I type an address with all the parameters and I get a graphical answer.

      --
      -- Qu'est-ce que la propriété intellectuelle? It is thought control.
    30. Re:Why is more dimensions "better" by Destoo · · Score: 1

      And he overshot his estimation by 4.

      How many computers do you really access?
      How many do you really want to access?

      One.
      The same computer. No matter where you are sitting or what you do.

      That's my opinion on it.
      That's where I want the technology to be in the next couple of years.

      Then again, I'm an IBMer.

      --
      Nouvelles de jeux et technologies en français. TC
    31. Re:Why is more dimensions "better" by Taladar · · Score: 2, Interesting

      You might want to have a look at Ratpoison http://www.nongnu.org/ratpoison/ as a WM. It is a Windowsmanager that basically maximizes every Window (tiling is possible AFAIK) and you can switch between them with the same keys you would use in "screen" (with a different prefix key of course). I use it as the final step of a constant descend KDE->XFCE->Fvwm->Ratpoison since I also use X only to give me more Xterms and for browsing, movies and pictures.

    32. Re:Why is more dimensions "better" by Taladar · · Score: 1

      I would argue Commandline is best for working with Text, GUI for working with (2D) Graphics and 3D-Interfaces for e.g. CAD or 3d-Game-Level-Design. This hasn't changed over the past years, just our ability to implement higher dimension/resolution interfaces.

  12. Shameless plug by Mite51 · · Score: 3, Interesting

    I am working on a 3D UI project, theres still a lot of work to do but I think it has potential. I'd love to get some feedback, positive and negative. I currently have a techdemo but I plan to have a virutal desktop expose like system sometime early next year.
    I will probably buy this book just to see if if actually has any good ideas I can incorporate.
    logiccubed.com
    Jason

    1. Re:Shameless plug by back_pages · · Score: 1
      Well I'll go straight to the source with my question then.

      What, pray tell, makes a 3D interface a step up from a 2D interface?

      I can buy the fact that it's a newer design and therefore has a coolness about it, but I have trouble believing that it's a solid step forward. What are the shortcomings of a 2D desktop that need to be solved?

      If it's really cool, then by all means, go for it. If these are good questions (unlikely) and you want to just see what you can do with a 3D interface, it sounds like a legitimate area of HCI research. I have to admit that when all is said and done, I expect to find a system with tons of eye candy that is, at best, no easier to use than a 2D interface.

      Please don't take that as merely an unfounded criticism ;) I'm a skeptic of 3D interfaces who would love to hear how wrong he is. Since I asked, here's a great opportunity to address these questions and explain why a 3D interface actually is or could be a step above my existing 2D interface.

    2. Re:Shameless plug by Jugalator · · Score: 2, Insightful

      Do you work noticeably faster via that 3D interface than in a 2D interface?

      I've found that most 3D interfaces fail already on this point (since you have to for example spend time manipulating and moving around stuff more than in a 2D interface). It doesn't help that both the input device (mouse) and output device (monitor) usually are 2D and inefficient at navigating in and visualizing a 3D environment well. But if you indeed get the job done much faster in that interface, it sounds interesting, and I think it would be the first I've heard of.

      --
      Beware: In C++, your friends can see your privates!
    3. Re:Shameless plug by Mite51 · · Score: 2, Interesting

      If there is a shortfall to 2D desktops it is that its a parallel graphics paradigm that isnt quite inline with where graphics hardware is going. The benifit of a 3D gui isnt that its 3D per se, but that it can use 3D accelerations. 2D acceleration went the way of the dodo years ago, so from a preformance point of view using 3D APIs is very desireable.

      I am not trying to make a new design or add a lot of eye candy. I would like to think I making something that will actually be useful but takes advantage of 3D hardware acceleration while leveraging exiting applications. The one thing I realized early on is that if I made an enirely new API that any applications would have to be rewritten to use the new API.

      Personally I like eye candy in my interface, so long as it doesnt take away from what I am doing. The windows 2D api, I find, is very limited when it comes to adding pretty effects. While it can be done its usually quite a lot of work, and then it never usually works right for everyone. In this area I think Mac has definitely outdone Microsoft.

      I have listed a number of ideas on my website but initially I would like to make something along the lines of expose with some virtual desktops and "pretty" transitions for windows opening and closing effects as well as moving betweeen the desktops. There are a few expose clones for windows but they all seem a little jolting to me, partly because they is a jolting transtion to a DirectX window, but also because it just doesnt seem to flow the way expose does.

      Did I answer your question?

    4. Re:Shameless plug by Mite51 · · Score: 1

      Not that you dont have a point, but you like most people jump to this conclusion that a 3D desktop immediately means you have to start manipulating a 3D environment in bizarre ways. While this is mostly true is by no means the way it has to be done.

      I dont know about you but when I first saw a windowed operating system it immediately made sense to me. I think a good 3D desktop will be the same way, it just has to be designed properly.

      I actually dont intend to make a "3D" desktop, only one that uses 3D acceleration for some very smooth animation whilst doing what I like to think of as "functional prettiness", which I think expose does really well.

    5. Re:Shameless plug by Dun+Malg · · Score: 1
      It doesn't help that both the input device (mouse) and output device (monitor) usually are 2D and inefficient at navigating in and visualizing a 3D environment well.

      Absolutely. Not to mention the fact that we don't actually see in 3 dimensions; it's more like 2 dimensions with depth cues. I think we can all agree that closing one eye gives you a 2D view of the world, and since opening that second eye doesn't give you the power to see what's inside the refrigerator with the door closed, we really only see in about 2.5 dimensions. This being the case, any 3D interface will require additional overhead to allow use to move crap out of the way so we can see behind it (not to mention a way to find objects we've inadvertently left in the virtual refrigerator), plus a means of panning the synthetic 3D view around to look for that document "behind" us, and in the end we're throwing away more time on virtual hide and seek than we're gaining by being able to spread our work out on this 3rd dimension. Frankly, it's just not worth it.

      --
      If a job's not worth doing, it's not worth doing right.
    6. Re:Shameless plug by Anonymous Coward · · Score: 0

      So what you said without actually saying it was " I want Mac OS X"

    7. Re:Shameless plug by back_pages · · Score: 2, Informative
      Yeah, you did. I hope it goes well for you, however I'm still not convinced that a 3D interface is something I *need*. I'm more inclined to get excited about interfaces developed specifically for a dual-head or dual system (Synergy is awesome) interfaces.

      But, of course, I'm a lot of talk and no action. I run Synergy across 3 machines and it *has* changed how I use my computers and it has become a must have. There is certainly a lot of room for creative new interfaces and I'm sure using a 3D API opens up a ton of possibilities.

    8. Re:Shameless plug by Dun+Malg · · Score: 1
      I am not trying to make a new design or add a lot of eye candy. I would like to think I making something that will actually be useful but takes advantage of 3D hardware acceleration while leveraging exiting applications.

      So wait, instead of addressing some specific shortcoming in 2D interface design, your motivation is the under-utilization of 3D hardware by the UI? That's kind of a backwards way to approach things. Many cars have voice-synth components, but nobody is adding talking speedometers or singing heater controls. Sure, the tech is under utilized, but that's for good reason: it's not an improvement.

      --
      If a job's not worth doing, it's not worth doing right.
    9. Re:Shameless plug by Mite51 · · Score: 1

      He asked what the short comings of the current 2D desktop were. I didnt set out to adress tha specifically.

    10. Re:Shameless plug by Mite51 · · Score: 1

      So by saying 3D suddenly everything is unfathomable? The current windows ( and linux/mac ) desktop is already quazzi 3d, meaning is has a concept of depth. Take the concept a bit further and see what happens, its called evolution.

    11. Re:Shameless plug by Mite51 · · Score: 1

      No, I dont suppose many people will NEED it, but then you could argue that you only need a command line. I actually had planned to make applications shareable between computers since what I am doing is very similar to VNC or remote desktop. The major difference being that I am using windows as opposed to desktops, which makes it a bit more flexible. I think both VNC and remote desktop are very limited with the use of display area and number of users, tho I could be wrong.

    12. Re:Shameless plug by Mite51 · · Score: 1

      No I only used it as an example. stop insinuating damn it :P. I was trying to use examples people can relate to.

    13. Re:Shameless plug by AaronLawrence · · Score: 1

      So your motivations are: - to use 3d hardware - to make pretty effects Neither of those has anything to do with making interfaces easier or more productive. The first one doesn't matter to a *user* at all - it's purely an engineering thing.

      --
      For every expert, there is an equal and opposite expert. - Arthur C. Clarke
    14. Re:Shameless plug by Mite51 · · Score: 1

      I love how slashdotters jump to wild conclusions to try to some stuff up in neat litte sentances. My motive is to make a 3D interface.

    15. Re:Shameless plug by DeadChobi · · Score: 1

      Actually... a spedometer which tells me a speed after passing a certain 5mi increment would be *verY* useful to eliminate the distraction of looking at a dial for a few seconds and contemplating the little hairy bits. And a control system which combines tactile interface with voice commands like "Defroster active." "Floor Louvers active." would be really useful too, because then I wouldnt have to take my eyes off the road. It's just another extension of the chime that tells you to turn your lights off.

      --
      SRSLY.
    16. Re:Shameless plug by back_pages · · Score: 1
      Well, a "killer feature" could turn your interface into something that people do need. I guess where my brain is stuck is that I have never found myself playing a 3D computer game of any sort and thought, "You know, this would make a great user interface for a computer." As you have pointed out, the 3D API could allow you to do a lot more than just turn everything into a VR desktop. Just off the top of my head, the ability to quickly and easily zoom into a window would be nice - too many times I've read news on the internet with tiny little pictures I could hardly see.

      If you haven't looked at Synergy, it's a cross platform software KM switch (as opposed to a hardware KVM switch). It allows you to use 1 mouse & keyboard on several networked machines (Windows, Linux, and miscellaneous) each having its own monitor. It's something that I never knew I needed until I tried it, and a well conceived 3D interface could be the same.

    17. Re:Shameless plug by Anonymous Coward · · Score: 0

      "Actually... a spedometer which tells me a speed after passing a certain 5mi increment would be *verY* useful to eliminate the distraction of looking at a dial for a few seconds and contemplating the little hairy bits. "

      There'd have to be a way to distinguish whether the speed is rising of falling. One approach would be to skew the pitch upwards or downwards as the speed was prounounced.

      Another catch would be if you were hovering around the speed that triggers the voice notification. If you're wavering between 53 and 57 mph, and the setting is to announce when you hit 55 mph, it could get pretty annoying pretty quick.

  13. 3d File Browser by dangerz · · Score: 3, Interesting

    A while ago I wrote a 3d file browser for Linux. It's available here:

    http://www.freshmeat.net/projects/3dfb/

    It was a fun project and I wish I had the time to move on with it. I wanted to start adding support for textures and such, but alas school got in the way.

    It was an interesting look into the 3d world. I still use it from time to time just to fly around my file system.

    --
    The greatest experience we can have is the mysterious.
    - Albert Einstein
    1. Re:3d File Browser by rangek · · Score: 2, Funny
      but alas school got in the way

      I read that as "but alchohol got in the way... Poor drunken programmers...

    2. Re:3d File Browser by Anonymous Coward · · Score: 1, Funny

      It was an interesting look into the 3d world. I still use it from time to time just to fly around my file system.

      And hey, it'll come in handy when the dinosaurs are after you.

    3. Re:3d File Browser by gphinch · · Score: 1

      He said school, I think your interpretation was correct.

      --
      in bed.
    4. Re:3d File Browser by IO+ERROR · · Score: 1

      I looked at your project 3dfb a while back, and I decided I didn't like it because it reminded me too much of the movie Hackers. :)

      --
      How am I supposed to fit a pithy, relevant quote into 120 characters?
    5. Re:3d File Browser by dangerz · · Score: 1

      Yaa, I get that comment a lot. That's why for a bit I was going to change it to some other kind of object until I realized that really, I don't care. It looks neat how it is :)

      --
      The greatest experience we can have is the mysterious.
      - Albert Einstein
  14. My favorite 3d user interface by CrazyJim1 · · Score: 3, Interesting

    I like to be INSIDE a 3dlevel when designing it. I haven't coded the technology, maybe never will, but the ability to 'dig' holes or 'raise' up the walls/floor, or place objects inside the level is CLEARLY SUPERIOR to 2d CAD level design.

    1. Re:My favorite 3d user interface by YOU+FAIL+IT(it+being · · Score: 1

      YOU FAIL IT (it being using CAPS instead of bold)

    2. Re:My favorite 3d user interface by Anonymous Coward · · Score: 0

      Like the BUILD engine for Duke Nukem?

    3. Re:My favorite 3d user interface by EnormousTooth · · Score: 1

      The Tribes level editor was in-game and totally rocked. Same with Tribes 2, though it crashed every time you added certain things.

      --
      I don't use Emacs; it uses me.
    4. Re:My favorite 3d user interface by protohiro1 · · Score: 1

      I wish there was a level editor that had an interface like maya. I could build a simple level in about ten minutes with maya that would take hours with radiant. The 3d views are universally very difficult to navigate, selection tools suck and working in the 3d view in near impossible.

      --
      Sig removed because it was obnoxious
    5. Re:My favorite 3d user interface by Anonymous Coward · · Score: 0

      Yeah? And apparently... So did you!

    6. Re:My favorite 3d user interface by jensen404 · · Score: 1

      The Unreal editor is a lot easier to use.
      Current level editors tend to lead to blocky designs, because point editing is so hard.

      Metroid Prime for the Gamecube is easily the most visually impressive game I've seen. Each room is different. The Chozo Ruins area has trees growing through rock that have caused (polygonal) fractures in the rock. Great attention to datail. I believe the levels were modeled in Maya.

    7. Re:My favorite 3d user interface by Anonymous Coward · · Score: 0

      I wish there was a level editor that had an interface like maya.

      There is. It's called: Maya.

      Today's 3d engines are so advanced that you can build levels in whatever 3d modeler is your favorite.

    8. Re:My favorite 3d user interface by Taladar · · Score: 1

      I second that.

      The Unreal Editor is very easy to use. You do not need much time to build basic levels with it. Sure, if you want the level to look organic it is another story but starting to use it is really fast.

  15. second that by GunFodder · · Score: 2, Interesting

    The holographic computer interface was the coolest part of that movie. It really looked like a good way to process a lot of dense audiovisual data as quickly as possible. Too many movie computer systems look like nothing more than limited use expert systems with flashy graphics and cheesy sound.

    1. Re:second that by Anonymous Coward · · Score: 0

      In the future we'll have flying computers.

  16. 3D? by startleman · · Score: 1

    "However, 3-dimensional user interfaces have not yet received as much exposure."

    I'm pretty sure my keyboard is a 3D user interface . . .and it's been around for quite a while.

    1. Re:3D? by Anonymous Coward · · Score: 0

      I'm pretty sure idiots are 2D... idiot on one side.. moron on the flip side, no depth at all. And they've been around for quite a while

  17. true three demensionallity.. by KingPunk · · Score: 0

    well, i guess it would be nice, to just reach through my monitor
    grab the oog file i want to play, and squeeze it til it plays.

    but in reality, thats far from it.. but i guess there are some
    great 3d likeness applications for the *nix platform:
    http://desk3d.sourceforge.net/ & http://wwws.sun.com/software/looking_glass/demo.ht ml
    ...hopefully this will spark some interest!
    --kingpunk

    1. Re:true three demensionallity.. by Siergen · · Score: 1
      well, i guess it would be nice, to just reach through my monitor grab the oog file i want to play, and squeeze it til it plays.
      That would be particularly appropriate for recordings of bag pipes... ;)
    2. Re:true three demensionallity.. by ScrewMaster · · Score: 1

      Or nude female singers.

      --
      The higher the technology, the sharper that two-edged sword.
    3. Re:true three demensionallity.. by Anonymous Coward · · Score: 0

      I think that should be "ugh" files.

      Irish definition of a gentleman: A man who knows how to play bagpipes, but refrains from demonstrating.

  18. 3D UIs need a killer app by Anonymous Coward · · Score: 0

    Like being able to find criminals before they commit crimes.

  19. 3D OS by Bucaro · · Score: 1

    I have personally tried a 3D Operating System implementation, and my opinions are mixed. If you have OS X you can try 3DOSX for yourself with a free download http://www.acm.uiuc.edu/macwarriors/from the University of Illinois Mac SIG.

  20. Why? by Anonymous Coward · · Score: 0

    We have a hard enough time with people using 2D UI - WTF is a faus 3D out of skewing dimensions going to help with?

  21. C'Mon, Even an LCD screen has some depth by Big_Al_B · · Score: 1

    Okay, I haven't RTFB, but all the UI I encounter is measurable along x,y and z. Keyboards, mice, monitors, printers, and scanners are all 3-D objects, are they not? Can anyone think of a truly 2-D input/output device? Even a graphics pad usually measures stylus pressure, and thus has "depth".

    And windowing systems normally have the concepts of stacking windows "in front" or "behind" others.

    A navigable 3-D environment for file system and program management would be difficult to prove useful, IMHO.

    1. Re:C'Mon, Even an LCD screen has some depth by Anonymous Coward · · Score: 0

      Are you an idiot or an troll?

    2. Re:C'Mon, Even an LCD screen has some depth by ScrewMaster · · Score: 2, Insightful

      I think he's a troll masquerading as an idiot. But I'm not sure.

      --
      The higher the technology, the sharper that two-edged sword.
    3. Re:C'Mon, Even an LCD screen has some depth by lachlan76 · · Score: 1

      Can anyone think of a truly 2-D input/output device?

      A mouse?

    4. Re:C'Mon, Even an LCD screen has some depth by Kjella · · Score: 1

      Hanlon's Razor:
      "Never attribute to malice that which can be adequately explained by stupidity."

      A well crafted troll is a play on the human psyche. The world is full of idiots, so why play one?

      --
      Live today, because you never know what tomorrow brings
    5. Re:C'Mon, Even an LCD screen has some depth by Big_Al_B · · Score: 1

      If the mouse was limited to cursor movement I would agree with you. But I would argue that button functionality enables the 3D movement of windows in an, albeit shallow, third demension. First, there's stacking of windows. Then there's the whole concept of "click and drag" which allows one to drop objects into other objects, such as dragging a file to the trash.

      For example, my browser is currently "in front" or "on top" of several other apps. I used my mouse to move it to the front, e.g. the mouse, within a windowing system, constitutes a 3D i/o device.

      You can neither deny that this functionality exists, nor that a mouse interface enables it.

    6. Re:C'Mon, Even an LCD screen has some depth by Big_Al_B · · Score: 1

      Namecalling! What an excellent way to debunk my point. Impressive!

      Let me try: Hey, Fucktard! What exactly did I say that was wrong?

    7. Re:C'Mon, Even an LCD screen has some depth by Big_Al_B · · Score: 1

      A "literate" ad hominem argument is still ad hominem.

      None of you actually refuted a single point I made, thus I don't see any value in your post. Would you care to explain, logically, how I was wrong about something? If not, then kindly STFU.

  22. Underexposed by fm6 · · Score: 4, Insightful
    Two-dimensional user interfaces (UIs) have been around for a long time, and people are accustomed to using them. However, 3-dimensional user interfaces have not yet received as much exposure.
    If you mean, "3D UIs haven't been widely accepted", that's true. But if you mean, "We're stuck in a 2D rut because nobody pays attention to 3D UIs," then you have a short memory. Every couple of years there's some new "breakthrough" in 3D technology that's supposed to change the way we use computers -- everything from simple 3D GUI metaphors to "immersive" user interfaces. These have a few applications (mostly having to do with simulating the real world), but mostly people aren't interested.

    And why should they be? Adding a third dimension adds an order of complexity to the interface. The challenge of user interface design is to make things simpler.

    1. Re:Underexposed by steveyT · · Score: 1

      Although wouldn't it more intuitive to users to interact with the computer in the same way they interact with everything else. Instead of staring at a 2d screen which gives the illusion 3d.

      When user interfaces are truely 3d that's when I'll take notice.

    2. Re:Underexposed by Anonymous Coward · · Score: 0

      And why should they be? Adding a third dimension adds an order of complexity to the interface. The challenge of user interface design is to make things simpler.

      In that respect, I hope my revolutionary new 1D interface is going to catch on any day now.

    3. Re:Underexposed by Rude+Turnip · · Score: 1

      "Although wouldn't it more intuitive to users to interact with the computer in the same way they interact with everything else..."

      No...because a computer is a computer and not something else. Furthermore, the machine itself is already part of a much larger interface--the desk you're sitting at with all the other crap already on it. Making your computer's UI to act or look like a "real world" object adds another layer of complexity that's not really needed.

      Heck, even on the easy to use Mac OS (X and before), they just stick an icon on the desktop called "Macintosh HD" that looks like a hard drive because that's where the files are really located...it's straight to the point.

    4. Re:Underexposed by Anonymous Coward · · Score: 0

      Hahah, my 0D interface has you beat. (Just gotta learn Morse and you're all set...)

    5. Re:Underexposed by steveyT · · Score: 2, Insightful

      This is because we are still stuck with the idea of a computer being a box on our desk. I interact with a fairly complex computer on a daily basis, using a sophisticated 3d interface. This computer runs my car, doing engine management, climate control, traction control and a few dozen other things I'm not aware of. The interface I use is the controls for my car. Why not have a computer that you don't sit down to interact with but one you interact with transparently throughout the day, much in the same way I interact with the computer in my car without necessarily being aware of it.

      I realise that this is currently the realm of science fiction, but then this is a technology website, why not dream?

    6. Re:Underexposed by angedinoir · · Score: 1

      I agree, you're using a mouse (2 dimensions) and a keyboard (0 dimensions). Until they get real VR where I can interact with a 3D environment in a 3D way, it's just not going to work.

    7. Re:Underexposed by mattkinabrewmindspri · · Score: 2, Insightful
      Bingo. Is it easier to read a piece of paper, or to read writing all over the walls?

      It is easier to get information from something that is two-dimensional.

    8. Re:Underexposed by steveyT · · Score: 1

      True,

      But is it easier to read and annotate a document on a screen or a piece of paper. I don't know about you but I often find I print out something to read or review. Give people an interface which behaves like a piece of paper and perhaps the paperless office could become a reality.

    9. Re:Underexposed by Anonymous Coward · · Score: 0
      Forgetting the temporal dimension?

      YOU FAIL IT.

    10. Re:Underexposed by jIyajbe · · Score: 1

      It is easier *for you* to get information from something that is two-dimensional. For someone else? Who knows?

      Why not give people a choice of what UI they prefer?

      --
      "Don't blame the log for the fire." --Andrew Ratshin
    11. Re:Underexposed by Sean+Johnson · · Score: 1

      back in my day we had -.5D interfaces and we liked it! It was wierd though because you had to initiate everything you wanted done, backwards. If you did it forwards, it would be executed backwards and screw up EVERYTHING!

      --
      >>>>>> Chewie, take the professor in the back and plug him into the hyperdrive.
    12. Re:Underexposed by Traa · · Score: 1

      It is easier to get information from something that is two-dimensional.

      The idea is to see how 3D can enhance the user interface. Not replace something that isn't broken. The 'text' part of reading should stay in 2D land, but think about the visual feedback of flipping a page, or seeing how thick the side of the book is. Also keep in mind that text is only a part of a user interface. 3D objects as icons could be usefull for example.

      A benefit of 3D objects over 2D objects is that if you move them in that 3rd dimension they will visually shrink in a natural looking manner and take up less space on your screen.

      just a thought.

    13. Re:Underexposed by Anonymous Coward · · Score: 0

      I interact with a fairly complex computer on a daily basis, using a sophisticated 3d interface. This computer runs my car, . . . The interface I use is the controls for my car.

      In what way are the controls for your car a 3D interface? Do you mean because you rotate the steering wheel, push the pedals, and twiddle knobs? In that case, why doesn't pressing keys on a keyboard while dragging a mouse around count?

      If you meant you actually manipulate something in three dimensions (which would let you disqualify a mouse and keyboard as being "two-dimensional", because the keyboard is laid out as a plane and the mouse is only moved on one), then I'm still hard pressed to think what that might be. Steering wheel rotates around a plane. Pedals move up and down linearly. Same goes for stalks. Er... do you have one of those gear levers that you push down to reach reverse, perhaps?

      Or are you disqualifying a mouse and keyboard because you classify those as input devices used to manipulate the interface, while you consider the steering wheel etc. to be the interface themselves? Again, I'm unconvinced. The steering wheel is quite clearly an input device.

      If anything, the car's "interface" is completely invisible - abstracted right down to direct input devices. If that's what you meant, I take it you realise that's not actually what most people mean by the term "3D interface".

    14. Re:Underexposed by Rary · · Score: 1
      "Why not have a computer that you don't sit down to interact with but one you interact with transparently throughout the day, much in the same way I interact with the computer in my car without necessarily being aware of it."

      Primarily because your car is a single-function computer. It drives you from point A to point B. That's it. It's 3D interface is fairly simple -- two pedals, three if manual transmission, steering wheel, gear shifter. Pretty straight-forward.

      However, think of what your computer's use is. Essentially, it can be used for anything. So what would it's 3D interface look like? It would have to include everything imaginable for every conceivable purpose. Not particularly feasible.

      Seriously, the most flexible interface I can think of is language. So, in my opinion, the user interface of the future will be... an expanded CLI, with natural language ability, and possibly the option to speak rather than type.

      --

      "You cannot simultaneously prevent and prepare for war." -- Albert Einstein

    15. Re:Underexposed by Dun+Malg · · Score: 1
      The idea is to see how 3D can enhance the user interface. Not replace something that isn't broken. The 'text' part of reading should stay in 2D land, but think about the visual feedback of flipping a page, or seeing how thick the side of the book is. Also keep in mind that text is only a part of a user interface. 3D objects as icons could be usefull for example. A benefit of 3D objects over 2D objects is that if you move them in that 3rd dimension they will visually shrink in a natural looking manner and take up less space on your screen.

      The problem with 3D interfaces is that there aren't many problems for which a 3D interface is a better solution that a 2D interface. 3D interfaces have a certain amount of automatic "overhead" in that they require some form of unusual control device and (more important) the display must provide a way for our eyes to see it. We don't really see in 3 dimensions; it's more like 2 dimensions with depth cues. The retina, being essentially a flat plane, receives a 2D picture. With two eyes we can (through the magic of our brains) compare the differences between two 2D pictures and calculate depth, but we still essentially have only a 2D picture.

      Really, unless there's a very compelling reason* to present the data in a 3D format, 2D presentation is more efficient and better suited to the design of our visual organs.

      * CAD/CAM applications, for example, obviously need to present in a 3D format, as the objects they model will have 3 dimensions.

      --
      If a job's not worth doing, it's not worth doing right.
    16. Re:Underexposed by oliverthered · · Score: 1

      It it easier to read/thumb-through a book, or to read one big sheet of paper?

      That's a lot of scrolling if you using a 2d dictionary.

      --
      thank God the internet isn't a human right.
    17. Re:Underexposed by mattkinabrewmindspri · · Score: 1

      "Page Down"?

    18. Re:Underexposed by waffleman · · Score: 1

      Absolutely right.

      It seems everyone misses this because the 3D world is the familiar and they feel that 3D GUIs should somehow be easy to use because of that familiarity. It's a mistake. The 2D GUI sits in 3D (real) space and the brain understands this easily. But if you have a 3D GUI sitting in 3D space, now you have two 3D spaces and this is hard for the brain to work with.

      Now this isn't a new problem, painters right back to the renaissance have dealt with this (although lots of wannbes these days haven't a clue about it), and they developed a whole host of techniques about when to use perspective and, just as importantly, when not to use perspective and to use foreshortening instead. Plus they always draw attention to the picture plane, the "invisible" surface of the canvas, in some compositional way to allow the viewer to visually reconcile the fact that they can see at least two 3D spaces when viewing the painting.

      The combination of primarily these and other techniques allowed them to create 3D representations that actually are simple to see, and therefore extremely convincing. But they are *not* pure 3D.

      As far as the immersive GUIs go, the problem is that each of us views the 3D world from our unique points of view. Unless you have out-of-body experiences, the 3D space you see includes some cue of yourself *in that space*. Playing a FPS doesn't really put you in a space, so much as gives you a 3D space you can get accustomed to navigating through. Try as you might, turn the lights off, get head-mounted monitors, use huge wall projectors, you're still stuck in a place where one's personal space just doesn't match the visual space and the brain goes into overdrive to figure out what's going on. You have to adapt to it.

      Perhaps someday, it might be possible to formalize the old master's handling of 3D representation to a sufficient degree to apply it to GUI development, but I'm doubtful. The best bet for 3D GUIs, I think, is with the Princess Leia/R2D2 type display. All else is just clutter.

    19. Re:Underexposed by oliverthered · · Score: 1

      Ok, get to page 197 using the page down key.
      Your only allowed to press it once.

      --
      thank God the internet isn't a human right.
    20. Re:Underexposed by Taladar · · Score: 1

      Computer Users work with Data. With every other (stored) data outside a computer they interact in 2D (read: paper). Why should they change this on the computer?

    21. Re:Underexposed by Taladar · · Score: 1

      To get this done all apps where this is possible should be written with their logic part separated from their UI part like some open source programs already are. Why should 20 people have to program a cd-burning-tool (this is one example where there is basically one CLI tool for each job in Linux) when all they want are different interfaces to the same logic.

    22. Re:Underexposed by mrchaotica · · Score: 1

      Why would you ever scroll through a dictionary? That's what search is for!

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    23. Re:Underexposed by mrchaotica · · Score: 1
      The 'text' part of reading should stay in 2D land, but think about the visual feedback of flipping a page, or seeing how thick the side of the book is.

      What book? There is no book! There is no page, either!

      See, that's the thing -- usually when somebody comes up with a 3D interface, they try to make it similar to some real-world object (e.g. books or rooms or radios). But the real question is, is that metaphor useful? Why should the text I'm reading be presented as if it's a book? In a computer, what do pages mean?

      The real innovation in computer interfaces will come when we realize we aren't trying to interact with things, we're trying to interact with information. Books are not information; they're just containers for it -- and suboptimal ones at that. Why would you want to interact with a virtual book when there's an infinite number of other ways that are likely to be better?

      Take the example of a web "page." It's not (usually) just a page, it's a complete group of thoughts. I don't need to see how "thick" it is to know how long it is; the metaphor of the shrinking scrollbar is more useful. Also, with a normal book you can only go forwards or backwards; with hypertext you can go in any direction. As far as a really good interface for information goes, look at the "Chaos" feature of Everything2. See how it uses the idea of "near" to group nodes of information? Now, imagine that each node is a star, and the group of nodes as a constellation in the galaxy of human knowledge. Now, imagine using an interface that works sort of like Celestia to navigate that galaxy. Doesn't that sound like a better metaphor than a book?

      A book is linear, but information (which is what a book is designed to convey, right?) is a graph. Wouldn't a representation using a graph be better than a linear one?

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    24. Re:Underexposed by mattkinabrewmindspri · · Score: 1
      Which document are you reading?

      I'd like to see a 197-page document that would only let me hit page down once.

      I hit page down all of the time when I'm reading multi-page electronic documents, and I have never been "only allowed to press it once".

    25. Re:Underexposed by Anonymous Coward · · Score: 0

      "A book is linear, but information (which is what a book is designed to convey, right?) is a graph. Wouldn't a representation using a graph be better than a linear one?"

      Well, that depends. Visually, a graph would be better if you're trying to see the interrelationships. But graphs aren't very good for seeing details or narrative.

      You could make up a graph with nodes representing places where Benjamin Franklin lived during his life, and the order of his travels, which would be interesting. But to learn what he *did* at any given place, you'd likely need to turn to paragraphs or pages of text. Those might be accessible through the nodes of the place-graph, but the place graph itself wouldn't be a very good place to display the information.

      Graphs are probably a good underlying data representation, but I'm not sure it's ever very useful to *see* the graph - access to the links from the current node to other nodes is more useful than seeing all the map of interconnections between all the nodes.

      When you're using a web page, you're visiting a node in the graph, and you can click on links to visit other nodes, but you don't have, or need an overall view of the graph the node is a member of. Thankfully.

    26. Re:Underexposed by mrchaotica · · Score: 1

      I was just thinking that it might be useful to see the degree and kind of relationship the linked node has with the current node graphically. Imagine a page of search results, where you might have the page title and a "relevancy" percentage number. Using the "constellation" representation, you'd instead see a points arranged around the center of the search, with the distance representing relevancy and the direction representing which aspect of the topic is emphasized. For example, say you're on the "computer science" node. Surrounding it would be the "algorithms," "data structures," "mathematics," "computer engineering," etc. nodes. But the key is that they're in different directions, so you can choose to travel in the direction of "mathematics," which would put you closer to the "functional programming" and "calculus" nodes, or travel towards "data structures," which would put you closer to "object-oriented programming" and "GUI design." And you could "zoom out" to see the "philosophy," "mathematics," and "engineering" constellations.

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    27. Re:Underexposed by Anonymous Coward · · Score: 0

      I think you're right. 3D interfaces could happen at any moment in a big way. The technology is available, but not yet *warranted*. What will change that is the first "killer app" for 3D. Gaming probably has the ability to do this, but currently gaming doesn't necessitate 3D UI. I don't expect this to change, but it is possible.

  23. More and bigger and better... by PhotoJim · · Score: 2, Insightful

    As cool as this is, it sounds about as necessary as stereo telephones. :) The videophone was always a neat idea (I remember seeing prototypes in the early 1970s)... it never took off because the plain audio telephone was good enough. Is not a 2D GUI sufficient for all but the most involved CAD?

    1. Re:More and bigger and better... by Anonymous Coward · · Score: 0

      The videophone was always a neat idea (I remember seeing prototypes in the early 1970s)... it never took off because the plain audio telephone was good enough.

      Yeah, webcams aren't popular at all, and you never see people talking with reporters over a video link on the news.

      The two problems with video telephony were bandwidth and privacy. Once you have the bandwidth, then the privacy can be negotiated amongst consenting parties.

  24. 3D on 2D Still 2D by o0congee0o · · Score: 3, Insightful

    Just because you arrange your stuff in 3D does not mean that you do your work in 3D. There's just no usefulness other than eye-candy, didn't RTFA, but as long as my monitor is 2D I don't know how usefull it is to have my Word Processor or my spreadsheets in 3D. 3D is best left for games and simulations. I like my file manager, browser, desktop to remain 2D, can't find the crap as it is. Id be cool if I can "reach" into my monitor and strangle the virtual avatar of that moron thou.

    1. Re:3D on 2D Still 2D by Eric604 · · Score: 2, Interesting
      Even a real 3d display doesn't cut it. Do you realy want to twist your head just to look around your spreadsheet? Or standup to take a look from above? Or even worse: walk around it. Most certainly not.

      The problem here is that our eyes are realy 2D sensors. The stereoscopic effect gives an estimation of the distance but all the information is still projected on a 2D plane. and the brain translates this to 3D information. You don't know what's behind an object until you walked around it. When you walked all around it, the brain has deduced all the 3D information from the 2D sensors (eyes) All visual information we recieve is 2D unless objects are half transparent. It doesn't make sense to use an 3D display unless we plug it directly into the brain.

  25. Book Review or Book Report/Summary? by divisionbyzero · · Score: 1

    Where is the critical interpretation? Pro's and con's?

  26. Java 3D Desktop by myawn · · Score: 5, Informative
    If you're interested in 3D interfaces, you should take a look at Project Looking Glass from Sun:

    Project Looking Glass
    This was demo'ed at JavaOne this year, and really had some catchy visual features. Window contents can be saved to a backing pixmap and then applied to (wrapped around) objects of any shape.

    Windows could be rotated (for example, post-its or config info was stuck to the back of a flat window in several cases)

    This is still in the prototype stage, but the developer's release is open-sourced and available at java.net.

    --
    Subscribers can see articles in the future? So what? Everyone gets to see them in the future.
    1. Re:Java 3D Desktop by Anonymous Coward · · Score: 0

      Too bad it's slow and terribly buggy.. Otherwise it might be good.

  27. why 3d is desirable? by xlyz · · Score: 2, Insightful

    why everybody seem to think that 3d will improve usability? information has stayed on plain paper for centuries. and screen will stay 2d for a bit still.

    1. Re:why 3d is desirable? by Mite51 · · Score: 1

      I think its desireable just because 3D acceleration technology has left 2D acceleration in the dust. Just from a performance point of view the same UI done natively in 3D ( psuedo 2D ) will be an order of magnitude faster and more responsive. As long as it doesnt go completely over board and make everything nausiating there are advantages. The new Avalon API coming from microsoft is going to be just that, a 2D UI done in 3D hardware. There are some 3D aspects to it but by and large its win32 GUI mutated and on steroids. Once it has the proper 3D support in the kernel its going to be very cool and very fast.

    2. Re:why 3d is desirable? by grumbel · · Score: 1

      I don't think that 'real' 3d will ever have any place in everyday userinterfaces, after all you don't want to search windows and files behind your back which you can't see, it just wouldn't make much sense from a usability point of view.

      However what will hopefull find its way into everydays userinterfaces are zooming capabilities, like for example Apples Expose shows them in a very simple way. While not really true 3d in itself zooming provides some functionality that is simply not available in most of todays interfaces, ie. the ability to 'step back'. Apples Expose for example allows you to take a step back from your Desktop, all Window become zoomed out and all of a sudden you can reach them all with a single click, while before they where all stacked on top of each other. It gives you see feel of a huge screen on a small one. Its really a rather simple thing, but can enhanche usability a lot. In a filebrowser it might for example be possible to zoom into a thumbnail and then simply see the file and be able to edit it.

      After all todays userinterfaces are still pretty much the same as what Apple gave us 20 years ago or even what Xerox Parc gave us 30 years ago (or whatever the correct timeframe is), nothing has really changed, technology however would now allow much more useable interface and there is still a lot of improvements to explore.

    3. Re:why 3d is desirable? by Anonymous Coward · · Score: 0

      I think its desireable just because 3D acceleration technology has left 2D acceleration in the dust

      Why do I keep hearing this on this thread? the reason that 3D acceleration technology has outpaced 2D acceleration technology is because... 2D doesn't need all that much freaking horsepower to calculate. For most applications 2D is good enough. 3D only really needs to come into play when you are trying to model the real world, whether it be in physics, GIS, engineering... maybe viedo game design (which would be creating a NEW 3d world...

      However the freaking window manager doesn't have to be 3D... you only need the program to give you a 3D view.

      And then there's the fact that trying to force a 3d view onto a 2d surface is just painful. Sure, there are times when the benifits can outweigh the effort, but there are generally already programs that do that.

  28. SphereXP and others... by norminator · · Score: 1

    Sphere didn't work on my work PC until just recently, and it's not too bad, but I like the interface of Spatial Research better. SphereXP has a point of view where you are at the center of a sphere, looking out at your applications, which are anywhere inside the sphere, where Spatial Research's implementation is where you're on the outside, the applications are all on a board at the center, and you can rotate around the outside perimeter. You can't rotate up and down, but you can side to side. There's a few cool effects in there. Of course, I haven't looked at Spatial Research since my trial version expired... SphereXP doesn't have trial or non-trial ware right now, as it's still beta. Not sure what that guy's plan is when it's not Beta.

    1. Re:SphereXP and others... by openSoar · · Score: 1

      i've also been using the software for some time and the more i use it, the better I like it - sure, there are some slightly rough edges but the developers seem to be pretty responsive and overall i've been very pleased - it's certainly the best 3d desktop out there.

  29. Re:Java 3D Desktop (better starting point link) by myawn · · Score: 1
    I probably should have posted this link first, as a better intro (screenshots and such).

    The link above is for downloading the code

    --
    Subscribers can see articles in the future? So what? Everyone gets to see them in the future.
  30. 3D makes things more difficult by joNDoty · · Score: 1

    I think that layered 2D interfaces is all the human mind can easily deal with.
    Layering windows over and under eachother is enough of space-relational exercise... Start introducing motion that isn't restricted to parallel planes and you're in for a very messy UI.
    The first thing that comes to mind is a tree. Each child of the tree node could radiate outward from an origin point in 3 dimensions, but I would get lost very quickly when the point of view kept rotating and twisting.
    Anyone have any good examples of 3D UI techniques that don't get you lost in the woods?

  31. Obligatory by Shadwell · · Score: 1

    "This is UNIX, I know this!"

  32. 3D interfaces - the Uncanny Valley of UI by SuperKendall · · Score: 3, Insightful

    To me, 3D interfaces strongly resemble the efforts to produce realistically rendered humans - with an even deeper "Uncanny Valley".

    To summarize, this Valley is where when you get closer to the target (realistically rendered huamns) the more of a problem you have with the small remaining portion of data being "not quite right" to the human eye and as a result being much more disturbing to the viewer, contributing to a feeling of "creepyness" or disbelief in the result.

    3D interfaces seem to have very much the same problem, exactly because we are such spatially orientend beings and used to real 3D manipulation of objects everyday. Thus the closer 3D interfaces get, the better the 3D inputs get, the more clunky they seem to use - because you know exactly how you would do something in real life and you are constrained in some artifical way by the technology from doing what seems natural. There are a few speciailized problems solved will by 3D inputs, but no good general use that I have seen or read of.

    I would never say never - 3D GUIs may well one day become useful. I would say getting the technology out of this valley and into common use is a long ways off - possibly longer than real honest to god grey-goo nanotechnology!!

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
    1. Re:3D interfaces - the Uncanny Valley of UI by back_pages · · Score: 1

      Interesting read, thanks for the link.

    2. Re:3D interfaces - the Uncanny Valley of UI by Tzarius · · Score: 1

      A link for the interested - Kaya, the digital model. Short demo videos of a detailed model. Quite creepy, a good demonstration of the Uncanny Valley effect.

      As for the usability of 3D GUIs, I'd say we need more dimensions of input (such as measurement of applied force like the PS2 controller) to match the more dimensions available.

    3. Re:3D interfaces - the Uncanny Valley of UI by Taladar · · Score: 1

      Why would you want to do things inside the computer exactly the way you do them in RL?
      Wouldn't that contradict using the computer in the first place?

  33. In support... by SuperKendall · · Score: 2, Interesting

    In support of your argument, I have a box at home filled with consumer 3D controllers - there was a fad for special 3D joysticks, all of which seem to have fallen by the wayside.

    A whole industry seemingly built around trying to help you gain better control of the craft in Descent. No more Descent - no more 3D controllers.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
    1. Re:In support... by ScrewMaster · · Score: 1

      {sigh} I miss Descent. In network play, it was one of the most awesome games ever written. Probably the only "flying" game where I ever invested significant amounts of time in learning how to control the craft.

      Descent II supported LCD glasses ... I tried that for a while, and it was cool. I found that actually having stereoscopic vision really helped out in game play. I was no longer solely dependent upon visual cuing to decide how far an object was from me ... I just used the occipital area of my head for its intended function and blew holes in my opponents. I also got a headache and got pretty nauseous after few hours of it, but it was fun while it lasted.

      Ultimately, I think that 3D visual interfaces are going to have little use in commodity systems. I mean ... unless some fundamental change occurs in the basics of human communication (written and spoken language) your standard 2D windowing interface is a pretty mature technology. Most of us point, click and type, and that's pretty gosh-darn intuitive when you get right down to it. However, in more specialized applications, such as games, I expect that we'll see an explosion in 3D interfaces when display technology gets a little more advanced.

      --
      The higher the technology, the sharper that two-edged sword.
    2. Re:In support... by Anonymous+Custard · · Score: 1

      I also got a headache and got pretty nauseous after few hours of it, but it was fun while it lasted.

      Cheers to that! There was also some Magic Carpet game that shipped with my friend's Packard Bell back in 1994 or 1995, where you could enable stereoscopic mode. But yeah after crossing your eyes all weird for a few hours you would get a stereoscopic hangover.

  34. There could be a reason for this... by Angst+Badger · · Score: 2, Insightful

    3D interfaces have never caught on for a couple of reasons. First and foremost is that the majority of end-user applications, from web browsers to word processors to spreadsheets are simply digital reimplementations of paper documents. The second reason is that there is no hardware that provides three-dimensional imagery that isn't either hideously expensive, causes headaches, or uncomfortable and awkward. What we casually refer to as 3D games, for example, are really projections of 3D structures onto a two-dimensional screen.

    Until it is possible to inexpensively provide a convincing illusion of depth -- which is arguably barely possible even with the expensive stuff -- 3D interfaces will require the user to perform 3D actions with a 2D representation. This is a needless complication in most cases.

    --
    Proud member of the Weirdo-American community.
    1. Re:There could be a reason for this... by ballpoint · · Score: 1
      What we casually refer to as 3D games, for example, are really projections of 3D structures onto a two-dimensional screen.

      True, but one must be out of this world to perceive current games like Far Cry or HL2 as projections on a 2D screen.

      --
      Flourescent (adj): smelling like ground wheat.
    2. Re:There could be a reason for this... by xygorn · · Score: 1

      Either out of this world or able to move your body. One of the biggest problems with the 2D projection model is that it stays static as you move your head, which quickly destroys the 3D illusion. If they solved that (yes it would take either a webcam with tracking software, or special hardware) the illusion would be much better.

      --
      I am a sig. I wish I were a more creative sig, but I am not. I guess everyone has something to strive for.
    3. Re:There could be a reason for this... by narcc · · Score: 1

      What we casually refer to as 3D games, for example, are really projections of 3D structures onto a two-dimensional screen.

      Augh! You're blinding me with the obvious!

      Anyhow, think about how your eyes work. Then read the part of your post I quoted above.

    4. Re:There could be a reason for this... by ballpoint · · Score: 1

      I agree, and I stated before that this also applies to listening to surround mixes with headphones. You need to change the sound when the head moves; a head transfer function isn't enough.

      Anyway gamers don't seem to have a problem with that. Just look at one when they're hiding behind a wall and want to quickly glance beside it. They'll be moving their heads in coordination with a strafing move. The 2D projection model isn't destroying their illusion when they're moving their head. If anything, moving seems to increase the immersion, even if it doesn't change the view.

      I'm curious what the current generation of kids who have played FPS since preschool will produce when they grow up. Their minds must be wired in a particular way, and I think we'll see some consequences.

      --
      Flourescent (adj): smelling like ground wheat.
    5. Re:There could be a reason for this... by LegendLength · · Score: 1

      Until it is possible to inexpensively provide a convincing illusion of depth [...] 3D interfaces will require the user to perform 3D actions with a 2D representation.

      I would go further than that and say we need real 3d not an illusion. i.e. To be able to see objects that are behind objects (no blocking like a 3d projection does).

      This seems to be the reason noone is interested in 3d UIs. While they nearly provide an extra dimension (depth), they are a pain to use because you have to keep moving things to look behind them.

  35. Fundamental Problem by Anonymous Coward · · Score: 0

    Most computer screens are still only two-dimensional.

  36. Been there, done that .. partially by ballpoint · · Score: 4, Interesting

    Some years (5 already?) ago I started developing a server and a 3D widget set based on Direct3D. I started with OpenGL, but found Direct3D more fully featured and a better fit for my goals at that time.

    Applications shared the server to display their objects. All interprocess communication was COM. You could easily write a 3D app in Visual Basic.

    Navigation between applications (or their components) was made easy by having each application offer a set of camera positions and orientations for the user to travel to (using the Alt-Tab and Ctrl-Tab conventions); but the user still could roam freely if he wanted.

    Unfortunately my interest waned out before I could do anything really useful. I've still got a 3D piano keyboard object, controlled by an app playing midi...

    While some say that a 3D UI doesn't add value, I think there is much to be discovered. Imagine programming in 3D, where each class and function is a labeled box which you can enter to see its code. If-then-else and case constructs could also be presented interestingly. Lame maybe - for now - but I believe that by leaving the linear one-dimensional text model we'll get a completely new perspective which we haven't grasped yet because of the lack of a useable and non-trivial framework to play with. It'll come.

    --
    Flourescent (adj): smelling like ground wheat.
  37. Hand Waving by ThePyro · · Score: 3, Insightful

    I'd definitely prefer the current point-and-click interface over all that hand waving in Minority Report. Why do so many "futuristic" interfaces (as seen in movies) require the users to move more? That's a step backwards, not a step forwards. Nobody wants to break into a sweat just trying to use a computer.

    1. Re:Hand Waving by fred+fleenblat · · Score: 4, Funny

      depends on what web site you're accessing...

    2. Re:Hand Waving by ScrewMaster · · Score: 1

      Yeah ... I remember thinking that when I was watching Johnny Mnemonic.

      On the other hand ... a little exercise while working would certainly be healthier for all us chair pilots.

      --
      The higher the technology, the sharper that two-edged sword.
    3. Re:Hand Waving by SilentJ_PDX · · Score: 3, Insightful

      Really? The mouse requires more movement than the keyboard but the mouse is definitely a step forwards in terms of UI. Sure, CLI hackers can do a lot more with a keyboard but the mouse has helped bring computers to the masses.

      A UI shouldn't be judged on how much the user has to move but on how intuitive it is. I move a lot more with my evolution but it's much more intuitive (and infinitely faster) than working with a mouse on Reason.

    4. Re:Hand Waving by Anonymous Coward · · Score: 0

      Actually it would make less couch potatoes... we can use computers for hours and still be fit without working out. Good bye to Bowflex ;)

    5. Re:Hand Waving by Lord_Dweomer · · Score: 1
      Look at it this way, at least in the future all the geeks will be super fit.

      --
      Buy Steampunk Clothing Online!
    6. Re:Hand Waving by rainman_bc · · Score: 1

      Gotta admit I kinda digged the UI in Swordfish though - IIRC he had like a dozen monitors going.

      Don't understand quite why the cracker had to clap his hands all the time - I thought that was kinda lame...

      --
      09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0
    7. Re:Hand Waving by BigJStudd · · Score: 1

      How about health issues? We all know about how keyboards can be dangerous for all the many things, including carpal tunnel syndrome, tendinitis, tenosynovitis, etc... (http://www.hp.com/ergo/warning.html) (Sorry I hate linking those spyware installing scum, but it is all I can find). On top of that, all sorts of diseases can be past through the keyboard itself. I remember how my old job at a telephone company's internet tech support didn't have any properly working bathrooms at the beginning, and there was a sudden spike in sick people. (Toilet + no running water = big problems) If you can design an interface that has me work a bit more but avoid these issues, I am all for it.

    8. Re:Hand Waving by Anonymous Coward · · Score: 0

      Some people are better able to express things through body langauge. Using their arms and hands to arrage and organize things may allow them to think more logically. Wild guess.

    9. Re:Hand Waving by schvenk · · Score: 2, Insightful

      Actually, a UI should be judged on both. The balance varies depending on the intended user. A UI that sacrificies efficiency for intuitiveness is fine if it will mostly see infrequent, novice use. But a UI that will be used constantly for complex or repetitive tasks might justify a steeper learning curve in exchange for greater efficiency (for example, less extraneous mousing around). In the best case one doesn't have to sacrifice one for the other, of course, but sometimes it's necessary.

    10. Re:Hand Waving by Taladar · · Score: 2, Insightful

      I wouldn't say the mouse is 'definitly a step forwards'. It is more like a step sideways. The mouse is good at things the keyboard is bad and the other way round. If you don't have to do anything graphical (no drawing, no moving in FPS,...) the keyboard is faster than the mouse.

      Just another instance of "right tool for the job"

    11. Re:Hand Waving by Grab · · Score: 1

      When you've got a 10-foot by 3-foot wraparound monitor, good luck seeing it all without moving, dude. And until we've got those 10-foot by 5-foot monitors, the "paperless office" is a non-starter, because it can't replace the 10-foot by 3-foot desk which I regularly fill with pages of scrap paper when I'm trying to work something out.

      Grab.

  38. hyperspace by trb · · Score: 1
    I think 2d window managers are enough and that 3d window managers are silly. Years ago, when folks started adding shadows to title bars, resize handles, etc, I asked, Why not have ray traced shadows on these objects? What if I want to change the light source?

    I've seen 3d wms, and I've never had the urge to use one. But if we're going to move away from flatland, why stop at three dimensions? Why not four or five?

    One more time? What problem are you trying to solve by displaying these extra dimensions?

  39. Why more dimensions are better by RealProgrammer · · Score: 2, Interesting

    It's not an either-or situation: X can be made to look 3D.

    I'd like an X window manager that let me grab the edge of a window and turn it, so it looked like it was facing to the left, right, up, or down, depending on which direction I turned it. You would still see the window, and it would still respond to events, but it would look compressed in the dimension you pushed it.

    Another 3D-like effect would be to move "away" from a group of windows, as zooming out to 10,000 feet, so the group of running apps looked like an icon. You could have little clusters of apps running in various spots, some close, some far away. Think of it as a unified destop switcher. There are lots of possibilities there.

    I'm better at the vision thing than the doing thing, unfortunately.

    --
    sigs, as if you care.
  40. 3D Zooming Interfaces by Nooface · · Score: 2, Informative

    Most of the 3D user interfaces that people usually mention are designed for 3D file system visualization. As others have pointed out, it is not clear that 3D adds any value for navigating the hierarchical structure of current file systems.

    It gets much more interesting when you combine 3D navigation with Zooming User Interfaces (ZUIs). For example, Zoom Quilt is a collaborative art project based on Macromedia Flash that illustrates what a 3D ZUI might look and feel like. ZUIs work by creating an intuitive information landscape. The user moves "further away" to get an overview, or "closer" for more detail, while keeping a sense of orientation and structure that traditional pop-up windows and dialogs can't match (see research papers and Java demo). Zoom Quilt was assembled from different frames of content contributed by various participants. For another Flash-based example of a 3D zooming experience, see also the older Christmas Zoom.

    --

    Nooface
    In Search of the Post-PC Interface
    1. Re:3D Zooming Interfaces by jayed_99 · · Score: 1
      I don't want a UI to provide an "intuitive information landscape" -- I keep the "information landscape" in my head. I want precise and discrete control -- analog versus digital, I suppose. "Do what I say" rather than "do what I mean".

      I've been using graphical UIs since the early 80s, and I still get mildly frustrated a few times a day with "must click this, that and the-other" instead of "typetypetype -- done". At least clicking is "digital". I can't imagine trying to use a 3D filesystem UI where my mouse's scroll wheel (or movement or any other "analog" input) is a significant input device. "/var.../var/log/apache/...shit.../var/log...OK, easy now, easy.../var/log/apache/2002/10/httpd.log...FUCK FUCK SHIT!! *SLAM* *SLAM* *SLAM*...nfs:/moogie/home/cvs...AAAARGH!!!"

      I will gladly admit that I'm very command-line-centric. The first time I tried to use a Macintosh, I whined "But, but...where are all the files!?". My first home PC was a Kim-1. (Hah! When I was a kid, we didn't *have* keyboards! My idea of intuituve input was wiring switches to the serial port)!

    2. Re:3D Zooming Interfaces by gnuLNX · · Score: 1

      Yeah I don't think that I could agree more. To hell with 3D. Make my text perfect first.

      If I had to pick one person I hated the most it would probably be the inventor of the popup dialog widget....piss on you dude/dudette!

      --
      what?
  41. Spatial Research by Anonymous Coward · · Score: 0

    I uses Spaces from Spatial Research spatialresearch.com . This 3D desktop didn't slow or impede my system like several of the others I tried. Additionally, its mixes with existing desktop metaphor very well. Many nice effects and features to boot. Its not perfect but its great til something else gets here.

  42. add some depth! by axonal · · Score: 1

    3D interfaces suck in my opinion, but then again, there can be a lot of improvements made to 2D interfaces to make them more "3D" like. For example, why not start taking advantage of blur effects? For example, your foreground window comes in clear as can be, while I window you visited awhile ago is blurred. Over time, the window would get more blurred the longer you stop interacting with it (mouse over, etc). Also, perhaps more features like "stacking" could be added. 15 windows stacked ontop of each other, each of which would get blurred, but you could do Expose-like features with them. Users could make the stack spread out or shrink windows into a corner. As for the person that talked about the interface in Minority Report, that is a really good example of where our interfaces should be headed, rather than this "3D" none-sense.

    1. Re:add some depth! by maccam94 · · Score: 1

      axonal: "while I window you visited awhile ago is blurred. Over time, the window would get more blurred the longer you stop interacting with it " just what we need, forgetful computers! maybe there could be a state between minimized and restored, where the window only displays its main point, like a web page would show the topic or site name, a media player would show song title and time remaining.

    2. Re:add some depth! by PHoRD42 · · Score: 1

      I guarantee that if such an interface existed, no one would last a day without turning off the blur. Sometimes you read off a window that isn't necessarily in focus.

    3. Re:add some depth! by Decimal+Dave · · Score: 1

      Office 2004 for OS X already does something similiar with pallets. Instead of blurring (thus making the windows unreadable), it makes the pallets increasingly transparent after several seconds to a few minutes of disuse. They only become about 25% opaque, so the pallets are still faintly readable but they don't obscure the document as you're working. Moving the mouse cursor over a pallette instantly brings it back to full opacity and resets the fade timer.

      I'd really like something such as this as an OS-wide service so Adobe apps could use it. When laying out a page in InDesign, for example, it's a huge problem having a million pallets scattered around that prevent you from reading parts of the layout you're working on.

      --

      "Leave the strategizing to those of us with planet-sized brains." -Tycho
    4. Re:add some depth! by Taladar · · Score: 1

      So if you make them unreadable anyway why waste the space by not maximizing the window you currently use?

    5. Re:add some depth! by mrchaotica · · Score: 1
      maybe there could be a state between minimized and restored, where the window only displays its main point, like a web page would show the topic or site name, a media player would show song title and time remaining.
      Some window managers already do this -- it's called shading (where only the window's title bar is shown).
      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

  43. Nuh uh by SpooForBrains · · Score: 4, Interesting

    I had a good chance to play with Project Looking Glass at Linux Expo in London this year, and while I was certainly impressed, I realised that it's nothing more than a very very pretty extension of a standard KDE/Gnome-like desktop.

    First off, you can shrink things down to the bottom of your window. This is basically a clone of the MacOS X dock. You can also shove things off to the left or right of your workspace, which is the same thing, but sideways. The impressive twist to this is that you can still see what the windows are doing when they are in this state, so if, for example, you have a movie playing, it will continue to play in it's docked state. Basically an up-to-date reworking of an existing concept.

    Secondly, you can rotate n degrees clockwise or anti-clockwise to get a fresh workspace. Now bear in mind that the number of workspaces is finite, and you always rotate the same amount of space round, it's not an "analogue" rotation. So basically this is the concept of multiple desktops (as KDE and Gnome and various other WMs have had for years) but made much more pretty. The inclusion of a number of specially created "panoramic" desktop wallpapers help enhance the illusion.

    You can't move windows along the Z axis, ie change their "depth" in space, nor can you travel vertically around your 3D environment (think Doom vs Quake here).

    So basically, project looking glass is a very impressive, very pretty extension of your standard WM. There will be some next generation desktop features that will be taken from it, but noone's ever going to be able to *use* it.

    Think of it as the latest Vivenne Westwood creation strolling down the Milan catwalk. Many of the years line in clothes will be based on elemnents of the design, but noone's ever going to wear it to a business meeting.

    --
    "The dew has clearly fallen with a particularly sickening thud this morning"
    1. Re:Nuh uh by nicke999 · · Score: 1

      Think of it as the latest Vivenne Westwood creation strolling down the Milan catwalk. Many of the years line in clothes will be based on elemnents of the design, but noone's ever going to wear it to a business meeting.

      I think this is a really good comparsion. I suspect this is actually the intention behind project looking glass. Sun knows that a true 3D desktop is not desirable and has a long way to go at the moment. Instead, looking glass should be viewed as a research project. Eventually we will see the really good and useful features that improve productivity make it into the base GNOME and KDE packages. This does not exclude eye-candy. Eye-candy is good as long as it doesn't restain the user in what s/he is trying to do. Looking Glass will continue to evolve and force people to think what a desktop CAN look like.

      --
      Thanks for browsing at -1
      Please vistit my blog: www.framtiden.nu
    2. Re:Nuh uh by nodrogluap · · Score: 1

      Project Looking Glass builds its windows, etc. within the framework of the Java3D Scenegraph API, therefore it actually does have real 3D coordinates. The navigation interactions that they have built into the desktop don't allow you to move it, but there's nothing stopping you from displaying the desktop in stereo and programming in new behaviours that move the windows any way you want. Especially since the source code is available

  44. Ding! Ding! Ding! by kfg · · Score: 1

    Which comes first or last is only a matter of perception. It doesn't matter either way.

    We haaaaaave a winner!

    KFG

  45. 3D Zooming Interfaces-Panning Croquet. by Anonymous Coward · · Score: 0

    And I'll say the same thing here. that I said there.

    They need two things, panning, and windows (ZUI can apply to windows as it can the entire field).

    You also forgot Croquet (http://www.opencroquet.org/).

    And last, your example shows that there's more to flash, than what the haters say (prototyping experimental interfaces)

  46. when is a review not a review? by corbettw · · Score: 1

    OK, so you've written a synopsis of the book. Can you tell us if it's any good? Does the book cover the areas it does in enough depth? How does it compare to other books in the field?

    Just expanding on the table of contents wouldn't've been good enough for your 9th grade English class, why do you think it's good enough for Slashdot? Oh, wait, the editors published it, so I guess it is. Nevermind.

    --
    God invented whiskey so the Irish would not rule the world.
  47. My computer already has this... by Hockney+Twang · · Score: 1

    My mouse, keyboard, and monitor are the primary means by which I "interface" with my machine. So my computer's user interface is 3d, as all of these objects have length, width, and height.

  48. Old hat... by Anonymous Coward · · Score: 0

    It's a UNIX system! I know this!

  49. 3D Killer app - Air traffic control by Anonymous Coward · · Score: 0

    They are currently working on, or possible by now have, a 3D display for air traffic control. Unlike some posts on here are thinking, this isn't a 3D graphic on a 2D display. It is true 3D (or 4D for the nit picky.)

    The display has an X/Y/Z AXIS. You can actually move your head and what you see will change - no special glasses.

    If you have ever been to NASA, they have some holographic displays of this type, but the image quality (last I saw) was very faint.

    Air traffic controllers would benefit from this by being able to see if those 2 air craft heading for each other are on the same plane, planes thousands of feet from each other, both climbing towards the same plane, etc.

    It could potentially save lives.

    Edwin
    www.Acmenews.com

    1. Re:3D Killer app - Air traffic control by Anonymous Coward · · Score: 0

      I hope the people using them have good depth perception

      still, quite interesting stuff, just what does it take to drive an "actually 3d" display tho?
      I'm thinking it would require some serious horsepower behind it to get any decent kind of resolution

    2. Re:3D Killer app - Air traffic control by Anonymous Coward · · Score: 0

      Hopefully they can keep track of the planes (the two-dimensional kind) and the planes (the flying kind) and not get them mixed up. ;)

  50. A few comments on 3D UIs by LinuxParanoid · · Score: 2, Informative

    A) For a slash site covering next-gen UI issues, 3D and otherwise, check out Nooface. There's not a lot of discussion, but it has pretty good high-quality no-fluff content and occassional posts from people who really know their stuff or are actively working in the field.

    B) The contrast between 3D FPSes (fun, fairly easy, compelling) and VRML/virtual worlds (often pretty awkward) always struck me as interesting and illustrative of the following point. Too many degrees of freedom makes an interface awkward and highly confusing to someone who hasn't had extensive experience with 3D... a loser at the "mother test." id Software and the 3D FPS genre have always benefitted a fair bit imho from architecting the world such that even though it was 3D, you only had 2 directions to go most of the time; forward and backward.

    Wake me up when someone has a (non-bogus) study finding that users can actually be more productive in manipulating information with whatever 3D paradigm is being proposed. Eye candy helps but it's pretty easy to lose productivity going 3D imho.

    --LP

    1. Re:A few comments on 3D UIs by davew2040 · · Score: 1

      I'll have to write id Software and ask them to stop rendering a 1d forward/backward environment in 3d.

  51. 3D interfaces are well and good, but.. by euxneks · · Score: 1

    The only reason they haven't caught on, is because the hardware interface to the computer is inherently 2D. A mouse moves only in 2D-- sure, you can fudge it, but there needs to be a proper 3D interface in order for the 3D UIs to work right.

    Well, that's my opinion of it anyway. I could be proven wrong (wouldn't mind being proven wrong either)

    --
    in girum imus nocte et consumimur igni
    1. Re:3D interfaces are well and good, but.. by SoupIsGoodFood_42 · · Score: 1
      Thank you. You seem to be one of the very few people where who get the main reason why 3D interfaces haven't caught on yet.

      A true 3D UI requires true 3D input and output. And untill then, you're not really dealing with a true 3D UI.

      So we can't really say for sure if it's going to be better or not, or even exactly what advantages there will be to doing certian tasks compared to our current systems.

  52. Why is more dimensions "better"-Overload. by Anonymous Coward · · Score: 0

    "If anyone can point out a valid reason for this, then by all means please let me know."

    Information explosion. Back when the WIMP interface was designed the world was simpler, in many ways. And that includes the amount of information availiable to an individual. Fast forward to the present, were we have literally acres in some cases, of information, and most of it is richer than it use to be. Sound is better. Video is better. Tactile, and olfactory are on their way. Something is going have to give.

  53. Maybe a book can help by Pedrito · · Score: 2, Interesting

    I've seen a lot of projects take stab at 3D and many of them go about it in a very unnatural way.

    SphereXP that someone mentioned earlier, for example, takes regular windows apps and has paper thin windows floating around arbitrarily in 3D. I mean, that just doesn't work. Then you have all these 3D file browsers that cram so many files into this vast 3D mess that unintelligble. You can't read the filenames because there's so much stuff in the way (usually other filenames, but sometimes representations of files or folders) and that's just not natural either.

    And I'm not claiming to be an expert on 3D design. I don't know how you'd do a good 3D file browser off the top of my head, nor a 3D desktop. But I can definitely spot the ones that aren't remotely natural or intuitive.

    Part of the reason windowed user interfaces work is because the paradigm of a "desktop" makes sense to users. And a desktop is flat. So is a window. So, if you want 3D UI to work, you need to come up with a 3D paradigm that seems natural to the user, and frankly, I just don't know what that paradigm would be.

    1. Re:Maybe a book can help by Mite51 · · Score: 1

      very well said, I myself think there is a good way to do a 3D gui, I just havent found it ;)

    2. Re:Maybe a book can help by Feanturi · · Score: 1

      The problem is that we are still stuck on presenting the interface on a 2D surface, such as any normal monitor or single-screen projector.

      3D interfaces will only become super-useful when you can surround the user in some groovy holographic virtual screen, such that they have to rotate their chair to use all of it. But that isn't enough either, I'll need to be able to abandon mouse and keyboard at that point, and reach out and move things around with my hands, type in the air, and stuff like that. When we have that kind of display and input technology, then 3D interfaces will become extremely practical. Until then, it is merely a curiosity.

    3. Re:Maybe a book can help by Anonymous Coward · · Score: 0

      "Then you have all these 3D file browsers that cram so many files into this vast 3D mess that unintelligble. You can't read the filenames because there's so much stuff in the way (usually other filenames, but sometimes representations of files or folders) and that's just not natural either."

      Actually, that's 100% wrong.

      It *is* natural. It's entirely natural. In the real world it's quite normal for objects to be obscured by other objects that are in front of them. It can be demonstrated easily enough by holding your hand up in front of your eyes and trying to see the screen this is written on.

      What could be more natural than something people have been contending with since they learned how to focus their eyes?

      The problem is the assumption that 3D, being our natural mode of existence, is inherently *superior*.

      It isn't. 3D is a limitation. It's no surprise that 3D interfaces demonstrate the same limitations our meat bodies exhibit. The problems are inherent in 3D operation.

  54. Very nice! by lilmouse · · Score: 1

    I would want a trackball, though - a mouse doesn't seem appropriate.

    And I would want to run this as my WM on linux - Windoze has problems when I open > 40-50 "windows" at a time ("Couldn't open Blank Document"), and if I could just roll part of my desktop out of sight on a sphere, I'd be even more of a window packrat.

    --LWM

  55. Movies by P2Powah! · · Score: 1

    It could be a 3D interface like in the movie Hackers... :p

    Also it could be a 3D interface like in the movie Johnny Mnemonic in which you use some kind of Power Gloves.

    Time to bring back the Nintendo Power Gloves.

  56. Slashdot: 2025 by Anonymous Coward · · Score: 0, Funny

    "Yeah, I love the new Mac OS. I get to run all of my fancy 3D apps, but can drop back down into a 2d desktop when it's time to do some serious work! Everyone knows the 3d interface is only fow n00bs anyway."

  57. GUIs are already 3d, sort of by S_Dub · · Score: 2, Insightful

    If you get right down to it, aren't our current interfaces already 3 dimensional to some degree? Certain windows are located on top of or in front of other windows. That level of depth is a 3rd dimension. Although they are displayed as 2 dimensions, a third one is there...

    1. Re:GUIs are already 3d, sort of by rainman_bc · · Score: 1

      Very nice point, I recall a UI that also allowed you to control the depth of each window as well - made it a little more 3d, instad of just stacking paper on top of each other, you now can have some distance between the pieces of paper.

      --
      09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0
    2. Re:GUIs are already 3d, sort of by fishbowl · · Score: 1

      "Certain windows are located on top of or in front of other windows."

      Yes, and I have wished for idioms like the diner order line, the clothesline in the z-axis, the electric tierack, the theatre-in-the-round desktop, etc., that would work in 3-space.

      Yes, it will of course be projected onto a 2-space view aspect, but that does not mean good representations of the z-axis are not possible, or couldn't be extremely useful.

      --
      -fb Everything not expressly forbidden is now mandatory.
  58. You need to have a use for them. by argent · · Score: 1

    The trick is to come up with a useful metaphor for the third dimension. Once you have that, it'll be obvious how to map that into two-dimensional mouse movements.

    The model most often used is a geographical model for a hierarchy... usually a file hierarchy. "See, here's the directory you're looking at. And then behind it, there's the sub directories, and when you pop up a level, everything fades back..." which is cool as hell, but when I play with it I find myself wishing for a nice isometric or plan view, which takes us back to two dimensions again.

    What I think might be useful is mapping attention into three dimensions. The windows you're actually working on are in the foreground, and other windows are further back, like in Mac OS X. But instead of just having this be implemented using a 2d isometric view that's just a bit of flash on the normal layered windows model... let's use the GPU. Windows further in the background are a little smaller. They really move back in the 3d viewpoint, gradually fogging out (which may look nicer on your nVidia cards), and finally turning into a little dock-style minimized icon. Clicking on them brings them to the foreground and starts the current foreground window cycling back...

    To see behind them, you hold down the navigation key (pick one), and moving the mouse moves your viewpoint. Like full-time Expose. The scroll wheel lets you drive forward over or through your windows... as you approach iconized windows they turn back into the real thing (small, in the distance, then growing to full size).

    I don't think you'd want "free flight" mode. You're always looking "forward", like in a fixed-attitude video game. Scroll all the way back and you're looking at the active application. Click on something, and by default you "warp" back to home.

    Now you have an environment that real 3d widgets (like a 3d "dashboard" or "konfabulator") can live in, like active icons sitting on the ground in fixed locations that windows drift past or over as they fade out of your attention...

    You could have modes where windows stay partly in view all the time, moving to the side as they shrink so you can always see them around the edge of the foreground window, iconifying against the edge of the screen if they get "pushed into" it.

    Once you have the software, you can experiment with things like "free flight" modes, or modes where the world is a 4d donut so the windows stay in place and you move forward or back... eventually going so far back that you start seeing the previously active windows in the distance...

    But you need a reason for the 3d, first. This is one I think would work...

    1. Re:You need to have a use for them. by KillerBob · · Score: 1

      In all honesty, I wouldn't use that unless I had no other choice.

      The reason there's no mainstream acceptance of 3d UI's is that they're novelties. Until artifical reality becomes a realistic possibility, they won't ever be anything other than a novelty. And the previous poster had it partially: it's not just the input method, it's the efficiency of using layered 2d. Until there's a virtual world I can walk in for my UI, a-la holodeck, I doubt I'll ever use anything other than a 2d environment. One of the few points where I thought Star Trek was realistic was LCARS, actually.

      That said, there's something to be said for a layered 2d environment like what we're using today. Realistically, you won't be actively using more than one or possibly two windows at any given time, so why not save a few clock cycles by sticking them in the background so they don't have to be rendered? It's very easy to switch between them with a decent task switcher, with the taskbar being the most popular form. The only thing I really want out of my desktop is a 3d-accelerated UI, that's displaying a 2d image. Forget walk-around UI's, give me one that will allow me to use e-mapping, translucency, texturing, reflectiveness, lighting effects, etc. without being horrendously sluggish. Give me that, and I will be happy.

      --
      If you believe everything you read, you'd better not read. - Japanese proverb
  59. woohoo! by DeathByDuke · · Score: 0

    so whens the 3D pr0n interface coming out?

  60. What's the point? by vorpal22 · · Score: 1

    Honestly, until output devices (e.g. monitors) become fully 3D, I fail to see a reason to create 3D user interfaces.

  61. My GUI is already 3D: by Anonymous Coward · · Score: 0

    It has overlapping windows.

  62. 1D interfaces by Stanistani · · Score: 1

    I once conceptualized a 1D file browser which was a thread with files strung along like beads... but that's only 1d the way you consider the current interface 2d if you ignore stacking and controls which are 3D.

  63. Define "Interface"-Sureal. by Anonymous Coward · · Score: 0

    *looks*

    Salvadore Dali would be proud.

  64. Re:can't even arraing things in 2D yet by atomicbirdsong · · Score: 0

    Why is everything horizontal in the 2D interface world? The 3D thing seems stupid to me too, but what it shows is that there might be some utility to putting things on an angle. Just off the cuff for example, it seems like it would be useful to have folder and file names on an angle. Horizontal Only is really inefficient. More things could fit in smaller areas virtically or on steep verticle angles. Also for image browsing. I can understand what photo I am looking at even if I am looking at it from the side at 10degrees. It doesn't have to be real 3D - just a compressed horizontal image. Then I could look at 20 images at once without them being rediculous small thumbnails. (and natalie portman would look even thinner!)

    CSS has a huge layout problem in this regard. It is a constant source of frustration to me as a designer that there is no rotate property to CSS. No virticle text on the web unless I make a gif or png. Rediculous.

    Finish 2D first.

    Oh, and while I am filling out my christmas wish list, I would like more transperancy options too please.

  65. 3D Worlds, 2D information by paronomasia5 · · Score: 1

    I will pick up this book to see if addresses an observation in my master's degree: prepositional information is traditionally presented in 2D formats such as signs, monitors, books, etc... Even 3D concepts such as maps are usually reduced to 2D when they are communicated or interacted with. My solution was using computer vision to pick out planar patches in the environments, and mapping good ol' 2D information onto those subspaces. http://roscohill.com/skool

  66. 3D On The Monitor Doesn't Cut It by Greyfox · · Score: 2, Insightful

    The only way a 3D UI is going to take off is if you're immersed in a 3D working environment. Once you're in the environment and can overlay information on top of the real world, then it will start being useful. I seem to recall that there are already some applications for this, mostly in the military and with airline mechanics.

    --

    I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

  67. So... let me get this straight... by Hortensia+Patel · · Score: 1

    Three-dimensional UIs are worth pursuing because one-dimensional UIs are too limited? Did you not get a nagging sensation while writing that paragraph that maybe, just maybe, there was some intermediary stage that might merit some investigation?

    "Imagine programming in 3D, where each class and function is a labeled box which you can enter to see its code"

    Okay, I'm imagining it. It's awful. Graphical representations of code are equally feasible in 2D; I've used one, and it was appalling. Took forever to do the simplest things. I don't see it getting drastically better when I can't find the method I need because a base class is blocking my view.

    Don't get me wrong, I can certainly see how mucking about with this sort of thing could be fun. But people have been building 3D UIs since before Jurassic Park. There's a reason they haven't caught on. They're bleedin' useless.

    1. Re:So... let me get this straight... by ballpoint · · Score: 1

      Most 'showcases' up to now are indeed awful; they're unpolished, unoptimized, address problems that really aren't and suffer from hardware limitations. It takes time to sort things out, but we'll get there sooner or later.

      --
      Flourescent (adj): smelling like ground wheat.
    2. Re:So... let me get this straight... by Hortensia+Patel · · Score: 1

      "they're unpolished, unoptimized, address problems that really aren't and suffer from hardware limitations"

      All but the third of those observations were equally true of 2D GUIs for at least their first five years, and arguably the first ten. That didn't stop them gaining massmarket acceptance. It's that third problem that's the killer - apart from those that deal with genuinely 3D data, 3D UIs don't solve any existing problems, and introduce a whole raft of new ones.

  68. Video games by vistic · · Score: 1

    I'm just remembering back to my skepticism when 3D platform games were coming out...

    for instance, I remember when the Nintendo64 came out and I saw a demo of Mario64... I couldn't conceive how the game could be fun or intuitive at all... so used to 2d Mario.

    But after a few minutes of using Mario64, it became second nature to move around in the 3d world and manipulate objects.

    Maybe Nintendo should design the next 3d UI. In any case, I think it is possible to have a 3D UI without having that sense of added complexity... if it's designed smartly, then it could make some tasks much easier.

    1. Re:Video games by fm6 · · Score: 1

      So instead of keeping my files in such-and-such a directory on my computer, I put them in the second drawer of the third virtual filing cabinet from the door of my virtual castle. I'd guess it would work, but I don't see how you've made life any easier. Well, you have made it easier to lose things...

    2. Re:Video games by Hell+O'World · · Score: 1
      but I don't see how you've made life any easier

      The way it makes life easier it that it uses a different part of your brain. You can train yourself to remember lists and directory trees, and obviously some people are better at that than others, but we are hardwired to remember things in a 3D environment.

      I had cool book about that... now where did I put that thing? Duh, the book shelf. I know it had a red cover with.. ah, here it is.
    3. Re:Video games by Taladar · · Score: 1

      Making a good 3D Game for people living in a 3D World is a totally different thing than making an efficient 3D UI for people trying to manipulate the most complex (home-)machine ever built by humans.

    4. Re:Video games by fm6 · · Score: 1

      You almost have a point, but you'll need a better example before you're there. After all, you can do a simple visual metaphor like "it's in the red book" in 2D space as easily as in 3D space. And that's also what you need to do before you can get 3D GUIs taken seriously: you have to come up with a interaction metaphor that works better in 3 dimensions -- not just take existing 2D metaphors and put them in a more complex environment.

  69. Agree about Descent by SuperKendall · · Score: 1

    Descent (I and II) were really great for multiplayer, I never did like the single player on that one...

    I never got a chance to try out LCD glasses with that game. It just cried out for a real HMD that would track where you were looking, so you could finally see where you were with great clarity - I surprised it took you so long to get sick with the LCD's though as I would think all the turning and rotating would get to you after only a short while in real 3D.

    I was never fully satisfied with any of the 3D controllers, I believe I always ended up reverting to keyboard and mouse...

    I also agree with your last comment, abotu possibly seeing an explosion of 3D devices propelled by games. But so far that has not happened yet and it will be the canary in the mine for general-use 3D technologies.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
    1. Re:Agree about Descent by ScrewMaster · · Score: 1

      Yeah, me neither. I generally don't like single player on most games since I get a lot more satisfaction watching one of my friends slam the table and say, "DAMMIT! Where did that come from?!" than I do knocking off computer-generated players.

      The LCD goggles were neat. Actually, they made me nauseous very quickly (I get carsick easily if I'm not driving) but I just dealt with it until I got a bad headache. Took them off and never used them again. On the other hand, most of the problem was the low frame rates I could achieve on the hardware I had several years ago. I may have to dust off my Descent CD and try it again, now that you got me to thinking about it. It ought to scream on a modern 2Ghz+ system.

      I played Descent with the keyboard only. It took some practice but I got pretty decent with it. Tried different sticks and controllers but like you found them unsatisfactory.

      My feeling about 3D displays is that we need something dramatic in display technology, something truly 3D like we see in the movies. Until then, I think we've really pretty much gone as far as is useful with 2D stuff. Oh sure, there's always room for improvement but the truth is that modern systems have gotten pretty polished, user-interface-wise, over the past couple decades. Not sure if there's much room left for anything as dramatic as advent of the mouse and windowing interface until some revolutionary happens in the hardware.

      --
      The higher the technology, the sharper that two-edged sword.
  70. 3D CD cases vs. ID3 tags... by SuperKendall · · Score: 1

    That's ridiculous. Let's talke real 3D, glasses and all. This would completely change everything and for the better. Putting things in a real background, 3D video, parking windows, 3D representations of CD cases instead of ID3 tags, 3D website deisgn, remote control of real world objects, etc.

    That's odd. I have 3D CD cases right here - it's called a CD rack. Yet somehow I greatly prefer to place my music in the computer where sorting via ID3 tags takes far less time than visually hunting for the CD's (or songs) I am looking for...

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
  71. Hahahahaha by raulfragoso · · Score: 2, Funny

    See the requirements for using 3dfb, it's really funny: http://www.dangerz.net/3dfb/index.php?wtd=req []'s Raul

  72. Still not convinced... by MrNemesis · · Score: 1

    ...that 3D UI's will work until we have a way of interacting with them in 3D.

    Pretty much all of the 3D UI's I've seen are still presented to the user on 2D monitor, and interacted with by way of a 2D mouse (or keyboard). I don't really think 3D will offer any advantage until we can look at and interact with 3D objects a la Metaverse/SnowCrash. Such as flicking through a photo album, juggling your files up and down and all over the place, pushing/pulling your work in front of you.

    But maybe I just can't envisage a 3D world without an intuitive way of interacting with in one less dimension. Or maybe I've read too much sci-fi...

    --
    Moderation Total: -1 Troll, +3 Goat
    1. Re:Still not convinced... by Anonymous Coward · · Score: 0

      "I don't really think 3D will offer any advantage until we can look at and interact with 3D objects a la Metaverse/SnowCrash. Such as flicking through a photo album, juggling your files up and down and all over the place, pushing/pulling your work in front of you."

      And then your software can be just as slow and tedious to use as the real items!

      I predict the next advance will be e-books that simulate a low-quality binding and start losing random pages when you're half way through.

      And the lights which illuminate the 3D interface's environment will periodically burn out and need virtual replacement, by virtually walking down to the virtual Wal-Mart, but there's only one virtual cashier on duty, so the virtual line is incredibly long, and you have to wait for a very real half hour.

    2. Re:Still not convinced... by MrNemesis · · Score: 1

      Sigh, replying to an AC troll. Ho hum.

      "And then your software can be just as slow and tedious to use as the real items!"

      Why? Did I say that?

      It's quicker to flick through a photo album than it is to view each image individually by double clicking it. Want a thumbnail view? Click/speak the "thumbnail" button and the album will re-arrange itself into a 10 foot by 3 foot montage, or starburst in front of you, or a stack of categorised photos, or whatever.

      My point was that as human beings, we're more used to accessing information (words, pictures) on a 2D plane (paper) and yet interacting with in in a 3D environment (the real world). All the 3D UI's I've seen so far just seem to use the 3D for extra eye candy; there's no real difference to keeping the windows in squished 3D trapezoids at the side of the screen as there is to keeping them minimised/maximised/stacked/tiled or whatever, or using a pager with virtual desktops.

      --
      Moderation Total: -1 Troll, +3 Goat
    3. Re:Still not convinced... by Anonymous Coward · · Score: 0

      "It's quicker to flick through a photo album than it is to view each image individually by double clicking it."

      Then the 2D interface is lame - put the images in a scrolling list, instead of requiring double-clicking.

      Flicking through a photo album is slower than a decent 2D UI. And also far less flexible. Yes, a 3D photo album could have a thumbnail button, and be able to rearrange itself, but 2D UI albums can do the same thing now. What's the advantage to 3D?

  73. 2.5D is much better by mrshoe · · Score: 2, Interesting

    I also think that a 3D UI would be awkward. A ZUI (Zooming User Interface), however, has proven to be a very efficient and friendly way to organize data on a computer. The infinite desktop model allows for spatial organization and quick navigation.

    Jef Raskin always has interesting GUI ideas, as well as a ZUI Demo.

    Here at UCSD, Jim Hollan and friends have produced a ZUI called Dynapad. The video on that site shows a bunch of photos on the desktop, but in general any file or process can be accessed and arranged in the same manner.

    Zoom, zoom, zoom!

    --
    There are two types of people in this world: those that categorize other people and those that don't.
  74. The real future is in one-dimensional UI by Anonymous Coward · · Score: 0

    Really. Removing dimensions makes it simpler, and removes obstacles. The trick is making it usable.

    If you want to travel a path from, say, Los Angeles to Paris, you could take a path that uses 3 dimensions, moving up, down, side to side, forward and back. That would be the normal way, following the curvature of the earth, maybe going along a great circle route, and going around myriad obstacles as needed.

    A faster way, if it were possible, would be to just go in a straight line, right through the planet's crust.

    Similarly, consider the pole used at the fire station. Instead of navigating a curved path from the upstairs, around obstacles, down flights of stairs, to the vehicles, firefighters just take a direct, shortest-path straight-line shortcut. Instead of travelling through x, y, and z dimensions, they just travel through the z dimension. (Okay, with some x and y to get to the pole.)

    These are examples of efficiencies gained by going from 3 dimensional travel to 2 dimensional travel.

    In the case of UI, we have 2 dimensions, and we should be working on getting down to 1 dimension, where/if possible.

    Obviously, a user interface display consisting of a *point* is not very useful. That's not so much what I'm talking about. A one-dimensional interface would be more about removing obstacles the user has to navigate around in order to achieve some goal.

    For instance, finding a file using a desktop search function, and accessing it directly, is the kind of "one-dimensional" interaction I'm talking about. It's like teleporting to Paris through the Earth's crust, instead of going via planes, trains, and automobiles.

    Compare the search/find/manipulate UI to a 3D interface where, to find the file, you have to navigate a DOOM-like series of chambers, or evaluate variously-sized rectangles ala the Jurassic Park UI. The 3D interface is a lot more work, without providing any particular advantage.

    3D has its place, but that place is not general-purpose UI.

  75. books. by oliverthered · · Score: 1

    Books, the 3d version of scrolls.

    --
    thank God the internet isn't a human right.
    1. Re:books. by Anonymous Coward · · Score: 0

      Scrolls, the 2D version of clay tablets.

    2. Re:books. by oliverthered · · Score: 1

      clay tablets are 2d, well some of them.
      I think knots in rope were used to count livestock and such, they are 1d.

      --
      thank God the internet isn't a human right.
    3. Re:books. by Anonymous Coward · · Score: 0

      "clay tablets are 2d, well some of them."

      My thinking was that scrolls have that scrolling dimension. There's a window on the content that moves along the length of the scroll.

      A clay tablet, on the other hand, doesn't have that movement aspect. It's a "point", where the scroll is a "line".

      (I suppose by this model, a book would be 2D like a scroll, except instead of having a length dimension, it has a depth dimension. A multi-sheet scroll would be 3D...)

    4. Re:books. by oliverthered · · Score: 1

      Of if my clay tablet is 10foot square (like some of the hieroglyphs are) then you head has to scroll along two axis to read the tablet, up and down, left and right, that's two dimensions.

      If the piece of rope is a mile long(and not curled up) you could only scroll the rope along it's length, that's one dimension.

      But with a book you can scroll through the pages left+right up+down, or turn to any number page you wish giving 3 dimensions.

      If that book has revisions, and you can look at each revision then you could say that it's a 4 dimensional book.

      If it also had several authors making several revisions then it would be 5 dimensional.
      etc....

      Now, imagine a space where multiple authors could update versions of a text, displaying it on a PC would mean collapsing 5 dimensions down into 2, 3d environments are an attempt to collapse 5 dimensions down into 3 and then taking a 2d snapshot of the 3d environment.

      --
      thank God the internet isn't a human right.
  76. 3d "Zooming Globe" Filebrowser by TheDarkener · · Score: 1

    About 3 years ago, I saw a project/demo for a 3d filebrowser/viewer that represented a globe. The files and directories were represented as text, sticking up from the globe, and when you drug the globe around, the particular files/directories zoomed in so you could examine them further. I, for the life of me, cannot find that project - I can't remember the name. When I saw it, though, I thought "Wow..I can't wait until this project is more stable, because I will use it." It was utterly and insanely easy to find files. Does someone know what I'm talking about?

    --
    It is pitch black. You are likely to be eaten by a grue.
  77. And yet by bonch · · Score: 0

    And yet those centuries of plain paper you talk about exist in a 3D world, often filed in a 3D file cabinet, sitting in 3D shelves arranged in aisles three-dimensionally.

    In every single 3D GUI article, we get the non-visionary types who chime in with "Why do this?" That attitude is the antithesis of progress. May as well stay with the command prompt forever ("Why go graphical?").

  78. Re:Keyhole mapping interface by Anonymous Coward · · Score: 0

    Yeah, maybe 3D UI developers should be looking at 3D game design and how it works and doesn't work.

  79. The Problem... by Caraig · · Score: 1

    ...with 3D interfaces is that they're not really 3D. They're effectively 2D because they're still -- for just about everyone, anyway -- displayed on a monitor. No matter how 'three-dimensional' the interface is, it's useless because you're still limited to x,y coordinates for the mouse cursor.

    Now, you could include controls for moving around your 'presence' in a 3D 'filespace,' but there comes a point when there is a failure of returns: it's just easier to look at a tree in a "two dimensional" hierarchal file structure.

    When the interface can actually be three-dimensional -- such as, for example, the interface we saw in Johnny Mnemonic, or the terminals in Final Fantasy -- then I think we can start payingmore serious attention to 3D interface design. (Of course, starting to think about it now doesn't hurt. It's just there's precious little practical application for it right now.)

    --
    "I am an Adept of Tantric VAX."
    1. Re:The Problem... by fishbowl · · Score: 1

      "...with 3D interfaces is that they're not really 3D. They're effectively 2D because they're still -- for just about everyone, anyway -- displayed on a monitor."

      That sort of goes without saying. There is still potential for representing the view on the monitor as having a Z-axis, and properly implementing controls in the idiom of 3-space.

      --
      -fb Everything not expressly forbidden is now mandatory.
  80. 2D ~ 3D by Doc+Ruby · · Score: 1

    X and Windows are already "3D": those windows are stacked in the z-axis. But that z-axis is treated as totally independent of the XY plane, unlike the X and Y axes themselves. So you can move a single object in either/both X and Y axes, but only shuffle in the z-axis: no moving in the XZ or YZ planes. That means that you can't grab a window and rotate it, say, edge-on to the viewport. Which is one of the ways we manipulate physical objects: stacking them in groups in different orientations in space, correlating their orientation to one another with their informational relationship.

    We also don't use perspective currently: the z-axis isn't correlated to apparent scale, so moving things farther away doesn't reduce their size, and therefore their apparent "value". We effectively have a binary z-axis in effect: either "front" or "behind", with any degrees of "behind" merely logical, rather than graphical.

    We have lots of organizational skills that use the spatial metaphor. We use very few of them even in our current desktop spaces. Perhaps the jump to explicit 3D spaces, rather than their simulation in 2D HW/SW, will bring a real spatial metaphor to our displays. Of course, the biggest problem is that the display is identical to the viewport, or even smaller; our natural visual field encompasses our objects, while including marginal frames of reference for indicating relationships among objects, even those not in the center of attention.

    While 3D developers are looking for stunts to flex their GPU muscles, they might try just doing these "2D" tricks right. They offer real productivity gains, and aren't the kind of radical departure from current practice that forces retraining and alienates most of the market. While they're at it, how about arbitrary window groups with group motion semantics (grab the group and minimize/resize/etc it)? Or rubberband pipelines representing STDIN/STDOUT/STDERR among process windows? Throw in per-window geometry "bookmarks" and standard defaults for arrangement/geometry of windows, especially in groups, and people will actually use your flashy software for something useful.

    --

    --
    make install -not war

  81. 3d interfaces by Swervin · · Score: 1

    with speed issues and such wouldn't it be easier to use something that's not true 3d, akin to the doom engine or duke nukem 3d's engine, just have it create areas for new files or remove areas for deleted files, may be hard to do that on the fly though.

  82. Except... by halcyon1234 · · Score: 1
    ... I have a 2D monitor.

    Next.

  83. In an alternate universe... by Anonymous Coward · · Score: 0

    In an alternate universe, where 3D UIs came first, I can imagine people lauding the development of the first 2.5D user interface, for freeing us from the tedious limitations of 3D interaction...

    "Fantastic! Now we don't have to manipulate digital items as clumsily as we manipulate real items! Now we can use the computer to provide far more efficient ways of managing information and manipulating objects and data!

    So many times, I've wished I could see the files on my PC in a compact, explicit textual listing, or a hierarchical tree, rather than an assortment of inscrutable blocks!

    So many times, I've wished I could just get to my email by clicking a button, rather than having to "walk" down to the "post office". I avoid going there in real life, why should I "go there" when using my computer?

    Now, I can just click on a small picture, and I get a well-organized listing of my messages. Progress!

    My productivity has soared!"

  84. Buttonfly and Portalis 3D UI demos by saha · · Score: 1

    Anyone who has ever used an SGI prbably has come across the classic buttonfly demo. Its was neat back in '95 when I used it. Then there was the 'Stargate' like Portalis demo found on the Onyx w/ Infinite Reality 2+ systems. Flying through 3D portals was disorienting, fun and at the end of the day impratical for regular use. It made for a technology demo though.

  85. The Ultimate User Interface... by eomnimedia · · Score: 1

    ...isn't 3D. It's 38DD.

  86. Keyhole - one of the few useful 3D interfaces by Animats · · Score: 1
    Keyhole has one of the few useful 3D interfaces. You start with a globe and can pan, tilt, and zoom through the huge photo database all the way down to reading road markings.

    It's quite clever in subtle ways. When you click on a "bookmark", you move to the new location in a smooth trajectory that takes you up to a high altitude and then back down.

    This is way ahead of, say, Mapquest.

  87. "Cube" can do this! by Anonymous Coward · · Score: 0

    I haven't done much with it, but it's definitely awesome!

    http://www.cubeengine.com/

  88. But, Mapquest is FREE by zippthorne · · Score: 1

    as in Beer!

    --
    Can you be Even More Awesome?!
  89. Nah, that's not the same by Progman3K · · Score: 1

    That's In-Yer-Face.
    Not the same thing at all...

    --
    I don't know the meaning of the word 'don't' - J
  90. Thanks for the link by SuperKendall · · Score: 1

    That was really interesting - some of the stills look real, though I have to say that anything face on looks off - something about the eyes.

    The video does show off the Uncanny effect, it looks great but many little things in movement and expression throw you off.

    Thanks!

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
    1. Re:Thanks for the link by danila · · Score: 1

      I am not sure I agree. Do you imply that you are disgusted by that video, that it's horrendous and repulsive, compared to a video of the Quake 1 guy? Yes, there certainly are many little things, but do they cause a measurable, statistically significant negative reaction in a representative sample of human population (demonstrated in a meaningful blind study)?

      If Uncanny Valley existed, SIGGRAPH would close a decade ago, because the participants would be disgusted by ever more realistic human 3D models.

      --
      Future Wiki -- If you don't think about the future, you cannot have one.
  91. simpler explanation by jeif1k · · Score: 1

    I don't think people are really much bothered by the uncanny-ness of 3D UIs, they are bothered by the fact that they don't do anything yet that 2D interfaces don't do at least as well.

  92. 2.5D by jeif1k · · Score: 1

    I think rotations in depth, which is what you get with a fully 3D UI, are a gimmick in user interfaces.

    However, stacking, blurring, shadowing, zooming, and translucency add useful visual cues that actually make user interfaces more usable. You might call those "2.5D desktops" (actually, animation also adds a time dimension on top of that).

    Although that's been understood for many years, machines weren't fast enough to implement them, but that's changing and all major desktops are now in the process of adding those features (with the usual hype and claims of "innovation" all around).

  93. we already use 3d uis by biryokumaru · · Score: 1

    excuse me if im wrong, but when one window occludes another, is it not considered to be in front of it? and (in windows atleast) there is some place where that occlusion is refered to as the "z axis". Window utilizing guis are 3d uis. a command prompt, as it lets you see a little bit back in time, is a 2d ui.

    --
    When you're afraid to download music illegally in your own home, then the terrorists have won!
  94. Re:This is UNIX, but why is that so funny? by andersa · · Score: 1

    Why is this so funny?

    When I saw JP, I really thought it was a totally redundant statement. It seemed to me, that the purpose of it being put in there, was to make the kid sound like a wiz to the average Joe. But as a geek it sounds like a stupid thing to say. Especially when you have a 2 meter high mutant velociraptor breathing down your neck..

    Really.. I know it's pretty much a slashdot meme, but I don't get it..

  95. Re:can't even arraing things in 2D yet by LegendLength · · Score: 1

    Horizontal Only is really inefficient. More things could fit in smaller areas virtically or on steep verticle angles.

    I have come across this issue myself while trying to develop a 3d interface (a 3d programming language). It seemed like a great idea before I implemented it (having text at any angle), then I realised text doesn't read well at all at any angle except how it is normally presented.

    It was a shame because it massively limited the shapes I could use for the 3d elements. In the end I just used any shape I wanted and then overlayed the text in 2d. The result didn't look pretty.

  96. Re:This is UNIX, but why is that so funny? by the+angry+liberal · · Score: 1

    Really.. I know it's pretty much a slashdot meme, but I don't get it..

    Nah, man. It is funny because it is stupid. There would be nothing funny if it was accurate or would have made sense in real life. /joke ain't funny when we have to explain, either.

  97. Just thought I'd mention by m50d · · Score: 1

    The game Homeworld and its sequels have the best 3D UI I've ever used. Has anyone ever tried to design a desktop that works in a similar way?

    --
    I am trolling
  98. 3d Interfaces in Windows by DaracMarjal · · Score: 1

    Windows has long had the ability to use 3D user interfaces. In fact between Windows 3.1 and Windows XP, thousands of programs were 3D. You just need to know where to look to find them. The giveaway is linking to a certain CTRL3D.DLL...

  99. jurassic park by 5cameron · · Score: 1

    did you see that girl who locked the door with the 3d UI. l3333333333t.

  100. A real-life 3d user interface : workspace3d by Anonymous Coward · · Score: 0

    An interesting real-life exemple of a 3D user interface : http://www.tixeo.com/
    It's a 3D web conferencing and groupware software solution. It's based on a 3D shared collaborative space where each user is shown as a virtual character.
    It contains a 3D file manager, applications which are 3D objects, etc.
    The third dimension allows to create virtual workspaces, to make them more user-friendlier and more accessible. The users know intuitively "who" is doing "what", "where" and "how", as in the reality...

    1. Re:A real-life 3d user interface : workspace3d by harghh · · Score: 1

      yes i tried it, there is an online demo on the web site, its amazing software!!! BTW Nice girl on first page ;)

    2. Re:A real-life 3d user interface : workspace3d by cyberalle · · Score: 1

      WOW the 3D file manager looks better than FSN. http://www.tixeo.com/FileSpace.htm

  101. OpenCroquet by greenechidna · · Score: 1

    Check out OpenCroquet "Users and groups of users can author and publish their individual resources within a persistent 3D knowledge architecture. They may build any number of private or shared "worlds" instantaneously, making them immediately accessible for others to explore by providing spatial portals. These portals function much like hyperlinks do within the World Wide Web. But unlike the Web, Croquet enables the user to find and get to other individual worlds through the larger context of Croquet's persistent common spaces"

  102. Pseudo-3D is more than enough for me... by Kjella · · Score: 1

    Quite frankly, there's a lot of a normal GUI which is pseudo-3D. Menus, dropdowns and comboboxes are like pulling out a drawer, Tabs are like sorting through the tabs (doh) in a drawer, buttons can open tool windows.

    If you plan to use 3D to navigate 2D information, it has no value. We've got more than enough efficient, common 2D elements managing a set of 2D elements.

    The only time I want 3D is if you can give the Z-axis a meaning, not just an arbitrary order. In other words, a 3D representation of the data. E.g. a 3D filesystem (WinFS?), a 3D class structure (I'd love that when programming) and so on.

    It is something of the chicken-and-egg problem. I don't want 3D unless you got more data than can be put into a hierarchy (a tree view is an excellent 2D solution for that), and noone is creating 3D data because there's no way to view it.

    Kjella

    --
    Live today, because you never know what tomorrow brings
  103. Yea Right! by brandoncorbin · · Score: 1

    With how long 2D interfaces have been around, and how bad usability STILL IS, I am horrified to think how bad it will be with 3D.

  104. MacOS X already is. In a sensible way by KZigurs · · Score: 1

    In fact, if you use MacOS X for a while, at one moment you realize, that, in fact, it already is 3D workspace. See how it manages displaying that some windows are in foreground, expose functionality... Compare it with windows, and, no matter what kind of skinning you add to it, it still is plain 2d.

    It just is implemented sensibly and without the "nifty demos" everybody seems to be concentrating their development on.

    1. Re:MacOS X already is. In a sensible way by fm6 · · Score: 1

      OS X has effects that are 3D. (So does Windows, for that matter, though it's not as conspicuous.) But the basic interaction metaphor is still in a 2D space.

  105. Shameless Plug by tweakoz · · Score: 1

    I cant resist: here's a shameless plug for my 2d/3d UI http://www.tweakoz.com/orkid/ (eeks now my server is gonna get slashdotted..) um, nevermind... ;> mtm

  106. later by orasio · · Score: 1

    It was 1994 for me when I thought that, then win95 came, I liked it. After a while I tried Enlightenment, and never looked back.

  107. I always thought it was CA Unicenter TND by Anonymous Coward · · Score: 0

    CA reps always took the oppertunity to tell me, and it was such a crap movie I never bothered to check.

  108. Re:Why more dimensions are better by TuringTest · · Score: 1

    You can try your vision with this Demo of Zoomworld. This system is part of The Humane Environment project.

    --
    Singularity: a belief in the "God" idea with the "demiurge" relation inverted.
  109. Step backwards? I think not. by Lethyos · · Score: 1

    Here are some other user interfaces that require lots of movement:

    • Controlling a vehicle, like a car, boat, or plane.
    • Carpentry equipment.
    • Opening doors.
    • Operating toilets.

    You get the idea. Just because a user interface requires lots of physical motion does not mean it's a step in the wrong direction. Quite the contrary, some of the most spatially-intensive user interfaces are also some of the most persistent, as my examples demonstrate. These things allow the human mind to function in concrete "where things are at" terms rather than a more abstract modes like references to those things. For example, in the Minority Report User Interface (MRUI), files were things you dropped onto a tray and handed to your friend rather than placing references to them on your email and then delegating the transfer to the computer. The latter of these is far more abstract.

    There are other considerations as well. Repetitive stress injuries are typically less frequent with tasks that involve a wide range of motion rather than subtle twitches (like those made to a keyboard).

    --
    Why bother.
  110. How long before it's a doorstop? by agentk · · Score: 1

    Thanks for commenting on the table of contents, but I have one question: what are the specific technologies and research topics discussed, and how long before the book is completely out of date?

    --

    VOS/Interreality project: www.interreality.org

  111. Swordfish. ugh! by trezor · · Score: 1

    "This is a super-computer. it can be on 8 networks simultanously!" and programming is drag-droping boxes on top of each other until they form a perfect cube.

    Call me teh geek, but I thought that movie was plain stupid.

    --
    Not Buzzword 2.0 compliant. Please speak english.
  112. What About Curved 2D Desktops? by skubeedooo · · Score: 1
    I was wondering about the possibility of having a desktop where the coordinates of the windows are unbounded, but the window coordinates are mapped (smoothly but) nonlinearly to screen coordinates in such a way that the central part of the screen looks undistorted and yet you can still 'see infinity' round the edges. Kind of like some of escher's drawings. This would sort of give you unlimited desktop space.

    A particular example of the maths is here.

  113. Re:can't even arraing things in 2D yet by Anonymous Coward · · Score: 0

    What might be necessary is the development of an alphabet of 3D graphic primitive shapes that are easily distinguished from any angle of view.

    It'd probably be very difficult to come up with enough symbols to allow a direct mapping onto alphanumerics, so some kind of mnemonic system, or abbreviation standard, would be necessary.

    And it would work best if kids were taught the system from an early age, in addition to regular language.

    Eventually, we'd end up with the ability to easily read strings of symbols like "sphere cube pyramid cube octohedron sphere", which would be more easily recognized when viewed from oblique angles. The only time they'd be unreadable would be when viewed from a point on their axis, so the first visible shape obscured the others.

  114. Major "3d Interfaces" by davew2040 · · Score: 1

    OSX currently has a 3d interface, and Longhorn also will. That is to say, both of them use 3d acceleration rather than writing directly into the framebuffer. This lets them manipulate windows in a much more flexible manner.

    Sure, it's not a fancy 3d interface, but I'll take it over the old way of doing things.

  115. Re:Why more dimensions are better by JCholewa · · Score: 1

    > I'd like an X window manager that let me grab the edge of a window and turn it, so it looked like it was
    > facing to the left, right, up, or down, depending on which direction I turned it. You would still see the
    > window, and it would still respond to events, but it would look compressed in the dimension you pushed
    > it.

    metisse ("http://insitu.lri.fr/~chapuis/metisse/") does this.

  116. Not disgust - but not enjoyable by SuperKendall · · Score: 1

    The simple fact is that I would not want to watch a movie with that character for a length of time - especially after having had a similar experience already with the Final Fantasy movie. And that movie at least had the eyes placed better...

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
    1. Re:Not disgust - but not enjoyable by danila · · Score: 1

      But would you want to watch a Final Fantasy-like movie with personages looking like the Quake 1 guy? With the blurred face-like textures stretched over a blocky head? Without any lipsync, and, to speak of it, without any discernable lips. Does the idea of watching a 2 hour movie with similar image quality make your heart beat faster? :)

      --
      Future Wiki -- If you don't think about the future, you cannot have one.
  117. Sort of... by SuperKendall · · Score: 1

    I actually enjoyed the Red Vs. Blue DVD's quite a bit, really a huge amount more than Final Fantasy.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley