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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.

6 of 353 comments (clear)

  1. 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.

  2. 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.

  3. 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
  4. 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 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.

  5. 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??