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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. 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

  2. 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
  3. 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.

  4. 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.

  5. 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.
  6. 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"