Interaction design for 3D user interfaces: the world of modern input devices for research, applications, and game development
Gespeichert in:
Hauptverfasser: | , , , , |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Boca Raton, FL
CRC Press, Taylor & Francis Group
[2016]
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Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | xlii, 763 Seiten, 6 Seiten Illustrationen, Diagramme 24 cm |
ISBN: | 9781482216943 1482216949 |
Internformat
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245 | 1 | 0 | |a Interaction design for 3D user interfaces |b the world of modern input devices for research, applications, and game development |c Francisco R. Ortega, Fatemeh Abyarjoo, Armando Barreto, Naphtali Rishe, Malek Adjouadi |
264 | 1 | |a Boca Raton, FL |b CRC Press, Taylor & Francis Group |c [2016] | |
264 | 4 | |c © 2016 | |
300 | |a xlii, 763 Seiten, 6 Seiten |b Illustrationen, Diagramme |c 24 cm | ||
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Datensatz im Suchindex
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adam_text | Titel: Interaction design for 3D user interfaces
Autor: Ortega, Francisco R
Jahr: 2016
Contents
Author Biographies xix
List of Contributors xxiii
Foreword xxv
Preface xxvii
Why This Book? xxviii
What Is in the Book? xxix
Conferences and Journals xxxii
Natural User Interfaces? xxxiii
Other Books xxxiv
Looking Forward xxxv
Acknowledgment of Support xxxv
About the Images xxxvi
Personal Acknowledgment xxxvi
Abbreviations xxxix
I Theory 1
1 Introduction 3
1.1 The Vision 4
1.2 Human-Computer Interaction 5
1.2.1 Usability 6
1.2.2 The Sketchpad 8
1.2.3 The Mouse 8
1.2.4 The Light Pen and the Computer Mouse 10
1.2.5 Graphical User Interfaces and WIMP 12
1.2.6 3D User Interfaces 13
1.3 Definitions 15
Further Reading 17
vii
viii
CONTENTS
2 Input: Interfaces arid Devices
2.1 Introduction
2.2 Input Technologies
2.2.1 Transfer Function
2.2.2 Direct-Input Devices
2.2.3 Input Device States
2.2.4 Input Considerations
2.3 User Interfaces: Input
2.3.1 3D User Interfaces: Input Devices 26
2.4 Input Devices ^
2.4.1 Keyboard
2.4.2 The Mouse and Its Descendants 29
2.4.3 Joystick and the GamePad 31
2.4.4 3D Mouse and 3D User-Worn Mice 40
2.4.5 Audio 42
2.4.6 Inertial Sensing 42
2.4.7 Vision-Based Devices 44
2.4.8 Data Gloves 44
2.4.9 Psychophysiological Sensing 45
2.4.10 Tracking Devices 45
2.4.11 Treadmills as Input Devices 45
2.5 Input Recognition 42
2.6 Virtual Devices 42
2.7 Input Taxonomies 49
Further Reading 58
3 Output: Interfaces and Displays 61
3.1 3D Output; Interfaces 61
3.1.1 Human Visual System 61
3.1.2 Visual Display Characteristics 63
3.1.3 Understanding Depth 63
3.2 Displays 67
3.2.1 Near-Eye Displays 69
3.2.2 Three-Dimensional Displays 70
Further Reading 74
4 Computer Graphics 75
4.1 Computer Graphics 75
4.1.1 Camera Space 75
4.1.2 3D Translation and Rotations 77
4.1.3 Geometric Modeling 82
4.1.4 Scene Managers 82
4.1.5 Collision Detection qa
CONTENTS ix
Further Reading 85
5 3D Interaction 87
5.1 Introduction 87
5.2 3D Manipulation 87
5.2.1 Classification of Manipulation Techniques 91
5.2.2 Muscle Groups: Precision Grasp 93
5.2.3 Isomorphic Manipulations 94
5.2.4 Pointing Techniques 94
5.2.5 Direct and Hybrid Manipulations 101
5.2.6 Non-Isomorphic Rotations 108
Further Reading 109
6 3D Navigation 111
6.1 3D Travel Ill
6.1.1 3D Travel Tasks 112
6.1.2 Travel Techniques 114
6.2 Wayfinding 122
6.2.1 Training versus Transfer 123
6.2.2 Spatial Knowledge 124
6.2.3 Navigation Model 126
6.2.4 Wayfinding Strategies 126
6.3 3D Navigation: User Studies 128
6.3.1 Search during Navigation 130
6.3.2 Additional User Studies for Navigation 131
Further Reading 134
7 Descriptive and Predictive Models 137
7.1 Introduction 137
7.2 Predictive Models 138
7.2.1 Fitts* law 138
7.2.2 Choice Reaction Time: Hick-Hyman Law 146
7.2.3 Keystroke-Level Model (KLM) 148
7.2.4 Other Models 152
7.3 Descriptive Models 154
7.3.1 Bi-Manual Interaction 154
7.3.2 Three-State Model for Graphical Input 156
Further Reading 160
8 Multi-Touch 161
8.1 Introduction 161
8.2 Hardware 164
8.2.1 Projective Capacitive Technology 165
X
CONTENTS
8.2.2 Optical Touch Surfaces
8.2.3 Vision-Based Optical
8.3 Multi-Touch and Its Applications
8.3.1 Basics of Multi-Touch
8.3.2 Multi-Touch Gestures and Design
8.3.3 Touch Properties
8.3.4 Multi-Touch Taxonomy
8.3.5 Are Multi-Touch Gestures Natural?
8.3.6 Touch: Multi-Modality
8.3.7 More about Touch
8.3.8 Multi-Touch Techniques
8.4 Figures of Large Tabletop Displays
Further Reading
9 Multi-Touch for Stereoscopic Displays 205
Dimitar Valkov
9.1 Understanding 3D Touch 205
9.1.1 problems with Stereoscopic Touch Interfaces . . . 206
9.1.2 Parallax Problem 207
9.1.3 Design Paradigms for Stereoscopic Touch Interaction 210
9.2 Touching Parallaxes 212
9.3 Multi-Touch above the Tabletop , 216
9.3.1 Triangle Cursor 216
9.3.2 Balloon Selection 218
9.3.3 Triangle Cursor vs. Balloon Selection 219
9.3.4 Design Considerations . 221
9.4 Interaction with Virtual Shadows 223
9.4.1 Shadow Hand 226
9.4.2 Shadow Hand vs. Void Shadows 227
9.5 Perceptual Illusions for 3D Touch Interaction 229
9.5.1 User Interaction States 231
9.5.2 Manipulation Techniques 233
9.5.3 Scene Shifts while Moving toward the Surface . . . 236
9.5.4 Object Shifts during Touch 240
9.5.5 Application Space 241
9.5.6 Manipulation of Stereoscopic Objects 241
9.5.7 Generalized Scaled Shift Technique 242
9.5.8 Discrimination of Stereoscopic Depth 246
9.5.9 Object Attracting Shift 248
Further Reading 252
172
173
175
175
176
177
180
182
189
197
197
199
203
CONTENTS xi
10 Pen and Multi-Touch Modeling and Recognition 255
10.1 Introduction 255
10.2 The Dollar Family 256
10.2.1 $1 Recognizer 258
10.2.2 $1 Recognizer with Protractor 262
10.2.3 $N Recognizer 262
10.2.4 $ Family: $P and Beyond 264
10.3 Proton++ and More 265
10.4 FETOUCH 267
10.4.1 FETOUCH+ 270
10.4.2 Implementation: FETOUCH++ 274
Further Reading 277
11 Using Multi-Touch with Petri Nets 279
11.1 Background 280
11.1.1 Graphical Representation 281
11.1.2 Formal Definition 281
11.2 PeNTa: Petri Nets 282
11.2.1 Motivation and Differences 283
11.2.2 HLPN: High-Level Petri Nets and IRML 285
11.2.3 PeNTa and Multi-Touch 286
11.2.4 Arc Expressions 287
11.2.5 A Tour of PeNTa 289
11.2.6 Simulation and Execution 290
Further Reading 292
12 Eye Gaze Tracking as Input in Human-Computer Interaction 293
12.1 Principle of Operation 293
12.2 Post-Processing of POG Data: Fixation Identification .... 298
12.3 Emerging Uses of EGT in HCI: Affective Sensing 300
Further Reading 310
13 Brain-Computer Interfaces: Considerations for the Next Frontier
in Interactive Graphics and Games 313
Frances Lucretia Van Scoy
13.1 Introduction 313
13.2 Neuroscience Research 314
13.2.1 Invasive Research 314
13.2.2 EEG Research 315
13.2.3 fMRI Research 315
13.3 Implications of EEG- and fMRI-Based Research for the Brain-
Computer Interface 318
xii
CONTENTS
13.3.1 Implications of Constructing Text or Images from
Brain Scan Data 318
13.3.2 Implications of Personality Models for Digital Games 319
13.4 Neuroheadsets 321
13.4.1 Some Available Devices 321
13.4.2 An Example: Controlling Google Glass with MindRDR 323
13.5 A Simple Approach to Recognizing Specific Brain Activities
Using Low-End Neuroheadsets and Simple Clustering Tech¬
niques 323
13.6 Using EEG Data to Recognize Active Brain Regions 325
13.7 Conclusion 325
Further Reading 325
II Advanced Topics 327
14 Introduction to 3D Math for Input Devices 329
Steven P. Landers David Rieksts
14.1 Introduction 329
14.2 Axis Conventions 329
14.3 Vectors 330
14.3.1 Equality 332
14.3.2 Addition 332
14.3.3 Scalar Multiplication 333
14.3.4 Negation and Subtraction 333
14.3.5 Basis Vectors 333
14.3.6 Magnitude 334
14.3.7 Unit Vector and Normalization 334
14.3.8 Dot Product
14.3.9 Cross Product in IR3 . . .
14.4 Matrices
14.4.1 Transposition
14.4.2 Trace
14.4.3 Addition
14.4.4 Scalar Multiplication .
14.4.5 Matrix Multiplication . .
14.4.6 Identity Matrix
14.4.7 Determinant
14.4.8 Transformation Matrices
14.4.9 Reflection Matrices .
14.4.10 Eigenvalues, Eigenvectors
14.5 Axis Angle Rotations
14.6 Two-Vector Orientation
335
336
336
336
337
338
338
339
340
340
341
CONTENTS xiii
14.7 Calibration of Three-Axis Sensors 342
14.7.1 Bias 343
14.7.2 Scale 343
14.7.3 Cross-Axis Effect and Rotation 344
14.8 Smoothing 344
14.8.1 Low-Pass Filter 345
14.8.2 Oversampling 345
Further Reading 346
15 Introduction to Digital Signal Processing 347
15.1 Introduction 347
15.2 What Is a Signal? 347
15.3 Classification of Signals 349
15.4 Applications of Digital Signal Processing 350
15.5 Noise 351
15.6 Signal Energy and Power 352
15.7 Mathematical Representation of Elementary Signals 353
15.7.1 The Impulse Function 353
15.7.2 The Unit Step Function 353
15.7.3 The Cosine Function 354
15.7.4 Exponential Function 355
15.7.5 Ramp Function 355
15.7.6 Gaussian Function 357
15.8 Sampling Theorem 357
15.9 Nyquist-Shannon Theorem 360
15.10 Aliasing 361
15.11 Quantization 361
15.12 Fourier Analysis 362
15.12.1 Discrete Fourier Transform 363
15.12.2 Inverse Discrete Fourier Transform 365
15.13 Fast Fourier Transform 365
15.14 z-Transform 365
15.14.1 Definitions 366
15.14.2 z-PIane 368
15.14.3 Region of Convergence 368
15.15 Convolution 368
Further Reading 371
16 Three-Dimensional Rotations 373
16.1 Introduction 373
16.2 Three-Dimensional Rotation 373
16.3 Coordinate Systems 374
16.3.1 Inertial Frame 375
xiv
16.3.2 Body-Fixed Frame
16.4 Euler Angles .
16.4.1 Rotation Matrices
16.4.2 Gimbal Lock
16.5 Quaternions
16.5.1 What Are Quaternions?
16.5.2 Quaternion Rotation
Further Reading
17 MEMS Inertia! Sensors and Magnetic Sensors
17.1 Introduction
17.2 Inertial Sensors .
17.2.1 Accelerometers
17.2.2 Gyroscopes
17.3 MEMS Inertial Sensor Errors
17.3.1 Angle Random Walk
17.3.2 Rate Random Walk
17.3.3 Flicker Noise
17.3.4 Quantization Noise
17.3.5 Sinusoidal Noise
17.3.6 Bias Error
17.3.7 Scale Factor Error
17.3.8 Scale Factor Sign Asymmetry Error
17.3.9 Misalignment (Cross-Coupling) Error
17.3.10 Non-Linearity Error
17.3.11 Dead Zone Error
17.3.12 Temperature Effect
17.4 Magnetometers
17.5 MEMS Magnetometer Errors
Further Reading
18 Kalman Filters
18.1 Introduction
18.2 Least Squares Estimator
18.3 Kalman Filters
18.4 Discrete Kalman Filters
18.5 Extended Kalman Filters
Further Reading
19 Quaternions and Sensor Fusion
19.1 Introduction
19.2 Quaternion-Based Kalman Filter
19.2.1 Prediction Step
CONTENTS xv
19.2.2 Correction Step 417
19.2.3 Observation Vector Using Gradient Descent Opti¬
mization 418
19.2.4 Observation Vector Determination Using Gauss-Newton
Method 420
19.3 Quaternion-Based Extended Kalman Filter 422
19.3.1 Measurement Process 424
19.4 Conversion between Euler and Quaternion 425
Further Reading 425
III Hands-On 427
20 Hands-On: Inertial Sensors for 3D Input 429
Paul W. Yost
20.1 Introduction 429
20.2 Motion Sensing and Motion Capture 430
20.2.1 Motion Sensing 430
20.2.2 Motion Capture 431
20.3 Types of Motion Sensing Technology 431
20.3.1 Marker-Based Optical Systems 431
20.3.2 Marker-Less Optical Systems 432
20.3.3 Mechanical Systems 433
20.3.4 Magnetic Systems 434
20.3.5 Inertial Systems 434
20.4 Inertial Sensor Configurations for Input 436
20.4.1 Single Sensor Configurations 436
20.4.2 Multiple Sensor Configurations 437
20.4.3 Full-Body Sensor Configurations 437
20.5 Hands-On: YEI 3-Space Sensors 437
20.5.1 Overview 437
20.5.2 Using a Single YEI 3-Space Sensor 438
20.5.3 Installing a Sensor 439
20.5.4 Communicating with a Sensor Using Command and
Response 441
20.5.5 Communicating with a Sensor Using Streaming Mode 445
20.5.6 Using the 3-Space Sensor API 447
20.5.7 Hands-On: Single 3-Space Sensor Applications .. 448
20.5.8 Hands-On: Multiple 3-Space Sensor Applications . 461
20.6 Hands-On: YEI Prio for Whole-Body Input 466
20.6.1 Using the Prio API 467
20.6.2 Hands-On: Prio for Full-Body Immersion in Unity . 471
20.6.3 Hands-On: Prio for Full-Body Motion Capture . . . 478
xvi
CONTENTS
483
484
, r, ... 480
Further Reading
21 Simple Hands-On Project with Unity3D and Oculus Rift 483
Nonnarit O-larnnithipong
21.1 Installation and System Requirements
21.2 Getting Started
21.2.1 Creating a New Project
21.3 Creating Game Scene
21.4 Lighting, Camera, and Skybox 4^3
21.5 GameObject and Basic Action Script 4^5
21.6 Graphic User Interface (GUI) 501
21.7 Oculus Rift Integration for Unity 503
21.7.1 Installation and Package Import 504
21.7.2 Oculus Rift Prefab 505
Further Reading 509
22 Hands-On Approach with Leap Motion 511
Frank E. Hernandez
22.1 What Is Leap Motion? 511
22.2 Installation 512
22.3 Hands-On Mini-Project 513
Further Reading 519
23 Hands-On Approach with Kinect Sensor v2 521
Frank E. Hernandez
23.1 What Is the Kinect Sensor? 521
23.2 Installation 523
23.3 Hands-On Mini-Project 523
Further Reading 533
24 Creating Home-Brew Devices with Arduino Microcontrollers 535
Sudarat Tangnimitchok
24.1 Microcontroller 536
24.2 Analog Sensor 538
24.3 Serial Communication 539
24.3.1 Universal Synchronous Receiver/Transmitter . ... 539
24.4 Hands-On Project: Ultrasonic Proximity Sensor 540
24.4.1 Introduction to Arduino 540
24.4.2 Ultrasonic Sensor 541
24.4.3 Connecting Circuit 543
24.4.4 Coding (Sketch) 545
24.4.5 Testing the Project 551
CONTENTS xvii
Further Reading 552
25 Autonomous Bicycle with Gyroscope Sensor 555
Panuwat Janwattanapong Mercedes Cabrerizo
25.1 Introduction 555
25.2 AU Self-Balancing Bicycle (AUSB) 557
25.2.1 Mechanical Structure 557
25.2.2 Controller: dsPIC30F4011 557
25.2.3 Gyroscope Sensor: MicroStrain 3DM-GX1 .... 557
25.3 Data Processing 558
25.3.1 Structure of Data Processing 559
25.3.2 Analog to Digital Converter 560
25.4 System Implementation and Results 561
25.4.1 Control System of AU Self-Balancing Bicycle (AUSB) 561
25.4.2 Analysis of AU self-balancing bicycle (AUSB) System 563
25.4.3 Result 564
25.5 Conclusion 564
Further Reading 564
26 Input Implementation Details 567
26.1 Input Devices 567
26.1.1 Device Listeners and Common Interfaces 567
26.1.2 3D Mouse 570
26.1.3 Inertial Navigation System 575
26.1.4 Microsoft Kinect 575
26.1.5 Keyboard and Mouse 578
26.1.6 GamePad 580
26.2 Multi-Touch Implementation 586
26.3 Working with a 3D Graphics Engine: OGRE 592
26.4 ECHoSS: Experiment Module 600
Further Reading 604
IV Case Study: Speech as Input 605
27 Multimodal Human-Like Conversational Interfaces 607
Ugan Yasavur Christine Lisetti
27.1 Dialog Management Overview 608
27.1.1 Dialog Management Based on Machine Learning . 610
27.1.2 Dialog Management and Reinforcement Learning . 611
27.2 Dialog Management in Health Dialog Systems 613
27.3 Task-Based Spoken Dialog Systems 615
xviii
CONTENTS
27.4 Embodied Conversational Agents
27.5 Brief Interventions for Alcohol Problems 618
27.6 Conclusion ^
Further Reading ^
28 Adaptive Dialog Systems for Health 627
Ugan Yasavur Christine Lisetti
28.1 Approach 627
28.2 Reinforcement Learning Background 629
28.3 Markov Decision Processes 629
28.4 Modeling World with Interconnected MDPs 634
28.5 Agent and Dialog Strategy Learning 635
28.6 Reward Function Design 637
28.7 Speech Recognition and Language Model 638
28.8 Dialog Corpus 640
28.9 Conclusion 640
Further reading 640
V Appendices 641
A Displays 643
Jorge H. dos S. Chernicharo
A.l Fixed Displays 643
A. 1.1 Single Display 643
A. 1.2 Multiple Displays 644
A.2 Portable Displays 647
A.2.1 Tablets and Smartphones 647
A.2.2 Portable Projectors 647
A.3 Hybrid Systems 649
A.3.1 Fixed Displays + Smartphones or Tablets 649
A.3.2 Fixed Displays + Portable Projectors 649
B Creating Your Own Virtual Reality HeadSet 651
Karell Muller
B.l Introduction 651
B.2 Google Cardboard 652
Bibliography
Index
661
729
|
any_adam_object | 1 |
author | Ortega, Francisco R. Abyarjoo, Fatemeh Barreto, Armando Rishe, Naphtali Adjouadi, Malek 1955- |
author_GND | (DE-588)1097641775 (DE-588)1097642445 (DE-588)1097643018 (DE-588)124182941 |
author_facet | Ortega, Francisco R. Abyarjoo, Fatemeh Barreto, Armando Rishe, Naphtali Adjouadi, Malek 1955- |
author_role | aut aut aut aut aut |
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dewey-full | 005.4/37 |
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id | DE-604.BV044256733 |
illustrated | Illustrated |
indexdate | 2024-07-10T07:47:56Z |
institution | BVB |
isbn | 9781482216943 1482216949 |
language | English |
lccn | 016417310 |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-029661741 |
oclc_num | 960040018 |
open_access_boolean | |
owner | DE-523 DE-573 |
owner_facet | DE-523 DE-573 |
physical | xlii, 763 Seiten, 6 Seiten Illustrationen, Diagramme 24 cm |
publishDate | 2016 |
publishDateSearch | 2016 |
publishDateSort | 2016 |
publisher | CRC Press, Taylor & Francis Group |
record_format | marc |
spelling | Ortega, Francisco R. (DE-588)1097641775 aut Interaction design for 3D user interfaces the world of modern input devices for research, applications, and game development Francisco R. Ortega, Fatemeh Abyarjoo, Armando Barreto, Naphtali Rishe, Malek Adjouadi Boca Raton, FL CRC Press, Taylor & Francis Group [2016] © 2016 xlii, 763 Seiten, 6 Seiten Illustrationen, Diagramme 24 cm txt rdacontent n rdamedia nc rdacarrier User interfaces (Computer systems) Design Three-dimensional display systems Schnittstelle (DE-588)4053059-0 gnd rswk-swf Dimension 3 (DE-588)4321722-9 gnd rswk-swf Virtuelle Realität (DE-588)4399931-1 gnd rswk-swf Benutzeroberfläche (DE-588)4131424-4 gnd rswk-swf Virtuelle Realität (DE-588)4399931-1 s Dimension 3 (DE-588)4321722-9 s Benutzeroberfläche (DE-588)4131424-4 s Schnittstelle (DE-588)4053059-0 s DE-604 Abyarjoo, Fatemeh (DE-588)1097642445 aut Barreto, Armando (DE-588)1097643018 aut Rishe, Naphtali (DE-588)124182941 aut Adjouadi, Malek 1955- aut HBZ Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029661741&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Ortega, Francisco R. Abyarjoo, Fatemeh Barreto, Armando Rishe, Naphtali Adjouadi, Malek 1955- Interaction design for 3D user interfaces the world of modern input devices for research, applications, and game development User interfaces (Computer systems) Design Three-dimensional display systems Schnittstelle (DE-588)4053059-0 gnd Dimension 3 (DE-588)4321722-9 gnd Virtuelle Realität (DE-588)4399931-1 gnd Benutzeroberfläche (DE-588)4131424-4 gnd |
subject_GND | (DE-588)4053059-0 (DE-588)4321722-9 (DE-588)4399931-1 (DE-588)4131424-4 |
title | Interaction design for 3D user interfaces the world of modern input devices for research, applications, and game development |
title_auth | Interaction design for 3D user interfaces the world of modern input devices for research, applications, and game development |
title_exact_search | Interaction design for 3D user interfaces the world of modern input devices for research, applications, and game development |
title_full | Interaction design for 3D user interfaces the world of modern input devices for research, applications, and game development Francisco R. Ortega, Fatemeh Abyarjoo, Armando Barreto, Naphtali Rishe, Malek Adjouadi |
title_fullStr | Interaction design for 3D user interfaces the world of modern input devices for research, applications, and game development Francisco R. Ortega, Fatemeh Abyarjoo, Armando Barreto, Naphtali Rishe, Malek Adjouadi |
title_full_unstemmed | Interaction design for 3D user interfaces the world of modern input devices for research, applications, and game development Francisco R. Ortega, Fatemeh Abyarjoo, Armando Barreto, Naphtali Rishe, Malek Adjouadi |
title_short | Interaction design for 3D user interfaces |
title_sort | interaction design for 3d user interfaces the world of modern input devices for research applications and game development |
title_sub | the world of modern input devices for research, applications, and game development |
topic | User interfaces (Computer systems) Design Three-dimensional display systems Schnittstelle (DE-588)4053059-0 gnd Dimension 3 (DE-588)4321722-9 gnd Virtuelle Realität (DE-588)4399931-1 gnd Benutzeroberfläche (DE-588)4131424-4 gnd |
topic_facet | User interfaces (Computer systems) Design Three-dimensional display systems Schnittstelle Dimension 3 Virtuelle Realität Benutzeroberfläche |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029661741&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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