Creative 3-D Display and Interaction Interfaces: A Trans-Disciplinary Approach (Hardcover)

Barry G. Blundell, Adam J. Schwarz

  • 出版商: Wiley
  • 出版日期: 2005-12-23
  • 定價: $1,120
  • 售價: 9.5$1,064
  • 語言: 英文
  • 頁數: 371
  • 裝訂: Hardcover
  • ISBN: 0471482714
  • ISBN-13: 9780471482710
  • 相關分類: 3D 列印人工智慧使用者介面 UI
  • 立即出貨 (庫存=1)

買這商品的人也買了...

商品描述

Description

A single source for key information on 3-D display and interaction

This authoritative book provides a groundbreaking, trans-disciplinary approach to the creation of computer interface technologies that more naturally matches the complex needs of human sensory and motor systems. The conventional interface, though useful in the past, has started to inhibit human creativity in key areas such as creative 3-D design, medical diagnostics, and the visualization of complex structures. With the aim of effectively advancing the human-computer interaction experience, this book takes a refreshing approach by bringing together a range of important disciplines within a common framework.

The coverage includes:

  • A well-referenced review of aspects of the human sensory systems
  • Detailed discussion of the evolution and development of 3-D display technologies, haptic interfaces, and interaction tools
  • Discussion of bi-manual interaction and interaction synergy
  • Descriptions of state-of-the-art display and interaction technologies
  • A review of relevant historic milestones, including key developments in image depiction before and during the Renaissance—and linkage of these to current aspirations
  • An extensive and wide-ranging bibliography

The authors have adopted an approach that makes the material accessible, interesting, and relevant to readers in both the sciences and humanities. Creative 3-D Display and Interaction Interfaces represents an important work for those researching new ways of interacting with the digital world, as well as end-users who want to knowledgeably ascertain the possibilities for advancing their computer interaction experience.

 

Table of Contents

Preface.

Acknowledgments.

Glossary of Abbreviations.

1 The Nature of the Quest.

1.1 Introduction.

1.2 Creative Display and Interaction Paradigms.

1.3 A Little History.

1.4 The Conventional Interface: Working in Flatlands.

1.5 Inhibiting the Human–Computer Interaction Process.

1.5.1 Augmented Realism: Suspension of Disbelief.

1.5.2 Augmented Information Content.

1.5.3 Creative Design.

1.6 Graphics Issues.

1.6.1 Projection Geometry for a Single View.

1.6.2 Surface Rendering.

1.6.3 Working with Volumetric Data.

1.7 Display Sub-Systems.

1.8 From the Laboratory to the Application.

1.8.1 Development Strategies.

1.8.2 Generality of Purpose.

1.9 Discussion.

1.10 Investigations.

2 The Perception of Our Space: Vision.

2.1 Introduction.

2.2 Some Facets of Light.

2.2.1 Color.

2.2.2 Light Energy.

2.2.3 Diffraction in Optical Systems.

2.3 The Visual System.

2.3.1 The Eye as an Optical Instrument.

2.3.2 The Retina.

2.3.3 Eye Movements and Saccades.

2.3.4 The Detection of Color.

2.4 Beyond the Eye.

2.4.1 The Lateral Geniculate Nucleus.

2.4.2 Reflex Feedback.

2.4.3 The Primary Visual Cortex (V1).

2.4.4 The Dorsal and Ventral Pathways.

2.4.5 The M and P Pathways.

2.4.6 Detection of Binocular Disparity.

2.5 Some Visual Characteristics.

2.5.1 The Visual Field.

2.5.2 Spatial Resolution.

2.5.3 Sensitivity and the Impact of Spatial Frequency.

2.6 Perception of Space and Form.

2.6.1 Pictorial Depth Cues.

2.6.2 Oculomotor and Parallax Cues.

2.6.3 Absolute and Relative Depth Perception.

2.6.4 Consistency and Conflict Between Depth Cues.

2.6.5 The Perception of Form.

2.6.6 The Gestalt Theory of Visual Perception.

2.6.7 The Pulfrich Effect.

2.7 Temporal Resolution: Fusion and Motion.

2.8 Discussion.

2.9 Investigations.

3 The Perception of Our Space: Haptics.

3.1 Introduction.

3.2 Somatosensory Receptors.

3.3 Cutaneous Sensitivity.

3.4 Proprioception.

3.5 Somatosensory and Motor Pathways.

3.6 Discussion.

4 A Backward Glance.

4.1 Introduction.

4.2 The Development of Perspective Techniques.

4.3 The Transition to Perspective in Painting.

4.4 Mathematical Schemes for Linear Perspective.

4.5 Evolving Ideas of Vision and Perception.

4.6 The Cameras Obscura and Lucida.

4.7 Discussion.

4.8 Investigations.

5 Traditional Interaction Mechanisms.

5.1 Introduction.

5.2 An Early Evaluation of Some Interaction Tools.

5.2.1 Interaction Space and a Tool Set.

5.2.2 Interaction Tool Evaluation.

5.2.3 Interaction Issues.

5.3 Fitts’ Model and Its Application.

5.3.1 An Application of Fitts’ Model.

5.3.2 Further Aspects of Fitts’ Model.

5.4 Interaction Paradigms.

5.4.1 Transferred Interaction.

5.4.2 Direct Interaction.

5.4.3 Pointer-Based Interaction.

5.5 Discussion.

5.6 Investigations.

6 Depiction and Interaction Opportunities.

6.1 Introduction.

6.2 A Traditional Classification of Creative 3-D Displays.

6.3 Enhancing the Monocular Display.

6.3.1 Creating a Stereoscopic Display.

6.3.2 Creating an Autostereoscopic Display.

6.4 The Geometry of Stereopsis.

6.4.1 Stereoscopic Fixation and the Horopter.

6.4.2 Horizontal Disparity.

6.4.3 Accommodation and Convergence.

6.4.4 Vertical Disparity.

6.5 Some Classes of Autostereoscopic Display.

6.5.1 Virtual Reality Systems.

6.5.2 Multi-view Systems: The Lenticular Sheet.

6.5.3 AutoQ Systems.

6.6 Interaction Paradigms in 3-D Space.

6.6.1 Transferred Interaction.

6.6.2 Direct Interaction.

6.6.3 Pointer-Based Interaction.

6.7 Working in a 3-D Space.

6.7.1 The Application of the Direct Interaction Technique.

6.7.2 Assisted Interaction Within a 3-D Space.

6.7.3 User Mobility Issues.

6.8 The “Free-Space” Image.

6.8.1 A Theatrical Illusion.

6.8.2 Volumetric Image Projection.

6.9 Revisiting the Traditional Classification Scheme.

6.9.1 A Multifaceted Approach.

6.10 Discussion.

6.11 Investigations.

7 The Haptic Channel.

7.1 Introduction.

7.2 Physical Contact With Virtual Objects.

7.2.1 Some Example Applications of Haptic Interaction.

7.2.2 Some Examples of Haptic Interaction Devices.

7.3 The Haptic Channel in Multisensory Visualization.

7.3.1 The Haptic Interaction Loop.

7.3.2 Force Feedback Refresh Requirements.

7.4 Single-Point Haptic Interaction.

7.4.1 Collision Detection.

7.4.2 The Computation of Reaction Forces.

7.4.3 The Virtual Proxy.

7.5 Increasing the Realism of Force Feedback.

7.5.1 Adding Frictional Forces.

7.5.2 Incorporating Haptic Texture.

7.5.3 Smoothing Polygon Edges by Force Shading.

7.5.4 Intermediate Representations.

7.5.5 More Complex Models, Torque, and Deformable Objects.

7.6 Haptic Interaction With Volumetric Data.

7.6.1 Exploration of Volumetric Data.

7.6.2 Smoother Force Feedback.

7.6.3 Additional Forces.

7.6.4 The Impression of Surfaces Within Volumetric Images.

7.6.5 Modification of Volumetric Data.

7.7 Multichannel Software Architectures.

7.8 Discussion 252

7.9 Investigations.

8 The Visual Channel.

8.1 Introduction.

8.2 Stereoscopic Display Techniques.

8.2.1 Temporally Coded Systems.

8.2.2 Chromatically Coded Systems.

8.2.3 Spatially Coded Systems.

8.2.4 Computation for Stereoscopic Views.

8.3 Multi-View Systems and Electroholography.

8.3.1 Lenticular and Parallax Barrier Techniques.

8.3.2 Dynamic Multi-view Systems.

8.3.3 Electroholography.

8.4 Virtual Reality Systems.

8.4.1 Immersive Virtual Reality.

8.4.2 The CAVE and Cybersphere.

8.4.3 Mixed Reality Techniques.

8.4.4 Pepper’s Ghost Revisited.

8.5 The Volumetric Approach.

8.5.1 Swept Volume Systems.

8.5.2 Static Volume Systems.

8.5.3 Varifocal Mirror Systems.

8.6 Discussion.

8.7 Investigations.

9 Adopting a Creative Approach.

9.1 Introduction.

9.2 Two-Handed Interaction.

9.2.1 Bi-manual Task Performance.

9.2.2 The Potential Benefits of Bi-manual Interaction.

9.3 Augmenting the Desktop Interface.

9.4 Readings on Implementations and Applications.

9.5 Discussion.

Appendix A: The Chimenti Drawings.

Appendix B: Holographic Images.

General Bibliography.

References.

Index.

商品描述(中文翻譯)

描述

這本權威的書籍提供了一種突破性的跨學科方法,用於創建更符合人類感官和運動系統複雜需求的電腦界面技術。傳統界面雖然在過去很有用,但在創意三維設計、醫學診斷和複雜結構可視化等關鍵領域開始抑制人類創造力。為了有效推進人機交互體驗,本書以一種新鮮的方式將多個重要學科結合在一個共同框架中。

內容包括:
- 人類感官系統的詳細回顧
- 三維顯示技術、觸覺界面和交互工具的演進和發展的詳細討論
- 雙手交互和交互協同的討論
- 最新顯示和交互技術的描述
- 相關歷史里程碑的回顧,包括文藝復興時期之前和期間的圖像描繪的重要發展,以及這些發展與當前的期望的聯繫
- 廣泛而全面的參考文獻

作者採用了一種使材料易於理解、有趣且與科學和人文學科讀者相關的方法。《創意三維顯示和交互界面》對於那些研究與數字世界互動的新方法以及希望了解提升計算機交互體驗可能性的最終用戶來說,是一部重要的作品。

目錄

前言
致謝
縮寫詞彙表
第1章 探索的本質
1.1 引言
1.2 創意顯示和交互範例
1.3 一點歷史
1.4 傳統界面:在平面中工作
1.5 抑制人機交互過程
1.5.1 增強現實感:懸置不置疑
1.5.2 增強信息內容
1.5.3 創意設計
1.6 圖形問題
1.6.1 單視圖的投影幾何
1.6.2 表面渲染
1.6.3 使用體積數據
1.7 顯示子系統
1.8 從實驗室到應用
1.8.1 發展策略
1.8.2 目的的普遍性
1.9 討論
1.10 調查
第2章 我們空間的感知:視覺
2.1 引言
2.2 光的一些方面
2.2.1 顏色
2.2.2 光能
2.2.3 光學系統中的繞射
2.3 視覺系統
2.3.1 眼睛作為光學儀器
2.3.2 視網膜
2.3.3 眼球運動和快速眼動
2.3.4 色彩的檢測
2.4 超越眼睛
2.4.1 側腦核
2.4.2 反射反饋
2.4.3 主視覺皮層(V1)
2.4.4 背側和腹側通路
2.4.5 M和P通路
2.4.6 檢測雙眼視差
2.5 一些視覺特性