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Introduction to 3D User Interface. 첫번째 강의 내용  강의 계획서 설명 강의와 논문 발표 ( 학생 ) 발표 논문 리스트  Chapter 1 & 2 참고  SIGGRAPH 2001: Course Notes 44 Advance Topics.

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Presentation on theme: "Introduction to 3D User Interface. 첫번째 강의 내용  강의 계획서 설명 강의와 논문 발표 ( 학생 ) 발표 논문 리스트  Chapter 1 & 2 참고  SIGGRAPH 2001: Course Notes 44 Advance Topics."— Presentation transcript:

1 Introduction to 3D User Interface

2 첫번째 강의 내용  강의 계획서 설명 강의와 논문 발표 ( 학생 ) 발표 논문 리스트  Chapter 1 & 2 참고  SIGGRAPH 2001: Course Notes 44 Advance Topics in 3D User Interface Design  http://www.3dui.org

3 What’s in the Book Part I ; introduces the topic of 3D UIs Part II : the input/output device technology Part III : A wide range of 3D interaction techniques – navigation, selection and etc. Part IV : the design, development, and evaluation of complete 3D UI metaphors and applications Part V: the future, research agenda for 3D UIs

4 Chapter. 1 Introduction to 3D User Interface Easy to use, intutitive, designed with your needs in mind Desktop user interface for the past decade or more VE, AR, UbiComp and other “off-the- desktop” -> 3D UI design

5 Chapter. 1 Introduction to 3D User Interface  What are 3D user interfaces?  Terminology  The goals of 3D UI design  Some application areas

6 1.1 What are 3D User Interfaces? UI components  Input device : mouse, keyboard  Output device : monitor  Interaction techniques : drag-and-drop  Interface widgets : pull-down menus  Interface metaphors : desktop metaphor

7 1.1 What are 3D User Interfaces? These UI components are often inappropriate for the nontraditional computing environment:  Wearable computer users / keyboard  HMD in an AR / redesign of text-intensive interface components such as dialog boxes  VR users / 2D mouse

8 1.1 What are 3D User Interfaces? The nontraditional systems need a new set of interface components:  New devices  New techniques  New metaphors Most of nontraditional environments work in real or virtual 3D space -> 3D User Interfaces

9 1.2 Why 3D User Interfaces? 5 main motivations for producing this book  3D interaction is relevant to real-world tasks  The technology behind 3D UIs is becoming mature  3D interaction is difficult  Current 3D UIs either are simple or lack usability  3D UI design is an area ripe for further work

10 3D interaction is relevant to real- world tasks If a user is immersed and can interact using natural skills, then application can take advantage of the fact that the user already has a great deal of knowledge about the world.

11 The technology behind 3D UIs is becoming mature WIMP(Windows, Icons, Menus and Pointers) interface  Mice, keyboards, windows, menus and icons Nontraditional interface  Trackers, 3D pointing devices, and whole-hand device, Multi-sensory 3D output display, HMDs, spatial audio system, and haptic devices.

12 3D interaction is difficult Adapting traditional WIMP interaction styles to 3D does not provide complete solution to the problem Rather novel 3D UIs based on real-world interaction or some other metaphor must be developed

13 Current 3D UIs either are simple or lack usability Most of applications which contain 3D interaction is not very complex. More complex 3D interfaces are difficult to design and evaluate, leading to a lack of usability  Modeling & design, education, complex scientific visualization A more thorough treatment is needed

14 3D UI design is an area ripe for further work Development of 3D user interfaces is one of the most exciting areas of research in HCI today, providing the next frontier of innovation in the field.

15 1.3 Terminology(1) Human-computer interaction (HCI)  The process of communication between human users and computers. User Interface (UI)  The UI translates a user’s actions and inputs into a representation the computer can understand and act upon and vice versa. Input device Degree of freedom (DOF)  Roll(X), Yaw(Y), Pitch(Z) : 6 DOF

16 1.3 Terminology(1) Output device Interaction technique (IT)  A method allowing a user to accomplish a task via the UI. Includes both hardware and software components. Usability  The characteristics of an artifact (device, IT, or UI)  Easy of use, comfort, user performance, and system performance Usability evaluation

17 1.3 Terminology(2) 3D Interaction  HCI in which the user’s task are performed directly in a 3D spatial context.  Interactive system do not necessarily involve 3D interaction. ( 예 를 들면, 메뉴를 선택함으로써 3 차원 건물 내부를 돌아 볼 때 )  3D interaction does not necessarily mean that 3D input devices are used. (2D 마우스로 3 차원 가상 객체를 선택하여 그 객체로 navigation 이 이루어진 경우, 2 차원 마우스로 3D Interaction 을 수 행한 경우이다.) 3D User Interface (3D UI)  A UI that involves 3D interaction

18 1.3 Terminology(2) Virtual Environment (VE) Virtual Reality (VR) Augmented Reality (AR)  A real-world environment that is enhanced with synthetic objects or information. Mixed Reality (MR)  A continuum including both VEs and AR Ubiquitous computing (UbiComp)  Users have “anytime, anyplace” access to computational power (Weiser, 1991)

19 1.4 Application Areas Design and prototyping  An architect can navigate Psychiatric treatment Scientific visualization Heritage/tourism  Augmented reality tech. By allowing a visitor to see directly what the site might have looked like in earlier times. Collaborative work


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