Download or read book Virtual Environments and Advanced Interface Design written by Woodrow Barfield and published by Oxford University Press. This book was released on 1995-06 with total page 595 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual Environments and Advanced Interface Design is a volume of original chapters to introduce the reader to the technology of virtual reality. The research presented in this book examines the impact of the new technology of virtual reality on the field of human factors. The first editor, Barfield, is head of the Human Factor Laboratory at the University of Washington in the USA, and he has assembled contributions from experts in key laboratories around the US to discuss their basic approaches to this new field. Some of the topics discussed are computer graphics, eye tracking, tactile and kinesthetic input, interface design, and applications in medicine and aerospace.
Download or read book Virtual Environments and Advanced Interface Design written by Woodrow Barfield and published by Oxford University Press. This book was released on 1995-06-01 with total page 595 pages. Available in PDF, EPUB and Kindle. Book excerpt: This sweeping introduction to the science of virtual environment technology masterfully integrates research and practical applications culled from a range of disciplines, including psychology, engineering, and computer science. With contributions from the field's foremost researchers and theorists, the book focuses in particular on how virtual technology and interface design can better accommodate human cognitive, motor, and perceptual capabilities. Throughout, it brings the reader up-to-date with the latest design strategies and cutting-edge virtual environments, and points to promising avenues for future development. The book is divided into three parts. The first part introduces the reader to the subject by defining basic terms, identifying key components of the virtual environment, and reviewing the origins and elements of virtual environments. The second part focuses of current technologies used to present visual, auditory, tactile, and kinesthetic information. The book concludes with an in-depth analysis of how environments and human perception are integrated to create effective virtual systems. Comprehensive and splendidly written, Virtual Environments and Advanced Interface Design will be the "bible" on the subject for years to come. Students and researchers in computer science, psychology, and cognitive science will all want to have a copy on their shelves.
Download or read book Multimedia and Virtual Reality written by Alistair Sutcliffe and published by Psychology Press. This book was released on 2003-02-26 with total page 374 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is primarily a summary of research done over 10 years in multimedia and virtual reality, which fits within a wider interest of exploiting psychological theory to improve the process of designing interactive systems. The subject matter lies firmly within the field of HCI, with some cross-referencing to software engineering. Extending Sutcliffe's views on the design process to more complex interfaces that have evolved in recent years, this book: *introduces the background to multisensory user interfaces and surveys the design issues and previous HCI research in these areas; *explains the basic psychology for design of multisensory user interfaces, including the Interactive Cognitive Subsystems cognitive model; *describes elaborations of Norman's models of action for multimedia and VR, relates these models to the ICS cognitive model, and explains how the models can be applied to predict the design features necessary for successful interaction; *provides a design process from requirements, user and domain analysis, to design of representation in media or virtual worlds and facilities for user interaction therein; *covers usability evaluation for multisensory interfaces by extending existing well-known HCI approaches of heuristic evaluation and observational usability testing; and *presents two special application areas for multisensory interfaces: educational applications and virtual prototyping for design refinement.
Download or read book International Encyclopedia of Ergonomics and Human Factors 3 Volume Set written by Informa Healthcare and published by CRC Press. This book was released on 2006-03-15 with total page 3656 pages. Available in PDF, EPUB and Kindle. Book excerpt: The previous edition of the International Encyclopedia of Ergonomics and Human Factors made history as the first unified source of reliable information drawn from many realms of science and technology and created specifically with ergonomics professionals in mind. It was also a winner of the Best Reference Award 2002 from the Engineering Libraries
Download or read book Handbook of Virtual Environments written by Kelly S. Hale and published by CRC Press. This book was released on 2002-01-01 with total page 1273 pages. Available in PDF, EPUB and Kindle. Book excerpt: This Handbook, with contributions from leading experts in the field, provides a comprehensive, state-of-the-art account of virtual environments (VE). It serves as an invaluable source of reference for practitioners, researchers, and students in this rapidly evolving discipline. It also provides practitioners with a reference source to guide their development efforts and addresses technology concerns, as well as the social and business implications with which those associated with the technology are likely to grapple. While each chapter has a strong theoretical foundation, practical implications are derived and illustrated via the many tables and figures presented throughout the book. The Handbook presents a systematic and extensive coverage of the primary areas of research and development within VE technology. It brings together a comprehensive set of contributed articles that address the principles required to define system requirements and design, build, evaluate, implement, and manage the effective use of VE applications. The contributors provide critical insights and principles associated with their given area of expertise to provide extensive scope and detail on VE technology. After providing an introduction to VE technology, the Handbook organizes the body of knowledge into five main parts: *System Requirements--specifies multimodal system requirements, including physiological characteristics that affect VE system design. *Design Approaches and Implementation Strategies--addresses cognitive design strategies; identifies perceptual illusions that can be leveraged in VE design; discusses navigational issues, such as becoming lost within a virtual world; and provides insights into structured approaches to content design. *Health and Safety Issues--covers direct physiological effects, signs, symptoms, neurophysiology and physiological correlates of motion sickness, perceptual and perceptual-motor adaptation, and social concerns. *Evaluation--addresses VE usability engineering and ergonomics, human performance measurement in VEs, usage protocols; and provides means of measuring and managing visual, proprioceptive, and vestibular aftereffects, as well as measuring and engendering sense of presence. *Selected Applications of Virtual Environments--provides a compendium of VE applications. The Handbook closes with a brief review of the history of VE technology. The final chapter provides information on the VE profession, providing those interested with a number of sources to further their quest for the keys to developing the ultimate virtual world.
Download or read book Human computer Interaction and Virtual Environments written by and published by . This book was released on 1995 with total page 320 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Mechanisms written by Matthew G. Kirschenbaum and published by MIT Press. This book was released on 2008 with total page 315 pages. Available in PDF, EPUB and Kindle. Book excerpt: A new "textual studies" and archival approach to the investigation of works of new media and electronic literature that applies techniques of computer forensics to conduct media-specific readings of William Gibson's electronic poem "Agrippa," Michael Joyce's Afternoon, and the interactive game Mystery House.
Download or read book Virtual Augmented and Mixed Reality Multimodal Interaction written by Jessie Y.C. Chen and published by Springer. This book was released on 2019-07-10 with total page 527 pages. Available in PDF, EPUB and Kindle. Book excerpt: This two-volume set LNCS 11574 and 11575 constitutes the refereed proceedings of the 11th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2019, held in July 2019 as part of HCI International 2019 in Orlando, FL, USA. HCII 2019 received a total of 5029 submissions, of which 1275 papers and 209 posters were accepted for publication after a careful reviewing process. The 80 papers presented in this volume were organized in topical sections named: multimodal interaction in VR, rendering, layout, visualization and navigation, avatars, embodiment and empathy in VAMR, cognitive and health issues in VAMR, VAMR and robots, VAMR in learning, training and entertainment, VAMR in aviation, industry and the military.
Download or read book Virtual and Adaptive Environments written by Lawrence J. Hettinger and published by CRC Press. This book was released on 2003-06-01 with total page 597 pages. Available in PDF, EPUB and Kindle. Book excerpt: With contributions from a collection of authors consisting of many recognizable experts in the field of virtual and adaptive environments, as well as many up and coming young researchers, this book illustrates the many ways in which psychological science contributes to and benefits from the increased development and application of these nascent systems. Discussing issues from both a user- and technology-based standpoint, the volume examins the use of human perception, cognition, and behavior. The book builds a foundation on the assumption that these systems are first and foremost human-centered technologies, in that their purpose is to complement and extend human capabilities across a wide variety of domains.
Download or read book Knowledge and Information Visualization written by Sigmar-Olaf Tergan and published by Springer Science & Business Media. This book was released on 2005-06-27 with total page 384 pages. Available in PDF, EPUB and Kindle. Book excerpt: formation. The basic ideas underlying knowledge visualization and information vi- alization are outlined. In a short preview of the contributions of this volume, the idea behind each approach and its contribution to the goals of the book are outlined. 2 The Basic Concepts of the Book Three basic concepts are the focus of this book: "data", "information", and "kno- edge". There have been numerous attempts to define the terms "data", "information", and "knowledge", among them, the OTEC Homepage "Data, Information, Kno- edge, and Wisdom" (Bellinger, Castro, & Mills, see http://www.syste- thinking.org/dikw/dikw.htm): Data are raw. They are symbols or isolated and non-interpreted facts. Data rep- sent a fact or statement of event without any relation to other data. Data simply exists and has no significance beyond its existence (in and of itself). It can exist in any form, usable or not. It does not have meaning of itself.
Download or read book Immersive Projection Technology and Virtual Environments 2001 written by B. Fröhlich and published by Springer Science & Business Media. This book was released on 2012-12-06 with total page 294 pages. Available in PDF, EPUB and Kindle. Book excerpt: 17 papers report on the latest scientific advances in the fields of immersive projection technology and virtual environments. The main topics included here are human computer interaction (user interfaces, interaction techniques), software developments (virtual environment applications, rendering techniques), and input/output devices.
Download or read book 3D User Interfaces written by Joseph J. LaViola Jr. and published by Addison-Wesley Professional. This book was released on 2017-04-07 with total page 884 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Complete, Up-To-Date Guide to Building Great 3D User Interfaces for Any Application 3D interaction is suddenly everywhere. But simply using 3D input or displays isn’t enough: 3D interfaces must be carefully designed for optimal user experience. 3D User Interfaces: Theory and Practice, Second Edition is today’s most comprehensive primary reference to building state-of-the-art 3D user interfaces and interactions. Five pioneering researchers and practitioners cover the full spectrum of emerging applications, techniques, and best practices. The authors combine theoretical foundations, analysis of leading devices, and empirically validated design guidelines. This edition adds two new chapters on human factors and general human-computer interaction—indispensable foundational knowledge for building any 3D user interface. It also demonstrates advanced concepts at work through two running case studies: a first-person VR game and a mobile augmented reality application. Coverage Includes 3D user interfaces: evolution, elements, and roadmaps Key applications: virtual and augmented reality (VR, AR), mobile/wearable devices What 3D UI designers should know about human sensory systems and cognition ergonomics How proven human-computer interaction techniques apply to 3D UIs 3D UI output hardware for visual, auditory, and haptic/ tactile systems Obtaining 3D position, orientation, and motion data for users in physical space 3D object selection and manipulation Navigation and wayfinding techniques for moving through virtual and physical spaces Changing application state with system control techniques, issuing commands, and enabling other forms of user input Strategies for choosing, developing, and evaluating 3D user interfaces Utilizing 2D, “magic,” “natural,” multimodal, and two-handed interaction The future of 3D user interfaces: open research problems and emerging technologies
Download or read book 3D User Interfaces written by Doug Bowman and published by Addison-Wesley. This book was released on 2004-07-26 with total page 867 pages. Available in PDF, EPUB and Kindle. Book excerpt: Here’s what three pioneers in computer graphics and human-computer interaction have to say about this book: “What a tour de force—everything one would want—comprehensive, encyclopedic, and authoritative.” — Jim Foley “At last, a book on this important, emerging area. It will be an indispensable reference for the practitioner, researcher, and student interested in 3D user interfaces.” — Andy van Dam “Finally, the book we need to bridge the dream of 3D graphics with the user-centered reality of interface design. A thoughtful and practical guide for researchers and product developers. Thorough review, great examples.” — Ben Shneiderman As 3D technology becomes available for a wide range of applications, its successful deployment will require well-designed user interfaces (UIs). Specifically, software and hardware developers will need to understand the interaction principles and techniques peculiar to a 3D environment. This understanding, of course, builds on usability experience with 2D UIs. But it also involves new and unique challenges and opportunities. Discussing all relevant aspects of interaction, enhanced by instructive examples and guidelines, 3D User Interfaces comprises a single source for the latest theory and practice of 3D UIs. Many people already have seen 3D UIs in computer-aided design, radiation therapy, surgical simulation, data visualization, and virtual-reality entertainment. The next generation of computer games, mobile devices, and desktop applications also will feature 3D interaction. The authors of this book, each at the forefront of research and development in the young and dynamic field of 3D UIs, show how to produce usable 3D applications that deliver on their enormous promise. Coverage includes: The psychology and human factors of various 3D interaction tasks Different approaches for evaluating 3D UIs Results from empirical studies of 3D interaction techniques Principles for choosing appropriate input and output devices for 3D systems Details and tips on implementing common 3D interaction techniques Guidelines for selecting the most effective interaction techniques for common 3D tasks Case studies of 3D UIs in real-world applications To help you keep pace with this fast-evolving field, the book’s Web site, www.3dui.org, will offer information and links to the latest 3D UI research and applications.
Download or read book Fundamentals of Wearable Computers and Augmented Reality written by Woodrow Barfield and published by CRC Press. This book was released on 2001-01-01 with total page 822 pages. Available in PDF, EPUB and Kindle. Book excerpt: Fundamentals of Wearable Computers and Augmented Reality presents a broad coverage of the technologies and interface design issues associated with wearable computers and augmented reality displays both rapidly developing fields in computer science, engineering, and human interface design. This book presents concepts related to the use and underlying technologies of augmented reality and wearable computer systems. There are many application areas for this technology, such as medicine, manufacturing, training, and recreation. Wearable computers will allow a much closer association of information with the user than is possible with traditional desktop computers. This book addresses an important aspect of wearable computers and augmented reality, either from the conceptual or from an application framework. Given the wide coverage of topics on issues related to the display of computer-generated images in the environment, this book can be used as a text for computer science, computer engineering, and interface design courses.
Download or read book Human Computer Interaction written by Inaki Maurtua and published by BoD – Books on Demand. This book was released on 2009-12-01 with total page 572 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this book the reader will find a collection of 31 papers presenting different facets of Human Computer Interaction, the result of research projects and experiments as well as new approaches to design user interfaces. The book is organized according to the following main topics in a sequential order: new interaction paradigms, multimodality, usability studies on several interaction mechanisms, human factors, universal design and development methodologies and tools.
Download or read book Understanding Virtual Reality written by William R. Sherman and published by Morgan Kaufmann. This book was released on 2003 with total page 623 pages. Available in PDF, EPUB and Kindle. Book excerpt: Of interest to developers of virtual reality applications and others interested in potential uses for virtual reality, this book presents a selection of useful VR applications and gives readers guidance on how VR might be applied.
Download or read book Multimedia and Virtual Reality written by Alistair Sutcliffe and published by Psychology Press. This book was released on 2003-02-26 with total page 325 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is primarily a summary of research done over 10 years in multimedia and virtual reality, which fits within a wider interest of exploiting psychological theory to improve the process of designing interactive systems. The subject matter lies firmly within the field of HCI, with some cross-referencing to software engineering. Extending Sutcliffe's views on the design process to more complex interfaces that have evolved in recent years, this book: *introduces the background to multisensory user interfaces and surveys the design issues and previous HCI research in these areas; *explains the basic psychology for design of multisensory user interfaces, including the Interactive Cognitive Subsystems cognitive model; *describes elaborations of Norman's models of action for multimedia and VR, relates these models to the ICS cognitive model, and explains how the models can be applied to predict the design features necessary for successful interaction; *provides a design process from requirements, user and domain analysis, to design of representation in media or virtual worlds and facilities for user interaction therein; *covers usability evaluation for multisensory interfaces by extending existing well-known HCI approaches of heuristic evaluation and observational usability testing; and *presents two special application areas for multisensory interfaces: educational applications and virtual prototyping for design refinement.