3d User Interfaces With Java 3d

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3D User Interfaces with Java 3D

3D User Interfaces with Java 3D is a practical guide for providing next-generation applications with 3D user interfaces for manipulation of in-scene objects. Emphasis is on standalone and web-based business applications, such as for online sales and mass customization, but much of what this book offers has broad applicability to 3D user interfaces in other pursuits such as scientific visualization and gaming.
3D User Interfaces

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.
Java 3D Programming

Java 3D Programming steps programmers through the important design and implementation phases of developing a successful Java 3D application. The book provides invaluable guidance on whether to use Java 3D, user interface design, geometry creation, scene manipulation and final optimizations. The book does not attempt to exhaustively cover the API or replicate the official documentation but rather serves as a roadmap to alert programmers of design issues and potential pitfalls. The author distills 12 months of using the Java 3D API for commercial projects, as well as innumerable discussions on the Java 3D email list into a book that all Java 3D developers will appreciate. Experienced Java 3D developers will applaud an authoritative resource containing the state-of-the-art in techniques and workarounds, while novice Java 3D programmers will gain a fast-track into Java 3D development, avoiding the confusion, frustration and time wasted learning Java 3D techniques and terminology. Java 3D Programming comes complete with a comprehensive set of programming examples to illustrate the techniques, features, workarounds and bug fixes contained in the main text. Readers of this book would include students and postgraduate researchers developing visualization applications for academia. Moderately experienced in Java, some experience of 3D graphics, little or no experience of Java 3D is needed. R+D s/w engineers at commercial institutions. Experienced Java developers, experienced with OpenGL or VRML, little or no experience with Java 3D.