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Reviews : Java Books : 3D User Interfaces with Java 3D :

3D User Interfaces with Java 3D

Title: 3D User Interfaces with Java 3D
ISBN: 1884777902
US Price: $49.95
© Manning Publications Co.

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.

This book provides an extensive conceptual framework for 3D user interface techniques, and an in-depth introduction to user interface support in the Java 3D API, including such topics as picking, collision, and drag-and-drop. Many of the techniques are demonstrated in a Java 3D software framework included with the book, which also provides developers with many general-purpose building blocks for constructing their own user interfaces.

Applications and their use of 3D are approached realistically. The book is geared towards sophisticated user interfaces for the "everyday user" who doesn't have a lot of time to learn another application--much less a complicated one--and an everyday computer system without exotic devices like head mounted displays and data gloves. Perhaps the best description of this book is: "A roadmap from Java 3D to 'Swing 3D'."

Chapter 8 - Manipulation

Chapter 8

Chapter 13 - Actions and interactions

Chapter 19 - Control intuition

In real life, people rely on sight and touch to help them manipulate objects. Before we move an object, sight allows us to size up the situation and to plan a strategy for per-forming the action. In addition, touch can help guide our hands and fingers to grasp tools, to move controls, and to feel when objects are flush or locked into place. During the operation, sight provides us with a continuously updated overview of how the matter is progressing. By contrast, touch offers a more visceral and sometimes more detailed sense for what is happening than sight, such as whether the target object is moving smoothly, has bumped into something, is locked firmly into place, or is flush with another object. A big advantage of touch over sight is that you can get a good sense for what is happening, regardless of your vantage point or how cluttered the environment is; you do not have to see something in order to feel what is going on. All of this points to the fact that manipulation is a lot more intuitive in the real world than it ever will be on a POCS, which has no mechanism for providing the user with tactile feedback. The outlook for effective 3D manipulation on a POCS seems pretty bleak. Or is it?

With only a computer screen and a mouse, what can we as 3D user interface designers do? We cheat! We introduce artificial devices and decorations, judiciously bend the rules of physics, offer the user X-ray vision, and create a make-believe form of tactile feedback. Some of these cheats were already introduced in previous chapters. In chapter 4, Control, you saw how DRM and WRM could make manipulation a lot more intuitive for the 3D user. (Meager, but it's a start.) Next, in chapter 5, you learned how feedback could help guide the user to the controls and indicate when his hand— the mouse— is in the right position to use them. (Things are starting to look up.) Chapter 6 discussed how to let the user see through clutter with overlay and X-ray vision, and chapter 7 described ways to let the user easily move around for a better view of the work. (Maybe there is hope for 3D manipulation.)

Manipulation is how users interact with the data in the application scene. It provides them with the means to move and arrange objects, connect and group them together, and to internally configure them. Manipulation requires the close cooperation of control, feedback, and visualization. This chapter builds upon these basic concepts to provide manipulation techniques that are effective and compelling in a 3D setting.

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