3D User Interfaces: Theory and Practice (paperback) 1st Edition
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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.
Editorial Reviews
From the Back Cover
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.
About the Author
Doug A. Bowman is an associate professor of computer science at Virginia Tech.
Ernst Kruijff is a senior researcher at the Graz University of Technology.
Joseph J. Laviola, Jr., is an assistant professor of computer science at the University of Central Florida.
Ivan Poupyrev is a researcher at the Interaction Laboratory, Sony Computer Science Labs in Tokyo.
Product details
- Publisher : Addison-Wesley Professional; 1st edition (July 26, 2004)
- Language : English
- Paperback : 512 pages
- ISBN-10 : 0321980042
- ISBN-13 : 978-0321980045
- Item Weight : 3.53 ounces
- Dimensions : 7 x 1.1 x 9.1 inches
- Best Sellers Rank: #3,970,569 in Books (See Top 100 in Books)
- #442 in 3D Graphic Design
- #1,597 in Computer Graphics
- #1,632 in Software Design & Engineering
- Customer Reviews:
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By Adrian Vega Vega on September 25, 2016
Dr. Bowman and the other co-authors make a great job delivering all the information.
Of course, for more up to date information, please check UIST, ITS, 3DUI, SIGCHI and other similar conferences and similar type of journals.
It is a lucid explanation of how to design three dimensional user interfaces. The authors summarise a vast body of work done in past decades. Plus, unlike perhaps some books that might focus on only US research, they show the global scope of the effort.
Being a text on 3D graphics, you might expect considerable maths. There is indeed some, including a brief description of quarternions. But the amount of maths is deliberately downplayed. Enough is used to impart a basic flavour in certain sections. However, the general tenor of the book is at a higher level of design.
Many serious issues remain unresolved. The book shows you what these are. Very helpful if you are in this field. Especially for newcomers.
Frankly I doubt you could go far beyond the academic in an overview of a field that is this broad and this early in it's development. What this book does do is provide some real incentive to enthusiasts and developers to evaluate and combine these technologies. I thoroughly recommend this book to anyone who is in the field or has an interest in it.



