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Explorations in Three-Dimensional User Interfaces for Learning Environments

Explorations in Three-Dimensional User Interfaces for Learning Environments
Author:
Publisher:
Total Pages:
Release: 2003
Genre:
ISBN:

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Computerized learning environments have the potential to dramatically improve the pedagogical effectiveness of the educational process. The computer will not replace the teacher in the classroom, but it could play a significant role in the students' education. The computerized learning environment could provide each student an interactive, custom lesson. This thesis examines how to develop a three-dimensional user interface that would improve the learning environment. We draw examples from two three-dimensional learning environments; the Steve and PhysViz projects. This thesis discusses four stages of the software development cycle (analysis, design, prototyping, and evaluation) to consider when developing a three-dimensional user interface. We first describe the potential characteristics of a learning environment that benefit from a three-dimensional interface. Next we explore the use of interaction metaphors and affordances in a three-dimensional learning environment. We found that direct manipulation of the interface can be very useful for a learning environment and also saw how this can be facilitated by affordances. After the design considerations, we begin examining issues that arise when prototyping a three-dimensional learning environment. Our discussion focuses on issues we encountered with Java 3D when implementing our three-dimensional world for the PhysViz project. We also introduce some ideas about camera control, navigation of the student, and the display of text. Finally, we propose an evaluation plan for three-dimensional user interfaces for learning environments. This thesis provides software developers of learning environments with a guide to the advantages and disadvantages of using a three-dimensional interface. From developing PhysViz, a physics tutorial application, we found that a three-dimensional interface was beneficial. The additional dimension added to the richness of the interface and improved the pedagogical effectiveness of our learnin.


3D User Interfaces

3D User Interfaces
Author: Joseph J. LaViola Jr.
Publisher: Addison-Wesley Professional
Total Pages: 884
Release: 2017-04-07
Genre: Computers
ISBN: 0134034465

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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


3D Immersive and Interactive Learning

3D Immersive and Interactive Learning
Author: Yiyu Cai
Publisher: Springer Science & Business Media
Total Pages: 130
Release: 2013-02-12
Genre: Education
ISBN: 9814021903

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3D technology is not new; research on 3D started back in early 1960s. But unlike in previous times, 3D technology has now rapidly entered our daily life from cinema to office to home. Using 3D for education is a new yet challenging task. This book will present several innovative efforts using 3D for immersive and interactive learning covering a wide spectrum of education including gifted program, normal (technical) stream, and special needs education. The book will also share experience on curriculum-based 3D learning in classroom setting and co-curriculum-based 3D student research projects. The book is organized as follows. Chapter 1 introduces the fundamentals of 3D educational technology and their applications in immersive and interactive learning. Chapter 2 discusses the use of virtual reality in teaching and learning of Molecular Biology. Chapter 3 presents the daVinci Lab @ River Valley High School. Chapter 4 describes the 3D education development process. Chapter 5 studies the adaption 3D system for learning gains in lower secondary normal (technical) stream. Chapter 6 investigates the effects of virtual reality technology on spatial visualization skills. Chapter 7 showcases a sabbatical program for students to use 3D for Science, Technology, Engineering and Mathematics (STEM) learning. Chapter 8 shares the use of 3D virtual pink dolphin to assist special education. The foreword of this book is written by Dr Cheah Horn Mun, Director, Education Technology Division, Ministry of Education, Singapore.


3D User Interfaces

3D User Interfaces
Author: Doug Bowman
Publisher: Addison-Wesley
Total Pages: 867
Release: 2004-07-26
Genre: Business & Economics
ISBN: 013339056X

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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.


3D User Interfaces

3D User Interfaces
Author: Doug A. Bowman
Publisher: Addison Wesley Publishing Company
Total Pages: 520
Release: 2005
Genre: Computers
ISBN:

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Augmented & mixed reality, gestural, 3d en multisensory interfaces.


Interaction Design for 3D User Interfaces

Interaction Design for 3D User Interfaces
Author: Francisco R. Ortega
Publisher: CRC Press
Total Pages: 784
Release: 2016-01-06
Genre: Computers
ISBN: 1482216957

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This book addresses the new interaction modalities that are becoming possible with new devices by looking at user interfaces from an input perspective. It deals with modern input devices and user interaction and design covering in-depth theory, advanced topics for noise reduction using Kalman Filters, a case study, and multiple chapters showing hands-on approaches to relevant technology, including modern devices such as the Leap-Motion, Xbox One Kinect, inertial measurement units, and multi-touch technology. It also discusses theories behind interaction and navigation, past and current techniques, and practical topics about input devices.


Adaptive Learning Environments

Adaptive Learning Environments
Author: Marlene Jones
Publisher: Springer Science & Business Media
Total Pages: 404
Release: 2012-12-06
Genre: Computers
ISBN: 3642775128

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Adaptive Learning Environments (ALEs) can be viewed as the intersection of two traditionally distinct areas of research: instructional science and computer science. They encompass intelligent tutoring systems, interactive learning environments, and situated learning environments. There is increasing interest in effective instructional systems from education, industry, military and government sectors. Given recent advances in hardware architecture and reduction of hardware costs, the time is right to define the next steps in research and development of ALEs. This book is an outgrowth of the presentations and discussions that took place at the NATO Advanced Study Institute held at the University of Calgary in July 1990. It contains chapters from both researchers in instructional science and researchers in computer science on the following topics: - Systems and architectures for instruction - Representing curriculum and designing instructional tasks - Environments to support learning - Diagnosing students' learning and adjusting plans for instruction - Models of students' metacognition, motivation and learning strategies - Student-system interactions. The book containsintroductions/critiques of each pair of chapters, and a final chapter discusses the synthesis of instructional science and computer science.


Interface Development for Learning Environments

Interface Development for Learning Environments
Author: Joseph Frantiska Jr.
Publisher: Springer
Total Pages: 89
Release: 2019-04-02
Genre: Education
ISBN: 3030144828

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This brief will examine and explore some tools and techniques that can be used to develop interfaces for learning environments. Interface design has been a topic in software engineering for many years. The advent of graphical user interfaces has created many remedies and challenges for the software engineer. In recent years with an increased emphasis in educational technology, instructional designers are also included in this arena. The interface can be a driver in terms of a learning environment’s ability to engage a student. It can also provide a point of information exchange and therefore learning between the student and the environment’s software. Thus, the issue of an interface is vital to the success of a learning environment. This brief will produce a variety of interfaces for various environments to allow the designer to contrast and compare them based upon the required purpose. The designer will have a toolkit filled with tools and techniques which will allow for interfaces that will engage the student and facilitate their learning. The primary audiences are K-12 and post-secondary educators who desire to create digital media based educational materials.


Immersive Learning Research Network

Immersive Learning Research Network
Author: Dennis Beck
Publisher: Springer
Total Pages: 226
Release: 2018-06-15
Genre: Computers
ISBN: 3319935968

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This volume constitutes the refereed proceedings of the 4th International Conference of the Immersive Learning Network, iLRN 2018, held in Missoula, MT, USA, in June 2018. The 12 revised full papers and the two revised short papers presented in this volume were carefully reviewed and selected from 57 submissions. The papers are organized in topical sections on environmental sciences, climate change, immersive technologies; immersive technologies in cultural heritage; immersive technologies in primary and secondary education; games and game design.