TY - GEN
T1 - 3D spatial interaction
T2 - ACM Special Interest Group on Computer Graphics and Interactive Techniques Conference, SIGGRAPH'11
AU - Laviola, Joseph J.
AU - Keefe, Daniel F.
PY - 2011
Y1 - 2011
N2 - 3D interfaces use motion sensing, physical input, and spatial interaction techniques to effectively control highly dynamic virtual content. Now, with the advent of the Nintendo Wii, Sony Move, and Microsoft Kinect, game developers and researchers must create compelling interface techniques and game-play mechanics that make use of these technologies. At the same time, it is becoming increasingly clear that emerging game technologies are not just going to change the way we play games, they are also going to change the way we make and view art, design new products, analyze scientific datasets, and more. This introduction to 3D spatial interfaces demystifies the workings of modern videogame motion controllers and provides an overview of how it is used to create 3D interfaces for tasks such as 2D and 3D navigation, object selection and manipulation, and gesture-based application control. Topics include the strengths and limitations of various motion-controller sensing technologies in today's peripherals, useful techniques for working with these devices, and current and future applications of these technologies to areas beyond games. The course presents valuable information on how to utilize existing 3D user-interface techniques with emerging technologies, how to develop interface techniques, and how to learn from the successes and failures of spatial interfaces created for a variety of application domains.
AB - 3D interfaces use motion sensing, physical input, and spatial interaction techniques to effectively control highly dynamic virtual content. Now, with the advent of the Nintendo Wii, Sony Move, and Microsoft Kinect, game developers and researchers must create compelling interface techniques and game-play mechanics that make use of these technologies. At the same time, it is becoming increasingly clear that emerging game technologies are not just going to change the way we play games, they are also going to change the way we make and view art, design new products, analyze scientific datasets, and more. This introduction to 3D spatial interfaces demystifies the workings of modern videogame motion controllers and provides an overview of how it is used to create 3D interfaces for tasks such as 2D and 3D navigation, object selection and manipulation, and gesture-based application control. Topics include the strengths and limitations of various motion-controller sensing technologies in today's peripherals, useful techniques for working with these devices, and current and future applications of these technologies to areas beyond games. The course presents valuable information on how to utilize existing 3D user-interface techniques with emerging technologies, how to develop interface techniques, and how to learn from the successes and failures of spatial interfaces created for a variety of application domains.
UR - http://www.scopus.com/inward/record.url?scp=80054806095&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=80054806095&partnerID=8YFLogxK
U2 - 10.1145/2037636.2037637
DO - 10.1145/2037636.2037637
M3 - Conference contribution
AN - SCOPUS:80054806095
SN - 9781450309677
T3 - ACM SIGGRAPH 2011 Courses, SIGGRAPH'11
BT - ACM SIGGRAPH 2011 Courses, SIGGRAPH'11
Y2 - 7 August 2011 through 11 August 2011
ER -