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Q1: Will 3D interface design be suitable for your project? Why? **Kindly, the answer is only...

Q1: Will 3D interface design be suitable for your project? Why?

**Kindly, the answer is only textual, should not be (handwriting, attach a picture of a book)

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Ever since the advent of the computer mouse and the graphical user interface (GUI) based on the Windows, Icons, Menus, and Pointer (WIMP) paradigm, people have asked what the next paradigm shift in user interfaces will be. Mouse-based GUIs have proven remarkably flexible, robust, and general, but we are finally seeing a major sea change towards "natural" user interfaces (NUIs), not only in the research lab but also in commercial products aimed at broad consumer audiences. Under the NUI umbrella, there are two broad categories of interfaces: those based on direct touches, such as multi-touch tablets and those based on the three-dimensional spatial input, such as motion-based games. It is this latter category, which we call three-dimensional user interfaces (3D UIs), and it would be great for our project. Before explaining why it would be suitable for our project, let me tell you first What the 3D UI is?

What are 3D User Interfaces?

Like many high-level descriptive terms such as "virtual reality" and "multimedia", it's surprisingly difficult to give a precise definition of the term "3D user interface." Although most practitioners and researchers would say, "I know one when I see one," stating exactly what constitutes a 3D UI and which interfaces should be included and excluded is tricky.

3D User Interfaces: 3D user interface can be defined simply as "a UI that involves 3D interaction." This simply delays the inevitable, as we now have to define the 3D interaction. The 3D interaction is "human-computer interaction in which the user's tasks are performed directly in a 3D spatial context."

One key word in this definition is "directly." There are some interactive computer systems that display a virtual 3D space, but the user only interacts indirectly with this space—e.g., by manipulating 2D widgets, entering coordinates, or choosing items from a menu. These are not 3D UIs.

The other key idea is that of a "3D spatial context." This spatial context can be either physical or virtual, or both. The most prominent types of 3D UIs involve a physical 3D spatial context, used for input. The user provides input to the system by making movements in physical 3D space or manipulating tools, sensors, or devices in 3D space, without regard for what this input is used to do or control. Of course, all input/interaction is in some sense in a physical 3D spatial context (a mouse and keyboard exists in 3D physical space), but the intent here is that the user is giving spatial input that involves 3D position (x, y, z) and/or orientation (yaw, pitch, roll) and that this spatial input is meaningful to the system.

Thus, the key technological enabler of 3D UIs of this sort is spatial tracking. The system must be able to track the user's position, orientation, and/or motion to enable this input to be used for 3D interaction. For example, the Microsoft Kinect tracks the 3D positions of multiple body parts to enable 3D UIs, while the Apple iPhone tracks its own 3D orientation, allowing 3D interaction.

This tracked spatial input can be used for iconic gestures, direct pointing at menu items, controlling characters in a game, specifying 3D shapes, and many other uses. 3D UIs based on spatial input can be found in a variety of settings: gaming systems, modelling applications, virtual and augmented reality systems, large screen visualization setups, and art installations, just to name a few.

The other type of 3D UI involves direct interaction in a virtual 3D spatial context. In this type, the user may be using traditional (non-3D) input devices or movements as inputs, but if those inputs are transformed directly into actions in the virtual 3D space, we still consider it to be 3D interaction. For example, the user might drag the mouse across a 3D model in order to paint it a certain color, or the user might draw a path through a 3D world using touch input.

In this, we are going to focus on the first type of 3D UI, which is based on the 3D spatial input. While both types are important and have many applications, they involve different research issues and different technologies to a large degree. 3D spatial tracking has come of age recently and based on this technological driver, 3D UI applications with spatial input have exploded.

Now, let’s come to the point why the 3D UIs are suitable for our project.

For many years, the primary application of 3D UIs was in high-end virtual reality (VR) and augmented reality (AR) systems. Since users in these systems were generally standing up, walking around, and limited in their view of the real world, traditional mouse and keyboard-based interaction was impractical. Such systems were already using spatial tracking of the user's head the correct view of the virtual world, it was natural to also design UIs that took advantage of spatial tracking as well. As we indicated above, however, recent years have seen an explosion of spatial input in consumer-level systems such as game consoles and smartphones. Thus, the principles of good 3D UI design are now more important to understand than ever.

To further motivate the importance of 3D UI research, let's look in a bit more detail at some important technology areas where 3D UIs are making an impact on real-world applications.

Video Gaming

As we've already mentioned, most people today are aware of 3D UIs because of the great success of "motion gaming" systems like the Nintendo Wii, the Microsoft Kinect, and the Sony Move. All of these systems use spatial tracking to allow users to interact with games through pointing, gestures, and most importantly, natural movements, rather than with buttons and joysticks. For example, in an archery game, a user can hold two tracked devices—one for the handle of the bow and the other for the arrow and string—and can pull back the arrow, aim, and release using motions very similar to archery in the real world.

The Wii and Move both uses tracked handheld devices that also provide buttons and joysticks, while the Kinect tracks the user's body directly. There's a clear tradeoff here. Buttons and joysticks are still useful for discrete actions like confirming a selection, firing a weapon, or changing the view. On the other hand, removing encumbrances from the user can make the experience seem even more natural.

3D UIs are a great fit for video gaming (LaViola, 2008; Wingrave et al., 2010), because the emphasis is on a compelling experience, which can be enhanced with natural actions that make the player feel as if he is part of the action, rather than just indirectly controlling the actions of a remote character.

Very Large Displays

Recent years have seen an explosion in the size, resolution, and ubiquity of displays. So-called "display walls" are found in shopping malls, conference rooms, and even people's homes. Many of these displays are passive, simply presenting canned information to viewers, but more and more of them are interactive.

So how should one interact with these large displays? The traditional mouse and keyboard still work, but they are difficult to use in this context because users want to move about in front of the display and because such large displays invite multiple users (Ball and North, 2005). Touch screens are another option, but that means that to interact with the display one has to stand within arm's reach, limiting the amount of the display that can be seen.

3D interaction is a natural choice for large display contexts. A tracked handheld device, the hand itself, or the whole body can be used as a portable input that works from any location and makes sense for multiple users. The simplest example is distal pointing, where the user points directly at a location on the display (as with a laser pointer) to interact with it (Vogel & Balakrishnan, 2005; Kopper et al., 2010), but other techniques such as full-body gestures or viewpoint-dependent display can also be used.

Mobile Applications

Today's mobile devices, such as smartphones and tablets, are an interaction designer's playground, not only because of the rich design space for multi-touch input but also because these devices incorporate some fairly powerful sensors for 3D spatial input. The combination of accelerometers, gyroscopes, and a compass give these devices the ability to track their own orientation quite accurately. Position information based on GPS and accelerometers is less accurate, but still present. These devices offer a key opportunity for 3D interaction design, however, because they are ubiquitous, they have their own display, and they can do spatial input without the need for any external tracking infrastructure (cameras, base stations, etc.).

Many mobile games are using these capabilities. Driving games, for example, use the "tilt to steer" metaphor. Music games can sense when the user is playing a virtual drum. And golf games can incorporate a player's real swing.

But "serious" applications can take advantage of 3D input for mobile devices as well. Everyone is familiar with the idea of tilting the device to change the interface from portrait to landscape mode, but this is only the tip of the iceberg. A tool for amateur astronomers can use GPS and orientation information to help the user identify stars and planets they point the device towards. Camera applications can not only record the location at which a photo was taken but also track the movement of the camera to aid in the reconstruction of a 3D scene.

Perhaps the most prominent example of mobile device 3D interaction is in mobile AR. In mobile AR, the smartphone becomes a window through which the user can see not only the real world but virtual objects and information as well (Höllerer et al., 1999; Ashley, 2008). Thus, the user can browse information simply by moving the device to view a different part of the real world scene. Mobile AR is being used for applications in entertainment, navigation, social networking, tourism, and many more domains. Students can learn about the history of an area; friends can find restaurants surrounding them and link to reviews, and tourists can follow a virtual path to the nearest subway station. Prominent projects like MIT's SixthSense (Mistry & Maes, 2009) and Google's Project Glass (Google, 2012) have made mobile AR highly visible. Good 3D UI design is critical to realizing these visions.

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