3D user interfaces with Java 3D

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Author: Jon Barrilleaux

Publisher: Manning Publications

ISBN: N.A

Category: Computers

Page: 499

View: 6416

Readers learn how to incorporate the 3D user interface for next-generation business needs, such as mass customization and online sales, and even scientific visualization and gaming. Provided are a conceptual framework for 3D user techniques and a Java 3D framework that demonstrates many of the 3D techniques. 40 line drawings.

3D User Interfaces

Theory and Practice, CourseSmart eTextbook

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Author: Doug Bowman,Ernst Kruijff,Joseph J. LaViola Jr.,Ivan P. Poupyrev

Publisher: Addison-Wesley

ISBN: 013339056X

Category: Computers

Page: 507

View: 6971

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.

Grundkurs Computergrafik mit Java

Die Grundlagen verstehen und einfach umsetzen mit Java 3D

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Author: Frank Klawonn

Publisher: Springer-Verlag

ISBN: 3834892750

Category: Computers

Page: 305

View: 9752

Computergrafik umfasst die Erzeugung und Darstellung von einfachen Grafikelementen und Bildern bis hin zur Virtual Reality. Die Anwendung dieser Techniken profitiert von einem soliden Verständnis der entsprechenden Grundlagen. Genau diese werden im Buch von Prof. Klawonn verständlich und nachvollziehbar vermittelt. Er erläutert – am konkreten Beispiel orientiert – die wesentlichen Konzepte und bedient sich dabei der einfachen Sprachmittel der Javaprogrammierung. Die Umsetzung erfolgt praktisch mit Java 2D und Java 3D. Zum Buch gibt es einen umfangreichen Online-Service mit Beispielprogrammen, Aufgaben und Lösungen, Folien und farbigen Illustrationen.

Computer-Aided Design of User Interfaces V

Proceedings of the Sixth International Conference on Computer-Aided Design of User Interfaces CADUI '06 (6-8 June 2006, Bucharest, Romania)

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Author: Gaëlle Calvary,Costin Pribeanu,Giuseppe Santucci,Jean Vanderdonckt

Publisher: Springer Science & Business Media

ISBN: 9781402058202

Category: Computers

Page: 298

View: 9922

This book gathers the latest experience of experts, research teams and leading organizations involved in computer-aided design of user interfaces of interactive applications. This area investigates how it is desirable and possible to support, to facilitate and to speed up the development life cycle of any interactive system. In particular, it stresses how the design activity could be better understood for different types of advanced interactive systems.

Interactive Web-Based Virtual Reality with Java 3D

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Author: Ko, Chi Chung

Publisher: IGI Global

ISBN: 1599047918

Category: Computers

Page: 492

View: 405

"This book provides both advanced and novice programmers with comprehensive, detailed coverage of all of the important issues in Java 3D"--Provided by publisher.

Java 3D Programming

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Author: Daniel Selman

Publisher: Manning Publications Company

ISBN: 9781930110359

Category: Computers

Page: 376

View: 9406

Demonstrates Java 3D techniques, defines terminology, and explains how to use the programming language to create three-dimensional graphics applications.

Collaborative Product Design and Manufacturing Methodologies and Applications

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Author: Wei Dong Li,Soh Khim Ong,Andrew Yeh Ching Nee,Christopher Alan McMahon

Publisher: Springer Science & Business Media

ISBN: 1846288029

Category: Technology & Engineering

Page: 308

View: 5381

Collaborative Product Design and Manufacturing Methodologies and Applications introduces a wide spectrum of collaborative engineering issues in design and manufacturing. It offers state-of-the-art chapters written by international experts from academia and industry, and reflects the most up-to-date R & D work and applications, especially those from the last three to five years. The book will serve as an essential reference for academics, upper-level undergraduate and graduate students and practicing professionals.

Foundations of 3D Graphics Programming

Using JOGL and Java3D

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Author: Jim X. Chen,Chunyang Chen

Publisher: Springer Science & Business Media

ISBN: 9781848002845

Category: Computers

Page: 386

View: 4758

OpenGL, which has been bound in C, is a seasoned graphics library for scientists and engineers. As we know, Java is a rapidly growing language becoming the de facto standard of Computer Science learning and application development platform as many undergraduate computer science programs are adopting Java in place of C/C++. Released by Sun Microsystems in June 2003, the recent OpenGL binding with Java, JOGL, provides students, scientists, and engineers a new venue of graphics learning, research, and applications. Overview This book aims to be a shortcut to graphics theory and programming in JOGL. Specifically, it covers OpenGL programming in Java, using JOGL, along with concise computer graphics theories. It covers all graphics basics and several advanced topics without including some implementation details that are not necessary in graphics applications. It also covers some basic concepts in Java programming for C/C++ programmers. It is designed as a textbook for students who know programming basics already. It is an excellent shortcut to learn 3D graphics for scientists and engineers who understand Java programming. It is also a good reference for C/C++ graphics vi Preface programmers to learn Java and JOGL. This book is a companion to Guide to Graphics Software Tools (Springer-Verlag, New York, ISBN 0-387-95049-4), which covers a smaller graphics area with similar examples in C but has a comprehensive list of graphics software tools. Organization and Features This book concisely introduces graphics theory and programming in Java with JOGL.

Mobile 3D Graphics

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Author: Alessio Malizia

Publisher: Springer Science & Business Media

ISBN: 9781846286605

Category: Computers

Page: 162

View: 4701

This provides an in-depth look at the new OpenGL ES (The Standard for Embedded Accelerated 3D Graphics) and shows what these new embedded systems graphics libraries can provide for 3D graphics and games developers. It teaches fundamental 3D mobile graphics programming with standard APIs and covers the basic and advanced application program interfaces behind the major wireless and mobile devices supporting 3D graphics applications.

Cooperative Design, Visualization, and Engineering

Third International Conference, CDVE 2006, Mallorca, Spain, September 17-20, 2006, Proceedings

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Author: Yuhua Luo

Publisher: Springer Science & Business Media

ISBN: 3540444947

Category: Computers

Page: 342

View: 5690

This book constitutes the refereed proceedings of the Third International Conference on Cooperative Design, Visualization, and Engineering, CDVE 2006, held in Mallorca, Spain in September 2006. The book presents 40 revised full papers, carefully reviewed and selected from numerous submissions. The papers cover all current issues in cooperative design, visualization, and engineering, ranging from theoretical and methodological topics to various systems and frameworks to applications in a variety of fields.

Developing Games in Java

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Author: David Brackeen,Bret Barker,Laurence Vanhelsuwé

Publisher: New Riders

ISBN: 9781592730056

Category: Computers

Page: 972

View: 4687

A guide to Java game programming techniques covers such topics as 2D and 3D graphics, sound, artificial intelligence, multi-player games, collision detection, game scripting and customizing keyboard and mouse controls.

Distributed Virtual Worlds

Foundations and Implementation Techniques Using VRML, Java, and CORBA

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Author: Stephan Diehl

Publisher: Springer Science & Business Media

ISBN: 3662045192

Category: Computers

Page: 166

View: 9120

Recently, with the success of Java and the existence of different interfaces be tween VRML and Java, it became possible to implement three-dimensional internet applications on standard VRML browsers (Plugins) using Java. With the widespread use of VRML-Browsers, e.g., as part of the Netscape Com municator and Microsoft's Internet Explorerstandard distributions, everyone connected to the internet via a PC ( and some other platforms) can directly enter a virtual world without installing a new kind of software. The VRML technology offers the basis for new forms of customer services, e.g., interactive three-dimensional product configuration, spare part ordering, or customer training. Also this technology can be used for CSCW in intranets. This book has a theoretical and a practical part. The theoretical part is intended more for teachers and researchers, while the practical part is in tended for web designers, programmers and students, who want to have both a hands-on approach to implementing Web 3D applications and a technically detailed overview of existing solutions for specific problems in this area.

Advances in Multimedia Information Processing - PCM 2004

5th Pacific Rim Conference on Multimedia, Tokyo, Japan, November 30 - December 3, 2004, Proceedings

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Author: Kiyoharu Aizawa,Yuichi Nakamura,Shin'ichi Satoh

Publisher: Springer Science & Business Media

ISBN: 3540239774

Category: Computers

Page: 1051

View: 933

Welcome to the proceedings of the 5th Paci?c Rim Conference on Multimedia (PCM 2004) held in Tokyo Waterfront City, Japan, November 30–December 3, 2004. Following the success of the preceding conferences, PCM 2000 in Sydney, PCM 2001 in Beijing, PCM 2002 in Hsinchu, and PCM 2003 in Singapore, the ?fth PCM brought together the researchers, developers, practitioners, and educators in the ?eld of multimedia. Theoretical breakthroughs and practical systems were presented at this conference, thanks to the support of the IEEE Circuits and Systems Society, IEEE Region 10 and IEEE Japan Council, ACM SIGMM, IEICE and ITE. PCM2004featuredacomprehensiveprogramincludingkeynotetalks,regular paperpresentations,posters,demos,andspecialsessions.Wereceived385papers andthenumberofsubmissionswasthelargestamongrecentPCMs.Amongsuch a large number of submissions, we accepted only 94 oral presentations and 176 poster presentations. Seven special sessions were also organized by world-leading researchers. We kindly acknowledge the great support provided in the reviewing of submissions by the program committee members, as well as the additional reviewers who generously gave their time. The many useful comments provided by the reviewing process must have been very valuable for the authors’ work. Thisconferencewouldneverhavehappenedwithoutthehelpofmanypeople. We greatly appreciate the support of our strong organizing committee chairs and advisory chairs. Among the chairs, special thanks go to Dr. Ichiro Ide and Dr. Takeshi Naemura who smoothly handled publication of the proceedings with Springer. Dr. Kazuya Kodama did a fabulous job as our Web master.

Beginning Android 3D Game Development

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Author: Robert Chin

Publisher: Apress

ISBN: 1430265477

Category: Computers

Page: 492

View: 4852

Beginning Android3D Game Developmentis a unique book for today's Android and game app developers who want to learn how to build 3D game appsthat run on the latest Android KitKat platform using Java and OpenGL ES. ADrone Grid game case study is included.

Ready-to-Run Java 3D

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Author: Kirk Brown,Daniel Petersen

Publisher: Wiley

ISBN: N.A

Category: Computers

Page: 416

View: 6150

A crash course in Java 3D, plus many ready-to-use applets that will leap off the screen and keep your viewers glued to your Web site. Here's everything you need to spice up your Web site with interactive content, rich realism, and animation-immediately! Each chapter is built around a ready-to-run Java 3D applet and begins with detailed, easy-to-follow instructions on how to customize it to your needs without compiling or coding. This is followed by a technical tutorial that explains how the applets were created using the Java 3D API. And, throughout the book, numerous examples and diagrams and loads of useable source code help make it amazingly quick and easy for you to master: * Core Java 3D commands. * Core Java 3D API components. * Special Java 3D development tools. * Graphics modeling and rendering concepts and techniques. * A range of 3D techniques, including lighting, texture manipulation, 3D fonts, image processing, and 3D sound. * Other powerful Java utilities, tools, and classes. The CD-ROM supplies you with: * Numerous customizable Java 3D applets and their HTML files. * Tools and resources to create 3D content. * Links to 3rd-party tool vendors. * The Java 2 platform (formerly JDK 1.2). * Java 3D Runtime Environment.

Learn JavaFX 8

Building User Experience and Interfaces with Java 8

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Author: Kishori Sharan

Publisher: Apress

ISBN: 1484211421

Category: Computers

Page: 1200

View: 415

Learn JavaFX 8 shows you how to start developing rich-client desktop applications using your Java skills and provides comprehensive coverage of JavaFX 8's features. Each chapter starts with an introduction to the topic at hand, followed by a step-by-step discussion of the topic with small snippets of code. The book contains numerous figures aiding readers in visualizing the GUI that is built at every step in the discussion. The book starts with an introduction to JavaFX and its history. It lists the system requirements and the steps to start developing JavaFX applications. It shows you how to create a Hello World application in JavaFX, explaining every line of code in the process. Later in the book, author Kishori Sharan discusses advanced topics such as 2D and 3D graphics, charts, FXML, advanced controls, and printing. Some of the advanced controls such as TableView, TreeTableView and WebView are covered at length in separate chapters. This book provides complete and comprehensive coverage of JavaFX 8 features; uses an incremental approach to teach JavaFX, assuming no prior GUI knowledge; includes code snippets, complete programs, and pictures; covers MVC patterns using JavaFX; and covers advanced topics such as FXML, effects, transformations, charts, images, canvas, audio and video, DnD, and more. So, after reading and using this book, you'll come away with a comprehensive introduction to the JavaFX APIs as found in the new Java 8 platform.

Pro Java 6 3D Game Development

Java 3D, JOGL, JInput and JOAL APIs

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Author: Andrew Davison

Publisher: Apress

ISBN: 1430202122

Category: Computers

Page: 528

View: 8923

This book looks at the two most popular ways of using Java SE 6 to write 3D games on PCs: Java 3D (a high-level scene graph API) and JOGL (a Java layer over OpenGL). Written by Java gaming expert, Andrew Davison, this book uses the new Java (SE) 6 platform and its features including splash screens, scripting, and the desktop tray interface. This book is also unique in that it covers Java game development using the Java 3D API and Java for OpenGL--both critical components and libraries for Java-based 3D game application development

Enterprise Java with UML

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Author: C. T. Arrington

Publisher: John Wiley & Sons

ISBN: 0471013757

Category: Computers

Page: 480

View: 4221

How to use UML to model Enterprise JavaBeans, Swing components, CORBA, and other popular technologies Enterprise Java with UML is the first comprehensive guide on using UML (Unified Modeling Language) to model Java applications. Written by three well-known members of the UML and Java community, the book presents strategies for developing enterprise systems using Java and related technologies -- XML, Servlets, Enterprise JavaBeans, Swing Components, CORBA, RMI, and others. The authors explain how UML is used as a modeling tool for object-oriented computer systems in the real world, break down common situations that development teams encounter, and discuss the tradeoffs of using different technologies in different combinations. They also explore different products, looking closely at their strengths and weaknesses. Four in-depth studies complete the presentation, showing readers how to make the right decision for their project through examples of both successes and failures.

Complex Artificial Environments

Simulation, Cognition and VR in the Study and Planning of Cities

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Author: Juval Portugali,Yuval Porṭugali

Publisher: Springer Science & Business Media

ISBN: 9783540259176

Category: Architecture

Page: 322

View: 686

This book explores the possibilities of applying the theories of complexity and self-organization developed to account for various phenomena in the natural science to artifacts traditionally the realm of humanities and social sciences. The emphasis of this volume is on the development of cities and the impact of these methods on urban simulation methods.