3D user interfaces with Java 3D

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Author: Jon Barrilleaux

Publisher: Manning Publications

ISBN: N.A

Category: Computers

Page: 499

View: 4772

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: 9173

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: 3834896799

Category: Computers

Page: 307

View: 2629

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. Das erfolgreiche Buch von Prof. Klawonn, das jetzt bereits in der dritten Auflage vorliegt, vermittelt genau das - verständlich und nachvollziehbar. Prof. Klawonn erläutert die wesentlichen Konzepte an konkreten Beispielen und bedient sich dabei der einfachen Sprachmittel der Javaprogrammierung. Die Umsetzung erfolgt praktisch mit Java 2D und Java 3D. Auch zur dritten Auflage gibt es wieder 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: 5481

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: 4582

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

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: 5557

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.

Java 3D Programming

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Author: Daniel Selman

Publisher: Manning Publications Company

ISBN: 9781930110359

Category: Computers

Page: 376

View: 2878

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

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: 9039

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: 8020

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: 8850

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: 2550

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: 5585

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: 8962

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: 1872

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.

Pro Java 9 Games Development

Leveraging the JavaFX APIs

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Author: Wallace Jackson

Publisher: Apress

ISBN: 1484209737

Category: Computers

Page: 633

View: 4562

Use Java 9 and JavaFX 9 to write 3D games for the latest consumer electronics devices. Written by open source gaming expert Wallace Jackson, this book uses Java 9 and NetBeans 9 to add leading-edge features, such as 3D, textures, animation, digital audio, and digital image compositing to your games. Along the way you’ll learn about game design, including game design concepts, genres, engines, and UI design techniques. To completely master Java 3D game creation, you will combine this knowledge with a number of JavaFX 9 topics, such as scene graph hierarchy; 3D scene configuration; 3D model design and primitives; model shader creation; and 3D game animation creation. With these skills you will be able to take your 3D Java games to the next level. The final section of Pro Java 9 Games Development puts the final polish on your abilities. You’ll see how to add AI logic for random content selection methods; harness a professional scoring engine; and player-proof your event handling. After reading Pro Java 9 Games Development, you will come away with enough 3D expertise to design, develop, and build your own professional Java 9 games, using JavaFX 9 and the latest new media assets. What You’ll Learn Design and build professional 3D Java 9 games, using NetBeans 9, Java 9, and JavaFX 9 Integrate new media assets, such as digital imagery and digital audio Integrate the new JavaFX 9 multimedia engine API Create an interactive 3D board game, modeled, textured, and animated using JavaFX Optimize game assets for distribution, and learn how to use the Java 9 module system Who This Book Is For Experienced Java developers who may have some prior game development experience. This book can be for experienced game developers new to Java programming.

Computer Graphics Using Java 2D and 3D

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Author: Hong Zhang,Y. Daniel Liang

Publisher: Prentice Hall

ISBN: 0130351180

Category: Computers

Page: 462

View: 7095

This Java handbook makes a practical tutorial on Java 2D and Java 3D for computer professionals. It contains in-depth coverage of basic computer graphics concepts and techniques, and introduces advanced graphic features to an audience mostly trained in the Java language. Chapter topics include mathematical background for computer graphics, .geometric transformation, views, lighting and texturing, behavior and interaction, and animation.For computer programmers and engineers, data analysts, graphic designers/animators, and game developers.

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: 5781

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

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: 8247

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.

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: 6624

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.