Why Aren't We Using 3D User Interfaces, and Will We Ever?

Ravin Balakrishnan
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引用次数: 14

Abstract

Despite decades of interest and research in 3D user interfaces, most of us continue to communicate with our computing technology via primarily 2D interfaces. Even the most sophisticated software that allow artists to create dazzling 3D special effects in movies, or designers to construct sublimely beautiful 3D physical artifacts, rely on 2D interfaces to generate the 3D output. Why? Is all our research into 3D interfaces simply crummy, and hence not worthy of adoption by the broader community? Perhaps the 3D interface research community has simply failed to persuade our industrial colleagues of the value of all this wonderful 3D interface technology? Or maybe 2D interfaces are simply better for most if not all tasks, and researchers are just wasting their time exploring 3D interfaces? Or are there simply technological hurdles, that once surmounted, will finally allow 3D interfaces to flourish? I suspect that the truth lies in a combination of these hypotheses, and in this talk will probe them via examples from the past, present, and near future.
为什么我们不使用3D用户界面,我们会吗?
尽管几十年来对3D用户界面的兴趣和研究,我们大多数人仍然主要通过2D界面与我们的计算技术进行交流。即使是最复杂的软件,让艺术家能够在电影中创造出令人眼花缭乱的3D特效,或者让设计师能够构建出精美绝伦的3D实物,也依赖于2D界面来生成3D输出。为什么?我们对3D界面的所有研究是否都很糟糕,因此不值得被更广泛的社区采用?也许3D界面研究团体只是没能说服我们的工业界同事所有这些美妙的3D界面技术的价值?或者2D界面更适合大多数任务,而研究人员只是在浪费时间探索3D界面?或者仅仅是技术上的障碍,一旦被克服,最终会让3D界面蓬勃发展?我怀疑真相存在于这些假设的组合中,在这次演讲中,我将通过过去、现在和不久的将来的例子来探究这些假设。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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