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20: Design and Implementation of Direct Manipulation in 3D

Monday, Half Day
8:30 am 12:15 pm
Room 207
This course on how to incorporate direct manipulation
interfaces into their 3D applications covers the basics
of manipulator design and implementation, and advanced
topics such as robust input processing, modular construction,
and constraint handling.
Prerequisites
Module 1: Basic knowledge of user interface design ideas.
Familiarity with terms such as "affordances"
and "modes." Some high-school mathematics.
Module 2: Familiarity with basic scene-graph concepts,
coordinate systems and transformations, and fundamentals
of programming interactive applications (such as picking,
selection, and dragging).
Topics
The primary focus is on manipulators for affine transformations.
Other topics include: design issues such as using modes,
creating a consistent graphic language, dealing with visibility
and collision, and choosing useful interaction behavior.
The implementation module covers issues such as the relationship
between the manipulator and the model, projecting input
events onto geometric shapes, locate highlighting, maintaining
geometric integrity, and constraining motion.
Organizer
Paul S. Strauss
Pixar Animation Studios
Lecturers
Paul Isaacs
Eyematic Interfaces, Inc.
John Schrag
Alias|Wavefront
Paul S. Strauss
Pixar Animation Studios
Schedule
| Module
1: Design |
| 8:30 |
Introduction
-What is 3D Direct Manipulation?
-Advantages
-Challenges
-History
Strauss |
| 9:00 |
Design
Issues
-What Makes a Manipulation Good?
-Temporal and Spatial Modes
-Manipulator Appearance
-Designing Useful Transformation Behavior
-Usability
Schrag |
| 10:15 |
Break |
| Module
2: Implementation |
| 10:30 |
Implementation
Issues
-Using Scene Geometry
-Maintaining Consistency
-Providing Variety
-Avoiding Modes
Isaacs |
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