| This article serves two purposes. It is
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| | systems and applications are beginning to
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| a discussion about the future of computer
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| | capitalize on what 3D has to offer. The
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| interfaces; and it is a means by which I
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| | precise nature of how and where 3D can
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| can purge myself of thoughts that have
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| | best be incorporated is an open question,
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| been accumulating on this topic for quite
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| | and a framework to evaluate these
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| a few years. Even if it fails as
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| | questions seems appropriate. As a rough
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| intelligent discourse on the first, it
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| | starting point it seems reasonable to
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| will have succeeded in the second.
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| | divide the attempts into two broad
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| Previously the title was Where Are
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| | categories: those that are trying to
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| Computer Interfaces Going? but after
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| | simulate the physical world and those
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| writing it I noticed a significant number
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| | that prefer more abstract
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| of predictive passages and decided to be
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| | representations. If you'll indulge me,
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| bold and move the "are". Of course now I
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| | I'd like to call these two approaches,
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| feel obliged to add a disclaimer. I
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| | respectively, the "Physical Simulation
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| admit right here, or at least in the next
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| | Approach" (PSA) and the "Abstract
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| sentence, that I don't know where
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| | Representation Approach" (ARA).Developers
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| computer interfaces are going. I don't
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| | in the PSA camp are taking physical
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| know.With that out of the way, I'd like
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| | simulations and hanging applications, web
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| to start, as many interfaces do, with the
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| | sites, movies, and pictures on simulated
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| metaphor. In the 80s and 90s successful
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| | walls. Simulated desks have functional
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| interface design and an appropriate
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| | simulated calculators on them. And,
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| metaphor were taken to be nearly
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| | perhaps, there is a simulated sun
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| synonymous. Although a good metaphor is
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| | outside. It's all very familiar and
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| important, it imposes unnecessary and
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| | comes with a nice minimal learning
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| artificial restrictions. So why is it so
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| | curve.The ARA camp are working on strange
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| important? The best, perhaps only,
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| | visualization techniques to view
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| reason is familiarity. Unfortunately,
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| | complexity and patterns in large amounts
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| familiarity comes at a cost: the shorter
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| | of data. They have general graphs
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| learning curve can require speed and
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| | floating around in space with links
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| ability to be sacrificed.Consider the
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| | joining concepts and words together in
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| ubiquitous desktop metaphor. What is
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| | arbitrary ways. They have nifty
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| more powerful, the abstract construct of
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| | algorithms that filter the salient
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| a tree, or a single flat surface to place
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| | characteristics of large data sets so you
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| your papers on? Well, a tree is. In
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| | don't get overwhelmed. Their attempts
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| fact it is so much more powerful that it
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| | are, by far, much harder to describe with
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| is the cornerstone of all modern file
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| | these mere words.In practice many
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| systems. Trees are great, they impose an
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| | attempts will combine aspects of both
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| organizational order that is common in
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| | philosophies. I suspect that successful
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| natural systems. General graphs are,
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| | attempts at a 3D interface will have to
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| perhaps, too general. DAGs (Directed
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| | balance these two extremes in appropriate
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| Acyclic Graphs) are a good contender;
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| | ways. Objects in a functional 3D
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| largely because of their acyclicness, but
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| | interface should probably be represented
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| also because they extend trees in a well
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| | with models that are familiar, just like
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| defined way. I suspect that trees are so
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| | the icons on your desktop are often
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| useful because we can't move backwards in
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| | imitations of familiar real-world
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| time. Species speciate, languages
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| | objects. This is a PSA property. On the
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| extend, and software bloats. To fight
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| | other hand, tree-based organizational
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| these is to fight the increasing entropy
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| | systems would be well advised. Very much
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| of the universe.Would it be a good idea
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| | an ARA concept.Text should always be
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| not to allow folders within folders
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| | view-plane aligned, as should images.
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| within folders just because it would be
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| | This is one of those 2D features
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| physically cumbersome, and at some point
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| | mentioned earlier. Images and text may
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| impossible? Probably not. Do icons have
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| | be scaled, but they should not present
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| a real-world counterpart? Not really.
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| | themselves at an angle. Vertical and
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| Metaphors should be, and have been, taken
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| | horizontal edges need to remain vertical
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| only so far.So what does the future hold?
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| | and horizontal. Of course, these
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| Will interfaces be 3D? Will we be stuck
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| | features are trivially present with your
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| with rectangles forever? I think it's
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| | desktop interface as well.And there's an
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| reasonable to say both have their place.
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| | important lesson: build on the backs of
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| People on the 3D side think that we
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| | giants. The desktop UI is successful for
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| humans see, work, live, and play in 3D.
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| | a reason, not simply because it has a
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| We don't. They say they can't wait until
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| | familiar analogue in the physical world,
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| there are fully 3D monitors that you can
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| | but rather because it behaves in that
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| walk around. Why? Our retinas, as well
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| | same useful way that real desks behave.
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| as birds whose eyes are plastered on the
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| | It takes advantage of a well-established
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| side of their heads, are two-dimensional
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| | ability; spatial memory. You put
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| surfaces. Birds have flatter vision than
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| | something down and it stays there.Useable
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| we do, if not as Euclidean, because they
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| | interfaces need a certain amount of
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| don't have the benefit of the tiny bit of
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| | persistence in their structure. Having
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| 3D depth perception a predator gets by
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| | objects stay where you leave them is one
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| overlapping images. I've heard graphics
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| | good way to achieve persistence. Placing
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| programmers explain that their 3D scene
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| | objects manually, whether on your desktop
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| was being projected onto a flat 2D screen
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| | or in a 3D environment, takes advantage
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| and so it was no longer really 3D. But
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| | of spatial memory. We can remember, in
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| consider this: everything you see in this
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| | context, where we've left hundreds of
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| world is like that. It all gets
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| | objects (notwithstanding car keys; they
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| projected onto our flat retinas. We just
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| | get moved around too much). You probably
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| have really big brains. A 3D scene is
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| | know where your camera is and where the
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| constructed in our mind regardless of
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| | light switches in your home are. By
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| whether what we're viewing is on a flat
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| | positioning objects manually you can give
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| computer monitor or in that nether-world
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| | them some context; perhaps by placing
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| known as real life. In fact, most brains
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| | pictures of your family to the left, and
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| do a decent job of scene construction
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| | panoramic vistas to the right.
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| even with one eye closed. From 2D to 3D.
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| | Contextual clues help you remember.I've
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| Impressive!People on the 2D side think
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| | heard the assertion that adding a single
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| that we humans see, work, live, and play
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| | extra dimension doesn't buy you much
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| in 2D. We do, after all, have flat
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| | organizational power and that the added
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| retinas, like playing tennis on flat
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| | navigational complexity isn't worth it.
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| tennis courts, and eat dinners from flat
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| | Others think that we need an
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| plates on flat tables. But we don't live
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| | n-dimensional space to do a good job.
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| in 2D. Our brains are really big. 1.3
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| | Aside from the obvious observation that
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| litres big. More than enough dendrites,
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| | we seem to exist in a macroscopically
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| axons and other brain-things to contain a
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| | three-dimensional world (macroscopically
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| nice 3D representation of the world we
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| | was added just to keep any
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| live in. Clues to build the scene
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| | physicists-who-may-know-better reading)
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| abound: motion, foreshortening, and the
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| | and are therefore good at 3D
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| aforementioned depth perception.The truth
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| | manipulations, there is evidence that the
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| is some things are better in 2D and some
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| | jump from 2 to 3 dimensions is of a more
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| 3D. Writing a letter? Use a desk. Put
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| | fundamental significance. If you draw a
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| a flat piece of paper on it. Want to
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| | bunch of dots on a piece of paper you
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| file that letter away? Wouldn't it be
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| | will not be able to draw lines joining
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| cool if you could just let it hover in
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| | the dots in all possible configurations
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| some large 3D organizational space?
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| | unless the lines cross (given some
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| Here's what I think.
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| | sufficiently large number of dots. I
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| Text: 2D
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| | think 5 might do it). However, once you
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| Reading and Writing: 2D
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| | hit three dimensions, all configurations
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| Organizing and Grouping: 3D
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| | are possible without crossings. Adding a
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| Visualization of Data: Depends
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| | fourth or fifth doesn't have any further
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| It has occurred to me that 2D
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| | beneficial effect. Admittedly there is
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| representations should be considered a
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| | some hand-waving going on here; but the
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| feature of an interface. It's beneficial
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| | result has implications for some possible
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| that text documents are lined up nicely
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| | interface designs; and it points to using
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| for you in a window. If
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| | three dimensions.So why haven't
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| head-or-eye-tracking hardware were more
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| | interfaces changed much in the last 20
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| widespread, we'd have software that could
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| | years? One possibility is that the
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| compensate for (single) users who are not
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| | desktop is in some way an optimal
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| directly in front of their screens.
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| | representation. More likely, however, is
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| Imagine looking at your monitor from an
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| | that it is simply a functional
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| angle but still having the text of this
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| | representation; no need to change when
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| article appear flat. That would be a
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| | change takes effort, right? We expect to
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| pretty neat feature (on the other hand,
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| | be able to sit down in front of a new
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| it might just look strange and make you
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| | interface and immediately be as
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| sick; hard to tell without trying
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| | productive as we were before. We have
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| it).Because the input is essentially 2D,
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| | all learned to use the desktop and
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| I predict pure 3D imaging devices will
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| | menu-driven interfaces because we haven't
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| prove to be a novelty even if the
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| | had a choice. It has taken time; just as
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| enormous bandwidth problems can be
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| | learning to read and write took years
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| solved. A graphics card that draws a
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| | when we were younger. Even the keyboard
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| 480x480 pixel scene at 60fps would take 8
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| | and the mouse, although perhaps easier
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| seconds to update a 480x480x480 cube.
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| | than writing, have taken time and effort
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| Yes, I understand this is a vast
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| | to master. New interfaces will face the
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| simplification. Somehow restricting
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| | same hurdles. Their designs will need
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| rendering to the surfaces of an object
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| | tweaking to reduce the learning curve as
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| might help, but it sounds tricky.
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| | much as possible. The users of these new
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| Regardless, the same or better effect
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| | interfaces will need the patience to
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| will be achievable by feeding a couple of
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| | develop efficient usage patterns; and the
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| 2D images to each eye. Technology that
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| | interfaces themselves will need to be
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| takes this approach will be more
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| | entertaining enough to mitigate the
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| successful. Devices that project images
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| | patience required. All these efforts
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| directly onto the retina seem like a
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| | will yield interfaces that are not only
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| reasonable approach; along with any
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| | more enjoyable, but faster and more
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| tracking technology that may go with
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| | useful.Tristan Grimmer is technical
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| them.The next 10 years will be a
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| | director at Upper Bounds Interactive Inc.
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| transitional phase for interface design.
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| | Previously a video-game programmer, and
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| 3D rendering technologies already have a
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| | much earlier than that a young boy trying
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| stable home in the entertainment, video
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| | to get his Vic-20 to accurately compute
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| game, simulation, and design sectors.
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| | Pi, Tristan now spends his time working
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| Although 2D interfaces have dominated
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| | on Tactile 3D in an attempt to rid the
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| everything else, I expect we will start
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| | world of rectangles.
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| seeing more 3D incursions. Operating
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|