In computing, 3D interaction is a form of human-machine interaction where users are able to move and perform interaction in 3D space. Both human and machine process information where the physical position of elements in the 3D space is relevant.
The 3D space used for interaction can be the real physical space, a virtual space representation simulated in the computer, or a combination of both. When the real physical space is used for data input, the human interacts with the machine performing actions using an input device that detects the 3D position of the human interaction, among other things. When it is used for data output, the simulated 3D virtual scene is projected onto the real environment through one output device.
The principles of 3D interaction are applied in a variety of domains such as tourism, art, gaming, simulation, education, information visualization, or scientific visualization.
Research in 3D interaction and 3D display began in the 1960s, pioneered by researchers like Ivan Sutherland, Fred Brooks, Bob Sproull, Andrew Ortony and Richard Feldman. But it was not until 1962 when Morton Heilig invented the Sensorama simulator. It provided 3D video feedback, as well motion, audio, and feedbacks to produce a virtual environment.
The next stage of development was Dr. Ivan Sutherland’s completion of his pioneering work in 1968, the Sword of Damocles.
He created a head-mounted display that produced 3D virtual environment by presenting a left and right still image of that environment.
Availability of technology as well as impractical costs held back the development and application of virtual environments until the 1980s. Applications were limited to military ventures in the United States. Since then, further research and technological advancements have allowed new doors to be opened to application in various other areas such as education, entertainment, and manufacturing.
In 3D interaction, users carry out their tasks and perform functions by exchanging information with computer systems in 3D space.