Exercise 2

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Exercise 2

Post  Admin on Mon Mar 07, 2011 6:19 pm

Pick a couple of computer input devices that you are aware of (joystick, light pen, touchscreen, trackball, eyegaze, dataglove, etc.) and note down how each has different attributes that support certain forms of interaction. You ought to know a little about all of these devices - if you do not, research them.

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Exercise 2

Post  george101_2007 on Fri Mar 11, 2011 6:24 pm

George Norman Patayon

- As far as interaction is concerned, most of these are continuous interaction behavior. I would pick those devices which are familiar to me. The most common input devices in the industry is the keyboard and the mouse, these devices have run in the industry of Human-Computer interaction for decades already ever since Apple has introduced Lisa. A keyboard, as far as I know uses the switch technology where it could be capacitors that whenever a letter is pressed it releases an electrical form of signal to the registers and interpret it. How does the keyboard contribute to interaction? It is the most common and the most used source of input of computers where the user is gives the input. When a person presses a single key in the computer keyboard and the monitor produces the output, it is already interaction. Another is the mouse; along with the introduction of Lisa to the market is the introduction of the mouse. It is a pointing device for two-dimensional surface in the monitor where the user can use it as the pointing device and selection device in the item it selected. Computer mouse nowadays do already have other features like the scroll and auto select functionalities which help aid the users for better selection. “Selection” might be the keyword that will define the Human-computer interaction using the mouse; the mouse has served as the bridge for the user to easily select items on the desktop of your computer or anywhere else. Another input device is the trending touch screen. It is an input device where the user uses its own fingers to select and scroll on the display. It is a device that can detect the touch of your fingers. The touch screen is maybe one of the input devices that is offers direct interaction from the user, considering that the user can now touch everything that it wants compared to the traditional computer keyboard and the computer mouse, but then again, everything has its own advantages and disadvantages.

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EXERCISE 2

Post  Xaviery Dwight Noval on Fri Mar 11, 2011 6:28 pm

Exercise 2

Pick a couple of computer input devices that you are aware of (joystick, light pen, touchscreen, trackball, eyegaze, dataglove, etc.) and note down how each has different attributes that support certain forms of interaction. You ought to know a little about all of these devices - if you do not, research them.

The following devices are input devices that supports Human-Computer Interaction:

In computing, a keyboard is a typewriter keyboard, which uses an arrangement of buttons or keys, to act as mechanical levers or electronic switches. With the decline of punch cards and paper tape, interaction via teletype-style keyboards became the main input device for computers. Supports interaction by having the users to input their commands by pressing its buttons or keys.

A light pen is a computer input device in the form of a light-sensitive wand used in conjunction with a computer's CRT TV set or monitor. It allows the user to point to displayed objects, or draw on the screen, in a similar way to a touch screen but with greater positional accuracy. Interactions occurs when users points the pen to the screen.

A touchscreen is an electronic visual display that can detect the presence and location of a touch within the display area. It enables one to interact directly with what is displayed. Similar to a light pen, touchscreen carries interaction by allowing the user to manipulate a device through touching it by hands or fingers.

A trackball is a pointing device consisting of a ball held by a socket containing sensors to detect a rotation of the ball about two axes.

A joystick is an input device consisting of a stick that pivots on a base and reports its angle or direction to the device it is controlling. Joysticks are often used to control video games, and usually have one or more push-buttons whose state can also be read by the computer.

As you can see, this devices are commonly used to manipulate the Computer, which results to what they called as "Interaction".

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Re: Exercise 2

Post  abigail_duhaylungsod on Fri Mar 11, 2011 6:54 pm

ANSWER:

Trackball - a device that points or works like mouse. It is consist of a ball in a socket that detects upside-down motion.

Touchscreen – a screen or a computer screen that senses the human touch directly on the display

Web cam - a computer camera that can handle visual input to the computer.

Microphone – a sensor that converts sound waves into analogous electrical waves.

Printer - a hardware that prints out hardcopies of computer documents, pictures, etc.

Speakers – A device that converts electrical signals into sound waves for the production of sound.

Keyboard - a very common device for computer use for entering characters or data inputs.

Mouse - a pointer that can be moved in to any direction you desire and you can click options, menus and so much more stuffs using this device.

Joysticks - a movable stick with a button or two that helps one controls the movements of characters in the game.

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EXERCISE 2

Post  Jevelyn C. Labor on Fri Mar 11, 2011 7:17 pm

Computer input devices has different characteristics and features for the ease of the users.
These attributes contribute mainly unto the interaction of user unto the computer input devices as we discussed in our IT Elective (Human Computer Interaction). Let’s take the keyboard as an example. There are different kinds of keyboard, these are qwerty keyboard, alphabetic keyboard, Dvorak keyboards, Chords keyboard, Phone pad and T9 entry, Handwriting recognition, and Speech recognition. As an apparent description, every other keyboards has the same function in terms of output, but they are different in terms of input processing. These could gradually effect the usual behavior of the user to the keyboard.
In a Qwerty Keyboard, the arrangement of keys was chosen in order to reduce the incidence of keys jamming in the manual typewriters of the time rather than because of any optimal arrangement for typing. For example, the letters ‘s’, ,t, and ‘h’ are far apart even though they are far apart even though they are frequently used together. Alphabetic keyboard, are used in some pocket electronic personal organizers, perhaps because the layout looks simpler tousle than the QWERTY one. Also, it dissuades people from attempting to use their touchtyping skills on a very small keyboard and hence avoids criticisms of difficulty of use. In Dvorak, faster operation is made possible by tapping with fingers on alternate hands (particularly the index fingers) rather than by repetitive tapping with one finger and having the majority of keying assigned to one hand, as in the QWERTY keyboard, which favors lefthanders. Since the probability of vowels and consonants altering is very high, all vowels are typed with the left hand and frequent home row consonants with the right. The Chords keyboard can be very useful where space is very limited, or where one hand is involved in some other task. Chord keyboards are also used for mail sorting and a form of keyboard is used for recording transcripts of proceeding in law courts. Phone pad and T9 Entry have at least two modes for the numeric buttons: one where the keys mean the digits (for example when entering a phone number) and one where they mean letters (for example when typing an SMS message). Some have additional modes to make entering accented characters easier. Also a special mode or setting is needed for capital letters although many phones use rules to reduce this, for example automatically capitalizing the initial letter in a message and letters following full stops, question marks and exclamation marks. This is all very laborious but you can see experienced mobile users make use of highly developed shorthand to reduce the number of keystrokes.
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Exercise 2

Post  frozenfreak7 on Fri Mar 11, 2011 7:31 pm

Ralph Gideon Doron

The ball-mouse and the Eye-gaze tracking devices are two devices that are used in pointing and navigation through the display screen in computers. The classic ball-mouse, from its name, uses a tracking ball which rotates and captures 2 dimensional motions which are for the x-axis and the y-axis. It is basically used by holding it on a user’s hand and by sweeping it through a mouse pad or flat surface. It has two conventional buttons, one on each side. A development to this old mouse is the wheel in the center which allows the users to scroll up and down without clicking on the scroll bar. Now, there is the more digital counterpart of this mouse which is the optical mouse which uses the LED technology which is highly effective especially in the gaming industry.

In relation to the ball-mouse, Eye-gaze or Eye Tracking devices are also used in pointing and navigation in computer’s interface but in contrast to it, they are more specialized for disabled people which are decapitated and are not able to hold a mouse. Eye gaze devices use a camera which captures the movement of the eyes of the user. The vector between these two features can be used to compute gaze intersection with a surface after a simple calibration for an individual. Eye tracking setups differ greatly; some are head-mounted, some require the head to be steady, and some functions the slightest bit and automatically track the head during gesture.

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Re: Exercise 2

Post  Mark Bryan B. Gonzales on Fri Mar 11, 2011 7:45 pm

Admin wrote:Pick a couple of computer input devices that you are aware of (joystick, light pen, touchscreen, trackball, eyegaze, dataglove, etc.) and note down how each has different attributes that support certain forms of interaction. You ought to know a little about all of these devices - if you do not, research them.

Remote control – supports certain appliances or machines, can easily be used by any people, can easily interact with the machine. Commonly, remote controls are Consumer IR devices used to issue commands from a distance to televisions or other consumer electronics such as stereo systems, DVD players and dimmers. Remote controls for these devices are usually small wireless handheld objects with an array of buttons for adjusting various settings such as television channel, track number, and volume. In fact, for the majority of modern devices with this kind of control, the remote contains all the function controls while the controlled device itself only has a handful of essential primary controls. Most of these remotes communicate to their respective devices via infrared (IR) signals and a few via radio signals.

Laser Mouse - In computing, a mouse is a pointing device that functions by detecting two-dimensional motion relative to its supporting surface. Physically, a mouse consists of an object held under one of the user's hands, with one or more buttons. It sometimes features other elements, such as "wheels", which allow the user to perform various system-dependent operations, or extra buttons or features that can add more control or dimensional input. The mouse's motion typically translates into the motion of a cursor on a display, which allows for fine control of a graphical user interface. With Laser mouse, one doesn’t need a mousepad in order for it to function well.


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Exercise 2 - F. J. Elman

Post  Frenzess-Joy H. Elman on Fri Mar 11, 2011 7:46 pm

Exercise 2:

Pick a couple of computer input devices that you are aware of (joystick, light pen, touchscreen, trackball, eyegaze, dataglove, etc.) and note down how each has different attributes that support certain forms of interaction. You ought to know a little about all of these devices - if you do not, research them.

Computer input devices are those devices that serve as a bridge or connection of a human indirectly to the computer. When there is a human reaction to the computer, these devices will interpret the movement so the computer can response.

Some computer input devices and their functions (in relation to HCI)

*Joystick - is an input device consisting of a stick that pivots on a base and reports its angle or direction to the device it is controlling.

*Light Pen - is a device which allows the user to point to displayed objects, or draw on the screen, in a similar way to a touch screen but with greater positional accuracy.

*Touchscreen - is a device that can detect the presence and location of a touch within the display area.

*Trackball - is a pointing device consisting of a ball held by a socket containing sensors to detect a rotation of the ball about two axes. The user rolls the ball with the thumb, fingers, or the palm of the hand to move a cursor.

*Dataglove - is a glove equipped with sensors that sense the movements of the hand and interfaces those movements with a computer.

*Keyboard - is a set of typewriter-like keys that enables you to enter data into a computer.


These devices are designed not just for humans to be able to interact with the computer, but also to provide ease of interaction between the two.
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Exer 2

Post  Mary Claire P. Avila on Fri Mar 11, 2011 7:54 pm

There are lots of computer input devices that are familiar to us. Personally I can name a variety of devices which I have used and experienced. Nevertheless I would pick some of the most common computer input devices and stress several attributes that would show forms of interaction between the human and the computer. Here as follows are the two most common input devices that we utilize.

• MOUSE – is a computer input device in which it is classified as a pointing device. A mouse allows human or shall we say users to input data on the computer. In the case of a mouse the interaction can be achieved when the computer detects the movement made by the user by using the mouse. The movements made by the human are echoed or shown on the monitor by the movements of the mouse’s cursor. The mouse can navigate the GUI of a computer with the coordination of the action between the mouse and the user.

• KEYBOARD – is said to be the most commonly used and the most flexible computer input device. Keyboard has a number of keys which is consist of letters, numbers, symbols, etc. A human and a keyboard interact when the human inputs or pushes the buttons on the keyboard and produces a result of action or computer command.


The input devices mentioned above both interacts with the help of the human’s touch and eye contact.

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Re: Exercise 2

Post  jonalyn sanchez on Fri Mar 11, 2011 8:05 pm

Joystick is known to be a gadget use to interact with games on wherever it is being attached to. So whatever the game is instructing its user, the user responds through using the joystick.
Light pen is a gadget used as an input to mark, draw and point objects on screens and are said to be more accurate than that of touch screens.
Touch screen is a way of inputting information or triggering an action through touch. It is said that it has electronic visual display which detects every touch within the display area.
Track ball is a pointing device which allows the user to point and roll the cursor anywhere around the screen by just moving the ball alone unlike the mouse whose ball capability is just up and down.
Eye gaze is a device that helps users who are incapable of using their hands to perform a particular action over the screen. The idea of eye gaze is that below the monitor it has a specialized video camera which carefully examines where the eye is particularly looking at the monitor. It sends its video to an eye gaze system which then interprets and determines where the eye looks and performs what the user’s eye chooses.
Keyboard is an input device for typing an information and building programs and some applications.
Scanner is an input device to which the user can have a soft copy of a particular document from a hard copy.

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Re: Exercise 2

Post  Sherwin_Elioreg on Fri Mar 11, 2011 8:08 pm

Pick a couple of computer input devices that you are aware of (joystick, light pen, touchscreen, trackball, eyegaze, dataglove, etc.) and note down how each has different attributes that support certain forms of interaction. You ought to know a little about all of these devices - if you do not, research them.


There are lots of computer input devices out there, and for me, joystick is the device I am familiar the most. Joystick is used mainly in computer and video games. It is a controller where you can control a certain character in a game. It has a lots of buttons wit lots of functions. Examples of buttons that can be found are "select" and "start" buttons, the "shapes button" and many more. The shapes button corresponds to some attacks that a character might do. If you a press a button, the character will also perform attack (not unless the joystick has a defect!). From that, I can conclude that there is an interaction between users and computer input device.

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Re: Exercise 2

Post  Ruchan Alangilan on Fri Mar 11, 2011 8:22 pm

Pick a couple of computer input devices that you are aware of (joystick, light pen, touchscreen, trackball, eyegaze, dataglove, etc.) and note down how each has different attributes that support certain forms of interaction. You ought to know a little about all of these devices - if you do not, research them.


JOYSTICK: an input device that has a base and pivots, it has buttons on it. It is usually used in gaming.

LIGHT PEN: an input device that looks like an ordinary pen but its tip has a laser and it functions like a mouse.

TOUCHSCREEN: an electronic visual display; usually of two types: a capacitive and a resistive touchscreen. The difference is that in a resistive touchscreens, a user will have to use a stylus or fingers to register a command on the screen, while in the capacitive, only fingertips and special stylus are used. Generally, the user directly interact with what gets displayed rather than having to use other devices to interact with. eg. (mouse).

TRACKBALL: a pointing device that uses a special ball held in a socket that has sensors within it that detects its rotation in a x and y plane. The ball can be moved by the user's thumb and the likes to move the cursor in the screen.

DATAGLOVE: a special glove used for emulating a user's hand and gets displayed in a computer screen in 3D.


Last edited by Ruchan Alangilan on Fri Mar 11, 2011 8:48 pm; edited 2 times in total

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Re: Exercise 2

Post  chamz_perez on Fri Mar 11, 2011 8:33 pm

Admin wrote:Pick a couple of computer input devices that you are aware of (joystick, light pen, touchscreen, trackball, eyegaze, dataglove, etc.) and note down how each has different attributes that support certain forms of interaction. You ought to know a little about all of these devices - if you do not, research them.

Commonly, remote controls are Consumer IR devices used to issue commands from a distance to televisions or other consumer electronics such as stereo systems, DVD players and dimmers. Remote controls for these devices are usually small wireless handheld objects with an array of buttons for adjusting various settings such as television channel, track number, and volume. Remote control – supports certain appliances or machines, can easily be used by any people, can easily interact with the machine. In fact, for the majority of modern devices with this kind of control, the remote contains all the function controls while the controlled device itself only has a handful of essential primary controls. Most of these remotes communicate to their respective devices via infrared (IR) signals and a few via radio signals.

Laser Mouse - In computing, a mouse is a pointing device that functions by detecting two-dimensional motion relative to its supporting surface. Physically, a mouse consists of an object held under one of the user's hands, with one or more buttons. It sometimes features other elements, such as "wheels", which allow the user to perform various system-dependent operations, or extra buttons or features that can add more control or dimensional input. The mouse's motion typically translates into the motion of a cursor on a display, which allows for fine control of a graphical user interface. With Laser mouse, one doesn’t need a mousepad in order for it to function well.




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exercise 2

Post  juvilyn consejo on Fri Mar 11, 2011 8:45 pm

The joystick-is an input device consisting of a stick that pivots on a base and reports its angle or direction to the device it is controlling. Joysticks are often used to control video games, and usually have one or more push-buttons whose state can also be read by the computer. A popular variation of the joystick used on modern video game consoles is the analog stick. As for these force feedback game devices, real-time interaction styles are suited for these technologies. The metaphor is artificial mechanics. It is not a real one. When we play a driving game, we can use force feedback steering wheel and pedals. It is a simulator and give us a pseudo-real steering wheel. But not real one. As for the real car, car designers try to avoid the vibration of the steering wheel and we have no feedback from the steering wheel about the angle of the tires. This game is going to the different direction. Force feedback steering wheel enhances the vibration of engines and gives us some feedback of the angle of tires.

The touchscreen-is an electronic visual display that can detect the presence and location of a touch within the display area. The term generally refers to touching the display of the device with a finger or hand. Touchscreens can also sense other passive objects, such as a stylus. Touchscreen is common in devices such as all-in-one computers, tablet computers, and smartphones. The touchscreen has two main attributes. First, it enables one to interact directly with what is displayed, rather than indirectly with a cursor controlled by a mouse or touchpad. Secondly, it lets one do so without requiring any intermediate device that would need to be held in the hand. Such displays can be attached to computers, or to networks as terminals. They also play a prominent role in the design of digital appliances such as the personal digital assistant (PDA), satellite navigation devices, mobile phones, and video games.
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Re: Exercise 2

Post  Gwapong_Tao_Edward_Baylon on Fri Mar 11, 2011 8:51 pm


As an example I will use joystick. I have been using this thing for years since my childhood, from Nintendo family computer up to the latest gaming emulators like “Playstation” and “X-Box”. Each one of these game emulators has unique design of their joysticks. For the Nintendo family computer it has a good design of the joystick. It is handy and very light which give gamers comfort for gaming, but the only thing is that the case design of their joystick is very edgy in which makes hands of the gamers have more durability in using the joystick also it has a standard controls for almost all games in which players can’t define their own buttons for controls in where they comfortable.
Next is the latest emulators like “Playstation” and “X-Box”, this two has really changed the era of gaming, but let us focus on the joysticks designs. PLAYSTATION is the number one gaming emulator right now, why is it so? Thus the joystick design has to do anything on this matter? I think it is a yes.
PLAYSTATION joystick design is one the most admirable joystick that I had used. It shell design simply follow the anatomy of hands in which the right position of the edge and the curves were pin-pointed. It is not that apparent but the ease of using it is very good. Control modification is possible and there a “Dualshock” feature which makes the gaming give a bit of reality. Comparing “X-Box” will be a hard part because honestly I really don’t like the joystick design. First it very bulky that I think won’t be very comfortable for gamers. Next is the buttons displacements are not very easy to adapt, it is not like of the “PLAYSTATION”, in which hand anatomy I think was studied and applied to give gamers an ease for playing. These things seem to be not that really apparent but it really has to do with the interactions between the user and the device.

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Exercise 2

Post  boogie on Fri Mar 11, 2011 8:56 pm

Melchor S. Inte Jr.

Pick a couple of computer input devices that you are aware of (joystick, light pen, touchscreen, trackball, eyegaze, dataglove, etc.) and note down how each has different attributes that support certain forms of interaction. You ought to know a little about all of these devices - if you do not, research them.

Those given examples of computer input devices which is used by humans as a tool to interact between computers. But the mouse and keyboard are most common computer input devices which i'm using when playing computer games. Which I can say when i'm playing a game it's like apart of my body that helps me to interact in the game.
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Re: Exercise 2

Post  Ma. Monique Asuque on Fri Mar 11, 2011 9:00 pm

Drawing Tablet – this gadget is commonly used by graphic artists. The interaction occurs when the user inputs an illustration using the tablet. This tablet has pen with it that causes the artists ease on drawing and illustrating using their computers.

Remote Control – often used on TV. City-living people are quite used on its functionality but people who live on rural areas are not. Remote controls, if you’re going to look at the top area of it, you will be able to see a sensor, that sensor is the one sending the information from us users to the tv set. So when we click on some channels, it changes without us standing and pressing it manually on the tv set itself.
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Eric N. Papas

Post  ericpapasit on Fri Mar 11, 2011 9:06 pm

For joystick, it gives me comfortable interaction as to move the video charater and even to the positional of my body comparing to a quarty keyboard of a computer. It is very feasible or handy to use a touchscreen than a keypad for the interaction of the touchscreen brings so much and elligant experience for users. Smile
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Re: Exercise 2

Post  Cariza Joy Ensoy on Fri Mar 11, 2011 9:09 pm

Touchscreen devices nowadays are widely used such in cellphones, mp3 players, microwaves and more. According to wikipedia, the touchscreen has two main attributes. First, it enables one to interact directly with what is displayed, rather than indirectly with a cursor controlled by a mouse or touchpad. Secondly, it lets one do so without requiring any intermediate device that would need to be held in the hand. Touchscreen makes the interaction with computers easier and fun. Touchscreens may be resistive, capacitive and infrared that affects the ways of interaction to the computer. Another input device I know is the joysticks that is used in family computers where buttons are used to give directions and task to the game played.
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Exercise 2

Post  Marybert V. Lee on Fri Mar 11, 2011 9:18 pm

2. Pick a couple of computer input devices that you are aware of (joystick, light pen, touchscreen, trackball, eyegaze, dataglove, etc.) and note down how each has different attributes that support certain forms of interaction. You ought to know a little about all of these devices - if you do not, research them.


Those peripherals you attach to the computer so that it can receive data are what we call input devices. These devices serve as a link between a human and a computer to create an interaction. The two most commonly known input devices are the keyboard and the mouse. As new forms of technology arises, there also spring up many input devices available for us to use. Here are some of them and their descriptions.
The Keyboard

This device presents you with an array of lettered and numbered keys and allows you to provide the computer with the text input. Most keyboards use the QWERTY layout, a design used on typewriters before computers became popular.

The Mouse

The mouse is a small, oblong device that typically has two to three buttons that perform different actions when they are clicked. Some of them include a scroll wheel, which allows you to scroll through virtual document pages rapidly without having to use the arrow keys on the keyboard but usually now, mice uses optical lasers.

Webcams and Microphones

Having a web cam allied to your computer allows you to capture visual input on your computer, though most web cams are used for videoconferencing and as well as for video chat. With a microphone attached to your computer, you can provide your computer with audio input and control your machine by speaking to it.

Scanners

Scanners are input devices that use light and optical sensors to digitize printed information.

Trackballs

They are considered as a mouse variation, essentially a mouse lying on its back. Since this device is stationary, it does not require as much space on your desktop. The ball moves as you rotate it with your thumb, your fingers, or the palm of your hand; this saves wrist fatigue and reduces hand and arm movement. Trackballs are especially popular with those experiencing problems with arthritic hands.

Light Pens

Light Pens let you move the pointer and select items on the display screen by directly pointing to the objects on the screen with the pen.

Touch Screens

Touch Screens allow you to use your finger to touch the screen and choose objects. A special computer monitor or a monitor fitted with special hardware is necessary to provide touch screen capabilities.

Game Controllers

Game controllers are specialized input devices designed to be used when playing video games. They are typically connected to a game console or computer by means of a wire, cord or nowadays, by means of wireless connection Game controllers usually have several buttons that perform different related functions in video games and an analog stick that controls character movement..Game controllers include gamepad, paddle, trackball, joystick, throttle quadrant, steering wheel, yoke, pedals, light guns and many more.




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Re: Exercise 2

Post  jennifer conta on Fri Mar 11, 2011 9:42 pm

Pick a couple of computer input devices that you are aware of (joystick, light pen, touchscreen, trackball, eyegaze, dataglove, etc.) and note down how each has different attributes that support certain forms of interaction. You ought to know a little about all of these devices - if you do not, research them.

Lightpens are an early and inexpensive technology that enables one to use a stylus directly on a display. Something not generally appreciated about lightpens is that they work with rear screen projection systems as long as the data projector uses cathode beam technology. (That is, they do not work with LCD projectors, for example.) Hence, lightpens provide an extremely cost effective means to convert a rear projection system into an interactive electronic whiteboard.

The Musical Instrument Digital Interface (MIDI) protocol is a protocol that was developed to enable electronic musical instruments from various vendors to interoperate, as well as to enable these devices to communicate with computers. It is a mainly a protocol to enable the communication of control information, such as the fact that a particular key has been pressed down, how fast, when and for how long. While developed for communicating control information among electronic musical instruments, it actually makes no difference what the actual controller is, or what is being controlled, as long as both conform to the protocol. Hence, MIDI provides a mechanism whereby, for example, one could build an armature whose joints were potentiometers, which controlled the pose of a computer graphics character in an animation program.
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Re: Exercise 2

Post  April Kaye Bestre Bigonte on Fri Mar 11, 2011 9:43 pm

Charmagne Christal Billuga---Sir dli jud q kasulod


Pick a couple of computer input devices that you are aware of (joystick, light pen, touchscreen, trackball, eyegaze, dataglove, etc.) and note down how each has different attributes that support certain forms of interaction. You ought to know a little about all of these devices - if you do not, research them.

joystick is an input device consisting of a stick that pivots on a base and reports its angle or direction to the device it is controlling. Joysticks are often used to control video games, and usually have one or more push-buttons whose state can also be read by the computer. A popular variation of the joystick used on modern video game consoles is the analog stick.


touchscreen is an electronic visual display that can detect the presence and location of a touch within the display area. The term generally refers to touching the display of the device with a finger or hand. Touchscreens can also sense other passive objects, such as a stylus. Touchscreen is common in devices such as all-in-one computers, tablet computers, and smartphones.

The touchscreen has two main attributes. First, it enables one to interact directly with what is displayed, rather than indirectly with a cursor controlled by a mouse or touchpad. Secondly, it lets one do so without requiring any intermediate device that would need to be held in the hand. Such displays can be attached to computers, or to networks as terminals. They also play a prominent role in the design of digital appliances such as the personal digital assistant (PDA), satellite navigation devices, mobile phones, and video games.

light pen is a computer input device in the form of a light-sensitive wand used in conjunction with a computer's CRT TV set or monitor which causes it to record the current X,Y position of the video signal that *it* is generating. Depending on sophistication desired, the software can capture the limits of this "region" (i.e. which scan lines register a "hit" and which positions on each scan line) and then determine the "center" of that region.


trackball is a pointing device consisting of a ball held by a socket containing sensors to detect a rotation of the ball about two axes—like an upside-down mouse with an exposed protruding ball. The user rolls the ball with the thumb, fingers, or the palm of the hand to move a cursor. Large tracker balls are common on CAD workstations for easy precision. Before the advent of the touchpad, small trackballs were common on portable computers, where there may be no desk space on which to run a mouse. Some small thumbballs clip onto the side of the keyboard and have integral buttons with the same function as mouse buttons. The trackball was invented by Tom Cranston and Fred Longstaff as part of the Royal Canadian Navy's DATAR system in 1952,[1] eleven years before the mouse was invented. This first trackball used a Canadian five-pin bowling ball.

Eyegaze Edge is an FDA- approved communication and control system for people with complex physical disabilities. The system is operated entirely with the eyes. By looking at control keys displayed on a screen, a person can synthesize speech, control his environment (lights, call bells, etc.), type, run computer software, operate a computer mouse, and access the Internet and e-mail. Eyegaze Edge Systems are being used to write books, attend school and enhance the quality of life of people with disabilities all over the world. it is usually used at Detailed Medical and Technical Information with complete discussions of eye control, eye conditions and diseases, positioning, possible medication side effects, mental abilities that may have an effect, and the likelihood that the Eyegaze Edg can be used depending on the person's medical diagnosis.



data glove is an interactive device, resembling a glove worn on the hand, which facilitates tactile sensing and fine-motion control in robotics and virtual reality . Data gloves are one of several types of electromechanical devices used in haptics applications.Tactile sensing involves simulation of the sense of human touch and includes the ability to perceive pressure, linear force, torque, temperature, and surface texture. Fine-motion control involves the use of sensors to detect the movements of the user's hand and fingers, and the translation of these motions into signals that can be used by a virtual hand (for example, in gaming ) or a robotic hand (for example, in remote-control surgery).

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exercise 2

Post  Allan Gregor Gepulla on Fri Mar 11, 2011 9:58 pm

To begin with, I owe my computer skills today because of playing video games in my childhood so I’m familiar with it.
Joysticks can easily be gripped and slide directions like “backward-down-forward” movement which is easily done by making a half circle with the joystick.
Playstation analogue controllers have a combination of buttons and joysticks. Its buttons and joysticks are positioned well as well as the architecture of the controller.
Touchscreen is as simple as “what you see is what you get” principle.
Wii remote can be swung like a sword adding some realistic feel and physical interaction with the game.

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Re: Exercise 2

Post  Jovanne Nick L. Cacayan on Fri Mar 11, 2011 10:35 pm

Pick a couple of computer input devices that you are aware of (joystick, light pen, touchscreen, trackball, eyegaze, dataglove, etc.) and note down how each has different attributes that support certain forms of interaction. You ought to know a little about all of these devices - if you do not, research them.

Touch Screen
The touch screen is a textile form of interaction. It is very primal in terms of simplicity as it involves simply using your hands and fingers to literally command the device. It offers simplicity in physical design as it is one screen rather than a range of buttons. The touch screen is made with interactivity at its forefront. The iPhone and iPad for example are great examples of touch screen devices and how the touch element can be utilised to make a very interactive experience for the user. The touch screen has allowed a number of drawing applications to be done by hand that would have normally been done by a mouse. The touch screen has revolutionised the way users expect to interact with the Internet and applications. As an iPhone user I have now become used to the capabilities and functionality of touch. I now browse the Internet with ease by a simple scroll of a finger with a simple tap on the screen if I want to select something.

Track-Ball Mouse
The track-ball mouse is a far older piece of equipment that is used with a computer, as optical mice now dominate the market. The track ball somewhat revolutionised the interactivity that the user had with the computer however as they were able to move their cursor much more freely than before, in 360 degrees. The simplicity in design and extensiveness in interactivity made the track-ball mouse a necessary element to the user's computing experience. The mouse allows the user to move freely across the page and select on the page by simply rolling the mouse's track-ball and clicking one of the two keys – dependant on what action they desired.

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Re: Exercise 2

Post  Alaina Simbal on Fri Mar 11, 2011 10:36 pm

Pick a couple of computer input devices that you are aware of (joystick, light pen, touchscreen, trackball, eyegaze, dataglove, etc.) and note down how each has different attributes that support certain forms of interaction. You ought to know a little about these devices.

I choose touchscreen devices and the keyboard for this exercise. A touchscreen device like the cellular phone literally means touching the display of the device enables the user to navigate, manipulate, and interact directly with the mobile phones without the aid of keypads.

A keyboard is an input device that has embedded keys with letters, numbers, symbols and others which enables the user to manipulate and interact with the computer. These keys will produce outputs (like letters, numbers, and others), actions, or computer commands.

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Re: Exercise 2

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