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Interaction Devices

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Interaction Devices. By: Michael Huffman. Kristen Spivey. Interaction Devices: ... http://archive.ncsa.uiuc.edu/Cyberia/VETopLevels/VR.Interface.html ... – PowerPoint PPT presentation

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Title: Interaction Devices


1
Interaction Devices
  • By
  • Michael Huffman
  • Kristen Spivey

2
Interaction Devices
  • Term used to cover various devices developed to
    interact with a computer that users actively
    utilize in order to perform tasks. Examples
  • Keyboards
  • Pointing devices
  • Speech recognition and digitization
  • Virtual Reality

3
Types of Keyboards
  • QWERTY keyboard design
  • is the most common modern-day keyboard layout on
    English-language and typewriter keyboards.
  • It takes its name from the first six letters seen
    in the keyboard's top first row of letters.

4
Types of Keyboards
  • The Dvorak keyboard layout became easier to
    access in the computer age.
  • Currently, all major Operating Systems (such as
    Mac OS X, Microsoft Windows, GNU/Linux and BSD)
    ship with Dvorak keyboard layout in addition to
    the standard QWERTY layout.
  • So far, DSK (Dvorak Simplified Keyboard) has
    failed to displace the QWERTY standard.

5
Comparison
6
Pointing Devices
  • These are any computer hardware components that
    allow a user to insert spatial data into a
    computer.
  • Computer-aided design systems and graphical user
    interfaces allow the user to control and provide
    data to the computer using physical movements-
    point, click, and drag -by moving a hand-held
    mouse across the surface of the physical desktop
    and activating switches on the mouse.
  • Movements of the pointing device are echoed on
    the screen by movements of the mouse pointer or
    cursor and other visual changes.

7
Examples of Pointing Devices
  • Direct Pointing Devices
  • Light pens and touch screens
  • Indirect Pointing Devices
  • Mouse and trackball

8
Speech Recognition and Digitalizing
  • Used where it is necessary for the user to have
    both hands free and for the handicapped
  • The system must be trained to recognize the
    users voice
  • Speech generation is much easier and can be used
    quite effectively

9
Active Interaction Devices
  • Devices used with virtual reality.Virtual
    reality departs from the Human-Computer
    Interaction (HCI)
  • Different types of devices used with virtual
    reality
  • Gloves
  • Mice and Joysticks
  • Biological input sensors

10
Gloves
  • Data glove aka wired glove is a glove-like input
    device for virtual reality environments. Various
    sensor technologies are used to capture physical
    data such as bending of fingers.
  • Often a motion tracker, such as a magnetic
    tracking device is attached to capture the global
    position / rotation data of the glove. These
    movements are then interpreted by the software
    Gestures can then be categorized into useful
    information, such as to recognize Sign Language
    or other symbolic functions.

11
Gloves
  • The Power Glove is based on the patented
    technology of the VPL Dataglove, but with many
    modifications that allowed it to be used with
    slow hardware and sold at an affordable price.
  • The Power Glove (1989) is a controller accessory
    for the Nintendo Entertainment System. It was the
    first interface controller to recreate human
    hand movements on a television or computer
    screen.

12
Mice
  • In computing, a mouse functions as a pointing
    device by detecting two-dimensional motion
    relative to its supporting surface.
  • It sometimes features other elements, such as
    "wheels", which allow the user to perform various
    system-dependent operations, or extra buttons or
    features can add more control or dimensional
    input. The mouse's motion typically translates
    into the motion of a pointer on a display.

13
Joysticks
  • A joystick is a personal computer peripheral or
    general control device consisting of a handheld
    stick that pivots about one end and transmits its
    angle in two or three dimensions to a computer.
  • 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.

14
Biological Input Sensors
  • A biosensor is an analytical device which
    converts a biological response into an electrical
    signal.
  • The term 'biosensor' is often used to cover
    sensor devices used in order to determine the
    concentration of substances and other parameters
    of biological interest.

15
Biological Input Sensors
  • A successful biosensor must possess at least some
    of the following beneficial features
  • The biocatalyst must be highly specific for the
    purpose of the analyses.
  • The reaction should be as independent of such
    physical parameters as stirring, pH and
    temperature as is manageable.
  • The response should be accurate, precise,
    reproducible and linear over the useful
    analytical range, without dilution or
    concentration.
  • The complete biosensor should be cheap, small,
    portable and capable of being used by
    semi-skilled operators.
  • There should be a market for the biosensor.

16
References
  • http//search.acclaimimages.com
  • http//archive.ncsa.uiuc.edu/Cyberia/VETopLevels/V
    R.Interface.html
  • http//www.lsbu.ac.uk/biology/enztech/biosensors.h
    tml
  • www.wikipedia.org
  • http//www.tks.buffalo.edu/scomings/Sgc/9704-1a.g
    if
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