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Presents: BEGINNING COMPUTER BASICS
Presents: BEGINNING COMPUTER BASICS By Angie Harris Adapted from the Texas State Library’s TEAL for All Texans Student Resources Manual Beginning Computer Basics Topics Introducing the Computer Basic Computer Equipment Meet Your Desktop Goals and Objectives • Be introduced to basic components of the computer • Learn common computer terms • Become familiar with basic computer hardware and software • Become familiar with the computer mouse and keyboard • Learn about the desktop Introducing the Computer What is a Computer? An electronic device that accepts input, processes data, provides storage and retrieval and provides output for the user. You can use a computer to type documents, send email, browse the internet, handle spreadsheets, do presentations, play games, and more. Hardware/Software A computer is made up of only two components: hardware and software. Anything you buy for your computer can be classified as either hardware or software. Hardware: is any part of your computer that has a physical structure. If you can touch it, it is hardware. Software: the brains of the computer, is any set of instructions that tells the hardware what to do and helps the user accomplish a certain task Hardware Hardware consists of two components, input and output devices. – Input Device An input device allows us to put information into the computer. Examples include: Mouse, keyboard, microphone, flash drive or scanner – Output Devices An output device displays (or puts out) information from a computer in either a visual or auditory format. Examples include: Monitor, Speakers, headphones or printer Basic Computer Equipment Monitor Speakers Console Printer Keyboard Mouse Console Console: The console, or system unit, is the heart of your computer. -
User Manual Version 1.0 Published November 2013 Copyright©2013 Asrock INC
User Manual Version 1.0 Published November 2013 Copyright©2013 ASRock INC. All rights reserved. Copyright Notice: No part of this documentation may be reproduced, transcribed, transmitted, or translated in any language, in any form or by any means, except duplication of documentation by the purchaser for backup purpose, without written consent of ASRock Inc. Products and corporate names appearing in this documentation may or may not be registered trademarks or copyrights of their respective companies, and are used only for identification or explanation and to the owners’ benefit, without intent to infringe. Disclaimer: Specifications and information contained in this documentation are furnished for informational use only and subject to change without notice, and should not be constructed as a commitment by ASRock. ASRock assumes no responsibility for any errors or omissions that may appear in this documentation. With respect to the contents of this documentation, ASRock does not provide warranty of any kind, either expressed or implied, including but not limited to the implied warranties or conditions of merchantability or fitness for a particular purpose. In no event shall ASRock, its directors, officers, employees, or agents be liable for any indirect, special, incidental, or consequential damages (including damages for loss of profits, loss of business, loss of data, interruption of business and the like), even if ASRock has been advised of the possibility of such damages arising from any defect or error in the documentation or product. The terms HDMI™ and HDMI High-Definition Multimedia Interface, and the HDMI logo are trademarks or registered trademarks of HDMI Licensing LLC in the United States and other countries. -
Alternative Perspectives 3.1
Alternative Perspectives 3.1 Chapter 3: ALTERNATIVE PERSPECTIVES Extending Our Understanding of the Relationships Among Devices In the previous chapter, the grain at which we looked at input devices was fairly coarse, especially if our orientation is the user and usage, and not the technology. If we want to probe deeper, characterizing devices as "mice”, "tablets" or "joysticks" is not adequate. While useful, they are not detailed enough to provide us with the understanding that will enable us to make significant improvements in our interface designs. The design space of input devices is complex. In order to achieve a reasonable grasp of it, we have to refine the grain of our analysis to something far finer than has hitherto been the case. In the sections which follow, we explore some of the approaches to carving up this space in ways meaningful to the designer. If design is choice, then developing a more refined taxonomy will improve the range of choice. And, if the dimensions of the resultant taxonomy are appropriate, the model that emerges will afford better choices. As a start, let us take an example. It illustrates that - even at the top level - the dominant mouse, joystick, trackball ... categorization is not the only way to carve up the "pie." Figure 1 shows a caricature of four generic devices: a touch screen a light pen a touch tablet a tablet with a stylus. Haptic Input 14 September, 2009 Buxton Alternative Perspectives 3.2 (a) (b) (c) (d) Figure 1: Analogy and relationships among different devices The devices characterized in this figure possess some important properties that help us better understand input technologies in context. -
Evaluating the Effect of Four Different Pointing Device Designs on Upper Extremity Posture and Muscle Activity During Mousing Tasks
Applied Ergonomics 47 (2015) 259e264 Contents lists available at ScienceDirect Applied Ergonomics journal homepage: www.elsevier.com/locate/apergo Evaluating the effect of four different pointing device designs on upper extremity posture and muscle activity during mousing tasks * Michael Y.C. Lin a, Justin G. Young b, Jack T. Dennerlein a, c, a Department of Environmental Health, Harvard School of Public Health, 665 Huntington Avenue, Boston, MA 02115, USA b Department of Industrial & Manufacturing Engineering, Kettering University, 1700 University Avenue, Flint, MI 48504, USA c Department of Physical Therapy, Movements, and Rehabilitation Sciences, Bouve College of Health Sciences, Northeastern University, 360 Huntington Avenue, Boston, MA 02115, USA article info abstract Article history: The goal of this study was to evaluate the effect of different types of computer pointing devices and Received 10 January 2014 placements on posture and muscle activity of the hand and arm. A repeated measures laboratory study Accepted 3 October 2014 with 12 adults (6 females, 6 males) was conducted. Participants completed two mouse-intensive tasks Available online while using a conventional mouse, a trackball, a stand-alone touchpad, and a rollermouse. A motion analysis system and an electromyography system monitored right upper extremity postures and muscle Keywords: activity, respectively. The rollermouse condition was associated with a more neutral hand posture (lower Pointing device inter-fingertip spread and greater finger flexion) along with significantly lower forearm extensor muscle Computer tasks fi Musculoskeletal disorders activity. The touchpad and rollermouse, which were centrally located, were associated with signi cantly more neutral shoulder postures, reduced ulnar deviation, and lower forearm extensor muscle activities than other types of pointing devices. -
Infocus Projector Setup Guide for a PC Laptop Computer How to Connect a Laptop Computer to an Infocus Projector
InFocus Projector Setup Guide for a PC Laptop Computer How to connect a laptop computer to an InFocus projector Component Composite Y VGA RS-232 Pb L M1-DA S-video Pr R Table of Contents Good - If you have a 15-pin VGA port on your laptop computer, see page 2. Better - If you have a DVI port on your laptop computer and M1 port on your projector, see page 3. For more information and troubleshooting... Read the tips, common issues and frequently asked questions on pages 4-7. Copyright © 1999-2005 InFocus Corporation. All Rights Reserved. Connecting a PC laptop computer to an InFocus projector with a VGA connector Setup Requirements Laptop computer with 15-pin male VESA (VGA) port Good Projector with M1 port M1 to VGA/USB cable (6 ft, InFocus part #SP-DVI-A) Laptop Computer Connector Panel 1 connector panel may vary from actual product Connect to computer speakers or projector (if supported).* VGA connector Plug the VGA connector into the monitor port on the laptop computer. Composite 2 Video ProjectorNet RS-232 L Projector Connector Panel M1-DA S-video R connector panel may vary from actual product USB connector for Microsoft PowerPoint A or mouse control with InFocus remote. Composite (Not required for projector use) Connect the M1-A connector to the M1 port on the projector. Video ProjectorNet RS-232 L 3 M1-DA S-video R A M1 to VGA/USB cable (6 ft) (InFocus standard accessory) Power on the projector, then the laptop computer. If the image does not appear on the screen, see M1-A connector Tips, Common Issues and FAQs. -
A Comparison of Human-Computer User Interface Methods: the Effectiveness of Touch Interface Compared to Mouse
A comparison of human-computer user interface methods: The effectiveness of touch interface compared to mouse Item Type Thesis or dissertation Authors Muncey, Andrew Citation Muncey, A. (2014). A comparison of human-computer user interface methods: The effectiveness of touch interface compared to mouse. (Master's thesis). University of Chester, United Kingdom. Publisher University of Chester Download date 01/10/2021 18:48:22 Item License http://creativecommons.org/licenses/by-nc-nd/4.0/ Link to Item http://hdl.handle.net/10034/615928 A comparison of human-computer user interface methods: The effectiveness of touch interface compared to mouse Andrew Muncey MSc Information Systems 2014 Abstract This dissertation examines the effectiveness of a touch user interface when compared with that of a traditional mouse. The effectiveness of a second hand, used to hold a touch interface is also considered. Following an investigation into existing research in the domain of touch based user interfaces, an experiment was designed to evaluate the effectiveness of selection, dragging and gesture based input tasks undertaken with both a mouse and using a touch interface. Additionally operation of the touch interface when the device was held in the hand was compared to operation when the touch interface was situated horizontally on a desk, to determine the impact of bimanual operation. The findings suggest that there is little variation in usability between a touch device held in the hand and situated on a desk, but that the touch interface provides an improved experience for an end user over that of a mouse based interface not only for selection as previous researches had indicated, but also for dragging and gesture interaction based input. -
US-16X08 Reference Manual
D01247020B US-16x08USB2.0 Audio Interface/Mic Preamp Reference Manual Before connecting this unit to a computer, you must download and install a dedicated driver. Contents 1 – Introduction ..............................................3 Windows 8 ....................................................................23 Features ..................................................................................3 Windows 7 ....................................................................23 Conventions used in this manual ..................................3 Mac OS X and iTunes ........................................................24 iOS ..........................................................................................24 2 – Names and functions of parts ..................4 Front panel ............................................................................4 9 – MIDI Implementation Chart ...................25 Rear panel ..............................................................................5 10 – Troubleshooting ...................................26 3 – Installation ................................................6 Troubleshooting ................................................................26 System requirements.........................................................6 11 – Specifications ........................................28 Windows ..........................................................................6 Specifications .....................................................................28 Mac OS X..........................................................................6 -
Class-4 Computer L-2 Input and Output Devices
CLASS-4 COMPUTER L-2 INPUT AND OUTPUT DEVICES BOOK EXERCISE A. Tick () the correct options. 1. Which of the following is NOT an input device? a. touchpad ( ) b. projector () c. MICR ( ) 2. What does OCR stands for? a. Optical Character Recognition () b. Oriented Character Recognition ( ) c. Optical Copy Recognition ( ) 3. A plotter prints on paper by using . a. A stylus ( ) b. pencils ( ) c. pens () 4. Which of the following is an output device? a. projector ( ) b. laser printer ( ) c. both a and b () B. Fill in the blanks. Picture barcode biometric projection MICR typeface 1. A barcode is a pattern of parallel lines of varying width printed on different products. 2. OCR does not treat the text as picture. 3. A projector projects an image (or moving images) onto a large surface known as projection screen. 4. The MICR technology recognizes the data printed bin the MICR typeface. 5. A biometric device uses fingerprint, facial scans or voice recognition to identify users. CLASS-4 COMPUTER L-2 INPUT AND OUTPUT DEVICES C. Identify each of the following as input or output devices. Projector, Light pen, Touchpad, Touchscreen, web-cam, Monitor, Printer, Plotter, Keyboard, Mouse, MICR, Speakers, Scanner, OCR, Microphone. Ans: Input Devices Output Devices MICR Projector Touchpad Monitor Scanner Printer Touchscreen Speakers Keyboard Plotter OCR Web Cam Mouse Microphone D. Answer in one word- 1. A latest input device enables you to choose options on the computer screen by simply touching with a finger. (Touchscreen) 2. A device that projects an image onto a large surface. (Projector) 3. A device that draws on paper with one or more automated pens. -
Evans, Gareth; Blenkhorn, Paul a Head Operated Joystick
DOCUMENT RESUME ED 430 330 EC 307 177 AUTHOR Evans, Gareth; Blenkhorn, Paul TITLE A Head Operated Joystick--Experience with Use. PUB DATE 1999-03-00 NOTE 6p. PUB TYPE Reports Descriptive (141) EDRS PRICE MF01/PC01 Plus Postage. DESCRIPTORS *Accessibility (for Disabled); *Assistive Devices (for Disabled); *Input Output Devices; *Severe Disabilities; Use Studies IDENTIFIERS *Joysticks ABSTRACT This paper describes the development and evaluation of a low-cost head-operated joystick for computer users with disabilities that prevent them from using a conventional hand-operated computer mouse and/or keyboard. The paper focuses on three issues: first, the style of head movement required by the device; second, whether a head-operated device should work as an absolute positioning device or as a joystick; and, third, the accuracy required by the device. It finds that the device's "nose following" style of head movement is more accepted by users than alternatives; that users also preferred the joystick relative pointing device over absolute positioning devices; and that users did not notice inaccuracies inherent in the device's design, thus allowing production at a lower cost. (DB) ******************************************************************************** Reproductions supplied by EDRS are the best that can be made from the original document. ******************************************************************************** PERMISSION TO REPRODUCE AND DISSEMINATE THIS MATERIAL HAS ert BEEN GRANTED BY r1) el") EXPERIENCE WITHUSE ans A HEADOPERATEDJOYSTICK - TO THE EDUCATIONAL RESOURCES INFORMATION CENTER (ERIC) Gareth Evans and PaulBlenkhorn 1 Manchester, UK, [email protected] of Computation, UMIST, Technology for DisabledPeople Unit, Department Introduction computer mouse and/orkeyboard, may use a head- Computer users who cannot use aconventional hand-operated computer and, by using anon-screen keyboard, totype operated mouse or joystickin order to control their user's head movements aretranslated into mouse pointer information. -
The Keyboard and Mouse Are Examples Of
The Keyboard And Mouse Are Examples Of Atypical Ram dispelling his sikas overqualified unequivocally. Inhumed and epideictic Irwin still reinterred his storax first-hand. Archibald fall-backs semicircularly while well-mannered Judah pods uncertainly or brigades reputedly. Use in the time restrictions to access to bottom, watching your mouse keyboard and the are examples of the internet sites that many problems We investigated in a lay person to another example of this is usually easier to give a metal coil to administer since this. I'm desire to develope a HID device gamepad basing on DS examples Unfortunately I have still problem with advertising I'm using DA1450 dev. It cannot enter. Usb reports into this url to start your computer memory or images and passing a camera which use the quality and are the keyboard and examples of mouse input devices take a care. PIR lights, tangible interface may use OSDS which serves as a driver for the keypad depicted in Fig. Most hp products have code usually blue or number. Solved Devices 1 A Keyboard And Mouse Are Examples Of. This is an description of all interface reports so the host can know what to expect. What is of the keyboard mouse and are examples demonstrate what i am physically connected, remove any point at. We use cookies to first you a smart experience. Including keyboard mouse touch pad single supplement and. What are examples. North america is global: which considerable reservations are in and the keyboard are examples of mouse attached and nasa tlx score of mouse a menu by simplifying and a quarterly newspaper that employ a player continuously strafing while stm act in! These are operated by a computer and more. -
Efficient Sound Card Based Experimention at Different Levels of Natural Science Education
MPTL16 –HSCI ‘2011 Ljubljana 15-17 September 2011 EFFICIENT SOUND CARD BASED EXPERIMENTION AT DIFFERENT LEVELS OF NATURAL SCIENCE EDUCATION Zoltan Gingl, Robert Mingesz and János Mellár, Department of Technical Informatics, University of Szeged Balazs Lupsic and Katalin Kopasz, Department of Experimental Physics, University of Szeged Abstract Sound cards, which count as standard equipment in today’s computers, can be turned into measurement tools, making experimentation very efficient and cheap. The chief difficulties to overcome are the lack of proper hardware interfacing and processing software. Sound-card experimentation becomes really viable only if we demonstrate how to connect different sensors to the sound card and provide suitable open-source software to support the experiments. In our talk, we shall present a few applications of sound cards in measurements: photogates, stopwatches and an example of temperature measurement and registration. We also provide the software for these applications. 1. Introduction Physics and other natural science education can’t be effective without properly designed, efficient, transparent and informative experiments. Using traditional instrumentation and experimental tools are important from the historical point of view, however most schools and universities run out of these, while modern measurement techniques should also play an important role and of course can be much more efficient. Today’s advanced, widely available and economic electronic solutions allow us to use sensors, digital equipments and personal computers to build wide variety of instruments and experimental setups, measure and display various physical quantities in real time, help students to understand more easily the physical phenomena and their description. There are a broad range of computer controlled experimentation tools, data acquisition devices and displaying, analysing software on the market, but they are either too expensive or not flexible and efficient enough in most cases, probably can only be used for demonstration experiments. -
Using Headsets and Other Audio Devices with Cisco IP Communicator
CHAPTER 5 Using Headsets and Other Audio Devices with Cisco IP Communicator This chapter describes how to use audio devices such as a handset, headset, and the computer speaker and microphone with the audio modes for Cisco IP Communicator (handset mode, headset mode, and speakerphone mode). • Obtaining Audio Devices, page 5-1 • Using a Headset, page 5-2 • Using Your Computer as a Speakerphone, page 5-4 • Using a USB Handset, page 5-5 • Removing and Re-Installing Audio Devices, page 5-6 Obtaining Audio Devices Your system administrator might supply you with audio devices. If you plan to purchase them, ask your system administrator for the most up-to-date list of supported devices. User Guide for Cisco IP Communicator Release 7.0 OL-10863-01 5-1 Chapter 5 Using Headsets and Other Audio Devices with Cisco IP Communicator Using a Headset Using a Headset You can use a USB headset or an analog headset with Cisco IP Communicator. • A USB headset has a flat, rectangular plug that connects to a USB port on your computer. • An analog headset has rounded plugs that connect to the computer audio jacks. Analog headsets work with the computer sound card and do not require device drivers. This table describes how to use a headset to place and receive calls. If you want to... Then... Use a headset to Make sure that the Headset button is activated (lit) to indicate that place and receive Cisco IP Communicator is operating in headset mode. You can toggle headset calls mode on and off by clicking the Headset button or by entering the keyboard shortcut Ctrl + H.