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Displayport: the Next Generation Interface for High-Definition Video and Audio Content
TA0339 Technical article DisplayPort: the next generation interface for high-definition video and audio content 1 Introduction Over the past decade, entertainment and communications in consumer electronics have moved to digital formats. Full HDTV, 3D gaming, 3D video, 4K x 2K screens, internet video, and IP-based video conferencing all require more bandwidth, increased memory, and improved connectivity between devices. As the digital ecosystem evolves, innovative interfaces are emerging in response to the new digital vistas that are opening up. Many of these interfaces are often driven by a single company or a small group of companies and are crafted in a way that, sooner or later, will require customers to pay royalties. DisplayPort is a VESA (Video Electronics Standards Association) interface standard for high-speed, high-definition audio and video. It has been developed by the VESA committee, with contributions from over 60 people from numerous diverse sectors: chip makers, cable makers, connector manufacturers, and computer and consumer electronics manufacturers. DisplayPort is free of charge and any VESA member can contribute towards its evolution. No fees, no royalties, just advanced technology. DisplayPort has become well known since its wide adoption by Apple, Dell, and HP; however, many people talk about DisplayPort without really knowing the underlying aspects of this standard. This article details what DisplayPort offers and helps readers understand why and how this evolving interface will co-exist with existing digital video and audio interfaces. June 2010 Doc ID 17420 Rev 1 1/8 www.st.com Why was DisplayPort created? TA0339 2 Why was DisplayPort created? The personal computer is increasingly becoming a media hub for the home. -
Coloriync J43 Chooser {Antral Strip Limltruli Panels; Date 3; ‘Time I»
US 20120174031Al (19) United States (12) Patent Application Publication (10) Pub. N0.: US 2012/0174031 A1 DONDURUR et a]. (43) Pub. Date: Jul. 5, 2012 (54) CLICKLESS GRAPHICAL USER INTERFACE (52) US. Cl. ...................................................... .. 715/808 (75) Inventors: MEHMET DONDURUR, (57) ABSTRACT DHAHRAN (SA); AHMET Z. SAHIN’ DH AHRAN (SA) The chckless graphical user mterface provldes a pop-up Wm doW When a cursor is moved over designated areas on the (73) Assigneez KING FAHD UNIVERSITY OF screen. The pop-up WindoW includes menu item choices, e. g., PETROLEUM AND MINERALS “double click”, “single click”, “close” that execute ‘When the DH AHRAN (SA) ’ cursor is moved over the item. This procedure eliminates the traditional ‘mouse click’, thereby allowing users to move the cursor over the a lication or ?le and 0 en it b choosin (21) Appl' NO" 12/985’165 among the aforerrrifntioned choices in the? ?le or Zipplicatior'i . bein focused on. The 0 -u WindoW shoWs the navi ation (22) Flled: Jan‘ 5’ 2011 choiges in the form of 1; tgxt,pe.g., yes/no or color, egg, red/ _ _ _ _ blue, or character, such as triangle for ‘yes’ and square for Pubhcatlon Classl?catlon ‘no’. Pop-up WindoW indicator types are virtually unlimited (51) Int, Cl, and canbe changed to any text, color or character. The method G06F 3/048 (200601) is compatible With touch pads and mouses. .5 10a About This Cam pater Appearance 5;‘ Fort Menu ?ptinns System Pm?ler Talk Calculatar Coloriync J43 Chooser {antral Strip limltruli Panels; Date 3; ‘time I» f Favmjltes } Extensions Manager B "Dali?i ?' File Exchange Q Key Caps File Sharing Patent Application Publication Jul. -
The Desktop (Overview)
The desktop (overview) The desktop is the main screen area that you see after you turn on your computer and log on to Windows. Like the top of an actual desk, it serves as a surface for your work. When you open programs or folders, they appear on the desktop. You can also put things on the desktop, such as files and folders, and arrange them however you want. The desktop is sometimes defined more broadly to include the taskbar and Windows Sidebar. The taskbar sits at the bottom of your screen. It shows you which programs are running and allows you to switch between them. It also contains the Start button , which you can use to access programs, folders, and computer settings. On the side of the screen, Sidebar contains small programs called gadgets. The desktop, taskbar, and Sidebar Where did my desktop go? Because programs run on top of the desktop, the desktop itself is often partially or completely hidden. But it's still there, underneath everything. To see the whole desktop without closing any of your open programs or windows, click the Show Desktop button on the taskbar. The desktop is revealed. Click the icon again to restore all of your windows to the way they were. Desktop Training Session Handout Page 1 http://ict.maxwell.syr.edu/vista/ Working with desktop icons Icons are small pictures that represent files, folders, programs, and other items. When you first start Windows, you'll see at least one icon on your desktop: the Recycle Bin (more on that later). -
Creating Document Hyperlinks Via Rich-Text Dialogs
__________________________________________________________________________________________________ Creating Document Hyperlinks via Rich-Text Dialogs EXAMPLE: CREATING A HYPERLINK IN EXCEPTIONS/REQUIREMENTS: Enter the appropriate paragraph either by selecting from the Lookup Table or manually typing in the field, completing any prompts as necessary. Locate and access the item to be hyperlinked on the external website (ie through the County Recorder Office): Copy the address (typically clicking at the end of the address will highlight the entire address) by right click/copy or Control C: __________________________________________________________________________________________________ Page 1 of 8 Creating Hyperlinks (Requirements/Exceptions and SoftPro Live) __________________________________________________________________________________________________ In Select, open the Requirement or Exception, highlight the text to hyperlink. Click the Add a Hyperlink icon: __________________________________________________________________________________________________ Page 2 of 8 Creating Hyperlinks (Requirements/Exceptions and SoftPro Live) __________________________________________________________________________________________________ The Add Hyperlink dialog box will open. Paste the link into the Address field (right click/paste or Control V) NOTE: The Text to display (name) field will autopopulate with the text that was highlighted. Click OK. The text will now be underlined indicating a hyperlink. __________________________________________________________________________________________________ -
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. -
Chapter 2 3D User Interfaces: History and Roadmap
30706 02 pp011-026 r1jm.ps 5/6/04 3:49 PM Page 11 CHAPTER 2 3D3D UserUser Interfaces:Interfaces: HistoryHistory andand RoadmapRoadmap Three-dimensional UI design is not a traditional field of research with well-defined boundaries. Like human–computer interaction (HCI), it draws from many disciplines and has links to a wide variety of topics. In this chapter, we briefly describe the history of 3D UIs to set the stage for the rest of the book. We also present a 3D UI “roadmap” that posi- tions the topics covered in this book relative to associated areas. After reading this chapter, you should have an understanding of the origins of 3D UIs and its relation to other fields, and you should know what types of information to expect from the remainder of this book. 2.1. History of 3D UIs The graphical user interfaces (GUIs) used in today’s personal computers have an interesting history. Prior to 1980, almost all interaction with com- puters was based on typing complicated commands using a keyboard. The display was used almost exclusively for text, and when graphics were used, they were typically noninteractive. But around 1980, several technologies, such as the mouse, inexpensive raster graphics displays, and reasonably priced personal computer parts, were all mature enough to enable the first GUIs (such as the Xerox Star). With the advent of GUIs, UI design and HCI in general became a much more important research area, since the research affected everyone using computers. HCI is an 11 30706 02 pp011-026 r1jm.ps 5/6/04 3:49 PM Page 12 12 Chapter 2 3D User Interfaces: History and Roadmap 1 interdisciplinary field that draws from existing knowledge in perception, 2 cognition, linguistics, human factors, ethnography, graphic design, and 3 other areas. -
Indesign CC 2015 and Earlier
Adobe InDesign Help Legal notices Legal notices For legal notices, see http://help.adobe.com/en_US/legalnotices/index.html. Last updated 11/4/2019 iii Contents Chapter 1: Introduction to InDesign What's new in InDesign . .1 InDesign manual (PDF) . .7 InDesign system requirements . .7 What's New in InDesign . 10 Chapter 2: Workspace and workflow GPU Performance . 18 Properties panel . 20 Import PDF comments . 24 Sync Settings using Adobe Creative Cloud . 27 Default keyboard shortcuts . 31 Set preferences . 45 Create new documents | InDesign CC 2015 and earlier . 47 Touch workspace . 50 Convert QuarkXPress and PageMaker documents . 53 Work with files and templates . 57 Understand a basic managed-file workflow . 63 Toolbox . 69 Share content . 75 Customize menus and keyboard shortcuts . 81 Recovery and undo . 84 PageMaker menu commands . 85 Assignment packages . 91 Adjust your workflow . 94 Work with managed files . 97 View the workspace . 102 Save documents . 106 Chapter 3: Layout and design Create a table of contents . 112 Layout adjustment . 118 Create book files . 121 Add basic page numbering . 127 Generate QR codes . 128 Create text and text frames . 131 About pages and spreads . 137 Create new documents (Chinese, Japanese, and Korean only) . 140 Create an index . 144 Create documents . 156 Text variables . 159 Create type on a path . .. -
PC Literacy II
Computer classes at The Library East Brunswick Public Library PC Literacy II Common Window Elements Most windows have common features, so once you become familiar with one program, you can use that knowledge in another program. Double-click the Internet Explorer icon on the desktop to start the program. Locate the following items on the computer screen. • Title bar: The top bar of a window displaying the title of the program and the document. • Menu bar: The bar containing names of menus, located below the title bar. You can use the menus on the menu bar to access many of the tools available in a program by clicking on a word in the menu bar. • Minimize button: The left button in the upper-right corner of a window used to minimize a program window. A minimized program remains open, but is visible only as a button on the taskbar. • Resize button: The middle button in the upper-right corner of a window used to resize a program window. If a program window is full-screen size it fills the entire screen and the Restore Down button is displayed. You can use the Restore Down button to reduce the size of a program window. If a program window is less than full-screen size, the Maximize button is displayed. You can use the Maximize button to enlarge a program window to full-screen size. • Close button: The right button in the upper-right corner of a window used to quit a program or close a document window – the X • Scroll bars: A vertical bar on the side of a window and a horizontal bar at the bottom of the window are used to move around in a document. -
An Isometric Joystick As a Pointing Device for Handheld Information Terminals
An Isometric Joystick as a Pointing Device for Handheld Information Terminals Miika Silfverberg I. Scott MacKenzie Tatu Kauppinen Usability Group Department of Computer Science Usability Group Nokia Research Center, Finland York University, Canada Nokia Research Center, Finland Abstract embedded pointing device that is suitable for handheld Meeting the increasing demand for desktop-like appli- use. This work studies the applicability of the isometric cations on mobile products requires powerful interac- joystick to handheld usage. tion techniques. One candidate is GUI-style point-and- click interaction using an integrated pointing device 1.1 Isometric Joystick that supports handheld use. We tested an isometric joy- A joystick is a good candidate for handheld pointing. stick for this purpose. Two prototypes were built. They Since it is mounted in the device chassis, it cannot be were designed for thumb operation and included a sepa- lost, unlike a stylus. It is small and can be manipulated rate selection button. Twelve participants performed potentially with the same hand that holds the device. point-and-select tasks. We tested both one-handed and two-handed interaction, and selection using the separate The device studied herein is an isometric joystick. The selection button and the joystick’s integrated press-to- pointer is moved by applying force to the stick. The select feature. A notebook configuration served as a stick itself doesn't move, or moves very little – hence reference. Results for the handheld conditions, both the name "isometric". The most common input-output one-handed and two-handed, were just slightly off those mapping is known as “velocity-control”, whereby the for the notebook condition, suggesting that an isometric applied force controls the velocity of the pointer. -
Powerview Command Reference
PowerView Command Reference TRACE32 Online Help TRACE32 Directory TRACE32 Index TRACE32 Documents ...................................................................................................................... PowerView User Interface ............................................................................................................ PowerView Command Reference .............................................................................................1 History ...................................................................................................................................... 12 ABORT ...................................................................................................................................... 13 ABORT Abort driver program 13 AREA ........................................................................................................................................ 14 AREA Message windows 14 AREA.CLEAR Clear area 15 AREA.CLOSE Close output file 15 AREA.Create Create or modify message area 16 AREA.Delete Delete message area 17 AREA.List Display a detailed list off all message areas 18 AREA.OPEN Open output file 20 AREA.PIPE Redirect area to stdout 21 AREA.RESet Reset areas 21 AREA.SAVE Save AREA window contents to file 21 AREA.Select Select area 22 AREA.STDERR Redirect area to stderr 23 AREA.STDOUT Redirect area to stdout 23 AREA.view Display message area in AREA window 24 AutoSTOre .............................................................................................................................. -
Fuzzy Mouse Cursor Control System for Computer Users with Spinal Cord Injuries
Georgia State University ScholarWorks @ Georgia State University Computer Science Theses Department of Computer Science 8-8-2006 Fuzzy Mouse Cursor Control System for Computer Users with Spinal Cord Injuries Tihomir Surdilovic Follow this and additional works at: https://scholarworks.gsu.edu/cs_theses Part of the Computer Sciences Commons Recommended Citation Surdilovic, Tihomir, "Fuzzy Mouse Cursor Control System for Computer Users with Spinal Cord Injuries." Thesis, Georgia State University, 2006. https://scholarworks.gsu.edu/cs_theses/49 This Thesis is brought to you for free and open access by the Department of Computer Science at ScholarWorks @ Georgia State University. It has been accepted for inclusion in Computer Science Theses by an authorized administrator of ScholarWorks @ Georgia State University. For more information, please contact [email protected]. i Fuzzy Mouse Cursor Control System For Computer Users with Spinal Cord Injuries A Thesis Presented in Partial Fulfillment of Requirements for the Degree of Master of Science in the College of Arts and Sciences Georgia State University 2005 by Tihomir Surdilovic Committee: ____________________________________ Dr. Yan-Qing Zhang, Chair ____________________________________ Dr. Rajshekhar Sunderraman, Member ____________________________________ Dr. Michael Weeks, Member ____________________________________ Dr. Yi Pan, Department Chair Date July 21st 2005 ii Abstract People with severe motor-impairments due to Spinal Cord Injury (SCI) or Spinal Cord Dysfunction (SCD), often experience difficulty with accurate and efficient control of pointing devices (Keates et al., 02). Usually this leads to their limited integration to society as well as limited unassisted control over the environment. The questions “How can someone with severe motor-impairments perform mouse pointer control as accurately and efficiently as an able-bodied person?” and “How can these interactions be advanced through use of Computational Intelligence (CI)?” are the driving forces behind the research described in this paper. -
An INTRODUCTION to Preconstruction (Webt)
WELCOME to an INTRODUCTION TO Preconstruction (webT) Welcome to the Preconstruction (webT) User Guide. When development of the Preconstruction application is complete, it will be a self-contained, electronic database application that will deal with everything currently handled by CES, PES, LAS, Designer Interface, Expedite, Bid Express, DSS and Sitemanager. The purpose of this series of documents is to provide a simple and easy explanation dealing with navigating and working in the new web Preconstruction environment. It should answer the “WHO, WHAT, WHEN, WHERE, WHY and HOW” of webT. It is designed to provide easy-to-follow steps to enhance the accomplishment of your tasks whether your job deals with contract administration, project design, estimation, contract awarding or contract management, to mention just a few. The instructions and directions are arranged logically and sequentially. The goal of this User Guide is to reduce the frustration frequently associated with learning a new application. The guide should be a handy reference that is quick and easy. If you find it doesn’t provide enough information, please call the HELP DESK or even reference the “Online Help” available throughout the application The Guide is intended to be a quick reference on how to accomplish certain tasks without a lot of technical jargon. It is not intended to be a technical treatise that defines the coding and programming challenges handled by the application. Part of the beauty of a web application is the ease in which tasks are accomplished without requiring the user to remember special keys or to enter special codes. With the aid of drop-down menus and mouse clicks on buttons or hyperlinks, processes can be activated and run without the user doing anything more complicated than a point and click.