Computer Input Devices
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Siouxland Fabricating Inc.: Windows USB Devices List All Detected USB Devices (56 Items) Generated on Oct 02, 2014 @ 08:28 Am
Siouxland Fabricating Inc.: Windows USB Devices List all detected USB devices (56 items) Generated on Oct 02, 2014 @ 08:28 am Name Product Identifier Manufacturer Vendor Identifier Number of Instances Service 3Dconnexion Space Pilot 3D Mouse C625 Logitech, Inc. 046D 1 Input 3Dconnexion SpacePilot PRO C629 Logitech, Inc. 046D 1 Unknown (LGPBTDD) 3Dconnexion SpacePilot Pro 3D Mouse C629 Logitech, Inc. 046D 1 Input ActiveJet K-2024 Multimedia Keyboard 0103 Elan Microelectronics Corp. 04F3 1 Input ASIX AX88772 USB2.0 to Fast Ethernet Adapter 7720 ASIX Electronics Corp. 0B95 1 Unknown (AX88772) Audio Adapter 000C C-Media Electronics, Inc. 0D8C 1 Input Bar Code Scanner 1200 Symbol Technologies 05E0 9 Input Basic Optical Mouse v2.0 00CB Microsoft Corp. 045E 1 Input Benq X120 Internet Keyboard Pro 001C Darfon Electronics Corp. 0D62 2 Input C-Media USB Headphone Set 000C C-Media Electronics, Inc. 0D8C 1 Audio Comfort Curve Keyboard 2000 V1.0 00DD Microsoft Corp. 045E 1 Input Cordless Mouse Receiver C50E Logitech, Inc. 046D 2 Input Cordless Mouse Receiver C521 Logitech, Inc. 046D 1 Input Dell N889 Optical Mouse 4D81 Primax Electronics, Ltd 0461 1 Input Intel(R) Centrino(R) Wireless Bluetooth(R) 3.0 + High Speed Adapter 0189 Intel Corp. 8086 1 Bluetooth Keyboard 2003 Dell Computer Corp. 413C 3 Input Keyboard 2010 Dell Computer Corp. 413C 1 Input Keyboard K120 for Business C31C Logitech, Inc. 046D 1 Input Laptop Integrated Webcam 63E0 Microdia 0C45 1 Unknown (OEM13VID) Logitech Unifying USB receiver C52B Logitech, Inc. 046D 1 Unknown (LEQDUSB) M-BT96a Pilot Optical Mouse C03D Logitech, Inc. 046D 1 Input Microsoft USB Wheel Mouse Optical 0040 Microsoft Corp. -
The How of Computers
THE HOW OF COMPUTERS A computer is an electronic device, operating under the control of instructions stored in its own memory, that can accept data, process the data according to specified rules, produce results, and store the results for future use. Data and Information Computers process data into information. Data is a collection of unprocessed items, which can include text, numbers, images, audio, and video. Information conveys meaning and is useful to people. Many daily activities either involve the use of or depend on information from a computer. Computers process several data items to print information in the form of a cash register receipt. A computer processes data into information. In this simplified example, the item ordered, item price, quantity ordered, and amount received all represent data. The computer processes the data to produce the cash register receipt (information). Information Processing Cycle Computers process data (input) into information (output). Computers carry out processes using instructions, which are the steps that tell the computer how to perform a particular task. A collection of related instructions organized for a common purpose is referred to as software. A computer often holds data, information, and instructions in storage for future use. Some people refer to the series of input, process, output, and storage activities as the information processing cycle. Most computers today communicate with other computers. As a result, communications also has become an essential element of the information processing cycle. The Components of a Computer A computer contains many electric, electronic, and mechanical components known as hardware. These components include input devices, output devices, a system unit, storage devices, and communications devices. -
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. -
INFORMATION SHEET 1.1.5 Storage, Input and Output Devices LEARNING OBJECTIVES
INFORMATION SHEET 1.1.5 Storage, Input and Output Devices LEARNING OBJECTIVES: After reading this INFORMATION SHEET, STUDENT(S) MUST be able to: 1. identify the output and input device 2. explain, elaborate and classify the different computer peripherals and its components INTRODUCTION A peripheral is a piece of computer hardware that is added to a computer in order to expand its abilities. The term peripheral is used to describe those devices that are optional in nature, as opposed to hardware that is either demanded or always required in principle. There are all different kinds of peripherals you can add your computer. The main distinction among peripherals is the way they are connected to your computer. They can be connected internally or externally. A computer peripheral is any external device that provides either input or output. Peripherals typically fall into the hardware category and include optional system components. Computer peripherals are add-on hardware to the computer to expand its abilities or improve its performance. By adding memory, computers are able to perform a lot better, or by adding video cards, the computers graphics create more detail. These are just some of the peripherals, although there is a lot more you can put on your PC some of them may not be compatible. Compatibility maybe an issue to some of the peripherals and may even cause the worst outcome –the PC refuses to boot or the PC refuses to recognize the peripheral being added. The easiest way to solve that would be figuring out where it started and you can start from there. -
Intuos2 User's Manual for Macintosh
USER’S MANUAL FOR MACINTOSH ® Navigation Contents Index Wacom Intuos 2 User’s Manual for Macintosh , June 8, 2001 English V4.0 for Macintosh Copyright Wacom Company, Limited, 2001 All rights reserved. No part of this manual may be reproduced except for your express personal use. Wacom reserves the right to revise this publication without obligation to provide notification of such changes. Wacom does its best to provide current and accurate information in this manual. However, Wacom reserves the right to change any specifications and product configurations at its discretion, without prior notice and without obligation to include such changes in this manual. TRADEMARKS Wacom and Intuos are registered trademarks. Tool ID, QuickPoint, DuoSwitch, and DualTrack are trademarks of Wacom Company, Limited. Acrobat Reader Copyright 1987-2001 Adobe Systems Incorporated. All rights reserved. Adobe, Acrobat, and Photoshop are trademarks of Adobe Systems Incorporated which may be registered in certain jurisdictions. Apple, the Apple logo, and Macintosh are registered trademarks of Apple Computer, Inc., registered in the U.S. and other countries. Any additional company and product names mentioned in this documentation may be trademarked and/or registered as trademarks. Mention of third-party products is for information purposes only and constitutes neither an endorsement nor a recommendation. Wacom assumes no responsibility with regard to the performance or use of these products. Contents Index Page 2 RADIO AND TELEVISION INTERFERENCE The equipment described in this manual generates, uses, and can radiate radio-frequency energy. If it is not installed and used properly—that is, in strict accordance with Wacom instructions—it may cause interference with radio and television reception. -
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. -
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. -
Evolution of the Graphical Processing Unit
University of Nevada Reno Evolution of the Graphical Processing Unit A professional paper submitted in partial fulfillment of the requirements for the degree of Master of Science with a major in Computer Science by Thomas Scott Crow Dr. Frederick C. Harris, Jr., Advisor December 2004 Dedication To my wife Windee, thank you for all of your patience, intelligence and love. i Acknowledgements I would like to thank my advisor Dr. Harris for his patience and the help he has provided me. The field of Computer Science needs more individuals like Dr. Harris. I would like to thank Dr. Mensing for unknowingly giving me an excellent model of what a Man can be and for his confidence in my work. I am very grateful to Dr. Egbert and Dr. Mensing for agreeing to be committee members and for their valuable time. Thank you jeffs. ii Abstract In this paper we discuss some major contributions to the field of computer graphics that have led to the implementation of the modern graphical processing unit. We also compare the performance of matrix‐matrix multiplication on the GPU to the same computation on the CPU. Although the CPU performs better in this comparison, modern GPUs have a lot of potential since their rate of growth far exceeds that of the CPU. The history of the rate of growth of the GPU shows that the transistor count doubles every 6 months where that of the CPU is only every 18 months. There is currently much research going on regarding general purpose computing on GPUs and although there has been moderate success, there are several issues that keep the commodity GPU from expanding out from pure graphics computing with limited cache bandwidth being one. -
Zoom Guide for Facilitators Using Whiteboard Options
ZOOM Guides by UCSF’s School of Medicine, Technology Enhanced Education Zoom Guide for Facilitators Using Whiteboard Options Use this guide to learn to share digital or physical writing (or drawing) surfaces in Zoom meetings. We recommend practicing these options below prior to utilizing them live. 1. Use the Zoom Whiteboard on a laptop or desktop computer • Instructions: o Click Share Screen then select the Whiteboard tool, then click the blue Share button. o Use Zoom’s annotation tools to write on the whiteboard. o Click the New screen button on the lower-right part of the whiteboard to add a screen. o Note: Instead of sharing the Zoom Whiteboard, you can also share a blank PowerPoint slide, or share another app that includes writing and annotation tools. • Pros: Whenever you share your screen, you can annotate and allow participants to annotate. • Cons: It can be hard to write with a mouse or trackpad. If possible, use a graphics tablet, stylus, or touchscreen device (see options 2 and 4). 2. Share the screen of your touchscreen device • Instructions: o You can connect a touchscreen device like a tablet or mobile phone to your computer, then share its screen. Here’s how: o In Zoom, click Share Screen then select the device from the options you see. Note: To share from a document camera, click Advanced on top, then click Content from 2nd Camera. o Click the blue Share button, then follow the connection instructions. o Use Zoom’s annotation tools to write on your device’s Zoom Whiteboard, or use your device’s annotation apps and tools. -
Pointing Devices, Input-Output Mappings, CD Gain, Mid-Air Interaction, Problems of Direct Input and Solutions Input Devices Vs
Input: pointing devices, input-output mappings, CD gain, mid-air interaction, problems of direct input and solutions Input devices vs. Finger-based input Indirect vs. Direct pointing Indirect: The position of the cursor Direct: Fingers manipulate visual is controlled by the device objects directly on the screen Absolute vs. Relative pointing Absolute: 1-to-1 mapping between input and output space indirect direct Relative: Input controls the relative position of the cursor (always indirect) Hovering mode Tracking the position of the pointing device (e.g., the pen) or the finger from distance Hover widgets http://www.youtube.com/watch?v=KRXfaZ8nqZM Absolute pointing Direct input ! Hovering feedback is not indispensable as there is a clear mapping between pen/fingers and the screen ! Main drawback: occlusion problems Indirect input Wacom Cintiq ! « Hovering » is indispensable: users must know the position of the cursor before starting drawing regular graphics tablet Relative pointing Common devices: mouse and touchpad « Clutching » instead of « hovering » mode ! Lift the mouse or finger to « re-calibrate » movement ! Use of smaller input space to traverse a larger output space How would you map the input space of the tablet to the output space of the wall? Smarties: https://www.lri.fr/~chapuis/publications/CHI14-smartiestk.mp4 Buxton’s 3-state model (1990) A. Two-state model for mouse Buxton’s 3-state model (1990) B. Two-state model for a touch tablet Buxton’s 3-state model (1990) C. Three-state model for a gaphics tablet with stylus Relative pointing: Mappings Position control: maps human input to the position of the cursor (or object of interest) Examples: mouse, touchpad Rate (or velocity) control: maps human input to the velocity of the cursor (or object of interest) Examples: joystick, trackpoint Trackpoint Isotonic vs. -
A Computer Vision-Based Pointing and Gesture Input Device
FlowMouse: A Computer Vision-Based Pointing and Gesture Input Device Andrew D. Wilson and Edward Cutrell Microsoft Research One Microsoft Way, Redmond, WA [email protected], [email protected] Abstract. We introduce FlowMouse, a computer vision-based pointing device and gesture input system. FlowMouse uses optical flow techniques to model the motion of the hand and a capacitive touch sensor to enable and disable in- teraction. By using optical flow rather than a more traditional tracking based method, FlowMouse is exceptionally robust, simple in design, and offers op- portunities for fluid gesture-based interaction that go well beyond merely emu- lating pointing devices such as the mouse. We present a Fitts law study exam- ining pointing performance, and discuss applications of the optical flow field for gesture input. 1 Introduction Today’s computing environments are strongly tied to the availability of a high resolu- tion pointing device, and, more fundamentally, to the notion of a single, discrete two- dimensional cursor. Modern GUIs (graphical user interfaces) combined with devices such as mice and track pads are extremely effective at reducing the richness and vari- ety of human communication down to a single point. While the utility of such devices in today’s interfaces cannot be denied, there are opportunities to apply other kinds of sensors to enrich the user experience. For example, video cameras and computer vision techniques may be used to capture many details of human shape and movement [24]. The shape of the hand may be analyzed over time to manipulate an onscreen object in a way analogous to the hand’s manipulation of paper on a desk. -
Hardware Components of a Computer System
Hardware Components of a Computer Hardware Components of a computer refers to the collection of physical parts of a computer system that we can touch or feel. This includes the computer case, monitor, keyboard, and mouse. It also includes all the parts inside the computer case, such as the hard disk drive, motherboard, video card, and many others. The hardware components of a computer or personal computer is categorized into 4 primary categories: - a. System Unit b. Display Device c. Input Devices d. External Devices a. System Unit A System Unit is the main component of a personal computer, which houses the other devices necessary for the computer to function. It is comprised of a chassis and the internal components of a personal computer such as the system board (mother board), the microprocessor, memory modules, disk drives, adapter cards, the power supply, a fan or other cooling device and ports for connecting external components such as monitors, keyboards, mice, and other devices. System Unit Components b. Display Devices A display device is a personal computer component and is an output device that enables user to view the text and graphical data associated with a computer program. Display devices commonly connect to the system unit via a cable, and they have controls to adjust the settings for the device. They vary in size and shape, as well as the technology used. 1 Display Device c. Input Devices An input device is a personal computer component that enables users to enter data or instructions into a computer. The most common input devices are keyboards and computer mice.