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A History of Video Game Consoles Introduction the First Generation
A History of Video Game Consoles By Terry Amick – Gerald Long – James Schell – Gregory Shehan Introduction Today video games are a multibillion dollar industry. They are in practically all American households. They are a major driving force in electronic innovation and development. Though, you would hardly guess this from their modest beginning. The first video games were played on mainframe computers in the 1950s through the 1960s (Winter, n.d.). Arcade games would be the first glimpse for the general public of video games. Magnavox would produce the first home video game console featuring the popular arcade game Pong for the 1972 Christmas Season, released as Tele-Games Pong (Ellis, n.d.). The First Generation Magnavox Odyssey Rushed into production the original game did not even have a microprocessor. Games were selected by using toggle switches. At first sales were poor because people mistakenly believed you needed a Magnavox TV to play the game (GameSpy, n.d., para. 11). By 1975 annual sales had reached 300,000 units (Gamester81, 2012). Other manufacturers copied Pong and began producing their own game consoles, which promptly got them sued for copyright infringement (Barton, & Loguidice, n.d.). The Second Generation Atari 2600 Atari released the 2600 in 1977. Although not the first, the Atari 2600 popularized the use of a microprocessor and game cartridges in video game consoles. The original device had an 8-bit 1.19MHz 6507 microprocessor (“The Atari”, n.d.), two joy sticks, a paddle controller, and two game cartridges. Combat and Pac Man were included with the console. In 2007 the Atari 2600 was inducted into the National Toy Hall of Fame (“National Toy”, n.d.). -
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. -
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. -
Welcome to Computer Basics
Computer Basics Instructor's Guide 1 COMPUTER BASICS To the Instructor Because of time constraints and an understanding that the trainees will probably come to the course with widely varying skills levels, the focus of this component is only on the basics. Hence, the course begins with instruction on computer components and peripheral devices, and restricts further instruction to the three most widely used software areas: the windows operating system, word processing and using the Internet. The course uses lectures, interactive activities, and exercises at the computer to assure accomplishment of stated goals and objectives. Because of the complexity of the computer and the initial fear experienced by so many, instructor dedication and patience are vital to the success of the trainee in this course. It is expected that many of the trainees will begin at “ground zero,” but all should have developed a certain level of proficiency in using the computer, by the end of the course. 2 COMPUTER BASICS Overview Computers have become an essential part of today's workplace. Employees must know computer basics to accomplish their daily tasks. This mini course was developed with the beginner in mind and is designed to provide WTP trainees with basic knowledge of computer hardware, some software applications, basic knowledge of how a computer works, and to give them hands-on experience in its use. The course is designed to “answer such basic questions as what personal computers are and what they can do,” and to assist WTP trainees in mastering the basics. The PC Novice dictionary defines a computer as a machine that accepts input, processes it according to specified rules, and produces output. -
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. -
Video Games: 3Duis for the Masses Joseph J
Video Games: 3DUIs for the Masses Joseph J. LaViola Jr. Ivan Poupyrev Welcome, Introduction, & Roadmap 3DUIs 101 3DUIs 201 User Studies and 3DUIs Guidelines for Developing 3DUIs Video Games: 3DUIs for the Masses The Wii Remote and You 3DUI and the Physical Environment Beyond Visual: Shape, Haptics and Actuation in 3DUI Conclusion CHI 2009 Course Notes - LaViola | Kruijff | Bowman | Poupyrev | Stuerzlinger 163 !3DUI and Video Games – Why? ! Video games ! multi-billion dollar industry: $18.8 billion in 2007 ! major driving force in home entertainment: average gamer today is 33 years old ! advanced 3D graphics in HOME rather then universities or movies studios ! Driving force in technological innovation ! graphics algorithms and hardware, sound, AI, etc. ! technological transfer to healthcare, biomedical research defence, education (example: Folding@Home) ! Recent innovations in 3D user interfaces ! graphics is not enough anymore ! complex spatial, 3D user interfaces are coming to home (example: Nintendo Wii) ! Why 3D user interfaces for games? ! natural motion and gestures ! reduce complexity ! more immersive and engaging ! Research in 3D UI for games is exiting ! will transfer 3DUI to other practical applications, e.g. education and medicine LaViola | Kruijff | Bowman | Poupyrev | Stuerzlinger 164 - Video game industry $10.5 billions in US in 2005, $25.4 billions worldwide; -Not for kids anymore: average player is 33 years old, the most frequent game buyer is 40 years old; -Technological transfer and strong impact on other areas of technology: The poster on this slide (www.allposters.com) demonstrates a very common misconception. In fact its completely opposite, the rapid innovation in games software and hardware allows for economical and practical applications of 3D computers graphics in healthcare, biomedical research, education and other critical areas. -
Developed by the Irene Howell Assistive Technology Center, ECU
Developed by the Irene Howell Assistive Technology Center, ECU Inspiration 1. Inspiration is on every machine. Click the Inspiration icon to begin or go to Start, Programs, and then Inspiration. 2. When the program begins, the screen will come up as shown below. Symbol Palette This is the main idea and where Change the you will begin font, size, color, etc. Icons on the tool bar include (From L to R) Outline View o Change view from diagram view to outline format Rapid Fire o Creates symbols linked to from your main idea Create Tool o Adds new symbols to your main Idea. Link o Links from a symbol to a symbol and can add text to a link Arrange o Changes the Diagram view. Note o Allows the user to begin the writing process Hyperlink o Lets you add outside resources. Spell Developed by the Irene Howell Assistive Technology Center, ECU o Spell Check Transfer o Transfers Outlines and Diagrams to the computer word processor. 3. The first thing to explore is how to change and manipulate the symbols. We will begin by manipulating the main idea. a. Double Click on the words “Main Idea”. Change the text to your main idea, the example will be “On the Farm.” (For clarification of steps, please duplicate the example shown.) b. To find a picture that represents your theme, Click on the down arrow on the symbol palette and choose the appropriate category (or you can choose the left and right arrows to scroll through). c. When you found your picture, Click on the main idea bubble ONCE then Click on the picture ONCE. -
Arcade Guns User Manual
User Manual (v2.5) Table of Contents Recommended Links ..................................................................................................................................... 2 Supported Operating Systems ...................................................................................................................... 3 Quick Start Guide .......................................................................................................................................... 3 Default Light Gun Settings ............................................................................................................................ 4 Positioning the IR Sensor Bar ........................................................................................................................ 5 Light Gun Calibration .................................................................................................................................... 6 MAME (Multiple Arcade Machine Emulator) Setup ..................................................................................... 7 PlayStation 2 Console Games Setup ............................................................................................................. 9 Congratulations on your new Arcade Guns™ light guns purchase! We know you will enjoy them as much as we do! Recommended Links 2 Arcade Guns™ User Manual © Copyright 2019. Harbo Entertainment LLC. All rights reserved. Arcade Guns Home Page http://www.arcadeguns.com Arcade Guns Pro Utility Software (Windows XP, Vista, -
CPR for the Arcade Culture a Case History on the Development of the Dance Dance Revolution Community
CPR for the Arcade Culture A Case History on the Development of the Dance Dance Revolution Community Alexander Chan SUID 5075504 STS 145: History of Computer Game Design Stanford University March 16, 2004 Introduction Upon entering an arcade, you come across an unusual spectacle. Loud Japanese techno and a flashing neon glow pour out of the giant speakers and multicolored lights of an arcade console at the center of the room. Stranger than the flashy arcade cabinet is the sweaty teenager stomping on a metal platform in front of this machine, using his feet to vigorously press oversized arrows as the screen in front of him displays arrows scrolling upward. A growing group of people crowd around to watch this unusual game-play, cheering the player on. In large letters, the words “Dance Dance Revolution 3rd Mix” glow above the arcade machine. Most people who stumble upon a scene similar to this one would rarely believe that such a conceptually simple arcade game could foster an enormous nation-wide game community, both online and offline. Yet the rules of the game are deceptively simple. The players (one or two) must press the arrows on the platform (either up, down, left, or right) when the corresponding arrows on the screen reach the top, usually on beat with the techno/pop song being played. If the player doesn’t press the arrows on time, the song will quickly come to an end, and the machine will Arrows scrolling up a DDR screen ask for more quarters to continue play. Yet despite its simplicity, Dance Dance Revolution, or DDR for short, has helped create a giant player community in the United States, manifesting itself though various forms. -
Exerlearn Bike: an Exergaming System for Children's Educational and Physical Well-Being by Rajwa Alharthi a Thesis Submitted T
EXERLEARN BIKE: AN EXERGAMING SYSTEM FOR CHILDREN’S EDUCATIONAL AND PHYSICAL WELL-BEING BY RAJWA ALHARTHI A THESIS SUBMITTED TO THE FACULTY OF GRADUATE AND POSTDOCTORAL STUDIES IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER IN COMPUTER SCIENCE OTTAWA-CARLETON INSTITUTE FOR COMPUTER SCIENCE SCHOOL OF ELECTRICAL ENGINEERING AND COMPUTER SCIENCE UNIVERSITY OF OTTAWA © RAJWA ALHARTHI, OTTAWA, CANADA 2012 Abstract Inactivity and sedentary behavioural patterns among children contribute greatly to a wide range of diseases including obesity, cancer, cardiovascular disease, and diabetes. It is also associated with other important health effects like mental health issues, anxiety, and depression. In order to reduce these trends, we need to focus on the highest contributing factor, which is lack of physical activity in children’s daily lives. 'Exergames' are believed to be a very good solution in promoting physical activity in children. Such games encourage children to engage in physical activity for long periods of time while enjoying their gaming experience. The purpose of this thesis is to provide means of directing child behaviour in a healthy direction by using gaming enhancements that encourage physical exertion. We believe that the combination of both exercising and learning modalities in an attractive gaming environment could be more beneficial for the child's well-being. In order to achieve this, we present an adaptive exergaming system, the "ExerLearn Bike", which combines physical, gaming, and educational features. The main idea of the system is to have children learn about new objects, new language, practice their math skills, and improve their cognitive ability through enticing games and effective exercise. -
Dance Dance Revolution on FPGA
ECE532 – Digital System Design Dance Dance Revolution on FPGA Name: Jeffrey Puk (992297518) Dharmendra Gupta (992370206) Kenny Chan (992462866) Date: April 2, 2007 Acknowledgements Special thanks to the following people for making this project a success. - Mark Jarvin - Patrick Akl - Professor Paul Chow And Xilinx for their generous donation of the Xilinx XUP Virtex II Pro board to the University of Toronto. ECE532 – Digital System Design Group Report Table of Content 1. Overview..................................................................................................................................... 1 1.1 Goals of the Project........................................................................................................... 1 1.2 Redefined Goals of the Project ......................................................................................... 1 1.3 System Diagram................................................................................................................ 2 1.4 High Level Description..................................................................................................... 3 2. Outcome...................................................................................................................................... 4 2.1 Future Improvements ........................................................................................................ 5 3. Detailed Description .................................................................................................................. -
Virtual Reality Controllers
Evaluation of Low Cost Controllers for Mobile Based Virtual Reality Headsets By Summer Lindsey Bachelor of Arts Psychology Florida Institute of Technology May 2015 A thesis Submitted to the College of Aeronautics at Florida Institute of Technology in partial fulfillment of the requirements for the degree of Master of Science In Aviation Human Factors Melbourne, Florida April 2017 © Copyright 2017 Summer Lindsey All Rights Reserved The author grants permission to make single copies. _________________________________ The undersigned committee, having examined the attached thesis " Evaluation of Low Cost Controllers for Mobile Based Virtual Reality Headsets," by Summer Lindsey hereby indicates its unanimous approval. _________________________________ Deborah Carstens, Ph.D. Professor and Graduate Program Chair College of Aeronautics Major Advisor _________________________________ Meredith Carroll, Ph.D. Associate Professor College of Aeronautics Committee Member _________________________________ Neil Ganey, Ph.D. Human Factors Engineer Northrop Grumman Committee Member _________________________________ Christian Sonnenberg, Ph.D. Assistant Professor and Assistant Dean College of Business Committee Member _________________________________ Korhan Oyman, Ph.D. Dean and Professor College of Aeronautics Abstract Title: Evaluation of Low Cost Controllers for Mobile Based Virtual Reality Headsets Author: Summer Lindsey Major Advisor: Dr. Deborah Carstens Virtual Reality (VR) is no longer just for training purposes. The consumer VR market has become a large part of the VR world and is growing at a rapid pace. In spite of this growth, there is no standard controller for VR. This study evaluated three different controllers: a gamepad, the Leap Motion, and a touchpad as means of interacting with a virtual environment (VE). There were 23 participants that performed a matching task while wearing a Samsung Gear VR mobile based VR headset.