Replacing the Computer Mouse
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The Future of Human-Computer Interaction: Overview of Input Devices
The future of human-computer interaction: overview of input devices Fabrizio Fornari School of Computer Science H´ask´olinn´ıReykjav´ık- Reykjav´ıkUniversity Reykjav´ık,Iceland November, 2012 Abstract We are in 2012 and we are still using the mouse and the keyboard to interact with a computer. We have seen a lot of changes in the world of Computer Science, relating to: performance, design and the way we interact with the computer. Differ- ent input devices have been developed around the computer, starting from the most recent touchscreens, continuing with webcams, microphones, and arriving to the oldest mice and keyboards. The aim of this research is to let the reader imagine a new way to interact with the computer. To reach our purpose, we introduce advanced technologies such as: Speech and Voice Recognition, Electronic Perception, Eye Tracking and Brain Computer In- terfaces. We propose examples of the cited technologies that may change the paradigm that saw, until now, keyboard and mouse as leaders of the input devices. 1 1 Introduction From the computer's birth1, we saw a lot of changes in the world of Com- puter Science. Changes relating to: performance, design and human-computer interaction [49]. A few years ago, the words \input device" evoked in our mind only two specific objects: the keyboard and the mouse - the main instruments used to provide data to a personal computer. Keyboard and mouse are, in fact, two of the first input devices in the history of computer. Nowadays, with the evolution of computers, we have a large set of input de- vices that changed the way we interact with the computer. -
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. -
Review: Advancement in Virtual Reality Device
Available online at: http://www.ijmtst.com/vol5issue12.html International Journal for Modern Trends in Science and Technology ISSN: 2455-3778 :: Volume: 05, Issue No: 12, December 2019 Review: Advancement in Virtual Reality Device Dr. Preeti Singh Bahadur 1 | Pushpendra Bahadur2 | Dikshant Delu1 | Shivam Chaudhary1 1Department of Applied Physics, Amity University, Greater Noida(U.P.), 2 Tata Steel, BSL Limited, Sahibabad, Ghaziabad (U.P.)- 201010 To Cite this Article Dr. Preeti Singh Bahadur, Pushpendra Bahadur, Dikshant Delu and Shivam Chaudhary, “Review: Advancement in Virtual Reality Device”, International Journal for Modern Trends in Science and Technology, Vol. 05, Issue 12, December 2019, pp.-40-47. Article Info Received on 21-November-2019, Revised on 12-December-2019, Accepted on 21-December-2019, Published on 26-December-2019. ABSTRACT In this paper we shed light on the advancement in Virtual Reality devices and talk about six latest developments. Virtual reality (VR) is a technology that allows a user to interact with a simulated computer environment, whether that environment is a simulation of the real world or an imaginary world. It is the key to experiencing, feeling and touching the past, the present and the future. It is the means of creating our own world, our own personalized reality. It could range from creating a videogame to taking a virtual tour of the universe, from walking through our own dream house to experiencing a walk through a strange planet. With virtual reality, we can experience the most intimidating and exhausting situations by playing safely and with a learning perspective. However, very few people really know what virtual reality is, what are its basic principles and its open problems. -
Orbit Reader 20™ User Guide
PROPRIETARY INFORMATION Orbit Reader 20™ User Guide 17th April, 2019 Version 2.5 Orbit Reader 20 – User guide Version 2.5 Contents 1 INTRODUCTION ------------------------------------------------------------------------------------------------ 5 2 HOW THE ORBIT READER 20 IS USED ---------------------------------------------------------------- 5 2.1 STAND-ALONE MODE ------------------------------------------------------------------------------------- 5 2.2 REMOTE MODE--------------------------------------------------------------------------------------------- 6 3 TRANSCRIBED BRAILLE ----------------------------------------------------------------------------------- 6 4 AUTOMATIC TRANSLATION------------------------------------------------------------------------------- 6 5 TRANSLATE BRAILLE --------------------------------------------------------------------------------------- 7 6 DOCUMENTATION CONVENTIONS --------------------------------------------------------------------- 7 7 IN THE BOX ----------------------------------------------------------------------------------------------------- 8 8 FEATURES ------------------------------------------------------------------------------------------------------ 8 9 ORIENTATION -------------------------------------------------------------------------------------------------- 8 9.1 KEY PLACEMENTS AND USE ----------------------------------------------------------------------------- 9 9.2 PANNING KEYS ------------------------------------------------------------------------------------------- 10 9.3 -
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. -
A Unified Toolkit for Accessing Human Interface Devices in Pure Data And
Proceedings of the 2007 Conference on New Interfaces for Musical Expression (NIME07), New York, NY, USA A Unified Toolkit for Accessing Human Interface Devices in Pure Data and Max/MSP Hans-Christoph Steiner David Merrill Olaf Matthes IDMI/Polytechnic University MIT Media Lab nullmedium Brooklyn, NY, USA Cambridge, MA, USA Greifswald, Germany [email protected] [email protected] [email protected] ABSTRACT For an electronic musical instrument designer, easy ac- In this paper we discuss our progress on the HID toolkit, cess to gestural data (motion, pressure, buttonpresses, etc.) a collection of software modules for the Pure Data and and output capabilities (lights, force feedback) enables rapid Max/MSP programming environments that provide unified, prototyping of musical affordances and mapping strategies. user-friendly and cross-platform access to human interface Many HIDs are temporally and gesturally sensitive enough devices (HIDs) such as joysticks, digitizer tablets, and for musical performance, including gaming mice, certain joy- stomp-pads. These HIDs are ubiquitous, inexpensive and sticks, and most graphics tablets. Another factor that makes capable of sensing a wide range of human gesture, making many existing HIDs appealing for electronic music perfor- them appealing interfaces for interactive media control. mances is that they are relatively familiar objects (as com- However, it is difficult to utilize many of these devices for pared to custom electronic hardware), which can allow an custom-made applications, particularly for novices. The audience to more easily understand the connection between modules we discuss in this paper are [hidio] 1, which a performer’s actions and the resulting sonic output. -
RX Family USB Host Human Interface Device Class Driver for USB Mini Firmware Using Firmware Integration Technology Contents
APPLICATION NOTE R01AN2168EJ0120 RX Family Rev.1.20 Jun 1, 2020 USB Host Human Interface Device Class Driver for USB Mini Firmware Using Firmware Integration Technology Introduction This application note describes USB Host Human Interface Device Class Driver (HHID), which utilizes Firmware Integration Technology (FIT). This module operates in combination with the USB Basic Mini Host and Peripheral Driver. It is referred to below as the USB HHID FIT module. Target Device RX111 Group RX113 Group RX231 Group RX23W Group When using this application note with other Renesas MCUs, careful evaluation is recommended after making modifications to comply with the alternate MCU. Related Documents 1. Universal Serial Bus Revision 2.0 specification http://www.usb.org/developers/docs/ 2. USB Class Definitions for Human Interface Devices Version 1.1 3. HID Usage Tables Version 1.1 http://www.usb.org/developers/docs/ 4. RX111 Group User’s Manual: Hardware (Document number .R01UH0365) 5. RX113 Group User’s Manual: Hardware (Document number.R01UH0448) 6. RX231 Group User’s Manual: Hardware (Document number .R01UH0496) 7. RX23W Group User’s Manual: Hardware (Document number .R01UH0823) 8. USB Basic Mini Host and Peripheral Driver (USB Mini Firmware) using Firmware Integration Technology Application Note (Document number.R01AN2166) • Renesas Electronics Website http://www.renesas.com/ • USB Devices Page http://www.renesas.com/prod/usb/ R01AN2168EJ0120 Rev.1.20 Page 1 of 17 Jun 1, 2020 RX Family USB Host Human Interface Device Class Driver for USB Mini Firmware -
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. -
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. -
Virtual Reality and Augmented Reality (VR/AR)
Quad Cities Manufacturing Innovation Hub Playbook Series Virtual Reality and Augmented Reality (VR/AR) How to Use This Playbook Each Quad Cities Manufacturing Innovation Hub playbook is created with the business growth needs of our area’s small and medium manufacturers in mind. By utilizing the information in the VR/AR Playbook, you are taking the first steps to creating a competitive advantage for your company by innovating in the face of disruptive technologies. This playbook follows a logical flow to guide you as you learn more about VR/AR (see Fig. 1). Review the sections as they apply to your individual opportunities and resources, either in the order they’re presented or jump around to fit your immediate needs. Figure 1: VR/AR Playbook Information Flow Understand Identify Build the the Find Help Opportunities Business Case Technologies This is your toolkit for plugging into the virtual and augmented reality network in the Quad Cities. Together, all eight of our playbooks work in concert to uplift our regional manufacturers and Department of Defense suppliers through increasing digital readiness; working together to accelerate the understanding and investment in emerging technologies; and foster a culture of innovation in the manufacturing industry. We encourage you to review the other playbooks (see appendix for more information) as well. Whom can I contact at the Quad Cities Manufacturing Innovation Hub with questions? Email [email protected], and a member of the Hub team will respond to your question. About the Quad Cities Manufacturing Innovation Hub and Our Partners The Quad Cities Manufacturing Innovation Hub assists businesses by offering services such as operational assessments, registry in a regional catalog of manufacturers and suppliers, trade and business- to-business events, access to national and international marketing, access to subject matter experts through the Chamber’s Critical Talent Network, connections to the Quad City Manufacturing Lab and national research, and training seminars targeted at key technologies. -
New Realities Risks in the Virtual World 2
Emerging Risk Report 2018 Technology New realities Risks in the virtual world 2 Lloyd’s disclaimer About the author This report has been co-produced by Lloyd's and Amelia Kallman is a leading London futurist, speaker, Amelia Kallman for general information purposes only. and author. As an innovation and technology While care has been taken in gathering the data and communicator, Amelia regularly writes, consults, and preparing the report Lloyd's does not make any speaks on the impact of new technologies on the future representations or warranties as to its accuracy or of business and our lives. She is an expert on the completeness and expressly excludes to the maximum emerging risks of The New Realities (VR-AR-MR), and extent permitted by law all those that might otherwise also specialises in the future of retail. be implied. Coming from a theatrical background, Amelia started Lloyd's accepts no responsibility or liability for any loss her tech career by chance in 2013 at a creative or damage of any nature occasioned to any person as a technology agency where she worked her way up to result of acting or refraining from acting as a result of, or become their Global Head of Innovation. She opened, in reliance on, any statement, fact, figure or expression operated and curated innovation lounges in both of opinion or belief contained in this report. This report London and Dubai, working with start-ups and corporate does not constitute advice of any kind. clients to develop connections and future-proof strategies. Today she continues to discover and bring © Lloyd’s 2018 attention to cutting-edge start-ups, regularly curating All rights reserved events for WIRED UK. -
Virtual Reality: What Is the State of Play in Education?
Australian Journal of Educational Technology 1998, 14(1), 60-74 Virtual reality: What is the state of play in education? Colin Macpherson Central Queensland University Mike Keppell University of Melbourne Background The term 'virtual reality' (VR) is currently used to describe a range of computer-based systems in which a user can explore a hardware and software generated 'microworld' that bears some resemblance to reality. An early application of such systems was the flight simulator used to train pilots. However, it is in the area of hi-tech games that many of the more recent developments in this field have occurred. Typically, a user will wear a helmet containing either a small video screen positioned in front of each eye, or a device that projects images directly onto the user’s retinas. She might also wear an elaborately wired glove that provides tactile feedback as she attempts to physically interact with the computer- generated visual environment. It was on devices and systems of this nature that our proposed investigation was to concentrate. Although this has remained the case, we have expanded our work to also include VR that mainly uses screen-based graphics – thus reflecting the expanded definition of VR (more of which later). Overall aim Our overall aim was to determine the nature and capabilities of VR devices and systems that have already been developed, and of those that are under development; and to investigate the educational and instructional uses to which these devices and systems are already being put and to which they may be put in the near future.