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Unit 1 syllabus

Introduction to CAD and Computer Graphics


Product Development Cycle – Introduction to CAD, Hardware and software requirement of CAD;
Graphics input devices- cursor control devices, Digitizers, Scanners, speech oriented devices and touch
panels, Graphics display devices- Refresh cathode ray tubes, Raster-scan displays, Random-scan displays,
CRT Monitors; Input devices- keyboard, joy-stick, mouse, scanner; DVST, Flat- panel display, Hard copy
devices - Printers and Plotters, dot matrix, inkjet, laser printers, Graphics Standards – Neutral File
formats –IGES, STEP, Graphics software, Graphics functions, output primitives- Bresenham’s Algorithm
and DDA.

The Product Life Cycle is the set of commonly identified stages in the life of commercial products. The
stages which a product cycles through during its lifespan are: Development, Introduction, Growth,
Maturity and Decline.
Product Development stage
The Product development stage is the first part of the Product Life Cycle. This stage is not only about
building the product, it includes carrying out research and testing too.
Market research and competitor analysis are the main part of the research for the development stage.
These are done to get an idea of the potential growth for the product, and to build a business case to
validate the product. Gathering feedback from test users and testing the product are also vital to the
development of the product. Once the development of the product is complete it is ready for the
introduction stage.
Introduction stage
This is the stage in which the product is initially promoted. Public awareness is very important to the
success of a product. If people don’t know about the product they won’t go out and buy it.
There are two different strategies you can use to introduce your product to consumers. You can use
either a penetration strategy or a skimming strategy. If a penetration strategy is used then prices are set
very high initially and then gradually lowered over time. This is a good strategy to use if there are few
competitors for your product. Profits are high with this strategy but there is also a great deal of risk. If
people don’t want to pay high prices you may lose out.
The second pricing strategy is a skimming strategy. In this case you set your prices very low at launch
and gradually increase them. This is a good strategy to use if there are many of competitors who control
a large portion of the market. Profits are not a concern under this strategy. The most important thing is
to get your product known and worry about making money at a later time.
Growth Stage
The Growth stage is where the market share of product starts to grow. Often at this stage a large
amount of money is spent on advertising. You want to focus your advertising campaigns at your target
audience and existing customers, and sell the benefits of your products to them. There are several
channels to advertise your product. The advertising channels you choose to take will depend on your
product, industry and advertising budget you have.
You could look at social media advertising channels, such as Facebook and Twitter targeted adverts, or
promoted videos on Youtube. Other digital media channels include using blogs, online newspapers to
promote your product. You can also use more traditional advertising methods such as TV and radio
commercials, magazine and newspaper ads. The more traditional channels are likely to cost more than
the digital advertising options. The best and cheapest possible way for your product to be advertised is
through word-of-mouth promoted from your customers, this can only be done when your customers
trust and enjoy your product.
If you are successful with your advertising strategy then you will see an increase in sales. After a period
of an ongoing increase in sales, eventually your share of the market will stabilize. Once you get to this
point you will reach the Maturity stage of the product.
Maturity Stage
The third stage in the Product Life Cycle is the maturity stage. If your product completes the
Introduction and Growth stages then it is likely to spend a great deal of time in the Maturity stage.
During this stage sales grow at a very fast rate, then gradually your market share will begin to stabilize.
The key to surviving this stage is differentiating your product from the similar products offered by your
competitors. When sales start to stabilize you will need to go back to the development stage, analyse
your product and sales performance, to be able to innovate new features and services to help your
company stay competitive in the market. If you do not restart the product life cycle here, you are more
than likely to reach the decline stage.
Decline
This is the stage in which sales of your product begin to fall. Either everyone that wants to has bought
your product or new, more innovative products have been created that replace yours. To stay
competitive, and keep your market share, you will need to reassess your existing product and iterate on
it’s features. Ideally between the maturity and decline stage you would restart the product development
cycle, to continue the success of your business. Some companies decide to withdraw their products
completely from the market due to the downturn.

Product Development Cycle


The product development cycle is a part of the product life cycle.
A brief explanation for the difference between the two is: The product development cycle focuses on
the planning, development and evaluation of a product. The product life cycle looks at the performance
of the product in the market, and it’s market share.The product development cycle consist of the
following stages: Plan, Develop, Evaluate, Launch, Assess, Iterate or Kill.
Plan
The planning stage consist of work that needs to be done before any development commences. You
want to make sure you have a valid business case for the product and a solid strategic plan to give your
startup the best chance of success.
To begin Market Research and Competitive Analysis should be carried out, to get an understanding of
the market, and the key players in them. This research will need to answer questions such as:
Who are your target audience?
Is there a need for the product? Can it be validated by thing like surveys, customer interview or
consumer spending figures?
Who are the competitors in the market and how will the product be able to compete with them? What
is the potential market share for the product?
Your research should also look at cost of production and the price points of the product. Answering all
these questions will be vital for your business case, by proving that there is a need for the product and
there is profit to be made on it.
Apart from creating a business case, a product Roadmap and Strategic Plan need to be written at this
stage, before development begins. They look at the product in the long term, they are both ‘live
documents’, as they may change over time depending on the market, your competitors and business
goals.
Develop
Simply put this is when the product be it software or hardware is built.Unfortunately, building the
software is not as straightforward as saying “get it built”. The product needs to be broken down in to
features, with specification and user stories for each feature.Once the features have been defined with
user stories and specification, they should be ranked by difficulty and priority. This will help identify
what features are needed most, and how difficult — time consuming it will be to create a minimum
viable product.
In many cases your first product release will not contain all the features you or your stakeholders wish
for. The first release is likely to be an MVP (minimum viable product) containing the core features
necessary for the product to be of use to your customers and succeed in the market.
You will need to management resources and development to deliver a working product, that contains
the core features for success in a timely manner. This will ensure a great product release, and will enable
you to evaluate the product and it’s features quickly, once it is live.
Evaluate
Early feedback is key to test the assumption made during the Plan stage. There is no need to wait until
the product is completed to perfection before you start evaluating it’s features, the sooner features can
be validated the better. If the feedback from the evaluation is some features need changing then tweak
them.How do you evaluate the product? Use Key performance indicators as metrics to measure the
success of the product.
Key Metrics Measure For Product Success
 Cost of Acquisition
 Revenue
 Rate of Revenue Growth
 AARRR Metrics:
 Acquisition
 Activation
 Retention
 Referral
 Revenue
All these metrics can be used as part of the product evaluation. To find out more about AARRR Metrics
and startup metrics for pirates, see Dave McClure’s talk on Startup Metrics for Pirates.
Launch
This stage is very much the same as the Introduction stage of the Product Life Cycle.Launching the
product involves letting your target audience the product is live. This can be done with Press
Announcement & Interviews, advertising, creating public launch events etc.Soon after launch, you
should assess your performance.
Assess
Assessing the product entails collecting metrics and analysing them, to gather insight in to the
performance of the product. A/B testing, challenging how to improve a return on investment, testing
what makes a returning customer are a few possibilities for assess and analysis.
Similarly to the Evaluation stage, each feature of the product will need to be tested and evaluated to see
if a feature worth keeping and iterated on or being doped from the product completely.
During the assessment stage you will also need to support marketing & sales efforts. This is done by
assessing what effect advertising, social media and CRM (Customer relationship management)
campaigns have on product engagement and revenue. For example does a email campaign activates
more customers compared to a social media campaign? Or is the advertising campaign increasing
customer signups?
Iterate and Kill
Once assessment and evaluation of the product features is complete, a decision needs to be made on
which features to keep and upgrade and which to remove.
For the features that prove not useful for the customer, and don’t generate engagement or revenue,
those should be removed. This should be done in a well-planned manor, with customers should be
informed of the removal of features.
For the features that are kept, they will need to be iterated on and upgraded, to ensure
competitiveness. This involves starting the Product Development Cycle all over again.
Following the Product Development Cycle and Product Life Cycle will ensure your product can build a
strong market share, and fend off competition, by continuously innovating.

Touch screen and speech oriented DEvice


A basic touch screen has three main components:
1. Touch sensor;
2. Controller;
3. Software driver.
The touch screen is an input device, so it needs to be combined with a display and a PC or other device
to make a complete touch input system
• A touch screen sensor is a clear glass panel with a touch responsive surface. The touch
sensor/panel is placed over a display screen so that the responsive area of the panel covers the viewable
area of the video screen.
• The sensor generally has an electrical current or signal going through it and touching the screen
can cause a voltage or signal change. This change is used to determine the location of the touch to the
screen.
Touch Screen Technology
a) Resistive touch screen
b) Capacitive touch screen
c) Infrared touch screen
d) Surface acoustic wave (SAW) touch screen
e) Strain gauge touch screen Optical imaging touch screen
f) Dispersive signal technology touch screen
a) RESISTIVE TOUCH SCREEN The resistive system consists of a normal glass panel that is covered with a
conductive and a resistive metallic layer. These two layers are held apart by spacers, and a scratch-
resistant layer is placed on top of the whole setup. An electrical current runs through the two layers
while the monitor is operational. When a user touches the screen, the two layers make contact in that
exact spot. The change in the electrical field is noted and the coordinates of the point of contact are
calculated by the computer. Once the coordinates are known, a special driver translates the touch into
something that the operating system can understand, much as a computer mouse driver translates a
mouses movements into a click or a drag.
b) Capacitive Screen In the capacitive system, a layer that stores electrical charge is placed on the glass
panel of the monitor. When a user touches the monitor with his or her finger, some of the charge is
transferred to the user, so the charge on the capacitive layer decreases. This decrease is measured in
circuits located at each corner of the monitor. The computer calculates, from the relative differences in
charge at each corner, exactly where the touch event took place and then relays that information to the
touch-screen driver software.
9. Resistive vs capacitiveTechnology Resistive CapacitiveTransparency 75-85% Very good>92%Resolution
Good GoodSurface Unaffected by Surface Resistance tocontaminants/durabilit contaminants. Polyester
moisture and othery top sheet is easily surface contaminants scratchedSensor substrate Polyester top
sheet, glass Glass with ITO coating substrate with ITO coatingDisplay size Up to 19” 8.4 -21”Touch
method Can use any pointed Human touch device
Speech Oriented Devices-an automated system.
1. Categeries: Small-vocabulary/many-users These systems are ideal for automated telephone
answering. The users can speak with a great deal of variation in accent and speech patterns, and the
system will still understand them most of the time.
2. Large-vocabulary/limited-users These systems work with a good degree of accuracy (85 percent or
higher with an expert user) and have vocabularies in the tens of thousands.
13. Conversion of speech to on-screen text or a computer command:
14. Flow chart: speech vibration in the air Analog to digital convertor (ADC) translate Digital data
15. The system filters the digitized sound to remove unwanted noise, and sometimes to separate it into
different bands of frequency. It also normalizes the sound, or adjusts it to a constant volume level
16.  Next the signal is divided into small segments as short as a few hundredths of a second, or even
thousandths in the case of plosive consonant sounds -- consonant stops produced by obstructing airflow
in the vocal tract -- like "p" or "t." The program then matches these segments to known phonemes in
the appropriate language. A phoneme is the smallest element of a language
17. The program examines phonemes inthe context of the other phonemesaround them. It runs the
contextualphoneme plot through a complexstatistical model and compares themto a large library of
known words,phrases and sentences output as text or as a computer command.
18. Weaknesses and Flaws: Low signal-to-noise ratio(quality of sound) Overlapping speech Intensive
use of computer power (requires the computers processor to do a lot of heavy work) Homonyms (have
different meanings but sound the same.)

Random Scan and Raster Scan Display:


Random Scan Display:

Random Scan System uses an electron beam which operates like a pencil to create a line image on the
CRT screen. The picture is constructed out of a sequence of straight-line segments. Each line segment is
drawn on the screen by directing the beam to move from one point on the screen to the next, where its
x & y coordinates define each point. After drawing the picture. The system cycles back to the first line
and design all the lines of the image 30 to 60 time each second. The process is shown in fig:

Random-scan monitors are also known as vector displays or stroke-writing displays or calligraphic
displays.
Advantages:

1. A CRT has the electron beam directed only to the parts of the screen where an image is to be
drawn.

2. Produce smooth line drawings.

3. High Resolution

Disadvantages:

1. Random-Scan monitors cannot display realistic shades scenes.

Raster Scan Display:

A Raster Scan Display is based on intensity control of pixels in the form of a rectangular box called Raster
on the screen. Information of on and off pixels is stored in refresh buffer or Frame buffer. Televisions in
our house are based on Raster Scan Method. The raster scan system can store information of each pixel
position, so it is suitable for realistic display of objects. Raster Scan provides a refresh rate of 60 to 80
frames per second.

Frame Buffer is also known as Raster or bit map. In Frame Buffer the positions are called picture
elements or pixels. Beam refreshing is of two types. First is horizontal retracing and second is vertical
retracing. When the beam starts from the top left corner and reaches the bottom right scale, it will again
return to the top left side called at vertical retrace. Then it will again more horizontally from top to
bottom call as horizontal retracing shown in fig:

Types of Scanning or travelling of beam in Raster Scan

1. Interlaced Scanning

2. Non-Interlaced Scanning

In Interlaced scanning, each horizontal line of the screen is traced from top to bottom. Due to which
fading of display of object may occur. This problem can be solved by Non-Interlaced scanning. In this
first of all odd numbered lines are traced or visited by an electron beam, then in the next circle, even
number of lines are located.

For non-interlaced display refresh rate of 30 frames per second used. But it gives flickers. For interlaced
display refresh rate of 60 frames per second is used.

Advantages:

1. Realistic image

2. Million Different colors to be generated

3. Shadow Scenes are possible.

Disadvantages:

1. Low Resolution

2. Expensive

Differentiate between Random and Raster Scan Display:

Random Scan Raster Scan

1. It has high Resolution 1. Its resolution is low.

2. It is more expensive 2. It is less expensive

3. Any modification if needed is easy 3.Modification is tough

4. Solid pattern is tough to fill 4.Solid pattern is easy to fill

5. Refresh rate depends or resolution 5. Refresh rate does not depend on the picture

6. Only screen with view on an area is displayed. 6. Whole screen is scanned.

7. Beam Penetration technology come under it. 7. Shadow mark technology came under this.

8. It does not use interlacing method. 8. It uses interlacing

9. It is restricted to line drawing applications 9. It is suitable for realistic display.


Digitizer 
digitizer is any device which receives analog information (such as sound or light) and creates
a digital representation of it (such as a file on a computer). This process is called digitization.

For example, a digital camera is a digitizer. Light enters the camera through the lens, and
the hardware and software inside the camera converts that information to binary data, and stores it an
image file. The user may then transfer the file to a computer, where he or she can edit the
image, print it out, or share it online.

The "digital information age" is said to have begun in 2002, which was the year that total digitized
information in the world exceeded traditional analog information. As of 2018, the estimated total size of
all stored digitized information in the world is greater than 300 exabytes.

Examples of digitizers

A digital camera is one example of a digitizer. Other examples include:

 Audio digitizers - Most computers have a microphone jack, where you can connect an
analog microphone. The analog input (the audio signal) is processed in the computer by a
discrete sound card, or by audio hardware on the motherboard itself. This data can then be used
by software running on the computer. Some audio digitizers are small hand-held devices, and
some are expensive peripherals that provide professional-level conversion quality. The
microphone in a smartphone is another audio digitizer.

 Digital Tablets - A tablet is a computing device that is controlled with a finger or a digital pen
called a stylus. A tablet is usually larger than a smartphone, but smaller than a computer
monitor. Some tablets have their own screen, which is touched directly, and some tablets are
peripheral devices, without screens, which attach to a computer. The user can write, draw, and
paint by touching the tablet. Software converts the analog touch input to lines or pressure-
sensitive brush strokes in a document. The software may also perform handwriting recognition
to convert handwritten text to typewritten words.

Primitives
Points and Lines

Point plotting is accomplished by converting a single coordinate position furnished by an application


program into appropriate operations for the output device. With a CRT monitor, for example, the
electron beam is turned on to illuminate the screen phosphor at the selected location

Line drawing is accomplished by calculating intermediate positions along the line path between two
specified end points positions. An output device is then directed to fill in these positions between the
end points

Digital devices display a straight line segment by plotting discrete points between the two end points.
Discrete coordinate positions along the line path are calculated from the equation of the line. For a
raster video display, the line color (intensity) is then loaded into the frame buffer at the corresponding
pixel coordinates. Reading from the frame buffer, the video controller then plots “the screen pixels”.

Pixel positions are referenced according to scan-line number and column number (pixel position across a
scan line). Scan lines are numbered consecutively from 0, starting at the bottom of the screen; and pixel
columns are numbered from 0, left to right across each scan line

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