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MMG3033 Human

Computer-Interaction

CHAPTER 3: INTERACTIVE TECHNOLOGY


(INTERACTION DEVICES)

❑ Computer as a System
❑ Input Devices
❑ Pointing Devices
❑ Display – Small and Large
❑ Display Technology

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Learning Objectives
• Understand and discuss human perception and
interactive technologies that support the various sensory
perceptors including:
– Visionary (Vision/Sight - Eyes)
– Auditory (Hearing – Ears)
– Touch (Touch/Haptic – Skin)
• Understand and discuss interactive input technologies
including:
– Keyboards
– Pointing devices

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Learning Objectives
• Explain the keyboard layouts such as QWERTY,
Dvorak and Chord.
• Differentiate between direct pointing devices and
indirect pointing devices.
• Understand how the speech recognition can help
people with physical handicaps.
• Knowing the future ahead on latest and current
interactive technology.

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Computer As A System
How many computers …
In your house? In your pockets?

– PC – PDA
– TV, VCR, DVD, HiFi, – phone, camera
cable/satellite TV – smart card, card with
– microwave, cooker, magnetic strip?
washing machine – electronic car key
– central heating – USB memory
– security system

Can you think of more? 5


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Computer As A System
(Hardware and Peripheral)
• Computer is used as a tool to manipulate and retrieve
information, no new information is being added to the
machine store but information is entered in form of
command in order to get the computer to carry out specific
task.
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Computer Technology
• What are we trying to achieve when we interact with
computer?
✓ Passing information to other people Information
✓ Receiving information from them transfer

⚫ Interaction : process of information transfer from


user to the computer and from computer to the user.

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The Computer
• A computer system is made up of various
elements.

• Each of these elements affects the interaction


• Input Devices – text entry and pointing
• Output Devices – screen, audio, printing
• Storage – RAM, storage media
• Processing – speed of processing, networks
• Physical Interaction – haptic, bio-sensing,
sound
• Virtual Reality – special interaction and display
devices
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The Computer
• Two fundamentally different forms of
interaction:
– Batch – large quantities of data to be read into
the machine.
– Interactive – user controls things all the time.

• These devices dictate the style of


interaction that the system supports.

• If we use different devices, then the


interface will support a different style of
interaction.
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Input/Input Device

• Input is concerned with recording and entering data into the


computer system and issuing instructions to the computer.

• Input device is a device that, together with the appropriate


software, transform information from the user into data that a
computer application can process.

• One of the key aims in selecting an input device and deciding


how it will be used to control events in the system to help users
to carry out their work safely, effectively, efficiently and also
make it enjoyable.

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Input: Keyboard
• Common input device (text entry device).

• Keyboard is the set of typewriter-like keys


that enable the user to enter data into the
computer.

• Most of the key positions in the keyboard


layout are resulted from the design of the
keys of the typewriters.

• The early typewriters’ characters were


positioned at the end of a long piece of
metal and struck the paper through a
ribbon when the user pressed the key.

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Input: Keyboard
• When the typist typed too fast, the keys
would caught on each other.

• Therefore the key design strategy was


to position the most frequently used
keys as far apart to minimize the
possibility that the keys would stick
together.

• That design makes no sense for the


computer keyboard layouts because
there are no mechanical arms striking,
only electronic signals.

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Input: Keyboard
• Common input device (text entry
device).
• Keyboard is the set of typewriter-
like keys that enable the user to
enter data into the computer.
• Keyboard is design for data
insertion especially in form of text
and commands.
• Keyboard is a group of on-off push
buttons, which are used either in
combination or separately (ALT or
CTRL).

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Input: Keyboard
• Keyboard and keypads for small devices
– Wireless or foldable keyboards
– Virtual keyboards
– Cloth keyboards
– Soft keys
– Pens and touch screens
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Input: Types of Keyboard


The popular RIM Blackberry (http://www.blackberry.com) shown here on the left
demonstrated that many people could use a reduced-size keyboard on a regular basis;
users typically type with one finger or with both thumbs. The Nokia device in the middle
shows that non-English-speaking countries may use different keyboard layouts (here, a
French AZERTY keyboard). On the right, a larger keyboard uses the longer dimension of
the device and can be slid back into the device when not needed (http://www.nokia.com).

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Other text entry methods

The virtual keyboard of


the Apple iPhone gains
precision by allowing finger
repositioning and then
activates on lift-off

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Special Keyboards
• Designs to reduce fatigue for RSI
• For one handed use
e.g. the Maltron left-handed keyboard

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Input: Types of Keyboard


• Issues on:

• Speed typing
• Fatigue
• Social resistance

• There are 3 types of keyboard namely:

• QWERTY
• DVORAK
• CHORD

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Keyboard : QWERTY
A standard layout of the alphanumeric keyboard named QWERTY, which name
being derived from the first six-letters in the uppermost row from left to centre.

The design have been commercial success when used for typewritters in the USA
in 1870.

The arrangement of keys was chosen in order to reduce the incidence of keys
jamming.

For example the letters ‘s’, ‘t’ and ‘h’ are far apart even though they are
frequently used together.
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Keyboard : QWERTY

1 2 3 4 5 6 7 8 9 0
Q W E R T Y U I O P
A S D F G H J K L
Z X C V B N M , .
SPACE

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Keyboard : QWERTY

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Keyboard : DVORAK

The Dvorak board, first patented in 1932.

Similar to the QWERTY keyboard but the arrangement of the keys allows
for more efficient input (speed typing). It reduces finger travel distances
by at least one order of magnitude.

Dvorak claimed that this arrangement reduces the between-row


movement by 90% and allows 35% of all words normally used to be typed
on the home row.

But the Dvorak layout has never been commercially successful.


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Keyboard : DVORAK

Acceptance has been slow despite the


dedicated efforts of some devotees.

It takes about 1 week of regular typing to


make the switch, but most users have been
unwilling to invest the effort.

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Keyboard : DVORAK
Dvorak keyboard is designed so that the middle row of keys includes the
most common letters.

Common letter combinations are positioned in such a way that they can be
typed quickly.

It has been estimated that in an average eight-hour day, a typist's hands


travel 16 miles on a QWERTY keyboard, but only 1 mile on a Dvorak
keyboard.

In addition to the standard Dvorak keyboard, there are two additional


Dvorak keyboards, a left-handed and right-handed keyboard. These
keyboards are designed for people who have only
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Keyboard : DVORAK

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Keyboard : Chord
In chord keyboards several keys must be pressed at once to enter a
single character.

To form words (usually in a shorthand type notation), several keys


(four or five) are pressed simultaneously.

One commercially available chord keyboard is the Microwriter.

Training is required to learn the finger combinations.

Very useful for mail sorting and for recording transcripts of


proceedings in law courts.
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Keyboard : Chord

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Keyboard : Chord

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Input: Speech Recognition


• Successful only in limited
situations, single user
and limited vocabulary
systems.

• Problems with:
– External noise interfering.
– Imprecision of
pronunciation.
– Accents etc.

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Input: Pointing Devices


• Pointing device controls the movement of the cursor on a
display screen.

• Pointing devices are input devices that can be used to


specify a point or path in a one-, two-or three-dimensional
space.

• Example : Mouse, joysticks and trackballs.

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Input: Pointing Devices


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Input: Pointing Devices

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Input: Pointing Devices

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Pointing Devices: Light Pen

Enabled users to point to a spot on a screen and to perform a select,


position or other task.

It allows direct control by pointing to a spot on the display incorporates


a button for the user to press when the cursor is resting on the desired
spot on the screen.

3 disadvantages :
User’s hand obscured part of Users had to remove their Users had to pick up the
the screen hands from the keyboard35 lightpen
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Pointing Devices: Touch Screen

Allows direct control touches on the


screen using a finger.
Early designs were rightly
criticized for causing
fatigue, hand-obscuring-
the-screen, hand-off- Example: ATM Machine
keyboard, imprecise
pointing, and the eventual
smudging of the display.
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Direct Control Pointing Devices

Tablet PCs and Mobile Devices:


• Natural to point on the LCD surface
• Stylus
• Keep context in view
• Pick up & put down stylus
• Gestures and handwriting recognition

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Pointing Devices: Mouse

▪ The hand rests in a comfortable


position.
▪ Buttons on the mouse are easily
pressed.
▪ Even long motions can be rapid.
▪ Positioning can be precise.

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Pointing Devices: Mouse

• How does it work:

1.Mechanical – ball on
underside of mouse turns
as mouse is played.

2.Optical – light emitting


diode on underside of the
mouse.

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Pointing Devices: Trackball

• Is a ball that a user can rotate in


any direction within a fixed
socket (upside-down mice).

• It can be moved by rotating the


trackball with fingers, thumb or
flat of the hand.

• Once the cursor has been


positioned, a button on the
trackball is pressed to initiate
action.
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Pointing Devices: Joystick

• Appealing for tracking


purposes.

• Originated with
automobile and aircraft
controls.

• Popular interfaces for


interactive computer
games.
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Pointing Devices: Joystick


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Pointing Devices: Joystick


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Pointing Devices: Graphic Tablet

• A touch-sensitive surface
separate from the
screen.

• Flat surface that is drawn


on by a stylus.

• Has a one-to-one
correspondence with the
pixels on the computer
screen.

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Pointing Devices: Touchpad

• Do not require any force


to operate.

• Reduced the finger and


hand stresses related to
grasping and moving the
mouse and button
clicking.

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Novel Devices
1. Foot controls
2. Eye-gaze/Eye-tracking
3. Multiple-degrees-of-freedom devices
4. DataGlove
5. Haptic Feedback
6. Full body Interaction/ Gesture Interaction
7. Bimanual input
8. Ubiquitous Computing and Tangible User Interfaces
9. Handheld Devices
10. Smart Pens
11. Table Top Touch Screens
12. Game Controllers
Novel Devices

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Novel Devices

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Input: Touch (Haptic Devices)


• Generate sensation to the skin and muscles through
touch, weight, and rigidity.
• Commonly used as interfaces in virtual reality
applications.
• Haptic feedback is divided into 4 categories;
1. Somatic (skin) sensation
2. Force Display
3. Full-body interaction
4. Tactile (touch) display
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Output: Displays (Small and Large)
The display has become the primary source of feedback to the user
from the computer

The display has many important features, including:

• Physical dimensions (usually the diagonal dimension and depth)


• Resolution (the number of pixels available)
• Number of available colors, color correctness
• Luminance, contrast, and glare
• Power consumption
• Refresh rates (sufficient to allow animation and video)
• Cost
• Reliability
Output: Displays (Small and Large)
Output: Displays (Small and Large)
Output: Displays (Small and Large)
Output: Displays (Small and Large)

Usage characteristics distinguish displays:


• Portability
• Privacy
• Saliency
• Ubiquity
• Simultaneity
Output: Displays (Small and Large)

• Large displays
– Informational wall
displays
– Interactive wall
displays
– Multiple desktop
displays
– Digital tabletop
Displays – Small and Large

• Heads-up and helmet mounted displays


– A heads-up display can, for instance, project
information on a partially silvered widescreen of
an airplane or car
– A helmet/head mounted display (HMD) moves
the image with the user
– 3D images

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Output: Electronic Ink
• Paper like
resolution.
• Tiny capsules
with negatively
and positively
charged
particles.
Output: Braille Displays

• Pins provide output for the blind (disabled).


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Summary
• This chapter presents various technologies that interact
with the user.
– Input devices such as keyboard
– Pointing devices (Direct pointing devices and Indirect
pointing devices)
– Speech Recognition and Auditory Interfaces
– Haptic Feedback
– Display – Small and Large

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