Professional Documents
Culture Documents
Computer-Interaction
❑ 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
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
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The Computer
• A computer system is made up of various
elements.
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.
Input/Input Device
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Input: Keyboard
• Common input device (text entry device).
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Input: Keyboard
• When the typist typed too fast, the keys
would caught on each other.
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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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Special Keyboards
• Designs to reduce fatigue for RSI
• For one handed use
e.g. the Maltron left-handed keyboard
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• Speed typing
• Fatigue
• Social resistance
• 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
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.
Keyboard : DVORAK
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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.
Keyboard : DVORAK
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Keyboard : Chord
In chord keyboards several keys must be pressed at once to enter a
single character.
Keyboard : Chord
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Keyboard : Chord
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• Problems with:
– External noise interfering.
– Imprecision of
pronunciation.
– Accents etc.
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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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1.Mechanical – ball on
underside of mouse turns
as mouse is played.
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• Originated with
automobile and aircraft
controls.
• A touch-sensitive surface
separate from the
screen.
• Has a one-to-one
correspondence with the
pixels on the computer
screen.
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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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• Large displays
– Informational wall
displays
– Interactive wall
displays
– Multiple desktop
displays
– Digital tabletop
Displays – Small and Large
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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