Input (part 1: devices) Where we are... Two largest aspects of - - PowerPoint PPT Presentation

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Input (part 1: devices) Where we are... Two largest aspects of - - PowerPoint PPT Presentation

Input (part 1: devices) Where we are... Two largest aspects of building interactive systems: output and input Have looked at basics of output Now look at input 2 Input Generally, input is somewhat harder than output Less


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Input (part 1: devices)

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Where we are...

 Two largest aspects of building interactive systems: output

and input

 Have looked at basics of output  Now look at input

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Input

 Generally, input is somewhat harder than output

 Less uniformity, more of a moving target  More affected by human properties  Not as mature

 Will start with low level (devices) and work up to higher

level

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Input devices

 Keyboard

 Ubiquitous, but somewhat boring…  Quite mature design

 QWERTY key layout

 Where did it come from?

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QWERTY key layout

 Originally designed to spread out likely adjacent key presses

to overcome jamming problem of very early mechanical typewriters

 Often quoted as “intentionally

slowing down” typing, but that’s not true

 Arrangement of letters to keep

typebars from getting stuck

 (Common letter pairs on

alternating hands)

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QWERTY keyboard layout

 Other layouts have been proposed

 Dvorak is best known  Widely seen as better  Experimental and theoretical evidence casts doubt on this  Alternating hands of QWERTY are a win since fingers

move in parallel

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QWERTY keyboard layout

 Whether or not Dvorak layout is better, it did not displace

QWERTY

 Lesson: once there is sufficient critical mass for a standard it is

nearly impossible to dislodge (even if there is an apparently good reason to do so)

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Keyboards

 Repetitive Stress Injury

 First comes up here, mouse tends to be a little worse for

most people

 Take this seriously for yourself!

 Can be a

VERY bit deal

 Biggest thing: adjust your work environment (e.g. chair height)

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Buttons

 Similar to keyboard, but not for typing letters but for

symbols

 separate collection of keys with typically same form but

different purpose

 now see as “function keys” that come standard with

keyboards

 also show up on e.g., mouse

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Buttons

 Buttons often bound to particular commands

 e.g., function keys  Improved quite a bit with labels  Software changeable labels would be ideal, but we don’t

typically get this

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Valuators

 Returns a single value in range  Major impl. alternatives:

 Potentiometer (variable resistor)  similar to typical volume control  Shaft encoders  sense incremental movements

 Differences?

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Valuator alternatives

 Potentiometer

 normally bounded range of physical movement (hence bounded

range of input values)

 Keeps residual position in device

 Shaft encoder

 Unbounded range of movement  No residual position in device

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Locators (AKA pointing devices)

 Returns a location (point)

 two values in ranges  usually screen position

 Examples

 Mice (current defacto standard)  Track balls, joysticks, tablets, touch panels, etc.

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Locators

 Two major categories:

 Absolute vs. Relative locators

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Absolute locators

 One-to-one mapping from device movement to input

 e.g., tablet  Faster  Easier to develop motor skills  Doesn’t scale past fixed distances  bounded input range  less accurate (for same range of physical movement)

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Relative locators

 Maps movement into rate of change of input

 e.g., joystick (or TrackPoint)

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Relative locators

 More accurate (for same range of movement)  Harder to develop motor skills  Not bounded (can handle infinite moves)

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Q: is a mouse a relative or absolute locator?

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Q: is a mouse a relative or absolute locator?

 Answer: No  Third major type:

“Clutched absolute”

 Within a range its absolute  Can disengage movement (pick it up) to extend beyond

range

 picking up == clutch mechanism

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Clutched absolute locators

 Very good compromise

 Get one-to-one mapping when “in range” (easy to learn, fast,

etc.)

 Clutch gives some of benefits of a relative device (e.g.,

unbounded)

 Trackballs also fall into this category

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Device specifics: joysticks

 self centering  relative device  possible to have absolute joysticks, but scaling is bad

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Joystick construction

 Two potentiometers

 x and y  resistance is a function

  • f position
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Joystick construction

 Two potentiometers

 x and y  resistance is a function

  • f position
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Joystick construction

 TrackPoint (IBM technology)

 uses strain gauge sensors

 Also can be implemented with switches

 one in each direction  Fixed speed of movement

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Trackballs

 (Typically large) ball which rolls over 2 wheels

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Trackballs

 Clutched absolute

 but with small movement range

 Infinite input range, etc.  Properties vary quite a bit

 scaling of movements  mass of ball  high mass ball can act as a relative device by spinning it

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Mouse

 Clutched absolute

 infinite range, etc.

 How is it constructed?

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Mouse

 Clutched absolute

 infinite range, etc.

 How is it constructed?

 Turn a trackball upside down

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Mouse

 Current dominant device

 so much so that some people call any pointing device a

“mouse”

 overall a very good device

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Mouse

 Invented by Douglas Engelbart et al. ~1967

http://sloan.stanford.edu/MouseSite/Archive/AugmentingHumanIntellect62/Display1967.html

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Touch panel

 What kind of a device?

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Touch panel

 Absolute device  Possible to do input and output together in one place

 actually point at things on the screen

 Resolution limited by size of finger (“digital input”)

 Or requires a pen

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Touch panel construction

 Membrane

 resistive, fine wire mesh

 Capacitive  Optical

 finger breaks light beam

 Surface acoustic waves

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Drawing tablet

 Absolute or relative?

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Drawing tablet

 Absolute device  Normally used with pen / stylus

 Allows “real drawing” (try drawing with a mouse vs. a pen)  Can often trace over paper images

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Construction of drawing tablet

 Traditional (“Rand”) tablet

 middle 60’s  grid of wires (~100 / inch)  each wire transmits binary of its coord  stylus picks up closest

 Can also make pen transmitter and tablet receiver

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Drawing tablet details

 Typically have tip switch  May also have switch(es) on side of stylus  Can also support a “puck” with buttons  Best current devices can support multiple “pens” at the same

time and sense rotation of a puck

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Alternate Approaches to Tablets

 Old acoustic (sort of a fun device)

 stylus emits spark  strip microphones at edge of tablet  difference in arrival time of sound

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Interesting device: Virtual Ink Mimio

 Updated acoustic tablet

 recording whiteboard  ultrasonic chirps  100dpi resolution over ~8ft

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3D locators

 Can extend locators to 3 inputs  Some fun older devices

 3D acoustic tablet  Wand on reels  Multi-axis joystick

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3D locators

 Typical for

VR use: Polhemus

 6D device (x,y,z + pitch, roll, yaw)  Magnetic sensing technology  Doesn’t work well near metal  Doesn’t work well near deflection coils of CRT

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Light pen (a very old device)

 A “pick” device

 returns ID of an “object” on the screen (not a position)

 For vector refresh displays

 Vector refresh worked with small “display list processor”  Add register holding current obj ID  Photocell causes interrupt when beam passes (grab and

return ID)

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Light pen (a very old device)

 Can’t really do this anymore

 on raster display light pen is just a locator

 But its conceptually what we usually want for input: what

  • bject the user is pointing at

 We will simulate in SW (“picking”)

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Lots of other devices

 Still mostly KB + mouse, but increasing diversity

 Cameras!  Lots of untapped potential in vision  Microphones  speech as data  speech recognition

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Lots of other devices

 Any favorites?

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Some interesting ones I know about

 Thumb Wheel  DataGlove  Motion detectors (and other sensors)  Accelerometers  Fingerprint readers  RF tags (physical objects as tokens for data/action)  Sub-gram resolution scales

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