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Input and Output Devices

Input and Output Devices. I/O Devices: Input. An input device one that, together with appropriate software, transforms information from the user into data that the computer application can process.

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Input and Output Devices

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  1. Input and Output Devices

  2. I/O Devices: Input • An input device one that, together with appropriate software, transforms informationfrom the user into datathat the computer application can process. • Choice and method of use of an input device should contribute positively to usabilityof the system • The usability of an input device depends greatly on the provision of appropriate feedback

  3. Types of Keyboard • Qwertykeyboard • Uses most common alphabetic character arrangement • Required for highly variable data entry. • Many trained typists. Slow for non-typists • Dvorakkeyboard • Similar to Qwerty. More efficient layout • Chord • Various arrangements. Words are formed by combinations of key presses

  4. Keyboards (lesser known) • Klockenberg (1926) / Malton(1977) • “Ergonomic keyboard”. Varying key heights. Lessens physiological strain • Palantype • stenographic use • Numeric keypad • may eliminate need for use of alphanumeric keyboard in some applications

  5. Pointing devices • A variety of pointingand tracking devices are available, but many are experimental • Various characterstics and features may suit different users or different tasks • Eyes, heads and feet can be used to control computers as well as hands

  6. Pointing devices: cursor control • 3D tracker • Relays position and orientation to a receiver. Replaces mouse where desk space is limited (e.g., laptops) • Joystick • Small stick, movable in any direction in a fixed socket. • Mouse • continuous input device. Buttons for discrete input. Relative device. • Trackball (a.k.a. “dead mouse”) • Rotatable ball in fixed socket • Tablet • used with stylus or puck. Absolute device • Mole (a.k.a. “foot mouse”)

  7. Pointing devices: Other • Dataglove • Communicates hand and finger position to an application. Used for manipulating virtual objects • Touch-sensitive screen • Special screen that detects the position of a finger touching it. • Light pen • Location found by beam passing through screen during refresh cycle

  8. Comparison of major devices

  9. Choosing appropriate input devices • Matching devices withwork • The particular manipulations needed to accomplish a piece of work need to be analyzed • Natural mappings between use, feedback, meaning of result and user’s mental model are needed • Matching devices with users • e.g., eye and head input for the physically disabled • Matching devices with environment of use • space • relation to other concurrent tasks etc.,

  10. Developments in input • Speech recognition • advantages: minimal user training, freedom of hands etc., opportunities for physically disabled • disadvantages: recognition system often needs training, liable to error; subject to interference from background noise; difficult for application to interpret human speech • Handwritten input • advantages: easier to separate words, may need some training for users • disdavantages: cursive script difficult to read, wide variety of handwriting styles, system may need training

  11. Output devices • Output devices provide information or feedback in a form which is understandable by humans • Visual output, in 2-D, using a Visual Display Unit (VDU) is by far the most common form. Progress has been in the direction of matching the colour-awareness of the human eye • New trends and possibilities include • Graphical User Interfaces (GUIs) • Output devices suitable for laptop or notebook-size hardware • Multimedia

  12. Visualisation • Dynamic visualisation is becoming increasingly important in information-rich applications • visualisation of data, processes, scientific phenomena • The key issue is finding visual forms that support the users’ mental model • “Perceptualisation” is the multimedia equivalent of visualisation • 3-D animation and Virtual Reality are likely to increase in importance for “perceptual” interfaces

  13. Sound • Sounds can complement a visual interface when the users’ attention is likely to turn away from a VDU screen • An important use is to deliver information on “background” events that need continual monitoring • The “seven plus or minus two” rule for information overload applies to sounds, too • Sound can be critically important in interfaces for the visually disabled

  14. Digital speech techniques • Concatenation involves digitally recording human speech in large chunks (words, short sentences) and reassembling it and playing back • e.g., “talking clock” • Synthesis-by-rule involves synthesizing sppech according to prescribes rules of sound formation to generate more “natural-sounding” tone, pitch, rhythm

  15. Multimedia • The potential for multimedia includes the fact that it is estimated that only 7% of business-critical information is “record-based” • Multimedia databases including photos, video clips, sounds, animation etc., may permit digitalisation of much of the other 93% • Object Technology is a critical technical enabler for such advances

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