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Input (part 1: devices)

Input (part 1: devices)

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Page 1: Input (part 1: devices)

Input (part 1: devices)

Page 2: 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’snot 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

of position

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Joystick construction

Two potentiometers x and y resistance is a function

of 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 object 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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