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Input Device

The document provides an overview of input devices and technologies used in human-computer interaction, detailing their properties, modes of operation, and performance metrics. It categorizes input devices into traditional, pointing, advanced, and specialized types, and discusses emerging technologies such as sensor-based input and machine learning integration. Additionally, it highlights the significance of data scanning devices and recognition-based inputs in enhancing user interaction and efficiency.

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0% found this document useful (0 votes)
39 views9 pages

Input Device

The document provides an overview of input devices and technologies used in human-computer interaction, detailing their properties, modes of operation, and performance metrics. It categorizes input devices into traditional, pointing, advanced, and specialized types, and discusses emerging technologies such as sensor-based input and machine learning integration. Additionally, it highlights the significance of data scanning devices and recognition-based inputs in enhancing user interaction and efficiency.

Uploaded by

Mico Rabulan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Input Device

INPUT TECHNOLOGY AND


TECHNIQUES
All aspects of human-computer interaction, from the high-level concerns of organizational context
and system requirements to the conceptual, semantic, and syntactic levels of user interface design,
are ultimately funneled through physical input and output actions and devices.

WHAT IS INPUT DEVICE


An input device is any hardware component that allows users to send information or commands to
a computer. These devices translate physical actions into digital signals the computer can interpret.
Key Characteristics

 Type of Data Captured: Text, movement, sound, or gestures.


 Mode of Operation: Direct (e.g., touchscreen) or indirect (e.g., mouse).
 Compatibility with Contexts: Gaming, graphic design, general computing, etc.

UNDERSTANDING INPUT DEVICE PROPERTIES


1. Key Input Device Properties

 Property Sensed: This refers to the type of data the input device captures from the user or
environment.

o Position: Devices that detect spatial movement (e.g., mice, touchscreens,


trackpads).
o Pressure: Devices that capture pressure levels (e.g., pressure-sensitive styluses,
force-sensitive touchpads).
o Speed: Devices like motion sensors or accelerometers that capture the speed of
movement.
o Angle: Devices that track the angle of rotation, such as joysticks or 3D mice.

 Number of Dimensions (Degrees of Freedom): This property refers to the number of


independent axes along which an input device can detect motion or position.
o 2D Devices: Devices that track position along two axes (e.g., mouse, trackpad).
o 3D Devices: Devices that track three independent axes of movement (e.g., 3D
mice, VR controllers).

2. Input Device Modes

 Direct vs. Indirect Interaction


o Direct Interaction: The input device allows the user to manipulate objects directly
on the display or interface (e.g., touchscreen, stylus).
o Indirect Interaction: The user interacts with the system through a pointer or
intermediary device (e.g., mouse, trackball).
 Device Acquisition Time

o The time it takes for a user to engage and begin using an input device effectively.
o Devices with shorter acquisition times, such as touchscreens, allow faster
interaction compared to more complex devices like specialized 3D controllers.
3. Device Performance Metrics.

 Gain: Refers to the ratio of the input movement to the resulting output movement. It is a
measure of sensitivity and control.

o A high gain means small movements result in large changes on-screen (e.g., a
high-sensitivity mouse), whereas low gain results in finer control (e.g., a low-sensitivity
drawing tablet).

 Accuracy and Precision

o Accuracy: How close the input from the device matches the intended input.
o Precision: The device's ability to produce consistent results over time.
o Devices like drawing tablets may have high accuracy and precision for tasks like
digital art.

 Error Rate

o The frequency with which users make mistakes when using the device.
o Devices with higher precision typically have lower error rates.

4. Additional Consideration

 Feedback Mechanisms

o Proprioceptive Feedback: Feedback based on the user’s sense of body position


(e.g., haptic feedback from a controller).
o Kinesthetic Feedback: Feedback that involves movement or resistance (e.g.,
force-feedback in joysticks).
o These feedback mechanisms help users feel more in control and aware of their
actions.

 Latency

o The delay between input and the system’s response.


o Low-latency devices are critical in time-sensitive tasks, such as gaming or virtual
reality, where real-time responsiveness is necessary.

5. Device Acquisition Time

 Definition: The amount of time it takes for a user to start interacting with a device.
 Implications: Devices with fast acquisition times are easier to use in quick interactions
(e.g., touchscreens), whereas those requiring setup or calibration (e.g., VR controllers) may
have longer acquisition times.

6. Applications of Device Properties

 Gaming: Devices like joysticks or game controllers rely on a balance between sensitivity,
precision, and feedback to enhance the gaming experience.
 Graphic Design and Art: Digital drawing tablets and styluses emphasize accuracy,
precision, and low latency for detailed, responsive interaction with digital artwork.
 Virtual and Augmented Reality: Input devices for VR and AR often include motion sensors,
feedback mechanisms, and 3D tracking to create immersive experiences.

TYPES OF INPUT DEVICES


1. Traditional Input Devices

 Keyboard: Primarily used for text input, but also for command execution through keys or
key combinations (e.g., CTRL, ALT).
 Mouse: A pointing device used for navigating graphical user interfaces (GUIs). It works by
moving a pointer on the screen based on the movement of the mouse across a surface.

2. Pointing Devices

 Trackball: A pointing device where the user rolls a ball to move the pointer on the screen,
rather than moving the device itself.
 Isometric Joysticks: A joystick where movement is controlled by isometric force rather
than physical movement.
 Isotonic Joysticks: Similar to isometric joysticks but with free movement (no resistance).
 Touchpad: A touch-sensitive surface that allows users to move the pointer by sliding their
fingers across the pad.
 Touchscreens: Devices where users interact directly with the screen by touching it.

3. Advanced Input Devices

 Pen-Operated Devices (Stylus): A pen-like device used for writing or drawing on


touchscreens or specialized pads (e.g., graphics tablets).
 Voice Recognition Devices: Captures and processes human speech to translate it into text
or commands.
 Gesture-Based Input Devices: Recognizes body movements or hand gestures to control a
system.
 Eye-Tracking Devices: Uses infrared sensors to track the movement of the user’s eyes
and translate gaze into input.

4. Specialized Input Devices

 Haptic Feedback Devices: Devices that provide tactile feedback (e.g., vibration or force
resistance) in response to user interaction.
 Motion Sensing Devices: Captures movement and translates it into input (e.g.,
accelerometers, gyroscopes).
 Brain-Computer Interfaces (BCI): Measures brain activity to allow control of computers or
devices through thought alone.

EMERGING INPUT TECHNOLOGIES AND TECHNIQUES


Sensor-Based Input

 Definition: Sensor-based input refers to the use of sensors to capture and translate
physical or environmental changes into digital data that can be interpreted by a computer
system. This includes detecting motion, pressure, temperature, light, and other factors that
influence how a user interacts with a device.
 Examples: Touchscreens, accelerometers, gyroscopes, proximity sensors.

Machine Learning Integration

 Definition: Machine learning integration refers to the process of incorporating machine


learning algorithms into input systems to enable them to improve their accuracy, adaptability,
and performance over time based on the data they receive. It allows systems to learn from user
behaviors and contextual inputs, enhancing the efficiency of recognition and decision-making
processes.
 Examples: Speech recognition systems like Siri or Alexa, predictive text on smartphones,
facial recognition.

Multimodal Input

 Definition: Multimodal input refers to the use of multiple input methods or modalities
simultaneously to interact with a system. It combines different types of input, such as voice,
touch, gesture, and facial recognition, to offer a richer and more intuitive user experience.
 Examples: A smartphone that responds to voice commands and touch gestures
simultaneously, VR systems that use voice and hand movements for interaction.

Wearable Technology

 Definition: Wearable technology refers to electronic devices designed to be worn on the


body, which can collect and transmit data or provide feedback. These devices are often
integrated with sensors to monitor health metrics, environmental conditions, or user activities,
and they interact with other systems or applications.
 Examples: Smartwatches, fitness trackers, smart glasses, VR headsets.

Input Technology and


Techniques: Data Scanning
Devices
INTRODUCTION
Input devices that enable direct data entry from source documents, such as scanners and optical
character recognition (OCR) devices, reduce human effort in data entry and improve data
accuracy and timeliness. They require high-quality input documents and some are capable of
recognizing marks or characters. These devices eliminate the need to manually key in text data
into the computer, making data entry more efficient.
WHAT IS DATA SCANNING
DEVICES?
A scanner is a device that uses optical (light-sensing) technology to make it possible to read data
and information that is printed on paper, such as text, images, drawings, and photos. To be used
by a computer, this information can be transformed into digital form.

DIFFERENT TYPES OF SCANNER


There are many different types of input devices, each designed for specific tasks. Some examples
include:

 Flatbed Scanners: The most popular kind of scanner, flatbed scanners are used to scan
flat objects like flat documents, pictures, and other flat materials. Examples are the Canon
CanoScan LiDE120 and the Epson Perfection V600.
 Sheet-fed Scanners: These scanners, which are frequently used in office settings, are
made to scan numerous sheets at once. Examples are the HP ScanJet Pro and the Fujitsu
ScanSnap iX1500.
 Drum Scanners: These scanners are used to scan images at a high resolution, including
pictures, artwork, and other types of media. They take the picture by rotating a drum. The
Heidelberg Tango and the Screen Plustron are two examples.
 Handheld Scanners: Portable scanners known as handheld scanners can be used to
quickly scan documents, pictures, and other materials. The Brother DS-620 and the Fujitsu
ScanSnap S1100 are two examples.
 Film Scanners: These scanners were created expressly to digitize slides and negatives
from film. Examples are the Canon CanoScan 9000F Mark II and the Epson Perfection V800.
 3D Scanners: Used in both engineering and industry, these scanners take 3-dimensional
data of an object. The Artec Eva and the Faro Focus 3D X 130 are two examples.

Barcode scanners, QR code scanners, and document scanners are a few examples of scanning
devices that are useful for quickly and precisely capturing data in a variety of scenarios. They can
be used to digitize paper documents in offices and to track inventory in retail and healthcare
settings, as well as in retail and healthcare contexts.
Scanning devices are a vital tool in many businesses since they may boost productivity and lower
errors. Additionally, the usage of scanning technologies can aid in the automation of some
procedures, which can ultimately result in cost savings. Scanners are an essential instrument in
many different fields because of their significance in data management and collecting.

Sensor and Recognition Based


Input for Interaction
INTRODUCTION
Sensors convert a physical signal into an electrical signal that may be manipulated symbolically on
a computer. A wide variety of sensors have been developed for aerospace, automotive, and
robotics applications (Fraden, 2003). You can say that our skin, ears, eyes and nose are also a
sensor because the can sense touch, heat,cold, light, noise and smell.

WHAT IS SENSOR DEVICES?


Sensors are apparatuses that recognize, react to, and convert inputs from the physical
environment into an electrical signal. A variety of inputs, including light, heat, motion, moisture, and
pressure, can be detected by them. A sensor's output can be binary, showing whether an object is
present or not, or it can offer a measurement value as an analog or digital signal that can be
further processed.

DIFFERENT TYPES OF SENSORS


There are many different types of sensors, and they can be broadly categorized into several
groups:

 Mechanical Sensors: Sensors that measure mechanical properties like force, pressure,
and displacement are known as mechanical sensors. Examples include accelerometers,
pressure sensors, and load cells.
 Optical Sensors: Sensors that use light to measure things like distance, color, and
intensity are known as optical sensors. Photodiodes, cameras, and LIDAR sensors are a few
examples.
 Temperature Sensors: These sensors take temperature readings and are frequently
utilized in HVAC, automotive, and industrial settings. Thermocouples, RTDs (Resistance
Temperature Detector), and thermistors are a few examples.
 Chemical Sensors: These sensors measure substances that are chemical in nature,
including pH, gas concentrations, and moisture. Gas, pH, and humidity sensors are a few
examples.
 Magnetic Sensors: In a variety of applications, including navigation, industrial control,
and biomedical instrumentation, magnetic sensors are used to measure magnetic fields.
Magnetoresistive sensors, magnetic encoders, and Hall effect sensors are a few examples.
 Biomedical Sensors: These devices monitor biological parameters such blood sugar
levels, electrocardiograms, and heart rate. Pulse oximeters, glucose sensors, and ECG
sensors are a few examples.
 Position and Motion Sensors: These sensors measure an object's location, orientation,
and motion. Position and motion sensors Examples include gyroscopes, accelerometers, and
GPS.
 Environmental Sensors: These sensors measure environmental factors like temperature,
humidity, and barometric pressure. Barometers, temperature sensors, and weather stations are
a few examples.

EXAMPLE OF RECOGNITION BASE INPUT SENSORS


Examples of sensor- and recognition-based interaction inputs abound. To name a few:

 Voice Recognition: Devices can identify and respond to spoken commands thanks to
speech recognition technology. Smartphones and smart home appliances, for instance,
frequently use speech recognition for hands-free control.
 Facial Recognition: Using a camera and this technology, a person's face can be
scanned and compared to a previously saved image. It is used in security systems and some
smartphones to make payments and unlock the device.
 Gesture Recognition: Is a technique that makes use of sensors to identify and
understand human gestures. This can be used to play games or operate equipment like a
smart TV or a drone.
 Object Recognition: Is a technique that recognizes and tracks items in the surroundings
using a camera or other sensor. Applications for this include retail, logistics, and robot
navigation.
 Touchscreen: This technology enables users to operate gadgets by tapping, swiping, and
pinching the screen with their fingers. It is frequently utilized in tablets, smartphones, and other
portable electronics.
 Proximity Sensors: Are used in proximity sensing technology to identify nearby people or
things. It has several uses, including in interactive displays, security systems, and mobile
devices.

Take aways!
Sensors are tools that recognize inputs from the physical environment, react to them, and translate
them into an electrical signal. They are capable of detecting a wide variety of inputs and they are
crucial to modern technology because they let machines and systems to sense and react to
environmental changes, enhancing their effectiveness.
By offering real-time monitoring and control of numerous factors, sensors also aid in enhancing
security, comfort, and safety. As technology develops and new applications are created, their
significance will only increase.

Sensor and Recognition Based


Input for Interaction: Machine
Learning
INTRODUCTION
Computers may be taught to learn from data without being explicitly programmed using a
technique called machine learning. It has many uses, and as more data is produced and
automation becomes more necessary, its significance is expanding. Automation can benefit from
machine learning algorithms by saving money, getting things done faster, and performing better. It
can manage big, complicated data sets and derive intriguing trends or patterns from them, such
anomalies. In order to increase productivity and efficiency, industrial IOT devices can analyze data
using machine learning algorithms.

WHAT IS ARTIFICIAL
INTELLEGENCE?
Artificial intelligence refers to a computer system's capacity to imitate human cognitive processes
like learning and problem-solving. Through artificial intelligence (AI), a computer system simulates
human decision-making by using math and logic to learn from fresh knowledge.

FOUNDING FATHERS OF ARTIFICIAL INTELLEGENCE


There are several individuals who are considered to be the "founding fathers" of the field of
artificial intelligence (AI).

 John McCarthy: A computer scientist and cognitive scientist from the United States, is
credited with coining the phrase "artificial intelligence" in 1955. The Dartmouth Conference,
which he organized, is when artificial intelligence was formally established. The Lisp
programming language, which he also created, is still widely used in AI research today.
 Marvin Minsky: Is an American cognitive scientist and computer scientist who co-founded
the MIT Computer Science and Artificial Intelligence Laboratory and the Media Lab at the
Massachusetts Institute of Technology. He made substantial contributions to the field of
artificial intelligence, particularly in the fields of computer vision and neural networks.
 Herbert Simon: One of the pioneers of artificial intelligence was Herbert Simon, an
American economist, political scientist, and cognitive psychologist. He had a substantial impact
on cognitive psychology, AI, and decision-making. He put out the idea of "bounded rationality,"
which holds that people's capacity for reason is constrained by the knowledge they possess,
the cognitive capacities of their minds, and the limiting amount of time available for decision-
making.
 Allen Newell: Is an American cognitive psychologist and computer scientist who co-
created the Logic Theorist, the first general problem-solver, and the General Problem Solver
(GPS) program, the first artificial intelligence device, with Herbert Simon.
 Nathaniel Rochester: American computer scientist and electrical engineer Nathaniel
Rochester was a pioneer in the development of artificial intelligence. He worked on the team
that created the Logic Theorist, the first artificial intelligence software, as well as the Johnniac
computer, one of the first machines made specifically for AI research.

These are some of the most notable figures in the history of artificial intelligence, but many others
have made significant contributions to the field as well.

WHAT IS MACHINE LEARNING?


An application of AI is machine learning. It is the technique of applying mathematical
representations of data to aid a computer in learning without being explicitly instructed. This makes
it possible for a computer system to keep picking up new skills and getting better as it goes along.
Using a neural network, which is a collection of algorithms inspired by the human brain, is one
method of teaching a computer to imitate human reasoning. The neural network aids the computer
system's deep learning for AI.
To summarize, AI handles problems that require human intelligence, whereas ML is a branch
of AI that handles particular problems by learning from data and making predictions. It
follows that while all AI is machine learning, not all AI is machine learning.

FOUNDING FATHERS OF MACHINE LEARNING


Machine learning has a lengthy history and has benefited from the work of numerous researchers.
However, a few people are revered as the "founding fathers" of the discipline.

 Arthur Samuel: An American innovator in the fields of artificial intelligence, machine


learning, and video games is Arthur Samuel. In the 1950s, he invented the first self-learning
program, a checkers-playing program, and coined the phrase "machine learning." This program
was able to improve itself by learning from its errors.
 Alan Turing: Theoretical computer science, artificial intelligence, and machine learning
have all benefited greatly from the work of English mathematician, logician, and computer
scientist Alan Turing. The theoretical basis for contemporary computing was established when
he introduced the idea of a universal machine, today known as a Universal Turing Computer,
capable of simulating any other machine.
 Claude Shannon: American mathematician, electrical engineer, and cryptographer
named Claude Shannon is credited with creating the fields of information theory and digital
circuit design theory. By inventing the idea of entropy, which is used to gauge how uncertain a
set of data is, his work established the groundwork for the discipline of machine learning.
 Frank Rosenblatt: In the 1950s, American psychologist and computer scientist Frank
Rosenblatt created the first perceptron, a kind of neural network. His perceptron approach
served as the starting point for deep learning and the creation of artificial neural networks.
 Tom Mitchell: Is a computer scientist from the United States who is renowned for his
work on the principles of machine learning, notably the issue of concept learning in artificial
intelligence. He developed the machine learning "probably approximately correct" (PAC)
framework and popularized the idea of "version space."

There have been many noteworthy individuals in the history of machine learning, but these are
only a few of the most notable ones.

USES OF MACHINE LEARNING


Machine learning (ML) is used in a variety of situations where it is necessary to automatically
improve performance with experience. Some examples include:

 Predictive modeling: Modeling that predicts future outcomes from historical data, such
as stock prices, weather patterns, or consumer behavior, is known as "predictive modeling."
 Image and Speech Recognition: Are important for applications like security systems,
self-driving cars, and virtual assistants. ML algorithms may be used to analyze photos and
speech to recognize objects, persons, and spoken phrases.
 Natural Language Processing (NLP): Is the process of processing and comprehending
human language using machine learning (ML) techniques. This method is important for tasks
like sentiment analysis, text-to-speech, and language translation.
 Recommender Systems: ML algorithms can be used to assess user data and generate
tailored product, service, or content suggestions. This is beneficial for online retail, music
streaming, and social media applications.
 Anomaly detection: ML algorithms can be used to spot odd or out-of-the-ordinary data
patterns, which is helpful for applications like fraud detection, intrusion detection, and
healthcare monitoring.
 Robotics: ML algorithms may be used to guide robots and help them pick up information
from their surroundings. This is useful for self-driving automobiles, drones, and production
robots, among other uses.
 Healthcare: Medical imaging and data analysis using machine learning (ML) algorithms
can be used to identify diseases, forecast patient outcomes, or support diagnosis and
treatment.
 Finance: ML algorithms can be applied to manage portfolios and make investment
decisions, as well as to identify fraud and forecast market trends.
 Generative Models: ML is being used to generate new data, like as pictures, videos, and
texts, which may be used in fields like art, music, and video games. These models are known
as generative ones.
 Adversarial Machine Learning: ML is being used to create algorithms and models that
are resistant to adversarial examples and attacks, which is crucial in fields like cybersecurity
and safety-critical systems.

Take aways!
In conclusion, while AI and machine learning are closely related, they are distinct from one another.
A computer system that can think like a human and do tasks independently is referred to as an AI
system, which is a more general term. On the other hand, machine learning is a branch of artificial
intelligence that deals with the growth of a computer's intelligence through the use of algorithms
that can learn from data and enhance their performance over time. A computer system can grow
its intelligence and make predictions or judgments based on the data presented through a process
known as machine learning.

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