2. INPUT DEVICE
is any peripheral (piece of computer hardware
equipment) used to provide data and control signals
to an information processing system such as a
computer or other information appliance. Input and
output devices make up the hardware interface
between a computer and a scanner or 6DOF
controller.
3. KINDS OF INPUT DEVICE
Keyboards
Pointing devices
High-degree of freedom input devices
Composite devices
Imaging and Video input devices
Audio input devices
Further reading
4. KEYBOARD
A 'keyboard' is a human interface device which is
represented as a layout of buttons. Each button, or
key, can be used to either input a linguistic
character to a computer, or to call upon a particular
function of the computer. Traditional keyboards use
spring-based buttons, though newer variations
employ virtual keys, or even projected keyboards.
6. COMPUTER KEYBOARD
In computing, a keyboard is a typewriter-style
keyboard, which uses an arrangement of buttons or
keys, to act as mechanical levers or electronic
switches. Following the decline of punch cards and
paper tape, interaction via teleprinter-style
keyboards became the main input device for
computers.
7. KEYER
A keyer is a device for signaling by hand, by way of
pressing one or more switches. Modern keyers
typically have a large number of switches but not as
many as a full-size keyboard; typically between four
and fifty. A keyer differs from a keyboard in the
sense that there is no "board"; the keys are
arranged in a cluster. A keyer may take the form of
a single telegraph key for keying Morse code. In
this use, the term "to key" means to turn on and off
a carrier wave, typically.
For example, it is said that one "keys the
transmitter" by interrupting some stage of
amplification with a telegraph key.
8. CHORDED KEYBOARD
A keyset or chorded keyboard (also called a
chorded keyset, chord keyboard or chording
keyboard) is a computer input device that allows
the user to enter characters or commands formed
by pressing several keys together, like playing a
"chord" on a piano. The large number of
combinations available from a small number of keys
allows text or commands to be entered with one
hand, leaving the other hand free. A secondary
advantage is that it can be built into a device (such
as a pocket-sized computer or a bicycle handlebar)
that is too small to contain a normal-sized
keyboard.
9. LIGHTED PROGRAM FUNCTION KEYBOARD
(LPFK)
is a computer input device manufactured by IBM
that presents an array of buttons associated with
lights. Each button is associated to a function in
supporting software, and according to the
availability of that function in current context of the
application, the light is switched on or off, giving the
user a graphical feedback on the set of available
functions. Usually the button to function mapping is
customizable.
11. POINTING DEVICE
is any human interface device that allows a user to
input spatial data to a computer. In the case of mice
and touch screens, this is usually achieved by
detecting movement across a physical surface.
Analog devices, such as 3D mice, joysticks, or
pointing sticks, function by reporting their angle of
deflection. Movements of the pointing device are
echoed on the screen by movements of the
pointer, creating a simple, intuitive way to navigate
a computer's GUI.
12. KINDS OF POINTING DEVICE
Mouse
Mini Mouse
TrackBall
Touch Pad
Touch Screen
13. MOUSE
A mouse moves the graphical pointer by being slid
across a smooth surface. The conventional roller-ball
mouse uses a ball to create this action: the ball is in
contact with two small shafts that are set at right angles
to each other. As the ball moves these shafts rotate, and
the rotation is measured by sensors within the mouse.
The distance and direction information from the sensors
is then transmitted to the computer, and the computer
moves the graphical pointer on the screen by following
the movements of the mouse. Another common mouse
is the optical mouse. This device is very similar to the
conventional mouse but uses visible or infrared light
instead of a roller-ball to detect the changes in position.
14. MINI MOUSE
is a small egg-sized mouse for use with laptop
computers; usually small enough for use on a free
area of the laptop body itself, it is typically
optical, includes a retractable cord and uses a USB
port to save battery life.
15. TRACKBALL
is a pointing device consisting of a ball housed in a
socket containing sensors to detect rotation of the
ball about two axes, similar to an upside-down
mouse: as the user rolls the ball with a
thumb, fingers, or palm the pointer on the screen
will also move. Tracker balls are commonly used on
CAD workstations for ease of use, where there may
be no desk space on which to use a mouse. Some
are able to clip onto the side of the keyboard and
have buttons with the same functionality as mouse
buttons. There are also wireless trackballs which
offer a wider range of ergonomic positions to the
user.
16. TOUCH PAD
A touchpad or trackpad is a flat surface that can
detect finger contact. It's a stationary pointing
device, commonly used on laptop computers. At
least one physical button normally comes with the
touchpad, but the user can also generate a mouse
click by tapping on the pad. Advanced features
include pressure sensitivity and special gestures
such as scrolling by moving one's finger along an
edge.
It uses a two-layer grid of electrodes to measure
finger movement: one layer has vertical electrode
strips that handle vertical movement, and the other
layer has horizontal electrode strips to handle
horizontal movements.
17. TOUCH SCREEN
A touchscreen is a device embedded into the screen of
the TV monitor, or system LCD monitor screens of
laptop computers. Users interact with the device by
physically pressing items shown on the screen, either
with their fingers or some helping tool.
Touchscreens are becoming popular with the
introduction of palmtop computers like those sold by the
Palm, Inc. hardware manufacturer, some high range
classes of laptop computers, mobile smartphones like
HTC or the Apple Inc. iPhone, and the availability of
standard touchscreen device drivers into the
Symbian, Palm OS, Mac OS X, and Microsoft Windows
operating systems.
19. HIGH-DEGREE OF FREEDOM INPUT DEVICES
Some devices allow many continuous degrees of
freedom as input. These can be used as pointing
devices, but are generally used in ways that don't
involve pointing to a location in space, such as the
control of a camera angle while in 3D applications.
These kinds of devices are typically used in
CAVEs, where input that registers 6DOF is
required.
21. WIRED GLOVE
A wired glove (sometimes called a "data glove" or "cyber
glove") is an input device for human–computer interaction
worn like a glove
Various sensor technologies are used to capture physical data
such as bending of fingers. Often a motion tracker, such as a
magnetic tracking device or inertial tracking device, is
attached to capture the global position/rotation data of the
glove. These movements are then interpreted by the software
that accompanies the glove, so any one movement can mean
any number of things. Gestures can then be categorized into
useful information, such as to recognize Sign Language or
other symbolic functions. Expensive high-end wired gloves
can also provide haptic feedback, which is a simulation of the
sense of touch. This allows a wired glove to also be used as
an output device. Traditionally, wired gloves have only been
available at a huge cost, with the finger bend sensors and the
tracking device having to be bought separately.
23. COMPOSITE DEVICES
Input devices, such as buttons and joysticks, can
be combined on a single physical device that could
be thought of as a composite device. Many gaming
devices have controllers like this. Technically mice
are composite devices, as they both track
movement and provide buttons for clicking, but
composite devices are generally considered to
have more than two different forms of input.
24. KINDS OF COMPOSITE DEVICES
Game controller
Gamepad (or joy pad)
Paddle (game controller)
Wii Remote
Microsoft Kinect Sensor
25. GAME CONTROLLER
A game controller is a device used with games or
entertainment systems to provide input to a video
game, typically to control an object or character in
the game. A controller is usually connected to a
game console or computer by means of a wire or
cord, although wireless controllers are also
widespread. Input devices that have been classified
as game controllers include keyboards, mice, game
pads, joysticks, etc. Special purpose devices, such
as steering wheels for driving games and light guns
for shooting games, are also game controllers.
Devices such as mice and keyboards can be
emulated with a game pad through the use of
programs such as 'JoyToKey'.
26. GAME PAD OR JOY PAD
A gamepad (also called joy pad or control pad), is
a type of game controller held in two hands, where
the fingers (especially thumbs) are used to provide
input. Gamepads generally feature a set of action
buttons handled with the right thumb and a direction
controller handled with the left. The direction
controller has traditionally been a four-way digital
cross (also named a joy pad, or alternatively a D-
pad), but most modern controllers additionally (or
as a substitute) feature an analog stick.
27. PADDLE GAME CONTROLLER
A paddle is a game controller with a round wheel
and one or more fire buttons, where the wheel is
typically used to control movement of the player
object along one axis of the video screen. A paddle
controller rotates through a fixed arc (usually about
330 degrees); it has a stop at each end.
28. WII REMOTE
also known colloquially as the Wiimote, is the primary
controller for Nintendo's Wii console. A main feature of
the Wii Remote is its motion sensing capability, which
allows the user to interact with and manipulate items on
screen via gesture recognition and pointing through the
use of accelerometer and optical sensor technology.
Another feature is its expandability through the use of
attachments. The attachment bundled with the Wii
console is the Nunchuk, which complements the Wii
Remote by providing functions similar to those in
gamepad controllers. Some other attachments include
the Wii Classic Controller, Wii Zapper, and the Wii
Wheel, originally used for Mario Kart.
29. MICROSOFT KINECT SENSOR
Kinect is a motion sensing input device by Microsoft for
the Xbox 360 video game console and Windows PCs.
Based around a webcam-style add-on peripheral for the
Xbox 360 console, it enables users to control and
interact with the Xbox 360 without the need to touch a
game controller, through a natural user interface using
gestures and spoken commands. The project is aimed
at broadening the Xbox 360's audience beyond its
typical gamer base. Kinect competes with the Wii
Remote Plus and PlayStation Move with PlayStation
Eye motion controllers for the Wii and PlayStation 3
home consoles, respectively. A version for Windows was
released on February 1, 2012.
30. MICROSOFT KINECT SENSOR
Kinect was launched in North America on
November 4, 2010, in Europe on November
10, 2010, in Australia, New Zealand and Singapore
on November 18, 2010, and in Japan on November
20, 2010. Purchase options for the sensor
peripheral include a bundle with the game Kinect
Adventures and console bundles with either a 4 GB
or 250 GB Xbox 360
After selling a total of 8 million units in its first 60
days, the Kinect holds the Guinness World Record
of being the "fastest selling consumer electronics
device".18 million units of the Kinect sensor had
been shipped as of January 2012.
32. IMAGING AND VIDEO INPUT DEVICES
Video input devices are used to digitize images or
video from the outside world into the computer. The
information can be stored in a multitude of formats
depending on the user's requirement.
33. IMAGING AND VIDEO INPUT DEVICES
digital camera
Webcam
Image scanner
Fingerprint scanner
Barcode reader
3D scanner
Laser rangefinder
34. DIGITAL CAMERA
A digital camera (or digicam) is a camera that takes
video or still photographs by recording images on
an electronic image sensor. Most cameras sold
today are digital, and digital cameras are
incorporated into many devices ranging from PDAs
and mobile phones (called camera phones) to
vehicles.
35. WEBCAM
A webcam is a video camera that feeds its images in
real time to a computer or computer network, often via
USB, ethernet, or Wi-Fi.
Their most popular use is the establishment of video
links, permitting computers to act as videophones or
videoconference stations. The common use as a video
camera for the World Wide Web gave the webcam its
name. Other popular uses include security
surveillance, computer vision, video broadcasting, and
for recording social videos .
Webcams are known for their low manufacturing cost
and flexibility, making them the lowest cost form of
videotelephony. They have also become a source of
security and privacy issues, as some built-in webcams
can be remotely activated via spyware.
36. IMAGE SCANNER
In computing, an image scanner—often abbreviated to
just scanner—is a device that optically scans
images, printed text, handwriting, or an object, and
converts it to a digital image. Common examples found
in offices are variations of the desktop (or flatbed)
scanner where the document is placed on a glass
window for scanning. Hand-held scanners, where the
device is moved by hand, have evolved from text
scanning "wands" to 3D scanners used for industrial
design, reverse engineering, test and
measurement, orthotics, gaming and other applications.
Mechanically driven scanners that move the document
are typically used for large-format documents, where a
flatbed design would be impractical.
37. IMAGE SCANNER
Modern scanners typically use a charge-coupled
device (CCD) or a Contact Image Sensor (CIS) as
the image sensor, whereas older drum scanners
use a photomultiplier tube as the image sensor. A
rotary scanner, used for high-speed document
scanning, is another type of drum scanner, using a
CCD array instead of a photomultiplier. Other types
of scanners are planetary scanners, which take
photographs of books and documents, and 3D
scanners, for producing three-dimensional models
of objects.
38. FINGERPRINT SCANNER
Fingerprint recognition or fingerprint authentication
refers to the automated method of verifying a match
between two human fingerprints. Fingerprints are
one of many forms of biometrics used to identify
individuals and verify their identity. This article
touches on two major classes of algorithms (minutia
and pattern) and four sensor designs
(optical, ultrasonic, passive capacitance, and active
capacitance).
39. BARCODE READER
A barcode reader (or barcode scanner) is an
electronic device for reading printed barcodes. Like
a flatbed scanner, it consists of a light source, a
lens and a light sensor translating optical impulses
into electrical ones. Additionally, nearly all barcode
readers contain decoder circuitry analyzing the
barcode's image data provided by the sensor and
sending the barcode's content to the scanner's
output port.
40. 3D SCANNER
A 3D scanner is a device that analyzes a real-world object or
environment to collect data on its shape and possibly its
appearance (i.e. color). The collected data can then be used
to construct digital, three dimensional models.
Many different technologies can be used to build these 3D
scanning devices; each technology comes with its own
limitations, advantages and costs. Many limitations in the kind
of objects that can be digitized are still present, for
example, optical technologies encounter many difficulties with
shiny, mirroring or transparent objects.
Collected 3D data is useful for a wide variety of applications.
These devices are used extensively by the entertainment
industry in the production of movies and video games. Other
common applications of this technology include industrial
design, orthotics and prosthetics, reverse engineering and
prototyping, quality control/inspection and documentation of
cultural artifacts.
41. IMAGING AND VIDEO INPUT DEVICES
Medical Imaging
Computed tomography
Magnetic resonance imaging
Positron emission tomography
Medical ultrasonography
42. LASER RANGEFINDER
A laser rangefinder is a device which uses a laser
beam to determine the distance to an object. The
most common form of laser rangefinder operates
on the time of flight principle by sending a laser
pulse in a narrow beam towards the object and
measuring the time taken by the pulse to be
reflected off the target and returned to the sender.
Due to the high speed of light, this technique is not
appropriate for high precision sub-millimeter
measurements, where triangulation and other
techniques are often used.
43. X-RAY COMPUTED TOMOGRAPHY
X-ray computed tomography, also computed tomography (CT scan)
or computed axial tomography (CAT scan), is a medical imaging
procedure which utilizes computer-processed X-rays to produce
tomographic images or 'slices' of specific areas of the body. These
cross-sectional images are used for diagnostic and therapeutic
purposes in various medical disciplines. Digital geometry
processing is used to generate a three-dimensional image of the
inside of an object from a large series of two-dimensional X-ray
images taken around a single axis of rotation.
CT produces a volume of data that can be manipulated, through a
process known as "windowing", in order to demonstrate various
bodily structures based on their ability to block the X-ray beam.
Although historically the images generated were in the axial or
transverse plane, perpendicular to the long axis of the
body, modern scanners allow this volume of data to be reformatted
in various planes or even as volumetric (3D) representations of
structures. Although most common in medicine, CT is also used in
other fields, such as nondestructive materials testing. Another
example is archaeological uses such as imaging the contents of
sarcophagi.
44. MAGNETIC RESONANCE IMAGING
Magnetic resonance imaging (MRI), nuclear magnetic
resonance imaging (NMRI), or magnetic resonance
tomography (MRT) is a medical imaging technique used in
radiology to visualize internal structures of the body in detail.
MRI makes use of the property of nuclear magnetic resonance
(NMR) to image nuclei of atoms inside the body.
An MRI scanner is a device in which the patient lies within a
large, powerful magnet where the magnetic field is used to
align the magnetization of some atomic nuclei in the body, and
radio frequency fields to systematically alter the alignment of
this magnetization. This causes the nuclei to produce a
rotating magnetic field detectable by the scanner—and this
information is recorded to construct an image of the scanned
area of the body. Magnetic field gradients cause nuclei at
different locations to rotate at different speeds. By using
gradients in different directions 2D images or 3D volumes can
be obtained in any arbitrary orientation.
45. MEDICAL ULTRASONOGRAPHY
Diagnostic sonography (ultrasonography) is an
ultrasound-based diagnostic imaging technique
used for visualizing subcutaneous body structures
including tendons, muscles, joints, vessels and
internal organs for possible pathology or lesions.
Obstetric sonography is commonly used during
pregnancy and is widely recognized by the public.
47. AUDIO INPUT DEVICES
In the fashion of video devices, audio devices are
used to either capture or create sound. In some
cases, an audio output device can be used as an
input device, in order to capture produced sound.
48. KINDS OF AUDIO INPUT DEVICES
Microphone
MIDI keyboard or other digital musical instrument
49. MICROPHONE
A microphone (colloquially called a mic or mike; both
pronounced /ˈ maɪk/) is an acoustic-to-electric
transducer or sensor that converts sound into an
electrical signal. Microphones are used in many
applications such as telephones, tape
recorders, karaoke systems, hearing aids, motion
picture production, live and recorded audio
engineering, FRS radios, megaphones, in radio and
television broadcasting and in computers for recording
voice, speech recognition, VoIP, and for non-acoustic
purposes such as ultrasonic checking or knock sensors.
Most microphones today use electromagnetic induction
(dynamic microphone), capacitance change (condenser
microphone), piezoelectric generation, or light
modulation to produce an electrical voltage signal from
mechanical vibration.
50. MIDI KEYBOARD
A MIDI keyboard is typically a piano-style user interface keyboard
device used for sending MIDI signals or commands over a USB or
MIDI cable to other devices connected and operating on the same
MIDI protocol interface. This could also be a personal computer
running software such as a digital audio workstation (DAW) that
listens to and sends MIDI information to other MIDI devices
connected by cable or running internal to the personal computer
system. The basic MIDI keyboard does not produce sound.
Instead, MIDI information is sent to an electronic module capable of
reproducing an array of digital sounds or samples that resemble
traditional analog musical instruments. These samples or
waveforms are also referred to as voices or timbres.
Not all MIDI keyboards are based on the piano style user interface.
Many MIDI keyboard controllers have pads or buttons that also
send MIDI signals, and most pads have a velocity sensing
capability so that varying volumes of sound can be played/voiced.
Another such keyboard device is the Continuum Fingerboard which
is based on a "fretless" type keyboard interface enabling
portamento style note changes at will during play.
51. MIDI KEYBOARD
Another MIDI keyboard implementation is the Tonal
Plexus keyboard that provides for up to 1266
different tonal pitches possible in the TPX6 1266
Keys (Microtonal MIDI Controller). There are
numerous other MIDI controllers that are also not
based on the piano style user interface, but on
newer interfaces with broader application possible
because of computer technology.