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INPUT DEVICE
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.
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
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.
KINDS OF KEYBOARD
   Computer keyboard

   Keyer

   Chorded keyboard

   LPFK
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.
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.
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.
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.
POINTING DEVICES
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.
KINDS OF POINTING DEVICE
   Mouse

   Mini Mouse

   TrackBall

   Touch Pad

   Touch Screen
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.
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.
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.
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.
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.
HIGH-DEGREE OF FREEDOM INPUT DEVICES
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.
KINDS OF HIGH-DEGREE OF FREEDOM INPUT
               DEVICES




Wired   Glove
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.
COMPOSITE DEVICES
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.
KINDS OF COMPOSITE DEVICES
   Game controller

   Gamepad (or joy pad)

   Paddle (game controller)

   Wii Remote

   Microsoft Kinect Sensor
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'.
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.
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.
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.
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.
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.
IMAGING AND VIDEO INPUT DEVICES
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.
IMAGING AND VIDEO INPUT DEVICES
 digital camera
 Webcam

 Image scanner

 Fingerprint scanner

 Barcode reader

 3D scanner

 Laser rangefinder
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.
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.
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.
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.
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).
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.
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.
IMAGING AND VIDEO INPUT DEVICES
Medical Imaging
 Computed tomography

 Magnetic resonance imaging

 Positron emission tomography

 Medical ultrasonography
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.
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.
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.
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.
AUDIO INPUT DEVICES
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.
KINDS OF AUDIO INPUT DEVICES
 Microphone
 MIDI keyboard or other digital musical instrument
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.
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.
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.
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Input device

  • 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.
  • 5. KINDS OF KEYBOARD  Computer keyboard  Keyer  Chorded keyboard  LPFK
  • 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.
  • 18. HIGH-DEGREE OF FREEDOM INPUT DEVICES
  • 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.
  • 20. KINDS OF HIGH-DEGREE OF FREEDOM INPUT DEVICES Wired Glove
  • 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.
  • 31. IMAGING AND VIDEO INPUT DEVICES
  • 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.
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