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The computer

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Title: The computer


1
The computer
  • Dr. Yan Liu
  • Department of Biomedical, Industrial and Human
    Factors Engineering
  • Wright State University

2
Elements of a Computer System
  • Input Devices for Interactive Use
  • Text entry traditional keyboard, phone text
    entry, speech, handwriting, etc
  • Pointing mouse, touchpad, stylus, etc
  • Virtual reality and 3D interaction devices data
    gloves, SpaceBall, etc.
  • Output Display Devices
  • Different types of screens mostly using some form
    of bitmap display
  • Large displays and situated displays for shared
    and public use
  • Digital paper, in conjunction with digital pens,
    can be used to create handwritten digital
    documents
  • Devices in the Physical World
  • Sensors for movement, temperature, bio-signs,
    etc.
  • Devices with sound, smell, and/or haptic
    feedbacks

3
Elements of a Computer System
  • Memory
  • Short-term memory RAM (random access memory)
  • Long-term memory disks
  • Capacity limitations
  • Access methods
  • Processing
  • Processing speed
  • Networks

4
Alphanumeric Keyboards
  • One of the most common text entry devices in use
    today
  • QWERTY Keyboards
  • QWERTY are the first six letters at the top row
    of alphabetical keys
  • The layout of the digits and letters is generally
    fixed except a few variations in some nations
    keyboards
  • e.g. French keyboards interchange both "Q" and
    "W" with "A" and "Z", and move "M" to the right
    of "L"
  • Non-alphanumeric keys vary
  • e.g. There is a difference between key
    assignments on British and American keyboards
  • Above 2 and 3 on the UK keyboard are the and
    , respectively, whereas and are on the
    USA keyboard
  • The placement of brackets, backslashes and such
    like vary
  • Not optimal for typing
  • The reason for such the layout can be traced back
    to the days of mechanical typewriters

5
French keyboard
US keyboard
UK keyboard
6
Alphanumeric Keyboards
  • Dvorak Keyboard
  • An alternative standard keyboard layout to
    QWERTY, patented in 1936 by August Dvorak and
    Willam Dealey
  • Designed to address the problems of inefficiency
    and fatigue that characterized the QWERTY
    keyboard layout
  • Speed improvement of 10 15
  • Reduction in user fatigue due to the increased
    ergonomic layout of the keyboard
  • Has failed to replace QWERTY standard
  • Currently, all major operating systems (e.g.
    Apple OS X, Microsoft Windows, GNU/Linux) can
    ship the Dvorak keyboard layout in addition to
    the QWERTY layout

7
Alphanumeric Keyboards
  • Dvorak Keyboard (Cont.)
  • Ergonomics principles of the design
  • It is easier to type letters alternating between
    hands
  • For maximum speed and efficiency, the most common
    letters should be the easiest to type. This means
    that they should be on the home row, the center
    row of alphabetical letters on a keyboard, which
    is where the fingers rest and under the strongest
    fingers
  • The least common letters should be on the bottom
    row, which is the hardest row to reach
  • The right hand should do more of the typing,
    because most people are right-handed
  • Stroking should generally move from the edges of
    the board to the middle. An observation of this
    principle is that, for many people, when tapping
    fingers on a table, it is easier going from
    little finger to index than vice versa

8
Dvorak Keyboard Layout
9
Alphanumeric Keyboards
  • Chord Keyboards
  • Significantly different from normal alphanumeric
    keyboards
  • Only a few keys are used
  • Allow users to enter characters or commands
    formed by pressing several keys together, like
    playing a chord on a piano
  • Advantages
  • Extremely compact and thus can be built into a
    device (e.g. a pocket-sized computer) that is too
    small to contain a normal sized keyboard
  • A 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 to do something else
  • Disadvantages
  • Lack of familiarity
  • Cannot be used by a "hunt and peck" method, so
    their use is restricted to applications where
    additional training can be justified
  • Hunt and peck typing (or two-fingered typing) is
    a common form of typing, in which the typist must
    find and press each key individually

10
  • 12 keys, so more than 4000 combinations are
    potentially possible
  • User can set up key combinations as macros for
    longer strings of text

Twiddler2 Developed by Handykey Corp.
11
Phone Pad and T9 Entry
  • Two Modes in Phone Pads
  • Keys mean digits (when entering phone numbers)
  • Keys mean letters (when typing SMS messages)
  • Mapping digits to letters, using numeric keys
    with multiple presses
  • e.g. hello 4433555pause555666 (Laborious?)
  • Experienced mobile phone users make use of highly
    developed shorthand to reduce the number of
    keystrokes
  • e.g. lrnt 2 txt usng shrt wds
  • T9 Algorithm
  • Type as if there were a single key for each
    letter
  • Uses a large dictionary to guess the right word
  • e.g. 3926753 becomes example as there is only
    one meaningful word with letters that match the
    series of numbers
  • When there are ambiguities about the possible
    words, a series of options are presented for the
    user to choose from

Mobile phone keypad with typical mapping of
digits to letters
12
Handwriting Recognition
  • Text can be input into the computer using a pen
    and a digesting tablet
  • Intuitive and natural interaction
  • Challenges and Problems
  • Handwriting recognition device must capture
    stroke information as well as letter shapes in
    handwriting
  • Letters within words are shaped and often drawn
    very differently depending on the actual word
  • Individual differences in handwriting are
    enormous
  • The speed of handwriting is much lower than of
    typing
  • Handwriting entry would be most useful in
    situations where a keyboard-based approach has
    problems
  • e.g. Pen-based systems are used for taking notes,
    jotting down and sketching ideas, as well as
    acting as a diary, address book and organizer

13
Speech Recognition
  • A promising yet still limited area of text entry
  • Most Successful When
  • The system has been trained and tuned to the
    users voice
  • Limited vocabulary of command words
  • Limitations in Handling
  • External noise interfering
  • Imprecision of pronunciation
  • Large vocabularies
  • Different speakers
  • Current Applications
  • Telephone information systems, hands-occupied
    situations (especially in military), those
    suffering repetitive strain injury (RSI)

14
Positioning, Pointing, and Drawing
  • Mouse
  • Invented by Douglas Engelbart around 1964
  • A very common and easy to use handheld pointing
    device
  • Characteristics
  • Usually 1 to 3 buttons on top
  • Used for making a selection, indicating an
    option, or initiating drawing etc.
  • Operates in a planar fashion, moving around the
    desk
  • Indirect input device
  • A transformation is required to map from
    horizontal movement of mouse to the vertical
    movement of the cursor on the screen
  • Can cause hand-eye coordination problems for
    novice users

15
Positioning, Pointing, and Drawing
  • Mouse (Cont.)
  • Mechanical mouse
  • A ball on underside of the mouse rotates as the
    mouse moves
  • Ball turns vertical and horizontal wheels
    (encoders) inside the mouse
  • Encoders interrupt optical beams to generate
    electrical signals as they turn
  • Sensors send electrical signals to computer
  • Optical mouse
  • Uses a light-emitting diode (LED) and photodiodes
    to detect movement relative to the underlying
    surface
  • May be used on a special grid-like pad or just on
    desk
  • Less susceptible to dust and dirt
  • Laser mouse
  • Enter the mainstream market around 2004
  • Uses a small infrared laser which increases the
    resolution of the image taken by the mouse
  • About 20 times more sensitive to the surface
    features used for navigation compared to
    conventional optical mouse

16
Optical mouse using red LED to project light onto
the tracking surface
Mechanical mouse
Wireless laser mouse
17
Positioning, Pointing, and Drawing
  • Touchpad
  • Small touch sensitive tablet
  • Around 2-3 square inches
  • Used mainly in laptop computers but now can be
    obtained separately to replace the mouse on
    desktop computers
  • Operated by stroking the users finger over its
    surfaces to move the cursor
  • Substitute for a computer mouse
  • May require several strokes to move the cursor
    across the screen
  • Acceleration settings
  • The ratio of pad distance to screen distance
    varies with the speed of finger movement
  • Faster movement of the finger leads to longer
    distance of movement on the screen

18
Positioning, Pointing, and Drawing
  • Trackball
  • Consists of a ball housed in a socket containing
    sensors to detect rotation of the ball (like an
    upside-down mechanical mouse)
  • The user rolls the ball with the thumb, fingers,
    or the palm of the hand to move the cursor
  • Separate buttons are required for selection
  • The size and feel of the trackball affords
    significant differences in the usability of the
    device
  • Weight, rolling resistance, and texture all
    contribute to the overall effect
  • Heavily used in video games where highly
    responsive behaviour, including being able to
    spin the ball, is ideal

Logitech TrackMan
19
Positioning, Pointing, and Drawing
  • Joystick
  • Consists of a small palm-sized base box with a
    handheld stick whose movement provides both a
    direction and a quantity that can be used to
    control cursor movement or other types of
    interfaces
  • Usually provided with buttons for selection
  • On top or on front like a trigger
  • Often used for games
  • Inexpensive, robust, and familiar to users

CH Products Flightstick Pro
20
Positioning, Pointing, and Drawing
  • Joystick (Cont.)
  • Absolute joystick
  • Position of the joystick in the base corresponds
    to the position of the cursor on the screen
  • Movement is the important characteristic
  • Isometric joystick (velocity-controlled joystick)
  • Pressure on the stick corresponds to the velocity
    of the cursor
  • Force feedback joystick
  • Allows users to feel force of magnitude and
    orientation
  • Gives users a stronger sense of reality

21
Positioning, Pointing, and Drawing
  • Touch-Sensitive Screen
  • Detect the presence of finger or stylus on the
    screen
  • Works by the finger interrupting matrix of light
    beams, capacitance changes or ultrasonic
    reflections
  • Direct pointing device
  • User indicates which item is required by pointing
    to it
  • Advantages
  • Very fast and requires no specialised pointer
  • Good for menu selection
  • Suitable for use in hostile environment
  • No separate hardware to become damaged or
    destroyed by dirt
  • Relatively intuitive to use
  • A popular choice for a wide variety of
    applications
  • e.g. Information kiosks, ATM, airline e-ticket
    terminals, retail and restaurant systems, etc.

22
Positioning, Pointing, and Drawing
  • Touch-Sensitive Screen (Cont.)
  • Disadvantages
  • Finger can leave greasy marks on the screen
  • Quite inaccurate
  • Difficult to select small regions or perform
    accurate drawing (finger is a fairly blunt
    instrument!)
  • Lifting the arm to point to a vertical screen can
    be tiring
  • The screen has to be within about a meter of the
    user to be reached

23
Positioning, Pointing, and Drawing
  • Stylus
  • A small pen-like pointer to draw directly on
    screen
  • Used on a touch-sensitive screen for more
    accurate positioning and avoiding greasy marks
  • Particularly popular in PDA and is being used in
    some laptop computers
  • Light Pen
  • Older technology used in the same way as stylus
  • Connected to the screen by a cable and uses light
    from the screen to detect location
  • Advantages
  • Very direct and intuitive to use
  • Disadvantages
  • Can be tiring to use on upright displays
  • Obscure the screen

24
Display Devices
  • Bitmap Display
  • Made of vast numbers of dots or pixels (the
    smallest complete sample of an image) in a
    rectangular grid
  • The pixels may be in black and white, grayscale,
    or full color
  • Aspect ratio
  • The ratio of the width to height of the display
  • 43 for most screens, 169 for wide-screen TV
  • Display resolution
  • The number of distinct pixels in each dimension
    that can be displayed
  • 1024768 (XGA, eXtended Graphic Array), 12801024
    (SXGA, Super eXtended Graphics Array), and
    16001200 resolution (UXGA, Ultra-eXtended) are
    the most common display resolutions

25
Display Devices
  • Bitmap Display (Cont.)
  • Color depth
  • Describes the number of colors that can be
    displayed on a monitor's screen (usually in bit)
  • Each of the three primary colors (red, blue and
    green) has a number of bits that describe its
    color depth
  • e.g. In a true color (24-bit color) display,
    red, blue, and green each has 8 bits or 256
    shades (28)

26
Display Devices
  • Display Techniques
  • Cathode-ray tube (CRT)
  • A stream of electrons is emitted from an electron
    gun, which is then focused and directed by
    magnetic fields. As the beam hits the
    phosphor-coated screen, the phosphor is excited
    by the electrons and glows
  • Used in TVs and computer monitors

27
Display Devices
  • Display Techniques (Cont.)
  • Liquid crystal display (LCD)/flat panel display
  • Uses two sheets of polarizing material with a
    liquid crystal solution between them. An electric
    current passed through the liquid causes the
    crystals to align so that light cannot pass
    through them. Each crystal, therefore, is like a
    shutter, either allowing light to pass through or
    blocking the light
  • Used in PDAs, portables and notebooks, and
    increasingly on desktop computers and even for
    home TV

28
Display Devices
  • Display Techniques (Cont.)
  • Comparisons of CRT and LCD
  • Resolution and Viewing Quality
  • Resolution on a CRT is flexible
  • The resolution on an LCD can be changed, but if
    it is run at a resolution other than its native
    resolution, its performance or quality will drop
  • Both types of monitor provide bright and vibrant
    color display however, LCDs cannot display the
    maximum color range that a CRT can
  • A CRT monitor can be viewed from almost any
    angle, but the view on a LCD changes as the user
    moves different angles and distances away from
    the monitor
  • Viewable screen size
  • The monitor size of a CRT screen is larger than
    the actual viewable area due to its bulky frame
  • The monitor size of a LCD screen is the same
    as, or very close to, the actual viewable area

29
Display Devices
  • Display Techniques (Cont.)
  • Comparisons of CRT and LCD
  • Physical size
  • CRT monitors are big, bulky and heavy
  • e.g. An average 17-inch CRT monitor could be
    upwards of 40 lbs
  • LCD monitors are small, compact and lightweight
  • e.g. An average 17-inch LCD monitor is about 15
    lbs
  • Price
  • LCD is more expensive than CRT as one-time
    purchase but may be cheaper in the long-run due
    to its longer lifespan and lower power
    consumption

30
Display Devices
  • Large Displays
  • Used for meetings, lectures, advertisement, etc
  • Technology types
  • Gas plasma to create large flat bitmap displays
  • Behave like regular screens except they are big
    and usually have the HDTV (high definition
    television) wide screen format
  • Video wall (when very large screen areas are
    required)
  • Several small screens (CRT or LCD) are placed
    together
  • Projected display
  • CRT, LCD, or digital light processing (DLP)
    projectors
  • Body of the presenter may obscure the screen
  • Back-projected
  • Semi-frosted glass screen projector behind
  • The size of the image is limited by the depth of
    the projection room behind

31
Display Devices
  • Situated Displays
  • Displays that are embedded in an environment and
    adapt the content they display to changes in the
    environment
  • Large (e.g. monitors at airports) or small (e.g.
    electronic sticky note)
  • Can be interactive, using stylus or
    touch-sensitive screen

Notes read by the office owner using web interface
A small situated display (an electronic sticky
note) beside an office door
Handwritten note left using stylus
32
Special Device, Physical Controls, and Sensors
  • Keyboards and screens of traditional computers
    are not appropriate or impossible in some
    situations
  • e.g. Interactive TV, in-car navigation systems,
    personal entertainment, etc.
  • May require special displays, sound, touch,
    and/or smell outputs, and dedicated controls and
    sensors
  • Special Displays
  • Some visual outputs can take the form of analog
    representations of numeric values
  • e.g. Dials, gauges or lights to signify the
    system state or trend
  • Head-up display
  • Used mainly in aircraft
  • Transparent display that presents data without
    obstructing the user's view
  • Minimize information overload by centralizing
    critical flight data (e.g. speed, altitude,
    compass, etc.) within the pilot's field of vision

33
The head-up display of Boeing F/A-18 Hornet (a
modern all-weather carrier-capable strike fighter
jet)
34
Special Device, Physical Controls, and Sensors
  • Sound Output
  • Beeps, bongs, clanks, whistles, and whirrs as
    sound outputs for various effects
  • Provide important feedback in interactive systems
  • Keyboards can be set to emit a click each time a
    key is pressed
  • Telephone keypads sound different tones when
    different keys are pressed
  • A noise occurring signifies that the key has been
    successfully pressed
  • Actual tone provides some information about the
    particular key that was pressed
  • Touch, Feel and Smell
  • Touch and feeling are important in some
    situations
  • e.g. The feel of an instrument moving through
    different tissue types in virtual surgery The
    sense of vibration when a car is about to go off
    the track in computer games
  • Haptic device
  • Gives people a sense of touch with computer
    generated environments
  • e.g force feedback joystick, cyber gloves, etc.
  • Texture, smell
  • Current technology is very limited

35
Special Device, Physical Controls, and Sensors
36
Special Device, Physical Controls, and Sensors
  • Physical Controls
  • Appropriate feedbacks are important in physical
    controls
  • Haptic feedback
  • e.g. When you press a button or turn a dial,
    getting a right level of resistance gives you
    feedback that you are doing something
  • Visual feedback
  • e.g. An indicator light shows the device has been
    turned on
  • Audio feedback
  • e.g. A beep when you press a smooth button

37
Special Device, Physical Controls, and Sensors
  • Environment and Bio- sensors
  • Environment sensors
  • e.g. car courtesy light, energy saving light,
    RFID security tags, GPS, pressure sensors, etc.
  • Biosensors
  • Sensors used to capture physiological signs
  • e.g. body temperature, heart rate, galvanic skin
    response, blink rate, etc.

38
Memory
  • Short-Term Memory Random Access Memory (RAM)
  • Silicon chips used to held the most active
    information
  • Random" means that any piece of data can be
    returned quickly and in a constant time,
    regardless of its physical location and whether
    or not it is related to the previous piece of
    data
  • Used as main memory or primary storage
  • Different forms of RAM differ in their precise
    access time, power consumption, and
    characteristics
  • Typical access time in the order of 10
    nano-seconds
  • Typical Access rate is around 100MB per second
  • Typical storage in modern personal computers is
    256 MB 1GB
  • Usually volatile
  • Information is lost if power is turned off
  • Small amount of non-volatile RAM exists in many
    computers
  • Much more expensive and only used when necessary

39
Memory
  • Long-Term Memory Disks
  • Long-term storage of persistent information
  • Magnetic disks
  • Coated with magnetic material on which data is
    stored
  • Data can be recorded and erased any number of
    times
  • Types
  • Floppy disk
  • A 5ÂĽ-inch floppy typically can hold 360K or 1.2MB
  • A 3½-inch floppy normally stores 720K, 1.2MB or
    1.44MB
  • Hard disk
  • Can store 20MB hundreds of GB
  • Much faster than floppy disks (up to about 100
    times faster)
  • Removable cartridge
  • Hard disk enclosed in plastic or metal cartridges
    so that it can be removed like a floppy disk
  • Nearly as capacious and fast as a hard disk and
    has the portability of a floppy disk
  • Relatively expensive

40
Memory
  • Long-Term Memory Disks
  • Optic disks
  • Storage medium from which data is read and to
    which it is written by lasers
  • More robust than magnetic media
  • Types
  • CD-ROM
  • The data is permanent, can be read any number of
    times, but cannot be modified
  • Useful for published materials (e.g. online
    reference books, multimedia and software
    distribution)
  • WORM (write-once, read-many)
  • Data can be written to it only once after that,
    it behaves like a CD-ROM
  • Useful for backups
  • Erasable
  • Data can be erased and rewritten, just as
    magnetic disks
  • Useful temporary backup

41
Speed and Capacity
  • Some Sizes (all uncompressed)
  • The textbook (text only 320,000 words) 2MB
  • The Bible 4.5 MB
  • Scanned page (11x8 inches, 8-bit grayscale,
    1200dpi) 128MB
  • Digital photo (24 mega pixels, 24-bit color)
    10 MB
  • Problem
  • RAM may not be big enough for running several
    programs simultaneously
  • Virtual Memory
  • Some programs in RAM that have not been used
    recently are copied onto hard disk, freeing up
    space in RAM to load new applications
  • Paging unused bits of the programs out of RAM
    into the hard disk
  • Swapping the entire programs into the hard disk
  • Slows down the computer
  • The read/write speed of a hard drive is much
    slower than that of RAM

42
Speed and Capacity
  • Implication
  • An interactive system designer should think
    carefully about where information is stored and
    when it is transferred
  • e.g. Suppose a user wants to read a document
    online. Instead of loading in the entire document
    before letting the user continue, just enough is
    loaded for the first page to be displayed, and
    the rest is loaded during idle moments

43
Processing and Networks
  • Factors that Limit the Speed of Interactive
    System
  • Computation bound
  • Complex computation takes time and thus can cause
    frustrating delays
  • The system should be designed so that long delays
    are not in the middle of interaction
  • For a very long process, try to give an estimate
    of the process duration before it starts and an
    indication of the stage that the process has
    reached during the process
  • e.g. Having a counter or slowly filling bar on
    the screen that indicates the amount done
  • Storage channel bound
  • The speed of memory access can interfere with
    interactive performance
  • It is possible to trade off memory against
    processing speed if there is plenty of raw
    computational power
  • e.g. Compressed data takes less space to store
    and is faster to read in and out, but the process
    of compressing data before storage and
    decompressing when retrieved leads to increased
    processing time

44
Processing and Networks
  • Factors that Limit the Speed of Interactive
    System (Cont.)
  • Graphics bound
  • The most common bottleneck for many modern
    interfaces
  • Updating graphic displays can take tremendous
    time
  • Helpful to add a special-purpose graphics card
    (as a co-processor) optimised to take on the
    burden and allow the main processor to do other
    work
  • Network capacity
  • Many computers are linked through networks
  • Interactive performance can be reduced by slow
    network speed

45
Processing and Networks
  • Networked Computing
  • Benefits
  • Increased computing power and memory
  • Communication with other people through
    groupwares (e.g. emails and instant messages)
  • Shared resources
  • Issues
  • Slow feedbacks due to network delays
  • Slower response when many people access the same
    information at the same time
  • Unpredictability of system performance because an
    individual is unaware of many important things
    that are happening to the system as a whole
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