Computer Intro
Computer Intro
The computer is the participant in the interaction that runs the program
• batch - usually when large quantities of data have to be read into the machine;
requires little user intervention
• screen, or monitor, on which there are
• windows - separate areas that behave independently
• keyboard
window 1
• mouse
window 2
12-37pm
These devices dictate the styles of interaction that the system supports
If we use different devices, then the interface will support a different style
of interaction
Keyboard
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Q W E R T Y U I O P
A S D F G H J K L
Z X C V B N M , .
SPACE
Other Keyboards
Alphabetic
• But - large social base of QWERTY typists produce market pressures not
to change
Chord keyboards
• fast
Handwritten text can be input into the computer, using a pen and a digesting
tablet
Problems in
• capturing all useful information - stroke path, pressure, etc. in a natural manner
• segmenting joined up writing into individual letters
• interpreting individual letters
• coping with different styles of handwriting
Problems with
• imprecision of pronunciation
Positioning and Pointing Devices
Mouse Handheld pointing device
• very common
• easy to use
Two characteristics
• planar movement
• buttons (usually from 1 to 3 buttons on top, used for making a selection,
indicating an option, or to initiate drawing etc.)
Mouse cont
Mechanical
sits on special gridlike pad on desk; less susceptible to dust and dirt
Joystick
Indirect device
Takes up very little space
Controlled by either
• movement (absolute joystick) - position of joystick corresponds to position of
cursor
• pressure (isometric or velocity-controlled joystick) - pressure on stick
corresponds to velocity of cursor
Usually provided with buttons (either on top or on front like a trigger) for
selection
Inexpensive (often used for computer games, also because they are more familiar
to users)
Trackball
Detect the presence of finger or stylus on the screen. Work by interrupting matrix
of light beams or by capacitance changes or ultrasonic reflections. Direct pointing
devices.
Advantages: Fast, and require no specialised pointer. Good for menu selection.
Suitable for use in hostile environment: clean and safe from damage.
Coiled cable connects pen to c.r.t. In operation, pen held to screen and detects
burst of light from screen phosphor during display scan.
Direct pointing device: accurate (can address individual pixels), so can be used
for fine selection and drawing.
Problems: pen can obscure display, is fragile, can be lost on a busy desk, tiring
on the arm.
Indirect device.
Resistive tablet detects point contact between 2 separated sheets: has advantages in that it
can be operated without specialised stylus - a pen or the user’s finger is fine.
Magnetic tablet detects current pulses in magnetic field using small loop coil housed in
special pen.
Sonic tablet similar to above but requires no special surface: ultrasonic pulse emitted by
pen detected by two or more microphones which then triangulate the pen position. Can be
adapted to provide 3-d input.
High resolution, available in a range of sizes from A5 to 60x60 in. Sampling rate between
50 and 200 Hz. Can be used to detect relative motion or absolute motion. Can also be
used for text input (if supported by character recognition software). Require large amount
of desk space, and may be awkward to use if displaced by the keyboard.
Cursor keys
Four keys (up, down, left, right) on keyboard. Very, very cheap, but slow. Useful
for not much more than basic motion for text-editing tasks. No standardised
layout: line, square, “T” or inverted “T”, or diamond shapes are common.
Thumb wheels
Keymouse
Single key, acts like isometric joystick. Small, compact, but very little
feedback and unknown reliability.
Dataglove
Lycra glove with optical fibre sensors. Detects joint angles and 3-d hand
position.
Advantages: easy to use, potentially powerful and expressive (10 joint angles
+ 3-d. spatial information, at 50 Hz.).
One predominant - the computer screen, usually the cathode ray tube
electron beam
electron gun
focussing and
deflection
phosphor-
coated screen
Cathode ray tube
Stream of electrons emitted from electron gun, focused and directed by
magnetic fields, hit phosphor-coated screen which glows.
Beam scanned left to right, flicked back to rescan, from top to bottom, then repeated.
Repeated at 30Hz per frame, sometimes higher to reduce flicker. Interlacing, scanning odd
lines in whole screen then even lines, is also used to reduce flicker. Can also use high-
persistence phosphor to reduce flicker but causes image smearing especially with
significant animation.
Resolution typically 512x512, but high-quality screens are available (and becoming more
common) at up to approximately 1600x1200 pixels. Sun workstations have screens of
1192x980 pixels.
Black & white screens can display grayscale by varying the intensity of the electron beam.
Raster scan cont
Colour is achieved using three electron guns which hit red, green or blue
phosphors. Combining these colours can produce many others, including white
(all on). Phosphor dots focused using a shadow mask - makes colour screens
lower resolution than monochrome.
Advantages of c.r.t.: cheap, fast enough for rapid animation, high colour
capability. Increased resolution produces higher prices.
• Electrostatic field - leaks out through tube to user. Intensity dependant on distance
and humidity. Can cause rashes.
Visual
• analogue representations: dials, gauges, lights, etc
.
• head-up displays - found in aircraft cockpits
Auditory
• beeps, bongs, clonks, whistles and whirrs
• dot-matrix printers use inked ribbon, with a line of pins that can strike the
ribbon, dotting the paper. Typical resolution 80-120 dpi. May have many lines
in parallel, making a matrix of pins
• ink-jet and bubble-jet printers tiny blobs of ink sent from print head to paper:
ink-jet squirts them, bubble-jet uses heat to create bubble. Quiet. Typically at
300 dpi or better .
Printing cont
• thermal printers use heat-sensitive paper that alters colour when heated.
Paper heated by pins where a dot is required. Usually only one line of dots
created per pass. Poor quality, but simple - fax machines are most common
example
The size of a font is measured in points (pt), about 1/72”, and is related to its height.
This is ten point Helvetica
This is twelve point
This is fourteen point
This is eighteen point
and this is twenty-four point
Fonts cont
Pages can be very complex, with text in different fonts, bitmaps, line
illustrations, digitised photographs, etc.
Can be produced by converting all the information into a bitmap and sending
that to the printer, but this is often a huge file.
• flat-bed: paper placed on a glass plate, whole page converted into bitmap
• hand-held: scanner passed over paper, digitising strip typically 3-4” wide
Can work in colour: shine light at paper and note intensity of reflection.
Resolutions from 300-600 dpi, but available up to 4800 dpi.
Used in
• desktop publishing for incorporating photographs and other images
• used in document storage and retrieval systems,
doing away with paper storage
Optical character recognition (OCR) converts bitmap back into text
• different fonts create problems for simple “template matching”
algorithms
• more complex systems segment text, decompose it into lines
and arcs, and decipher characters that way
Short-term Memory - RAM
• magnetic disks
- floppy disks store around 1.4 Mbytes
- hard disks typically 5 Gbytes or larger
access time ~10ms, transfer rate 100kbytes/s
• optical disks - use lasers to read and sometimes write
- more robust that magnetic media
• CD-ROM - read-only
- same technology as home audio, ~ 600 Gbytes
• WORM - write once read many - good for backups
• rewritable CDs - more expensive
• DVD - for AV applications
Virtual Memory
Problem:
running lost of programs + each program large
not enough RAM
But … swopping
program on disk needs to run again
copied form disk to RAM
slows t h i n g s d o w n
Storage formats - text
Images:
• many storage formats :
(PostScript, GIFF, JPEG, TIFF, PICT, etc.)
• plus different compression techniques
(to reduce their storage requirements)
Audio/Video
• again lots of formats :
(QuickTime, MPEG, WAV, etc.)
• compression even more important
• also ‘streaming’ formats for network delivery
Processor Speed
Designers tend to assume infinitely fast processors, and make interfaces more
and more complicated
But problems occur, because processing cannot keep up with all the tasks it
needs to do
• icon wars - user clicks on icon, nothing happens, clicks on another, then
system responds and windows fly everywhere
Also problems if system is too fast - e.g. help screens may scroll through text
much too rapidly to be read
Limits on Interactive Performance
Computation bound
Computation takes ages, causing frustration for the user
Graphics bound
Common bottleneck: updating displays requires a lot of effort - sometimes helped
by adding a graphics co-processor optimised to take on the burden
Network capacity
Many computers networked - shared resources and files, access to printers etc. -
but interactive performance can be reduced by slow network speed