PERIPHERALS
CHAPTER THREE
Instructor Name :- Suzana Binti Ahmad
Peripherals
Structure of peripherals
Peripherals
• A peripheral is a device that is connected to a host
computer, but not an integral part of it
• It expands the host’s capabilities but does not form
part of the core computer architecture
• It is often, but not always partially or completely
dependent on the host
Peripherals
• There are three (3) different types of peripherals:
– Input , used to interact with, or send data to the
computer (mouse, keyboards, etc)
– Output, which provides output to the user from the
computer (monitors, printers, etc)
– Storage, which stores data processed by the computer
(hard drives, flash drives, etc)
Input Peripherals
• 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
• Examples of input devices
include keyboards, mouse,
scanners, digital cameras and
joysticks
Input Peripherals
• Many input devices can be classified according to:
• Modality of input (eg. Mechanical motion, audio,
visual, etc)
• The input is discrete (eg. Key presses) or continuous
(eg. A mouse’s position, though digitized into a
discrete quantity, is fast enough to be considered
continuous)
• The number of degrees of freedom involved (eg.
Two-dimensional traditional mice, or three-
dimensional navigators designed for CAD
applications)
Text Input Peripherals
• Early days – punch card
• Keyboard
• Stylus
and tactile Peripherals
• 3D interaction is a form of human-machine
interaction where are able to move and perform
interaction in 3D space
• Both human and machine process information where
the physical position of elements in the 3D space is
relevant
• The 3D space used for interaction can be the real
physical space, a virtual space representation
simulated in the computer, or a combination of both.
and tactile Peripherals
• When the real space is used
for data input, humans
performs actions or give
commands to the machine
using an input device that
detects the 3D position of the
human action
• When it’s used for data
output, the simulated 3d
virtual scene is projected onto
the real environment through
one output device or a
combination of them.
Adapted 2D Input Devices
• At the moment the mouse and keyboard are the
most widely used input devices for 3D interaction
• These devices are 1D
– Keyboard or multidimensional, depending on the
definition of degrees of freedom. Uses a sequence of key-
presses to navigate and interact with the world
– Mouse & trackball for 2D and are also adapted for 3D
interaction. Typically uses 2D widgets to control 3D
interaction. Widgets typically take the form of slider bars
or spin wheels
Control Peripherals
Position Trackers
• Position trackers determine the position and
orientation of the user
• Typically, position trackers use six coordinates or
degrees of freedom to describe the position and
orientation
• 3 degrees of freedom (X, Y, Z) are required to
determine the users position, and 3 more
degrees of freedom (pitch, yaw, roll) are required
to determine the users orientation (each
describing an angle of rotation about one of the
axes)
Locomotive Devices
• Locomotive devices translate the users’ movement in
real space to similar movements in virtual space
• Eg. Stationary bicycles, stair-climbers and treadmills
have all been used as locomotive input devices
• Locomotive devices provide the user with both a
natural way to navigate through the virtual
environment and the sense that they are actually
moving through space
Eye Tracking
• Eye tracking allows the system to determine the
users’ position through a variety of techniques such
as corneal reflectance, which measures the amount
of light reflected from the cornea
Gesture recognition
• Gesture recognition offers a natural and intuitive way
for users to input information
• Typically, the user wears a glove or body suit that
enables the position of individual joints or the flexion
of fingers or limbs to be determined
• By combining information on the amount of flex, or
the position of joints with information from a 3D
tracker, the position of the hand, or body, is
calculated
Speech Recognition
• Speech recognition uses the human voice as an input
device
• Using either hardware or software (or a combination
of hardware and software), words and phrases are
matched against a set of known words or phrases
Tactile devices
• Mechanical instruments that make use of touch to
help individuals who have certain disabilities, such as
deaf-blindness, to communicate
Isotonic device
• Isotonic devices (also called displacement devices,
free moving devices or unloaded devices) are free
moving and use position for input (eg mouse)
Isometric device
• Isometric devices (also called pressure devices or
force devices) do not perceptibly move and use force
for input (eg Trackpoint)
Elastic device
• Elastic device use either position or force for input
(eg. Joystick)
Pointing: Fitts’ Law
• Fitts’ law predicts the time it takes to reach a target
using a pointing device
Paul M. Fitts, 1954
Fitts connected the speed-accuracy tradeoff of
choice reaction times to reaching movement
tasks
Pointing: Fitts’ Law
• Originally used in human factors research to model
the relationship between speed and accuracy when
moving towards a target on a display
• In ID, used to describe the time it takes to point at a
target, based on the size of the object and the
distance to the object
Pointing: Fitts’ Law
• Specifically, it is used to model the time it takes to
use a mouse and other input devices to click on
objects on a screen
• Main benefits is that it can help designers decide
where to locate buttons, what size they should be,
and how close together they should be on a screen
display
Pointing: Fitts’ Law
• Useful for evaluating systems where the time to
physically locate an object is critical on the task at
hand – mobile device
Fitts’ Law Guidelines
• Bigger Is Better for buttons, especially on toolbars
– Self-explanatory
– Toolbar buttons that have both text and pictures are easier
to hit, simply because they are bigger.
– This is why interfaces that have big buttons are easier to
use than interfaces that present lots of tiny buttons
crammed together.
Fitts’ Law Guidelines
• Use screen corners and edges
– The corners and edges of the screen are prime real-estate
– They are ideal locations for buttons, menus, toolbars,
taskbars, etc
– Any objects on the sides of the screen effectively have
infinite width, and objects on the bottom and top of the
screen have infinite height
Fitts’ Law Guidelines
• Macintosh-style menus are faster than
Window/Unix-style, because they’re on the screen
edge
– Macintosh-style menus, which are pinned to the top of the
screen, are known to be much faster than MS Windows-
style menus, where the menu is contained within the
floating window
Fitts’ Law Guidelines
• Never put one-pixel non-clickable boundary around
buttons on the screen edge
Fitts’ Law Guidelines
• Circular (pie) popup menus are faster than linear
popup menus
– You only have to move a couple of pixels to enter the
sector you want
– If the options are few (say 4), users will quickly learn
gestures to activate the menu, example:
• up then right= print
• Left then up = new
More Tips by Fitts’ Law
• Some websites do not extend the clickable area of a
button or link to the entire target
• Hence, more precision is required to move the cursor
to the respective link, which leads to slower
navigation times
• Fitts’ Law would suggest utilizing every available pixel
to enlarge the clickable are and thus making it a
larger target to click
More Tips by Fitts’ Law
• The target to the left lets a few pixels of screen go to
waste
• the target to the right makes itself larger and quicker
to click by exploiting every pixel at its disposal
Pointing techniques
• Researchers are looking to move beyond the current
‘WIMP’ (Windows, Icons, Menus, and Pointer)
interface, but there are many potential candidates
for the post-WIMP interface
• Nielsen (1993) suggests candidates such as virtual
realities, sound and speech, pen input and gesture
recognition, limited artificial intelligence, and highly
portable computers
Pointing techniques
• Weiser (1991) proposes the ubiquitous computing
paradigm, which suggests that networked computers
will increasingly become integrated with ordinary
implements and the computers will be embedded
everywhere in the user’s environment.
• Connecting the multiplicity of users, computers and
other digital artifacts through the internet and
wireless networking technologies represents the
foundation of the ubiquitous computing vision
Pointing techniques
• Techniques that allow users to communicate and
share information will become increasingly
important
• Biometric sensors of other convenient means for
establishing identity will be important for security,
but such technologies will also make services such as
personalization of the interface and sharing data
much simpler