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Chapter 2 - Understanding Computer

This document discusses the fundamentals of human-computer interaction, focusing on various computer components such as input and output devices, memory, and processing. It covers text entry methods, positioning devices, display technologies, and the evolution of interactivity from batch processing to real-time feedback. Additionally, it explores advanced technologies like virtual reality and bio-sensing, emphasizing their impact on user experience.

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0% found this document useful (0 votes)
4 views76 pages

Chapter 2 - Understanding Computer

This document discusses the fundamentals of human-computer interaction, focusing on various computer components such as input and output devices, memory, and processing. It covers text entry methods, positioning devices, display technologies, and the evolution of interactivity from batch processing to real-time feedback. Additionally, it explores advanced technologies like virtual reality and bio-sensing, emphasizing their impact on user experience.

Uploaded by

hafsamasood226
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Human Computer Interaction

Dr. Zartasha Baloch


Department of CSE, MUET Jamshoro
Chapter 2: Understanding Computer
Learning Objectives
• In this lecture the students will be able to
• Understanding Computer
• Text entry devices
• Positioning & Pointing devices
• Display devices
• Memory
• Processing & Networks
The Computer
A computer system is made up of various elements

Each of these elements affects the interaction


• input devices – text entry and pointing
• output devices – screen (small & large), digital paper
• virtual reality – special interaction and display devices
• physical interaction – e.g. sound, haptic, bio-sensing
• paper – as output (print) and input (scan)
• memory – RAM & permanent media, capacity & access
• processing – speed of processing, networks
Interacting with computers

to understand human–computer interaction


… need to understand computers!

what goes in and out


devices, paper,
sensors, etc.

what can it do?


memory, processing,
networks
Interactivity?
Long ago in a galaxy far away … batch processing
• punched card stacks or large data files prepared
• long wait ….
• line printer output
… and if it is not right …

Now most computing is interactive


• rapid feedback
• the user in control (most of the time)
• doing rather than thinking …

Is faster always better?


Richer interaction
Sensors and devices everywhere
Text Entry Devices
keyboards (QWERTY et al.)
chord keyboards, phone pads
handwriting, speech
Keyboards
• Most common text input device
• Allows rapid entry of text by experienced users

• Keypress closes connection, causing a character code to be sent


• Usually connected by cable, but can be wireless
QWERTY Layout
• Standardised layout
• QWERTY arrangement not optimal for typing
– layout to prevent typewriters jamming!
• Alternative designs allow faster typing but large social base of QWERTY typists produces
reluctance to change.
alternative keyboard layouts
Alphabetic
• keys arranged in alphabetic order
• not faster for trained typists
• not faster for beginners either!

Dvorak
• common letters under dominant fingers
• biased towards right hand
• common combinations of letters alternate between hands
• 10-15% improvement in speed and reduction in fatigue
• But - large social base of QWERTY typists produce market pressures not to change
Phone Pad and T9 entry
• use numeric keys with
multiple presses
2–abc 6-mno
3-def 7-pqrs
4-ghi 8-tuv
5-jkl 9-wxyz
hello = 4433555[pause]555666
surprisingly fast!

• T9 predictive entry
• type as if single key for each letter
• use dictionary to ‘guess’ the right word
• hello = 43556 …
• but 26 -> menu ‘am’ or ‘an’
Handwriting Recognition
• Text can be input into the computer, using a pen and a digesting tablet
• natural interaction

• Technical problems:
• 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

• Used in PDAs, and tablet computers …


… leave the keyboard on the desk!
Speech recognition
• Improving rapidly

• Most successful when:


• single user – initial training and learns peculiarities
• limited vocabulary systems

• Problems with
• external noise interfering
• imprecision of pronunciation
• large vocabularies
• different speakers
Numeric keypads

• for entering numbers quickly:


• calculator, PC keyboard
• for telephones
1 2 3 7 8 9

not the same!! 4 5 6 4 5 6

7 8 9 1 2 3

0 # 0 . =
*
telephone calculator
Positioning, Pointing and Drawing
1. Positioning Devices
• These devices help users specify a location on a screen or in a digital
environment.
a. Touchscreens
b. Trackpads/Touchpads
c. Optical and Laser Mice
d. Trackballs
e. Game Controllers
Touchscreens
• Description: Responsive displays that detect the location of a finger or stylus
touch.
• Usage: Smartphones, tablets, ATMs, kiosks, POS systems.
• Advantage: Intuitive and direct manipulation; no need for a separate device.
Trackpads/Touchpads
• Description: Flat surfaces that detect finger movement and gestures.
• Usage: Laptops and some keyboards.
• Advantage: Compact and gesture-enabled (pinch, swipe, scroll).
Optical and Laser Mice
• Description: Devices that track hand motion to control a cursor on the
screen.
• Usage: Desktops, gaming, graphic design.
• Advantage: High precision and wide range of models for different needs.
Trackballs
Description: A stationary device where users roll a ball to move the pointer.
• Usage: CAD applications, gaming, industrial control systems etc.
• Advantage: Space-efficient and ergonomic.
Game Controllers
• Description: A game controller translates physical actions (like pressing
buttons or moving sticks) into digital commands that control objects,
characters, or environments in a game.
• Usage: provide real-time, multidimensional, and immersive control over
game environments.
• Advantage: Instant feedback from buttons and analog inputs supports high
responsiveness.
Stylus and light pen
Stylus
• small pen-like pointer to draw directly on screen
• may use touch sensitive surface or magnetic detection
• used in PDA, tablets PCs and drawing tables

Light Pen
• now rarely used
• uses light from screen to detect location
Digitizing tablet

• An input device that enables


you to enter drawings and
sketches into a computer.

• A digitizing tablet consists of


an electronic tablet and a
cursor or pen.
Eye Gaze Technology
• An eye gaze device is an assistive input technology that allows a user to control a
computer or digital interface using only eye movement. It tracks where the user is
looking on the screen and translates that into cursor movement, clicks, or other
actions—hands-free and touch-free.

• control interface by eye gaze direction


• e.g. look at a menu item to select it
• uses laser beam reflected off retina
• … a very low power laser!
• potential for hands-free control
• high accuracy requires headset
• cheaper and lower accuracy devices available
sit under the screen like a small webcam
Discrete positioning controls
• in phones, TV controls etc.
• cursor pads or mini-joysticks
• discrete left-right, up-down
• mainly for menu selection
Display Devices
bitmap screens (CRT & LCD)
large & situated displays
digital paper
Bitmap Displays
• A bitmap-base means that the display is made of a fixed number of dots or
• pixels in a rectangular grid. The color or intensity at each pixel is held by the
computer’s video card.
• The more bits per pixel, the more colors/intensities are possible.
Resolution and Colour depth
• Resolution … used (inconsistently) for
• number of pixels on screen (width x height)
• e.g. SVGA 1024 x 768, PDA perhaps 240x400
• density of pixels (in pixels or dots per inch - dpi)
• typically between 72 and 96 dpi
• Aspect ratio
• ration between width and height
• 4:3 for most screens, 16:9 for wide-screen TV
• Colour depth:
• how many different colours for each pixel?
• black/white or greys only
• 256 from a pallete
• 8 bits each for red/green/blue = millions of colours
Anti-aliasing

Jaggies
• diagonal lines that have discontinuities in due to horizontal raster scan process.

Anti-aliasing
• softens edges by using shades of line colour
• also used for text
Cathode Ray Tube
• Stream of electrons emitted from electron gun,
focused and directed by magnetic fields,
hit phosphor-coated
screen which glows

• used in old TVs and


computer monitors
Liquid Crystal Displays
• Smaller, lighter, and … no radiation problems.

• Found on PDAs, portables and notebooks,


… and increasingly on desktop and even for home TV

• also used in dedicated displays:


digital watches, mobile phones, HiFi controls

• How it works …
• Top plate transparent and polarised, bottom plate reflecting.
• Light passes through top plate and crystal and reflects to eye.
• Voltage applied to crystal changes polarisation and hence colour
• N.B. light reflected not emitted => less eye strain
LED
• An LED screen is a display device that uses Light Emitting Diodes (LEDs) to
produce images, text, and video content. These screens are commonly used
in TVs, computer monitors, digital billboards, and large video walls.
• Using tiny light-emitting diodes as individual pixels or as a backlight.
• Controlling the intensity and color of each LED to form images on the
screen.
large displays
• used for meetings, lectures, etc.
• 1. LED Walls (Direct-View LED Displays): Composed of thousands of tiny LEDs
as individual pixels (no backlight needed).
• 2. LCD Video Walls: Multiple LCD screens tiled together with ultra-narrow bezels.
• 3. OLED Displays: Organic light-emitting diodes (self-emissive pixels), used in
premium signage, digital art displays, and interactive screens.
• 4. Interactive Whiteboards (Smart Boards / Digital Panels): Large touchscreen
LCD/LED displays with multi-touch input.
• 5. Projection Systems (Laser/LED Projectors): Projectors that display images on
large flat surfaces or screens.
• 6. Transparent and Flexible Displays (Emerging Tech): OLED or Micro-LED
based used in Retail displays, museums, AR interfaces, smart glass.
Digital Paper
• Digital paper refers to electronic display technology designed
to mimic the appearance and readability of traditional paper appearance
while offering the benefits of digital functionality.
• It combines the look and feel of real paper with features like
note-taking, document viewing, storage, and synchronization. cross
section
Virtual Reality and 3D Interaction

positioning in 3D space
moving and grasping
seeing 3D (helmets and caves)
positioning in 3D space
• cockpit and virtual controls
• steering wheels, knobs and dials … just like real!
• the 3D mouse
• six-degrees of movement: x, y, z + roll, pitch, yaw

• data glove
• fibre optics used to detect finger position
• VR helmets
• detect head motion and possibly eye gaze
• whole body tracking
• accelerometers strapped to limbs or reflective dots and video processing
Positioning in 3D Space
6 Degrees of Freedom (6DoF)?
These refer to the ways an object can move in 3D space:
3 for Position (Translation):
1.X-axis – move left and right
2.Y-axis – move up and down
3.Z-axis – move forward and backward yaw
3 for Orientation (Rotation):
[Link] – tilt up or down (like nodding your head)
[Link] – turn left or right (like shaking your head “no”)
[Link] – rotate clockwise or counter-clockwise (like tilting
your head sideways)

roll
pitch
How a 3D Mouse Works
•You push, pull, twist, or tilt the 3D mouse controller (often a knob or puck).
•The device detects subtle forces and rotations to move or manipulate digital models in
real-time.
•Used mostly with CAD software, 3D modeling, VR interfaces, or drone control.
3D Displays
• 3D can be displayed on normal screens using shadows, depth etc.
• desktop VR
• ordinary screen, mouse or keyboard control
• perspective and motion give 3D effect
• seeing in 3D
• use stereoscopic vision
• VR helmets
• screen plus shuttered specs, etc.
VR headsets
• small TV screen for each eye
• slightly different angles
• 3D effect
VR motion sickness
• time delay
• move head … lag … display moves
• conflict: head movement vs. eyes
• depth perception
• headset gives different stereo distance
• but all focused in same plane
• conflict: eye angle vs. focus
• conflicting cues => sickness
Simulators and
VR caves
• scenes projected on walls
• realistic environment
• hydraulic rams!
• real controls
Physical controls, sensors etc.

special displays and gauges


sound, touch, feel, smell
physical controls
environmental and bio-sensing
Dedicated Displays
• analogue representations:
• dials, gauges, lights, etc.

• digital displays:
• small LCD screens, LED lights, etc.

• head-up displays
• found in aircraft cockpits
• show most important controls
… depending on context
Sounds
• beeps, bongs, clonks, whistles and whirrs

• used for error indications

• confirmation of actions e.g. keyclick


Touch, feel, smell
• touch and feeling important
• in games … vibration, force feedback
• in simulation … feel of surgical instruments
• called haptic devices

Sensory Modality Current Technologies Maturity


Haptic gloves, ultrasound,
Texture (Advanced)
electrotactile
Scent cartridges, wearable
Smell (Emerging)
emitters
Electro/thermal stimulation,
Taste (Experimental)
chemical droplet
BMW iDrive 9
• an advanced infotainment and vehicle control system that allows drivers to interact with and manage their
vehicle's functions through a centralized interface.
• Central Control Knob (Rotary Controller):
• Located on the center console
• Can be rotated, pushed, tilted, or pressed
• Some models have touchpad input on the controller for writing characters
• Touchscreen Display:
• On recent models, the screen supports touch gestures, pinch-to-zoom, and swipe
• Positioned for easy visibility and minimal eye movement
• Voice Control:
• “Hey BMW” command activates natural language interaction (especially in iDrive 7+)
• Allows control of navigation, climate, windows, etc.
• Steering Wheel Buttons:
• Quick access to media, calls, and driver assistance features
Physical Controls
• specialist controls needed …
• industrial controls, consumer products, etc.

easy-clean
smooth buttons

multi-function
control
large buttons
clear dials

tiny buttons
Environment and bio-sensing
• sensors all around us
• car courtesy light – small switch on door
• ultrasound detectors – security, washbasins
• RFID security tags in shops
• temperature, weight, location

• … and even our own bodies …


• iris scanners, body temperature,
• heart rate, galvanic skin response,
• blink rate
Paper: Printing and Scanning
print technology
fonts, page description, WYSIWYG
scanning, OCR
Printing
• image made from small dots
• allows any character set or graphic to be printed,
• critical features:
• resolution
• size and spacing of the dots
• measured in dots per inch (dpi)
• speed
• usually measured in pages per minute
• cost!!
Types of dot-based printers
• dot-matrix printers
• use inked ribbon (like a typewriter
• line of pins that can strike the ribbon, dotting the paper.
• typical resolution 80-120 dpi
• ink-jet and bubble-jet printers
• tiny blobs of ink sent from print head to paper
• typically 300 dpi or better .
• laser printer
• like photocopier: dots of electrostatic charge deposited on drum, which picks up toner (black powder form of ink)
rolled onto paper which is then fixed with heat
• typically 600 dpi or better.
Printing in the workplace
• shop tills
• dot matrix
• same print head used for several paper rolls
• may also print cheques

• Thermal printers
• special heat-sensitive paper
• paper heated by pins makes a dot
• poor quality, but simple & low maintenance
• used in some fax machines
Screen and Page
• WYSIWYG
• what you see is what you get
• aim of word processing, etc.
• but …
• screen: 72 dpi, landscape image
• print: 600+ dpi, portrait
• can try to make them similar
but never quite the same
• so … need different designs, graphics etc, for screen and print
Scanners
• Take paper and convert it into a bitmap

• Two sorts of scanner


• 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

• Shines light at paper and note intensity of reflection


• colour or greyscale

• Typical resolutions from 600–2400 dpi


Scanners (ctd)
Used in

• desktop publishing for incorporating photographs and other images

• document storage and retrieval systems, doing away with paper storage

+ special scanners for slides and photographic negatives


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
• page format
• columns, pictures, headers and footers
Paper-based interaction
• paper usually regarded as output only

• can be input too – OCR, scanning, etc.

• Xerox PaperWorks
• glyphs – small patterns of /\\//\\\
• used to identify forms etc.
• used with scanner and fax to control applications

• more recently
• papers micro printed - like wattermarks
• identify which sheet and where you are
• special ‘pen’ can read locations
• know where they are writing
Memory

short term and long term


speed, capacity, compression
formats, access
Short-term Memory - RAM
• Random access memory (RAM)
• on silicon chips
• 100 nano-second access time
• usually volatile (lose information if power turned off)
• data transferred at around 100 Mbytes/sec

• Some non-volatile RAM used to store basic set-up information

• Typical desktop computers:


64 to 256 Mbytes RAM
Long-term Memory - disks
• magnetic disks
• floppy disks store around 1.4 Mbytes
• hard disks typically 40 Gbytes to 100s of Gbytes
access time ~10ms, transfer rate 100kbytes/s

• optical disks
• use lasers to read and sometimes write
• more robust that magnetic media
• CD-ROM
- same technology as home audio, ~ 600 Gbytes
• DVD - for AV applications, or very large files
Blurring boundaries
• PDAs
• often use RAM for their main memory

• Flash-Memory
• used in PDAs, cameras etc.
• silicon based but persistent
• plug-in USB devices for data transfer
speed and capacity
• what do the numbers mean?

• some sizes (all uncompressed) …


• this book, text only ~ 320,000 words, 2Mb
• the Bible ~ 4.5 Mbytes
• scanned page ~ 128 Mbytes
• (11x8 inches, 1200 dpi, 8bit greyscale)
• digital photo ~ 10 Mbytes
• (2–4 mega pixels, 24 bit colour)
• video ~ 10 Mbytes per second
• (512x512, 12 bit colour, 25 frames per sec)
virtual memory
• Problem:
• running lots of programs + each program large
• not enough RAM

• Solution - Virtual memory :


• store some programs temporarily on disk
• makes RAM appear bigger

• But … swopping
• program on disk needs to run again
• copied from disk to RAM
• slows t h i n g s d o w n
Compression
• reduce amount of storage required
• lossless
• recover exact text or image – e.g. GIF, ZIP
• look for commonalities:
• text: AAAAAAAAAABBBBBCCCCCCCC 10A5B8C
• video: compare successive frames and store change
• lossy
• recover something like original – e.g. JPEG, MP3
• exploit perception
• JPEG: lose rapid changes and some colour
• MP3: reduce accuracy of drowned out notes
Storage formats - text
• ASCII - 7-bit binary code for to each letter and character
• UTF-8 - 8-bit encoding of 16 bit character set
• RTF (rich text format)
- text plus formatting and layout information
• SGML (standardized generalised markup language)
- documents regarded as structured objects
• XML (extended markup language)
- simpler version of SGML for web applications
Storage formats - media
• 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
methods of access
• large information store
• long time to search => use index
• what you index -> what you can access
• simple index needs exact match
• forgiving systems:
• Xerox “do what I mean” (DWIM)
• SOUNDEX – McCloud ~ MacCleod
• access without structure …
• free text indexing (all the words in a document)
• needs lots of space!!
processing and networks

finite speed (but also Moore’s law)


limits of interaction
networked computing
Finite processing speed
• Designers tend to assume 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
• cursor overshooting because system has buffered keypresses
• 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
Moore’s law

• computers get faster and faster!


• 1965 …
• Gordon Moore, co-founder of Intel, noticed a pattern
• processor speed doubles every 18 months
• PC … 1987: 1.5 Mhz, 2002: 1.5 GHz
• similar pattern for memory
• but doubles every 12 months!!
• hard disk … 1991: 20Mbyte : 2002: 30 Gbyte
• baby born today
• record all sound and vision
• by 70 all life’s memories stored in a grain of dust!
The Myth of the Infinitely Fast Machine
• implicit assumption … no delays
an infinitely fast machine
• what is good design for real machines?
• good example … the telephone :
• type keys too fast
• hear tones as numbers sent down the line
• actually an accident of implementation
• emulate in deisgn
Limitations on Interactive Performance
Computation bound
• Computation takes ages, causing frustration for the user
Storage channel bound
• Bottleneck in transference of data from disk to memory
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
Networked Computing
Networks allow access to …
• large memory and processing
• other people (groupware, email)
• shared resources – esp. the web

Issues
• network delays – slow feedback
• conflicts - many people update data
• unpredictability
Psychology and the Design of Interactive System
• Some direct applications
• e.g. blue acuity is poor
 blue should not be used for important detail

• However, correct application generally requires understanding of context in


psychology, and an understanding of particular experimental conditions

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