Input Devices

Dimensions to Classify Computer Input

Sensing Method
  • Mechanical (e.g. switch, potentiometer)
  • Motion (e.g. accelerameter, gyroscope)
  • Contact (e.g. capacitive touch, pressure censor)
  • Signal processing (e.g. computer vision, audio)
Continous vs. Discrete
Degrees of Freedom (DOF)

Typewriters and QWERTY

  • QWERTY is designed to space "typebars" to reduce jams and speed typing up
Problems:
  • Common combinations require awkard finger motions
  • Common combinations require a jump over home row
  • Common combinatiosn are typed with one hand
  • Most typing with left hand
  • (16% lower row, 52% top row, 32% home row)

  • Alternatives includes DVORAK and QWERY

DVORAK Layout

  • Letteres should be typed by alternating between hands
  • Most common letters and diagraphs should be easiest to type
    • about 70% of strokes are on home row
  • The least common letteres should be on the bottom row, which is the hardest to reach
  • The right hand should do more of the typing (most people are right handed)

  • Does not significantly improve speed in comparison to QWERTY

Mechanical Design of Keyboards

  • Downsized keyboards to improve portability
    • Interferes with typing

Virtual Keyboards

  • Touch screen or other flat surface
Problems Advantages
- Small keys reduce accuracy - Portable, no extra hardware
- No mechanical feedback (hard to tell if a key is pressed) - Customizable keys
- No tactile feedback (hard to find home row) - Customizable layout or functionality
- Resting of hands difficult

Chording Keyboards

Englebart's NLS Keyboard
  • Multiple keys together to produce letter
  • No "targeting", potentially very fast
  • Can be small and portable
  • One handed
Thand Starner's Twiddler
  • For wearable computing input

Text Recongnition and Gestures

  • Graffiti/Unistroke Gestures
    • Map single strokes to "enter letter" commands
  • Natural handwiriting recognition
    • Dictionary-based classification algorithms

Predictive Text

  • Use language characteristics to predict input
    • The most likely intended character and word giving the existing input
  • A variation is used for T9, nine-key text entry (traditional phones)
    • Given an ambiguous set of characters, what is the most likely word
  • Potential problems
    • "Collisions" between common words
    • Entering words that's not in the dictionary is difficult
    • hard to focus on typing and monitoring prediction

Positional Input Devices

Absolute vs. Relative positioning

  • Absolute - a direct mapping of input device position to a display input position

    • e.g. touchscreen
  • Relative - maps changes in input device position to changes in display input position

    • e.g. mouse

Direct vs. Indirect contact

  • Direct: touchscreen
  • Indirect: mouse

  • Absolute direct: touchscreen

  • Relative indirect: digitizer

Force vs. Displacement sensing

  • Force: most joysticks
  • Displacement: mouse

  • Also called isometric vs. isotonic

  • Elastic isometric devices vs. pure isometric devices

Position vs. Rate control

  • Rate: joysticks
  • Position: mouse

  • Force sensing (isometric) should be mapped to rate (speed)

  • Displacement (isotonic) sensing should be mapped to position

DOF (dimensions) sensed

  • 1 = dial, 2 = mouse, 3 = Wiimote

Control-Display Gain (CD Gain)

  • Ratio of display pointer movement to device control movement
    • A scale factor
    • Usually expressed in terms of velocity
    • Works for rate/position control

CDgain=Vpointer/VdeviceCDgain=V_{pointer}/V_{device}

Gesture Input

  • Maps movements to commands (position of body part)

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