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Unit 6: Hardware



            6.4 input Devices                                                                     notes

            Often, input devices are under direct control by a human user, who uses them to communicate
            commands or other information to be processed by the computer, which may then transmit
            feedback to the user through an output device. Input and output devices together make up the
            hardware interface between a computer and the user or external world. Typical examples of
            input devices include keyboards and mice. However, there are others which provide many more
            degrees of freedom. In general, any sensor which monitors, scans for and accepts information
            from the external world can be considered an input device, whether or not the information is
            under the direct control of a user.

            6.4.1 Classification of Input Devices
            Input devices can be classified according to:
               •  The modality of input (e.g., mechanical motion, audio, visual, sound, etc.)
               •  Whether the input is discrete (e.g., keypresses) or continuous (e.g., a mouse’s position,
                 though digitized into a discrete quantity, is high-resolution enough to be thought of as
                 continuous).

               •  The number of degrees of freedom involved (e.g. many mice allow 2D positional input,
                 but some devices allow 3D input, such as the Logitech Magellan Space Mouse) Pointing
                 devices, which are input devices used to specify a position in space.
               •  Whether the input is direct or indirect. With direct input, the input space coincides with
                 the display space, i.e. pointing is done in the space where visual feedback or the cursor
                 appears. Touchscreens and light pens involve direct input. Examples involving indirect
                 input include the mouse and trackball.

               •  Whether the positional information is absolute (e.g., on a touchscreen) or relative (e.g., with
                 a mouse that can be lifted and repositioned).
            Note that direct input is almost necessarily absolute, but indirect input may be either absolute or
            relative. For example, digitizing graphics tablets that do not have an embedded screen involve
            indirect input and sense absolute positions and are often run in an absolute input mode, but they
            may also be setup to simulate a relative input mode where the stylus or puck can be lifted and
            repositioned.
            Keyboards
            A keyboard is the most common method of interaction with a computer. Keyboards provide
            various tactile responses (from firm to mushy) and have various layouts depending upon your
            computer system and keyboard model. Keyboards are typically rated for at least 50 million cycles
            (the number of times a key can be pressed before it might suffer breakdown).
            The most common keyboard for PCs is the 101 style (which provides 101 keys), although many
            styles are available with more or fewer special keys, LEDs, and others features, such as a plastic
            membrane cover for industrial or food-service applications or flexible “ergonomic” styles.
            Macintosh keyboards connect to the Apple Desktop Bus (ADB), which manages all forms of user
            input from digitizing tablets to mice.
                  Example of types of keyboards:

               •  Computer keyboard
               •  Keyer
               •  Chorded keyboard
               •  LPFK



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