Computer Mouse - Wikipedia
Computer Mouse - Wikipedia
Computer mouse
A computer mouse (plural mice, rarely mouses)[nb 1 ] is a
hand-held pointing device that detects two-dimensional
motion relative to a surface. This motion is typically translated
into the motion of a pointer on a display, which allows a smooth
control of the graphical user interface of a computer.
Contents
Etymology
A typical wireless computer mouse
History
Operation
Gestures
Specific uses
Types
Mechanical mice
Optical and laser mice
Inertial and gyroscopic mice
3D mice
Tactile mice
Pucks
Ergonomic mice
Gaming mice
Connectivity and communication protocols
Early mice
Serial interface and protocol
Apple Desktop Bus
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Etymology
The earliest known written use of the term mouse in reference
to a computer pointing device is in Bill English's July 1965
publication, "Computer-Aided Display Control" likely
originating from its resemblance to the shape and size of a
mouse, a rodent, with the cord resembling its tail.[1 ][2][3] The
popularity of wireless mice without cords makes the
resemblance less obvious. A computer mouse is named for its
resemblance to the rodent.
According to Roger Bates, a hardware designer under English,
the term also came about because the cursor on the screen
was for some unknown reason referred to as "CAT" and was seen by the team as if it would be
chasing the new desktop device.[4][5]
The plural for the small rodent is always "mice" in modern usage. The plural for a computer mouse
is either "mice" or "mouses" according to most dictionaries, with "mice" being more common.[6]
The first recorded plural usage is "mice"; the online Oxford Dictionaries cites a 1984 use, and
earlier uses include J. C. R. Licklider's "The Computer as a Communication Device" of 1968.[7 ]
History
The trackball, a related pointing device, was invented in 1946 by Ralph Benjamin as part of a post-
World War II-era fire-control radar plotting system called the Comprehensive Display System
(CDS). Benjamin was then working for the British Royal Navy Scientific Service. Benjamin's project
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used analog computers to calculate the future position of target aircraft based on several initial
input points provided by a user with a joystick. Benjamin felt that a more elegant input device was
needed and invented what they called a "roller ball" for this purpose.[8][9]
The device was patented in 1947,[9] but only a prototype using a metal ball rolling on two rubber-
coated wheels was ever built, and the device was kept as a military secret.[8]
Another early trackball was built by Kenyon Taylor, a British electrical engineer working in
collaboration with Tom Cranston and Fred Longstaff. Taylor was part of the original Ferranti
Canada, working on the Royal Canadian Navy's DATAR (Digital Automated Tracking and
Resolving) system in 1952.[1 0]
DATAR was similar in concept to Benjamin's display. The trackball used four disks to pick up
motion, two each for the X and Y directions. Several rollers provided mechanical support. When the
ball was rolled, the pickup discs spun and contacts on their outer rim made periodic contact with
wires, producing pulses of output with each movement of the ball. By counting the pulses, the
physical movement of the ball could be determined. A digital computer calculated the tracks and
sent the resulting data to other ships in a task force using pulse-code modulation radio signals. This
trackball used a standard Canadian five-pin bowling ball. It was not patented, since it was a secret
military project.[1 1 ][1 2]
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known as The Mother of All Demos. Engelbart never received any royalties for it, as his employer
SRI held the patent, which expired before the mouse became widely used in personal
computers.[26] In any event, the invention of the mouse was just a small part of Engelbart's much
larger project of augmenting human intellect.[27 ][28]
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to be bothered with mounting holes for the earlier trackball device. The device was finished in early
1968,[38] and together with light pens and trackballs, it was commercially offered as an optional
input device for their system starting later that year.[31 ][32][33][41 ] Not all customers opted to buy
the device, which added costs of 1,500 DM per piece to the already up to 20-million DM deal for
the main frame, of which only a total of 46 systems were sold or leased.[34][42] They were installed
at more than 20 German universities including RWTH Aachen, Technical University Berlin,
University of Stuttgart[43][44] and Konstanz.[39] Several Rollkugel mice installed at the Leibniz
Supercomputing Centre in Munich in 1972 are well preserved in a museum,[34][45][35] two others
survived in a museum at Stuttgart university,[43][36][35] two in Hamburg, the one from Aachen at
the Computer History Museum in the USA,[46][35] and yet another sample was recently donated
to the Heinz Nixdorf MuseumsForum (HNF) in Paderborn.[47 ][42] Telefunken attempted to patent
the device, but, without considering the novelty of the construction's application, it was rejected by
the German patent office stating a threshold of ingenuity too low.[35][39][42][38] For the air traffic
control system, the Mallebrein team had already developed a precursor to touch screens in form of
an ultrasonic-curtain-based pointing device in front of the display.[38] In 1970, they developed a
device named "Touchinput-Einrichtung" ("touch input facility") based on a conductively coated
glass screen.[39][38]
The Xerox Alto was one of the first computers designed for
individual use in 1973 and is regarded as the first modern
computer to utilize a mouse.[48] Inspired by PARC's Alto, the
Lilith, a computer which had been developed by a team around
Niklaus Wirth at ETH Zürich between 1978 and 1980,
provided a mouse as well. The third marketed version of an
integrated mouse shipped as a part of a computer and
intended for personal computer navigation came with the
Xerox 8010 Star in 1981. HP-HIL Mouse from 1984
Operation
A mouse typically controls the motion of a pointer in two dimensions in a graphical user interface
(GUI). The mouse turns movements of the hand backward and forward, left and right into
equivalent electronic signals that in turn are used to move the pointer.
The relative movements of the mouse on the surface are applied to the position of the pointer on
the screen, which signals the point where actions of the user take place, so hand movements are
replicated by the pointer.[54] Clicking or hovering (stopping movement while the cursor is within
the bounds of an area) can select files, programs or actions from a list of names, or (in graphical
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interfaces) through small images called "icons" and other elements. For example, a text file might
be represented by a picture of a paper notebook and clicking while the cursor hovers this icon
might cause a text editing program to open the file in a window.
Different ways of operating the mouse cause specific things to happen in the GUI:[54]
Gestures
Users can also employ mice gesturally; meaning that a stylized motion of the mouse cursor itself,
called a "gesture", can issue a command or map to a specific action. For example, in a drawing
program, moving the mouse in a rapid "x" motion over a shape might delete the shape.
Gestural interfaces occur more rarely than plain pointing-and-clicking; and people often find them
more difficult to use, because they require finer motor control from the user. However, a few
gestural conventions have become widespread, including the drag and drop gesture, in which:
1. The user presses the mouse button while the mouse cursor hovers over an interface object
2. The user moves the cursor to a different location while holding the button down
3. The user releases the mouse button
For example, a user might drag-and-drop a picture representing a file onto a picture of a trash can,
thus instructing the system to delete the file.
Crossing-based goal
Drag and drop
Menu traversal
Pointing
Mouseover (hovering)
Selection
Specific uses
Other uses of the mouse's input occur commonly in special application-domains. In interactive
three-dimensional graphics, the mouse's motion often translates directly into changes in the virtual
objects' or camera's orientation. For example, in the first-person shooter genre of games (see
below), players usually employ the mouse to control the direction in which the virtual player's
"head" faces: moving the mouse up will cause the player to look up, revealing the view above the
player's head. A related function makes an image of an object rotate, so that all sides can be
examined. 3D design and animation software often modally chords many different combinations to
allow objects and cameras to be rotated and moved through space with the few axes of movement
mice can detect.
When mice have more than one button, the software may assign different functions to each button.
Often, the primary (leftmost in a right-handed configuration) button on the mouse will select items,
and the secondary (rightmost in a right-handed) button will bring up a menu of alternative actions
applicable to that item. For example, on platforms with more than one button, the Mozilla web
browser will follow a link in response to a primary button click, will bring up a contextual menu of
alternative actions for that link in response to a secondary-button click, and will often open the link
in a new tab or window in response to a click with the tertiary (middle) mouse button.
Types
Mechanical mice
The German company Telefunken published on their early ball
mouse on 2 October 1968.[34] Telefunken's mouse was sold as
optional equipment for their computer systems. Bill English,
builder of Engelbart's original mouse,[55] created a ball mouse
in 1972 while working for Xerox PARC.[56]
The ball mouse replaced the external wheels with a single ball
that could rotate in any direction. It came as part of the
hardware package of the Xerox Alto computer. Perpendicular Operating an opto-mechanical
chopper wheels housed inside the mouse's body chopped
mouse
beams of light on the way to light sensors, thus detecting in
their turn the motion of the ball. This variant of the mouse 1. Moving the mouse turns the ball.
resembled an inverted trackball and became the predominant
2. X and Y rollers grip the ball and
form used with personal computers throughout the 1980s and
transfer movement.
1990s. The Xerox PARC group also settled on the modern
technique of using both hands to type on a full-size keyboard 3. Optical encoding disks include
and grabbing the mouse when required. light holes.
4. Infrared LEDs shine through the
disks.
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Simple logic circuits interpret the relative timing to indicate which direction the wheel is rotating.
This incremental rotary encoder scheme is sometimes called quadrature encoding of the wheel
rotation, as the two optical sensors produce signals that are in approximately quadrature phase.
The mouse sends these signals to the computer system via the mouse cable, directly as logic signals
in very old mice such as the Xerox mice, and via a data-formatting IC in modern mice. The driver
software in the system converts the signals into motion of the mouse cursor along X and Y axes on
the computer screen.
Modern computer mice took form at the École Polytechnique Fédérale de Lausanne (EPFL) under
the inspiration of Professor Jean-Daniel Nicoud and at the hands of engineer and watchmaker
André Guignard.[62] This new design incorporated a single hard rubber mouseball and three
buttons, and remained a common design until the mainstream adoption of the scroll-wheel mouse
during the 1990s.[63] In 1985, René Sommer added a microprocessor to Nicoud's and Guignard's
design.[64] Through this innovation, Sommer is credited with inventing a significant component of
the mouse, which made it more "intelligent";[64] though optical mice from Mouse Systems had
incorporated microprocessors by 1984.[65]
Another type of mechanical mouse, the "analog mouse" (now generally regarded as obsolete), uses
potentiometers rather than encoder wheels, and is typically designed to be plug compatible with an
analog joystick. The "Color Mouse", originally marketed by RadioShack for their Color Computer
(but also usable on MS-DOS machines equipped with analog joystick ports, provided the software
accepted joystick input) was the best-known example.
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Usually cordless, they often have a switch to deactivate the movement circuitry between use,
allowing the user freedom of movement without affecting the cursor position. A patent for an
inertial mouse claims that such mice consume less power than optically based mice, and offer
increased sensitivity, reduced weight and increased ease-of-use.[67 ] In combination with a wireless
keyboard an inertial mouse can offer alternative ergonomic arrangements which do not require a
flat work surface, potentially alleviating some types of repetitive motion injuries related to
workstation posture.
3D mice
Also known as bats,[68] flying mice, or wands,[69] these devices generally function through
ultrasound and provide at least three degrees of freedom. Probably the best known example would
be 3Dconnexion ("Logitech's SpaceMouse") from the early 1990s. In the late 1990s Kantek
introduced the 3D RingMouse. This wireless mouse was worn on a ring around a finger, which
enabled the thumb to access three buttons. The mouse was tracked in three dimensions by a base
station.[7 0] Despite a certain appeal, it was finally discontinued because it did not provide sufficient
resolution.
One example of a 2000s consumer 3D pointing device is the Wii Remote. While primarily a motion-
sensing device (that is, it can determine its orientation and direction of movement), Wii Remote can
also detect its spatial position by comparing the distance and position of the lights from the IR
emitter using its integrated IR camera (since the nunchuk accessory lacks a camera, it can only tell
its current heading and orientation). The obvious drawback to this approach is that it can only
produce spatial coordinates while its camera can see the sensor bar. More accurate consumer
devices have since been released, including the PlayStation Move, the Razer Hydra, and the
controllers part of the HTC Vive virtual reality system. All of these devices can accurately detect
position and orientation in 3D space regardless of angle relative to the sensor station.
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A mouse-related controller called the SpaceBall[7 1 ] has a ball placed above the work surface that
can easily be gripped. With spring-loaded centering, it sends both translational as well as angular
displacements on all six axes, in both directions for each. In November 2010 a German Company
called Axsotic introduced a new concept of 3D mouse called 3D Spheric Mouse. This new concept of
a true six degree-of-freedom input device uses a ball to rotate in 3 axes without any
limitations.[7 2]
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Tactile mice
In 2000, Logitech introduced a "tactile mouse" known as the "iFeel Mouse" developed by
Immersion Corporation that contained a small actuator to enable the mouse to generate simulated
physical sensations.[7 3][7 4] Such a mouse can augment user-interfaces with haptic feedback, such
as giving feedback when crossing a window boundary. To surf the internet by touch-enabled mouse
was first developed in1996[7 5] and first implemented commercially by the Wingman Force
Feedback Mouse.[7 6] It requires the user to be able to feel depth or hardness; this ability was
realized with the first electrorheological tactile mice[7 7 ] but never marketed.
Pucks
Tablet digitizers are sometimes used with accessories called pucks, devices which rely on absolute
positioning, but can be configured for sufficiently mouse-like relative tracking that they are
sometimes marketed as mice.[7 8]
Ergonomic mice
As the name suggests, this type of mouse is intended to
provide optimum comfort and avoid injuries such as carpal
tunnel syndrome, arthritis, and other repetitive strain injuries.
It is designed to fit natural hand position and movements, to
reduce discomfort.
right or left hand specific, making more problematic to change the tired hand. Time has criticized
manufacturers for offering few or no left-handed ergonomic mice: "Oftentimes I felt like I was
dealing with someone who’d never actually met a left-handed person before."[81 ]
Gaming mice
These mice are specifically designed for use in computer
games. They typically employ a wider array of controls and
buttons and have designs that differ radically from traditional
Keyboard with roller bar mouse
mice. They may also have decorative monochrome or
programmable RGB LED lighting. The additional buttons can
often be used for changing the sensitivity of the mouse[83] or
they can be assigned (programmed) to macros (i.e., for
opening a program or for use instead of a key
combination).[84] It is also common for game mice, especially
those designed for use in real-time strategy games such as
StarCraft, or in multiplayer online battle arena games such as
Dota 2 to have a relatively high sensitivity, measured in dots
per inch (DPI),[85] which can be as high as 25,600.[86] Some A Logitech G703 gaming mouse,
advanced mice from gaming manufacturers also allow users to with two buttons at the front and two
adjust the weight of the mouse by adding or subtracting buttons on the side
weights to allow for easier control. [87 ] Ergonomic quality is
also an important factor in gaming mice, as extended gameplay
times may render further use of the mouse to be uncomfortable. Some mice have been designed to
have adjustable features such as removable and/or elongated palm rests, horizontally adjustable
thumb rests and pinky rests. Some mice may include several different rests with their products to
ensure comfort for a wider range of target consumers.[88] Gaming mice are held by gamers in
three styles of grip:[89][90]
1. Palm Grip: the hand rests on the mouse, with extended fingers.[91]
2. Claw Grip: palm rests on the mouse, bent fingers.[92]
3. Finger-Tip Grip: bent fingers, palm doesn't touch the mouse.[93]
While the electrical interface and the format of the data transmitted by commonly available mice is
currently standardized on USB, in the past it varied between different manufacturers. A bus mouse
used a dedicated interface card for connection to an IBM PC or compatible computer.
Mouse use in DOS applications became more common after the introduction of the Microsoft
Mouse, largely because Microsoft provided an open standard for communication between
applications and mouse driver software. Thus, any application written to use the Microsoft
standard could use a mouse with a driver that implements the same API, even if the mouse
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Early mice
In the 1970s, the Xerox Alto mouse, and in the 1980s the
Xerox optical mouse, used a quadrature-encoded X and Y A Microsoft wireless Arc Mouse,
interface. This two-bit encoding per dimension had the marketed as "travel-friendly" and
foldable but otherwise operated
property that only one bit of the two would change at a time,
exactly like other 3-button wheel-
like a Gray code or Johnson counter, so that the transitions
based optical mice
would not be misinterpreted when asynchronously
sampled.[95]
Byte 3 Y movement
Here, XS and YS represent the sign bits of the movement vectors, XV and YV indicate an overflow
in the respective vector component, and LB, MB and RB indicate the status of the left, middle and
right mouse buttons (1 = pressed). PS/2 mice also understand several commands for reset and
self-test, switching between different operating modes, and changing the resolution of the reported
motion vectors.
A Microsoft IntelliMouse relies on an extension of the PS/2 protocol: the ImPS/2 or IMPS/2
protocol (the abbreviation combines the concepts of "IntelliMouse" and "PS/2"). It initially
operates in standard PS/2 format, for backward compatibility. After the host sends a special
command sequence, it switches to an extended format in which a fourth byte carries information
about wheel movements. The IntelliMouse Explorer works analogously, with the difference that its
4-byte packets also allow for two additional buttons (for a total of five).[98]
Mouse vendors also use other extended formats, often without providing public documentation.
The Typhoon mouse uses 6-byte packets which can appear as a sequence of two standard 3-byte
packets, such that an ordinary PS/2 driver can handle them.[99] For 3-D (or 6-degree-of-freedom)
input, vendors have made many extensions both to the hardware and to software. In the late
1990s, Logitech created ultrasound based tracking which gave 3D input to a few millimeters
accuracy, which worked well as an input device but failed as a profitable product. In 2008,
Motion4U introduced its "OptiBurst" system using IR tracking for use as a Maya (graphics
software) plugin.
USB
The industry-standard USB (Universal Serial Bus) protocol and its connector have become widely
used for mice; it is among the most popular types.[1 00]
Cordless or wireless
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Many mice that use a USB receiver have a storage compartment for it
A USB connector soon
inside the mouse. Some "nano receivers" are designed to be small
superseded the PS/2
enough to remain plugged into a laptop during transport, while still being keyboard and computer
large enough to easily remove.[1 02] mouse connectors
shown above
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Windows 98 added built-in support for USB Human Interface Device class (USB HID),[1 04] with
native vertical scrolling support.[1 05] Windows 2000 and Windows Me expanded this built-in
support to 5-button mice.[1 06]
Windows XP Service Pack 2 introduced a Bluetooth stack, allowing Bluetooth mice to be used
without any USB receivers.[1 07 ] Windows Vista added native support for horizontal scrolling and
standardized wheel movement granularity for finer scrolling.[1 05]
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Multiple-mouse systems
Some systems allow two or more mice to be used at once as input devices. Late-1980s era home
computers such as the Amiga used this to allow computer games with two players interacting on
the same computer (Lemmings and The Settlers for example). The same idea is sometimes used in
collaborative software, e.g. to simulate a whiteboard that multiple users can draw on without
passing a single mouse around.
Microsoft Windows, since Windows 98, has supported multiple simultaneous pointing devices.
Because Windows only provides a single screen cursor, using more than one device at the same
time requires cooperation of users or applications designed for multiple input devices.
Multiple mice are often used in multi-user gaming in addition to specially designed devices that
provide several input interfaces.
Windows also has full support for multiple input/mouse configurations for multi-user
environments.
Starting with Windows XP, Microsoft introduced an SDK for developing applications that allow
multiple input devices to be used at the same time with independent cursors and independent
input points. However, it no longer appears to be available.[1 09]
The introduction of Windows Vista and Microsoft Surface (now known as Microsoft PixelSense)
introduced a new set of input APIs that were adopted into Windows 7, allowing for 50
points/cursors, all controlled by independent users. The new input points provide traditional
mouse input; however, they were designed with other input technologies like touch and image in
mind. They inherently offer 3D coordinates along with pressure, size, tilt, angle, mask, and even an
image bitmap to see and recognize the input point/object on the screen.
As of 2009, Linux distributions and other operating systems that use X.Org, such as OpenSolaris
and FreeBSD, support 255 cursors/input points through Multi-Pointer X. However, currently no
window managers support Multi-Pointer X leaving it relegated to custom software usage.
There have also been propositions of having a single operator use two mice simultaneously as a
more sophisticated means of controlling various graphics and multimedia applications.[1 1 0]
Buttons
Mouse buttons are microswitches which can be pressed to
select or interact with an element of a graphical user interface,
producing a distinctive clicking sound.
Scrolling
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Nearly all mice now have an integrated input primarily intended for scrolling on top, usually a
single-axis digital wheel or rocker switch which can also be depressed to act as a third button.
Though less common, many mice instead have two-axis inputs such as a tiltable wheel, trackball, or
touchpad. Those with a trackball may be designed to stay stationary, using the trackball instead of
moving the mouse.[1 1 1 ]
Speed
Mickeys per second is a unit of measurement for the speed and movement direction of a computer
mouse,[94] where direction is often expressed as "horizontal" versus "vertical" mickey count.
However, speed can also refer to the ratio between how many pixels the cursor moves on the
screen and how far the mouse moves on the mouse pad, which may be expressed as pixels per
mickey, pixels per inch, or pixels per centimeter.
The computer industry often measures mouse sensitivity in terms of counts per inch (CPI),
commonly expressed as dots per inch (DPI) – the number of steps the mouse will report when it
moves one inch. In early mice, this specification was called pulses per inch (ppi).[57 ] The mickey
originally referred to one of these counts, or one resolvable step of motion. If the default mouse-
tracking condition involves moving the cursor by one screen-pixel or dot on-screen per reported
step, then the CPI does equate to DPI: dots of cursor motion per inch of mouse motion. The CPI or
DPI as reported by manufacturers depends on how they make the mouse; the higher the CPI, the
faster the cursor moves with mouse movement. However, software can adjust the mouse
sensitivity, making the cursor move faster or slower than its CPI. As of 2007, software can change
the speed of the cursor dynamically, taking into account the mouse's absolute speed and the
movement from the last stop-point. In most software, an example being the Windows platforms,
this setting is named "speed", referring to "cursor precision". However, some operating systems
name this setting "acceleration", the typical Apple OS designation. This term is incorrect. Mouse
acceleration in most mouse software refers to the change in speed of the cursor over time while the
mouse movement is constant.
For simple software, when the mouse starts to move, the software will count the number of
"counts" or "mickeys" received from the mouse and will move the cursor across the screen by that
number of pixels (or multiplied by a rate factor, typically less than 1). The cursor will move slowly
on the screen, with good precision. When the movement of the mouse passes the value set for some
threshold, the software will start to move the cursor faster, with a greater rate factor. Usually, the
user can set the value of the second rate factor by changing the "acceleration" setting.
Operating systems sometimes apply acceleration, referred to as "ballistics", to the motion reported
by the mouse. For example, versions of Windows prior to Windows XP doubled reported values
above a configurable threshold, and then optionally doubled them again above a second
configurable threshold. These doublings applied separately in the X and Y directions, resulting in
very nonlinear response.[1 1 2]
Mousepads
Engelbart's original mouse did not require a mousepad;[1 1 3] the mouse had two large wheels which
could roll on virtually any surface. However, most subsequent mechanical mice starting with the
steel roller ball mouse have required a mousepad for optimal performance.
The mousepad, the most common mouse accessory, appears most commonly in conjunction with
mechanical mice, because to roll smoothly the ball requires more friction than common desk
surfaces usually provide. So-called "hard mousepads" for gamers or optical/laser mice also exist.
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Most optical and laser mice do not require a pad, the notable exception being early optical mice
which relied on a grid on the pad to detect movement (e.g. Mouse Systems). Whether to use a hard
or soft mousepad with an optical mouse is largely a matter of personal preference. One exception
occurs when the desk surface creates problems for the optical or laser tracking, for example, a
transparent or reflective surface, such as glass.
Some mice also come with small "pads" attached to the bottom surface, also called mouse feet or
mouse skates, that help the user slide the mouse smoothly across surfaces.[1 1 4]
In the marketplace
Around 1981, Xerox included mice with its Xerox Star, based
on the mouse used in the 1970s on the Alto computer at Xerox
PARC. Sun Microsystems, Symbolics, Lisp Machines Inc., and
Tektronix also shipped workstations with mice, starting in
about 1981. Later, inspired by the Star, Apple Computer
released the Apple Lisa, which also used a mouse. However,
none of these products achieved large-scale success. Only with
the release of the Apple Macintosh in 1984 did the mouse see
widespread use.[1 1 5]
The widespread adoption of graphical user interfaces in the software of the 1980s and 1990s made
mice all but indispensable for controlling computers. In November 2008, Logitech built their
billionth mouse.[1 1 8]
Use in games
The Classic Mac OS Desk Accessory Puzzle in 1984 was the
first game designed specifically for a mouse.[1 1 9] The device
often functions as an interface for PC-based computer games
and sometimes for video game consoles.
First-person shooters
FPSs naturally lend themselves to separate and simultaneous Logitech G5 laser mouse designed
for games, with adjustable weights
control of the player's movement and aim, and on computers
(on left)
this has traditionally been achieved with a combination of
keyboard and mouse. Players use the X-axis of the mouse for
looking (or turning) left and right, and the Y-axis for looking
up and down; the keyboard is used for movement and supplemental inputs.
Many shooting genre players prefer a mouse over a gamepad analog stick because the wide range
of motion offered by a mouse allows for faster and more varied control. Although an analog stick
allows the player more granular control, it is poor for certain movements, as the player's input is
relayed based on a vector of both the stick's direction and magnitude. Thus, a small but fast
movement (known as "flick-shotting") using a gamepad requires the player to quickly move the
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stick from its rest position to the edge and back again in quick succession, a difficult maneuver. In
addition the stick also has a finite magnitude; if the player is currently using the stick to move at a
non-zero velocity their ability to increase the rate of movement of the camera is further limited
based on the position their displaced stick was already at before executing the maneuver. The
effect of this is that a mouse is well suited not only to small, precise movements but also to large,
quick movements and immediate, responsive movements; all of which are important in shooter
gaming.[1 20] This advantage also extends in varying degrees to similar game styles such as third-
person shooters.
Some incorrectly ported games or game engines have acceleration and interpolation curves which
unintentionally produce excessive, irregular, or even negative acceleration when used with a mouse
instead of their native platform's non-mouse default input device. Depending on how deeply
hardcoded this misbehavior is, internal user patches or external 3rd-party software may be able to
fix it.[1 21 ] Individual game engines will also have their own sensitivities.[1 22] This often restricts
you from taking one games existing sensitivity, transferring it to another, and acquiring the same
360 rotational measurements. A sensitivity converter is required in order to translate rotational
movements properly.[1 23]
Due to their similarity to the WIMP desktop metaphor interface for which mice were originally
designed, and to their own tabletop game origins, computer strategy games are most commonly
played with mice. In particular, real-time strategy and MOBA games usually require the use of a
mouse.
The left button usually controls primary fire. If the game supports multiple fire modes, the right
button often provides secondary fire from the selected weapon. Games with only a single fire mode
will generally map secondary fire to aim down the weapon sights. In some games, the right button
may also invoke accessories for a particular weapon, such as allowing access to the scope of a sniper
rifle or allowing the mounting of a bayonet or silencer.
Players can use a scroll wheel for changing weapons (or for controlling scope-zoom magnification, in
older games). On most first person shooter games, programming may also assign more functions to
additional buttons on mice with more than three controls. A keyboard usually controls movement
(for example, WASD for moving forward, left, backward, and right, respectively) and other
functions such as changing posture. Since the mouse serves for aiming, a mouse that tracks
movement accurately and with less lag (latency) will give a player an advantage over players with
less accurate or slower mice. In some cases the right mouse button may be used to move the
player forward, either in lieu of, or in conjunction with the typical WASD configuration.
Many games provide players with the option of mapping their own choice of a key or button to a
certain control. An early technique of players, circle strafing, saw a player continuously strafing
while aiming and shooting at an opponent by walking in circle around the opponent with the
opponent at the center of the circle. Players could achieve this by holding down a key for strafing
while continuously aiming the mouse toward the opponent.
Games using mice for input are so popular that many manufacturers make mice specifically for
gaming. Such mice may feature adjustable weights, high-resolution optical or laser components,
additional buttons, ergonomic shape, and other features such as adjustable CPI. Mouse Bungees
are typically used with gaming mice because it eliminates the annoyance of the cable.
Many games, such as first- or third-person shooters, have a setting named "invert mouse" or
similar (not to be confused with "button inversion", sometimes performed by left-handed users)
which allows the user to look downward by moving the mouse forward and upward by moving the
mouse backward (the opposite of non-inverted movement). This control system resembles that of
aircraft control sticks, where pulling back causes pitch up and pushing forward causes pitch down;
computer joysticks also typically emulate this control-configuration.
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After id Software's commercial hit of Doom, which did not support vertical aiming, competitor
Bungie's Marathon became the first first-person shooter to support using the mouse to aim up and
down.[1 24] Games using the Build engine had an option to invert the Y-axis. The "invert" feature
actually made the mouse behave in a manner that users now regard as non-inverted (by default,
moving mouse forward resulted in looking down). Soon after, id Software released Quake, which
introduced the invert feature as users now know it.
Home consoles
In 1988, the VTech Socrates educational video game console
featured a wireless mouse with an attached mouse pad as an
optional controller used for some games. In the early 1990s,
the Super Nintendo Entertainment System video game system
featured a mouse in addition to its controllers. The Mario
Paint game in particular used the mouse's capabilities[1 25] as
did its successor on the N64. Sega released official mice for
their Genesis/Mega Drive, Saturn and Dreamcast consoles.
NEC sold official mice for its PC Engine and PC-FX consoles.
Sony released an official mouse product for the PlayStation
console, included one along with the Linux for PlayStation 2
kit, as well as allowing owners to use virtually any USB mouse Sega Dreamcast mouse
with the PS2, PS3, and PS4. Nintendo's Wii also had this added
on in a later software update, retained on the Wii U.
See also
Computer accessibility
Footmouse
Graphics tablet
Gesture recognition
Human–computer interaction (HCI)
List of wireless mice with nano receivers
Mouse keys
Mouse tracking
Optical trackpad
Pointing stick
Rotational mouse
Notes
1. General dictionaries usually mention mouses as a possible alternative plural, but technical
dictionaries usually don't even mention this rare form, e.g. Webopedia (https://www.webopedia.co
m/TERM/M/mouse.html), FOLDOC (https://foldoc.org/mouse), Netlingo (https://www.netlingo.com/
word/mouse.php).
2. The 4-bit[A][B] rotary encoders (MCB CC27E08[A][B]) used in the Telefunken Rollkugel RKS 100-
86 provide 14 states repeated either 4[A] or 5[B] times per revolution for an effectively resulting
resolution of c. 35.6 dpi[A] or c. 43.5 dpi[B], respectively. Mallebrein erroneously even remembers
them as 5-bit encoders.[C] The 14-cyclic unit-distance codes described in the first two sources
are identical to a 4-bit Gray code with the two outmost states (0, 15) eliminated. However, the
description differs between the two sources (with 3 bits being inverted). It is therefore possible
that the sources are misleading due to incomplete reverse engineering and that both sequences
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9/4/21, 3:44 PM Computer mouse - Wikipedia
are actually produced by the encoders over a full revolution. For comparison, the described codes
are both shown below after swapping several bits and rotating one code by 4 positions (with all
these transformations not changing the properties of the codes) so that the codes align visually:
Source Bit 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
4 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1
3 0 0 0 0 1 1 1 1 1 1 1 1 0 0 0 0
Müller
2 0 0 1 1 1 1 0 0 0 0 1 1 1 1 0 0
1 0 1 1 0 0 1 1 0 0 1 1 0 0 1 1 0
4 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1
3 1 1 1 1 0 0 0 0 0 0 0 0 1 1 1 1
Yacoub et al.
2 1 1 0 0 0 0 1 1 1 1 0 0 0 0 1 1
1 1 0 0 1 1 0 0 1 1 0 0 1 1 0 0 1
References
1. Oxford English Dictionary, "mouse", sense 13
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Further reading
Roch, Axel. "Fire-Control and Human-Computer Interaction: Towards a History of the Computer
Mouse (1940–1965)" (http://moon.zkm.de/hp_new/pdf/mouse.pdf) (PDF). Mindell, David.
Massachusetts Institute of Technology, Program in Science, Technology, and Society. Archived (htt
ps://web.archive.org/web/20210628210444/http://moon.zkm.de/hp_new/pdf/mouse.pdf) (PDF)
from the original on 2021-06-28. Retrieved 2021-08-24. (11 pages) (NB. This is based on an
earlier German article published in 1996 in Lab. Jahrbuch 1995/1996 für Künste und Apparate
(350 pages) by Kunsthochschule für Medien Köln mit dem Verein der Freunde der
Kunsthochschule für Medien Köln; Verlag der Buchhandlung Walther König in Cologne, Germany.
ISBN 3-88375-245-2.)
Pang, Alex Soojung-Kim (March–April 2002). Candland, Kevin (ed.). "Mighty Mouse - In 1980,
Apple Computer asked a group of guys fresh from Stanford's product design program to take a
$400 device and make it mass-producible, reliable and cheap. Their work transformed personal
computing" (http://alumni.stanford.edu/get/page/magazine/article/?article_id=37694). Stanford
Magazine. Stanford, California, USA: Stanford Alumni Association, Stanford University. Archived
(https://web.archive.org/web/20210824102957/https://stanfordmag.org/contents/mighty-mouse)
from the original on 2021-08-24. Retrieved 2021-08-23.
External links
Stanford University MouseSite (http://sloan.stanford.edu/MouseSite/) with stories and annotated
archives from Doug Engelbart's work
Doug Engelbart Institute mouse resources page (https://www.dougengelbart.org/content/view/162/
000/) includes stories and links
The video segment (https://www.youtube.com/watch?v=yJDv-zdhzMY&t=33m37s) of The Mother
of All Demos with Doug Engelbart showing the device from 1968
https://en.wikipedia.org/wiki/Computer_mouse 31/31