Unit - 4 Graphical Input Devices and Techniques
Unit - 4 Graphical Input Devices and Techniques
AND TECHNIQUES
Input device: Before a computer can process your data, you need some method to input the data into
the machine. The device you use will depend on what form this data takes (be it text, sound, artwork etc.)
An input device is any peripheral (piece of computer hardware equipment) used to provide data and
control signals to an information processing system (such as computer). All the computers have
keyboard which is an input device. The other input devices are mouse, trackball, joystick, touchpad and
light pen.
Generally, keyboards come in two sizes: 84 keys or 101/102 keys but currently keyboards with 104 keys
or 108 keys are also available for Windows and the Internet.
Types of Keys:
1. Numeric Keys: It is used to enter numeric data or move the cursor. It usually consists of a set of 17 keys.
2. Typing Keys: The letter keys (A-Z) and number keys (09) are among these keys.
3. Control Keys: These keys control the pointer and the screen. There are four directional arrow keys on it.
Home, End, Insert, Alternate(Alt), Delete, Control(Ctrl), etc., and Escape are all control keys (Esc).
4. Special Keys: Enter, Shift, Caps Lock, Num Lock, Tab, etc., and Print Screen are among the special
function keys on the keyboard.
5. Function Keys: The 12 keys from F1 to F12 are on the topmost row of the keyboard.
6. Caps Lock - The Caps Lock key is a toggle key. Pressing it once turns it on. Pressing it again turns it off.
Some computer keyboards have a light or indicator that shows when the caps lock is on and when it is
off.
2. MOUSE: The most common pointing device is the mouse. The mouse is used to move a little cursor
across the screen while clicking and dragging. The cursor will stop if you let go of the mouse. The
computer is dependent on you to move the mouse; it won’t move by itself. As a result, it’s an input
device.
A mouse is an input device that lets you move the mouse on a flat surface to control the coordinates and
movement of the on-screen cursor/pointer.
The left mouse button can be used to select or move items, while the right mouse button when clicked
displays extra menus.
The different actions performed by a mouse are:
➢ Single click: Pressing of a mouse button once and release it immediately selects an object.
➢ Double click: Clicking the mouse button twice in rapid succession carriers out an operation such as opening a
folder.
➢ Drag and drop: And a certain object, holding down the mouse button and dragging the mouse to another
location and then releasing the button.
Advantages of mouse:
Easy to use.
Low cost.
The joystick’s function is comparable to that of a mouse. It is primarily used in CAD (Computer-Aided
Design) and playing video games on the computer.
4. TOUCH PANELS: Touch Panels is a type of display screen that has a touch-sensitive transparent
panel covering the screen. A touch screen registers input when a finger or other object comes in contact
with the screen.
When the wave signals are interrupted by some contact with the screen, that located is recorded. Touch
screens have long been used in military applications.
5. TRACKBALL: Track Ball is an accessory for notebooks and laptops, which works on behalf of a
mouse. It has a similar structure to a mouse. Its structure is like a half-inserted ball and we use fingers for
cursor movement. Different shapes are used for this like balls, buttons, or squares.
6. LIGHT PEN: A light pen is a type of pointing device that looks like a pen. It can be used to select a
menu item or to draw on the monitor screen. A photocell and an optical system are enclosed in a tiny
tube. When the tip of a light pen is moved across a monitor screen while the pen button is pushed, the
photocell sensor element identifies the screen location and provides a signal to the CPU.
The stylus contains a sensitive amplifier which detects the pulses from the lines amplifies them and delivers them
via coaxial cable to decoding logic, which in turn stores binary integer coordinates in the tablets buffer registers.
POSITIONING TECHNIQUES: There are several techniques that are incorporated into graphics packages to aid
the interactive construction of pictures. We have seen that to enter the information about the objects, it is necessary
to enter the coordinates of the object. The coordinate gives the information about the position or boundaries of the
object. The coordinate information of the object can be entered using input devices such as locator and stroke. Once
the information is entered, it can be modified to rearrange or reshape the object. Several techniques are available in
graphics packages to construct the interactive picture using input devices.
Positioning techniques:
We interactively select coordinate positions with a pointing device, usually by positioning the screen cursor.
Positioning is sometimes known as locating. The user indicates a position on the screen with an input device, and
this position is used to insert a symbol or to define the end point of a line.
Positioning involves the user in first moving the cursor or tracking cross to the desired spot on the screen and then
notifying the computer by pressing a button or key. A single position operation can be used to insert a symbol as in
the figure shown below and two in succession can be defined the end points of a line.
2. CONSTRAINTS: A constraint is a rule for altering the input coordinate values to produce a specified
orientation or alignment of the displayed coordinates. There are many kinds of constraint functions that
can be specified, but the most common constraint is a horizontal or vertical alignment of straight lines.
With this constraint we can create horizontal and vertical lines without worrying about precise
specification of endpoint coordinates.
A horizontal or vertical constraint is implemented by determining whether any two input coordinate
endpoints are more nearly horizontal or more nearly vertical. If the difference in the Y values of the two
endpoints is smaller than the difference in X values, a horizontal line is displayed. Otherwise, a vertical
line is drawn.
3. GRIDS: Another kind of constraint is a grid of rectangular lines displayed in some part of the screen
area. When a grid is used, any input coordinate position is rounded to the nearest intersection of two grid
lines. Each of the two cursor positions is shifted to the nearest grid intersection point, and the line is
drawn between these grid points. Grids facilitate object constructions because a north undefined can be
joined easily to a previously drawn line by selecting any position near the end point grid intersection of
one end of the displayed line.
4. GRAVITY FIELD: When constructing a picture, we sometimes need to connect the lines at position
between endpoints. Since exact positioning of the screen cursor at the connecting point can be difficult,
graphics packages can be designed to convert any input position near a line to a position on the line.
This conversion of input position is accomplished by creating a gravity field area around the line. Any
selected position within the gravity field of a line is moved to the nearest position on the line.
Areas around the end points are enlarged to make it easier for us to connect lines at their end points.
Selected positions in one of the circular areas of the gravity field are attracted to the end point in that
area. The size of gravity field is chosen large enough to aid positioning, but small enough to reduce
chances of overlap with other lines.
5. RUBBER BAND METHOD: Straight lines can be constructed and positioned using rubber band methods
which stretch out a line from a starting position as the screen cursor is moved.
We first select a screen position for one end point of the line. Then as the cursor moves around, the line is displayed
from the start position to the current position of the cursor. When we finally select a second screen, position, the
other line. When we finally select a second screen position, the other line endpoint is set.
Rubber band methods are used to construct and position other objects besides straight lines. The figure
below demonstrates rubber band construction of a rectangle and rubber band circle construction.
6. DYNAMIC MANIPULATION - DRAGGING: A technique that is often used in interactive picture
construction is to move objects into position by dragging them with the screen cursor. We first select an
object, then move the cursor in the direction we want the object to move, and the selected object follows
the cursor path. Dragging objects to various positions in a scene is useful in applications where we might
want to explore different possibilities before selecting a final location.
7. SELECTION TECHNIQUE: Selection is choosing objects from a sector of alternatives. Programs
that provide the user with the ability to interact with an image, which must provide a means of selecting
parts of the image. The user can then move, delete or copy the selected part. The useful tool in the hands
of the user for selecting the image.
The selection techniques have problems.
➢ First problem is the fact that input devices provide only a pair of coordinates, which is not sufficient
for selection.
➢ A second problem in selection is to determine how much is being selected.
When the user points at the line in the figure shown below. He may wish to select a point on the line, the
line itself, all four lines of the box to which the line belong or complete box. In order to solve this
ambiguity, the user must define a certain grain of selection.
Several techniques for achieving unambiguous selections.
➢ Use of selection points
➢ Defining a bounding rectangle
➢ Multiple key for selection
➢ Prefix commands
➢ Modes
1. Use of selection points: In order to select a graphical unit, the user points to a specific spot, such as
the center of a circle or an end point of a line. Selection points can be provided for symbols and larger
sub pictures. By choosing selection points with care reduces overlap. Selection points can be emphasized
by highlighting or increasing brightness.
2. Defining a bounding rectangle: The user can define two opposite corners of a rectangle and in this
way select an object that lies within the rectangle. This technique is useful for multiple selection.
3. Multiple key for selection: When the user has positioned the cursor over the item to select, he can
press one of several keys according to the type of item. The selection can be one key to select a line,
another to select a point and a third to select a symbol.
4. Prefix commands: The type of item to be selected can be determined by the user's prior choice of
command. The command is given before the selection, and many specifies which type of item is to be
selected. Three different delete commands are available. Delete point, Delete line and Delete symbol.
5. Modes: The user may be able to change the selection mechanism by setting different modes of
operation. In one mode the program allow only line selection and in another the symbol selection.
Selection feedback: Selection feedback is useful. Before the selection has been completed, the user can
move the cursor around in the region of interest and see each possible selection highlighted in turn.
When the item of his choice is highlighted, he completes the selection operation.
Multiple Selections: The user must be able to select more than one item at a time. Multiple selection
capability can be provided in a number of ways.
➢ If neither technique is applicable, the user must select each one in turn. Further, the program must
allow him to edit a set of selection if required.
8. MENU SELECTION: Menu selection is a very popular technique for interactive input. The menu is
displayed on the screen and the user points to the selection with a graphical input device. Menus can be
used for a variety of reasons.
➢ They allow the user to choose an item for insertion.
➢ To change the mode of operation of the program.
➢ To issue a command.
➢ They protect the user from making an invalid selection since only valid choices are included in the
menu.
Menus are often constructed from short text strings displayed either pulled down on one side of the
screen or along the bottom, as shown in the figure below. It is always better to keep the menus short,
dividing them into sets of sub menus containing two or more selections.
Graphical symbols may be used in place of text for menu items. Command menus can be displayed as a
set of graphical icons, each representing a command. Icons have the advantage that they use less screen
space and therefore lead to more compact menus.
9. SELECTION BY NAMING: In this technique, the user must type the name of the choice. If the user
knows the names of various objects, then referring to them by name would be reasonable and faster than
pointing method. Further, if the display is so cluttered that pointing or zooming is not possible, then
naming would be the only choice. Typing allows users to make multiple selections through wild card
characters. Selection by naming is also the best method for experienced and regular users. When naming
is necessary, a useful feedback after each keystroke would be to display the list of names in selection list
that match the sequence of characters typed so far. As soon as an unambiguous match is typed the correct
name must be automatically highlighted on the list. This technique is called auto completion. When the
name typed does not match one in the system, other name close to the typed name must be presented to
the user as alternatives. Using voice recognition system, the user can speak a name and abbreviation or
code. Commands can be entered by voice, the data by keyboard or other means. This eliminates the need
for special characters or modes to distinguish between data and commands.
TABLET: A drawing tablet or a pen tablet, a graphics tablet is a natural input device that converts
information from a handheld stylus. The user uses the stylus like a pen, pencil, or paintbrush pressing its
tip on the tablet surface. The device can also be used in replacement of a computer mouse.
Similar to an artist drawing with a pencil and paper, a user draws on the graphics tablet with the stylus as
shown in the figure. The computer will convert the drawing strokes into digital form, displaying them on
the computer screen. The graphics tablet can also be used to capture users' signatures. This use is similar
to the signature pads found at many retail stores where you would write your signature after using a
credit card to make a purchase.
DATA GLOVE: A data glove is an input device that is essentially a glove worn on the hand that
contains various electronic sensors that monitor the hands movements and transform them into a form of
input for applications such as virtual reality and robotics. A data glove shown in the figure can be used to
grasp a virtual object. The glove is constructed with a series of sensors that detect hand and finger
motions. Electromagnetic coupling between transmitting antennas and receiving antennas is used to
provide information about the position and orientation of the hand. The transmitting and receiving
antennas can each be structured as a set of three mutually perpendicular coils forming a three -
dimensional Cartesian coordinate system. Input from the glove can be used to position or manipulate
objects in a virtual scene. A two - dimensional projection of the scene can be viewed on a video monitor
or a three-dimensional projection can be viewed with a headset.
DIGITIZERS: A common device for drawing, painting, or interactively selecting coordinate positions
on an object is a digitizer, as shown in the figure below. Digitization is the process of converting
information into a digital format. In this format, information is organized into discrete units of data
called bits, that can be separately addressed, usually in multiple bit groups, called bytes. These devices
can be used to input coordinate values in either a two - dimensional or a three-dimensional space.
Typically, a digitizer is used to scan over a drawing or object and to input a set of discrete coordinate
positions which can be joined with straight line segments to approximate the curve or surface shapes.
One type of digitizer is the graphics tablet or data tablet, which is used to input two - dimensional
coordinates by activating a hand cursor or stylus at selected positions on a flat surface. A hand cursor
contains crosshairs for sighting positions, while a stylus is a pencil shaped device that is pointed at
positions on the tablet.
VOICE SYSTEMS: Voice recognizers systems are used in some graphics workstations as input devices
to accept voice commands. The voice system input can be used to initiate graphics operations or to enter
data. These systems operate by matching an input against a predefined dictionary of words and phrases.
A dictionary is set up for a particular operator by having the operator speak the command words to be
used into the system. Each word is spoke several times and the system analyzes the word and establishes
a frequency pattern for that word in the dictionary along with the corresponding function to be
performed. Later when a voice command is given, the system searches the dictionary for a frequency
pattern match. Voice input is typically spoken into a microphone mounted on a headset.
The microphone is designed to minimize input of other background sounds.
If a different operator is to use the system, the dictionary
must be reestablished with that operator's voice patterns.
Voice systems have some advantage over other input devices,
since the attention of the operator does not have to be
switched from one device to another to enter a command.