The document discusses the evolution of various input devices for computers, including punch cards, keyboards, mice, touchscreens, and gesture-based inputs. It covers early devices like the lightpen, as well as modern touch interfaces and considerations for touchscreen design like ensuring targets are large enough for finger input. Multi-touch interfaces are also discussed. The document aims to provide an overview of how input devices have changed as computers have become more ubiquitous.
This document provides information about computers and their components. It discusses that computers are electronic devices that can store, process, and manipulate data. It then outlines the three main components of a computer: hardware, software, and peopleware. Under hardware, it describes the physical parts of a computer like the system unit, monitors, keyboards, and other input/output devices. It explains software types like system software and application software. It also provides details on computer components, peripherals, and how to troubleshoot common issues.
This chapter introduces operating systems by describing their main components and functions. It discusses how operating systems act as an intermediary between the user and computer hardware to execute programs and manage system resources like the CPU, memory, storage and I/O devices. It also provides an overview of computer system organization, operating system structure, common operations and how operating systems handle processes, memory and storage management.
Introduction to computer architecture and organizationMuhammad Ishaq
The document introduces computer architecture and organization. Computer architecture deals with the functional behavior of a computer as viewed by a programmer, such as instruction sets and data types. Computer organization deals with the physical and structural aspects not visible to programmers, such as memory types and control signals. Studying computer architecture and organization helps design better programs, optimize performance, and understand tradeoffs. Computer architecture (ISA) defines what a computer can do, while computer organization (CO) is how the ISA is physically implemented. Examples of instruction set architectures include Intel, IBM Power, HP PA-RISC, MIPS, and Sun SPARC.
Human Computer Interaction, Gesture provides a way for computers to understand human body language, Deals with the goal of interpreting hand gestures via mathematical algorithms, Enables humans to interface with the machine (HMI) and interact naturally without any mechanical devices
This document discusses printers and scanners. It defines printers as output devices and describes different types of printers including laser printers, inkjet printers, and dot matrix printers. It also discusses factors to consider when choosing a printer and how to install and share a printer. The document then defines scanners as input devices and describes types of scanners like flatbed scanners and barcode scanners. It also discusses optical character recognition and mark recognition devices.
1) Parallel computing involves using multiple processors simultaneously to solve computational problems. It breaks problems into discrete parts that can be solved concurrently.
2) There are four types of parallel processor organizations: single instruction single data (SISD), single instruction multiple data (SIMD), multiple instruction single data (MISD), and multiple instruction multiple data (MIMD).
3) Historically parallel computing was used for scientific modeling but now also powers commercial applications involving large data processing like web search engines and databases.
A printer is an external output device that takes data from a computer and generates output in the form of graphics/text on a paper.
There are two types of printers.
Impact printers
Non-Impact printers
This document discusses different types of computer memory including primary memory (RAM and ROM), secondary storage (hard drives, CDs, DVDs, etc.), and cache memory. RAM is volatile and used for temporary storage of data and programs needed to run the computer. ROM is non-volatile and holds the operating system bootstrap loader. Cache memory improves performance by storing frequently used data and instructions closer to the processor. Secondary storage devices include hard drives, optical discs, USB drives, and solid state drives which are used for long-term and offline storage of data.
Input devices are used to input information into a computer. Common input devices include keyboards, mice, graphic tablets, data gloves, light pens, and graphic cards. Keyboards are the most widely used input device for typing text. Mice are commonly used pointing devices that work by moving a ball or optical sensor. Graphic tablets allow users to hand draw images similar to drawing with paper and pencil. Data gloves are worn like normal gloves but have sensors to allow hand gestures to interact with virtual objects. Light pens can select objects on a display screen by pointing. Graphic cards are hardware that processes graphics and enables the display of images on a monitor.
The document discusses various input devices used to feed data and instructions into computers. It describes keyboards, pointing devices like mice and trackballs, handheld devices like styli, and optical devices like barcode readers and scanners that convert text, images, and barcodes into digital formats. Audio and visual input devices are also covered, such as microphones for audio and digital cameras for video. The key functions and advantages/disadvantages of each type of input device are summarized.
Dot matrix printers use pins to strike an ink ribbon and transfer ink to paper, forming characters and images from arrangements of dots. They provide low-cost printing but also low resolution and quality. Laser printers use heat and pressure to bond toner particles to paper in the pattern of an image formed by a laser beam scanning a photosensitive drum. They offer higher quality printing than inkjet printers. Printers can be categorized as either impact printers that use a mechanism to transfer ink, like dot matrix, or non-impact printers like inkjet and laser that use other ink transfer methods.
Geometric modelling was introduced in the 1960s using electronic drafting boards to draw 2D designs. In the 1970s, wireframe and surface models were developed, and by the mid-1980s, solid models could be drawn. Current practices include high data associativity, digital mock-up software allowing different models to be combined, and file formats like STEP and IGES enabling engineering data exchange. Geometric modelling has benefited design through automation, increased productivity, 3D visualization, and electronic data transfer for manufacturing.
Here are the answers to the questions:
1. Pipeline cycle time = Maximum delay of any stage + Latch delay
= 90 ns + 10 ns = 100 ns
2. Non-pipeline execution time for one task = Total delay of all stages
= 60 + 50 + 90 + 80 = 280 ns
3. Speed up ratio = Non-pipeline time/Pipeline time
= 280/100 = 2.8
4. Pipeline time for 1000 tasks = Pipeline cycle time x Number of tasks
= 100 ns x 1000 = 100,000 ns = 100 μs
5. Sequential time for 1000 tasks = Non-pipeline time per task x Number of tasks
= 280 ns x 1000 = 280,
Management of I/O request & Communication among devicesManish Halai
The document discusses the management of I/O requests and communication among devices. It describes how the I/O subsystem divides I/O requests into three parts handled by different software components: the I/O traffic controller monitors device status, the I/O scheduler allocates devices and handles scheduling, and the I/O device handler processes interrupts and performs data transfer. It also discusses how the I/O traffic controller uses control blocks to track device status and choose available paths for requests. The history of communication technologies like the telegraph, telephone, and computer networks is also summarized.
Virtual memory allows programs to access more memory than the physical memory available on a computer by storing unused portions of memory on disk. It was first developed in 1959-1962 at the University of Manchester. Key aspects of virtual memory include: dividing memory into pages that can be swapped between disk and physical memory as needed, using page tables to map virtual to physical addresses, and page replacement algorithms like LRU to determine which pages to swap out. Virtual memory provides benefits like running more programs simultaneously but can reduce performance due to disk access times.
This document discusses digital devices and their processing and memory components. It describes how the CPU works with a control unit and ALU to fetch, decode, and execute instructions. The CPU has factors like clock speed, number of cores, and cache memory. Memory is volatile RAM for short-term use and non-volatile ROM and hard drives for long-term storage. Storage needs depend on the operating system, applications, data, photos, music and video. Larger storage options include cloud, SSD, multiple hard drives, and external drives.
This document discusses different types of printers. It begins by defining a printer as an output device that produces text and graphics on paper. It then describes the main types of printers: dot matrix, inkjet, and laser printers. Dot matrix printers use pins to create dots, inkjet printers propel liquid ink droplets, and laser printers use toner and a rotating drum. The document also mentions criteria for considering which printer to use, such as technology, speed, cost, and image quality.
This document discusses different types of printers, including impact printers like dot matrix and daisy wheel, and non-impact printers like inkjet, laser, and thermal. It covers factors that affect print quality such as DPI and print mode. Specific printer types are described along with their advantages and disadvantages. Considerations for choosing the right printer for different users like home, office, and business environments are provided.
Input and output devices allow users to interact with computers. Input devices, like keyboards and mice, allow users to enter data. Keyboards contain alphanumeric and function keys to input text and numbers. Mice control screen pointers through clicking and dragging. Output devices, like monitors and printers, display information for users. Monitors visually output images through pixels. Printers produce physical copies of documents through impact or non-impact methods. Speakers output audio and projectors display enlarged images onto screens.
some of the graphical input devices. emerging technology also transforms and presents to us various innovative input devices. at present automatic speech recognition is an intelligent input method
The document discusses database management systems (DBMS). A DBMS is a collection of data and programs that access and manage the data. It defines how data is structured and stored, and provides mechanisms to manipulate the data. The DBMS ensures data safety and provides convenient and efficient data storage and retrieval. Common uses of DBMSs include sales, accounting, banking, finance, universities, airlines, and telecommunications. A DBMS controls data access, enforces data integrity, manages concurrency control, recovers databases after failures, and maintains database security.
Input and output devices allow communication between a computer system and the outside world. Input devices such as keyboards, mice, and microphones allow data and information to enter the computer. Output devices like monitors, printers, and speakers allow the computer to display and share information with users. Common input devices include keyboards, mice, touchscreens, scanners, and microphones. Common output devices are monitors, printers, speakers, and projectors. Devices like network cards and modems can serve as both input and output devices to facilitate communication between computers.
This document discusses different types of input devices for computers including keyboards, joysticks, scanners, trackballs, and spaceballs. It describes the basic components and functions of joysticks for computer games and how scanners digitally copy pictures. Trackballs are like upside down mice that rotate instead of moving across a surface. Spaceballs provide six degrees of freedom for spatial positioning input through pressure applied in various directions.
The document proposes developing a student information database system to collect and store demographic, psycho-educational, academic, and health data about students. The goals are to provide scientific feedback to help students properly attribute success and failure, help teachers understand student needs to modify teaching, and help schools understand changing needs. Key data to be collected includes student profiles, test scores, health records, and teacher evaluations. The database is intended to help teachers tailor instruction, assist students with academic stress, aid school improvement efforts, and help schools achieve quality management certification.
This document discusses various input devices used for computer graphics workstations, including keyboards, mice, trackballs, spaceballs, joysticks, digitizers, image scanners, touch panels, light pens, and voice systems. These input devices allow users to input data, position screen cursors, select coordinates, and initiate graphics operations through mechanisms like buttons, wheels, sensors that detect motion and pressure, and voice recognition. Common input devices include mice, keyboards, graphics tablets, and touchscreens, while others like data gloves and spaceballs provide additional degrees of freedom for spatial input and manipulation in areas like virtual reality and 3D modeling.
The document provides an overview of Campus Yield, a company that specializes in training and placement services. It discusses Campus Yield's services, which include training and placement, search and selection, admissions, corporate communications, and industry-institute partnerships. It also discusses the author's project conducting direct and database marketing for Bharti Vidyapeeth University's postgraduate management programs in Madhya Pradesh. The objectives were to identify promotional strategies, convince students to attend seminars and enroll, and generate a database of MBA aspirants.
The document discusses input and output devices. It describes various commonly used input devices like keyboards, mice, scanners, and microphones. It also covers output devices and their role in providing processed data to users. Input devices allow data entry into computers while output devices supply results of processing to humans. Examples of both categories of devices and their functions are provided over several slides.
Input devices such as keyboards, mice, scanners, and bar code readers allow data and instructions to be entered into a computer. Output devices like monitors, printers, plotters, and microfilm allow the computer to present information externally. Common input devices include keyboards for text entry, mice for cursor control, joysticks as alternatives to mice, scanners for digitizing documents, and bar code readers for identifying products. Common output devices are monitors for visual display, printers for hard copies, and plotters for technical drawings. Together, input and output devices facilitate interaction between users and computers.
Understanding Computers - Introduction to ComputersGufranAhmadJU
A computer is an electronic device that accepts data as input, processes that data, and outputs results. It can perform four main operations: input, processing, output, and storage. Hardware refers to the physical parts of a computer like keyboards, monitors, and printers. Software refers to programs and instructions that tell the hardware what to do. There are different types of computers including personal computers, servers, mainframes, and supercomputers. Computers use binary digits or bits to represent digital data like text, numbers, images, audio, and video.
This document defines and provides examples of various computer input and output devices. It discusses common input devices like keyboards, mice, touchpads, joysticks, touch screens, scanners, microphones, and barcode readers. It also covers output devices such as monitors, printers, 3D printers, headphones, projectors, plotters, speakers, televisions, and GPS systems. The document aims to explain the basic functions and purposes of these peripheral hardware components used to interface with computers.
Input devices allow users to enter data and instructions into a computer. Common input devices include keyboards, mice, scanners, joysticks, microphones, and digital cameras. These devices convert user input into a format that computers can process. Keyboards are the primary input device for entering text. Mice are commonly used to control screen cursors and select items. Scanners are used to digitize images and documents.
The document discusses various input and output interfaces for computer systems including serial interfaces like RS-232C and USB, parallel interfaces, and wireless technologies like IrDA. It also covers input devices such as keyboards, mice, scanners, digital cameras, and technologies for audio, video, and accessibility for disabled users. Input devices convert human-centric inputs while output devices present processed data in a human-readable format.
The document discusses several software development life cycle (SDLC) models including waterfall, V-shaped, prototyping, rapid application development (RAD), incremental, spiral, and agile models. It provides details on the key steps, strengths, weaknesses, and scenarios for using each model. Quality assurance is important for any SDLC and includes elements like defect tracking, unit testing, code reviews, and integration/system testing.
Post purchase behavior of consumers towards hyundai productsDr. Raghavendra GS
This document provides an overview of the Indian automobile industry from its beginnings in the late 19th century through modern times. It discusses key events and policies that shaped the industry, including the establishment of early assembly plants in the 1920s-1940s, government restrictions post-independence that stalled growth, the introduction of Maruti Suzuki in the 1980s that kickstarted mass production, and liberalization in the 1990s that opened the market to foreign manufacturers. The document also profiles major players in the industry like Hyundai, Tata, and Mahindra and analyzes factors influencing consumer purchasing behavior.
This document discusses various input and output devices used with computers. It describes common input devices like the mouse, keyboard, joystick, scanner, and barcode reader which are used to enter data and instructions into a computer. It then explains key output devices such as computer monitors, printers in different types like dot matrix, inkjet and laser, plotters which produce drawings, and microfilm/microfiche which store large amounts of data on film.
Input devices allow data to be entered into a computer and can be manual or automatic. Manual input devices include keyboards, mice, touchpads, joysticks, scanners, touchscreens, digital cameras, and microphones. Automatic input devices include magnetic ink character recognition, optical mark recognition, optical character recognition, barcode readers, and sensors. Common input devices like keyboards and mice are fast and easy to use but can cause repetitive strain injuries, while devices like touchscreens are intuitive but have limited options.
Input devices allow users to enter data and instructions into a computer. Common input devices include keyboards, mice, scanners, joysticks, microphones, and digital cameras. Keyboards are standard input devices that contain letter, number, and function keys. Mice are pointing devices that allow users to control the cursor on screen by moving the device across a surface. Scanners are used to digitize images, text, and barcodes.
This document provides an overview of database management systems and related concepts. It discusses data hierarchy, traditional file processing, the database approach to data management, features and capabilities of database management systems, database schemas, components of database management systems, common data models including hierarchical, network, and relational models, and the process of data normalization.
The document discusses various input devices used to input data and instructions into computers. It describes keyboards, mice, joysticks, touch screens, microphones, scanners, and bar code readers. Keyboards are the most commonly used input device and come in normal and multimedia varieties. Mice can be traditional ball mice or newer optical mice. Scanners convert printed images to digital form, and can be flatbed or handheld models.
This document discusses different methods of input for information technology including voice input, touch screens, pen input, and video input. Voice input allows a user to control a computer through speech by speaking into a microphone. Touch screens are sensitive displays that allow direct input through touch gestures. Pen input utilizes a stylus to write or draw directly on the screen. Video input is the process of capturing video and images and storing them on a computer through devices like webcams.
Pen-based systems use a pen or stylus for inputting data by writing on a special pad or directly on the screen. They are commonly used for collecting data or inputting signatures. Touch-screen systems accept input directly through the monitor by touching options with a finger, and are well-suited for simple applications like ATMs or kiosks. Alternative input devices also include game controllers, scanners, microphones, webcams and digital cameras which provide specialized input for tasks like gaming, document scanning, audio/video recording and photography.
The document discusses emerging and future user interface technologies and designs. It describes heads-up displays being used in vehicles and augmented reality being applied to navigation apps. Gesture recognition and spatial motion interfaces are gaining popularity as more intuitive input methods. Neural interfaces may allow controlling devices with thoughts alone. Surface computing is transforming any flat surface into an interactive touchscreen. Voice control is expanding beyond phones to enable new applications. Overall, interfaces are shifting towards touch, gestures, speech and augmented reality to create more natural human-computer interaction.
A touchscreen is an electronic display that can detect touch input. The first touchscreen devices include the 1982 capacitive touchscreen and 1983's HP-150 touchscreen computer. Modern touchscreen technologies include resistive, capacitive, and surface acoustic wave screens. When designing for touchscreens, factors like response speed, tap target size, intuitiveness, and visibility are important to optimize the user experience. Touchscreens continue to evolve and expand into new applications.
An input device allows users to enter data and instructions into a computer. There are many types of input devices including keyboards, pointing devices like mice and trackballs, touch screens, digital cameras, and game controllers. Keyboards are commonly used to enter text, while pointing devices allow users to control the pointer on screen and select objects. Touch screens can be used by touching the screen directly. Digital cameras input images and video. Game controllers provide input for video games.
Input includes any data or instructions entered into a computer's memory, such as through a keyboard, mouse, touchscreen, microphone, or scanner. A program contains instructions to perform tasks, a command directs a specific action, and a user response replies to a program's question. Common input devices include keyboards, mice, touchscreens, styluses, game controllers, webcams, and biometric scanners that identify users through fingerprints, facial recognition, or other characteristics.
The document provides an overview of input and output devices used in human-computer interaction. It discusses various types of input devices like keyboards, mice, touchscreens, and their characteristics. It also covers different types of output devices such as computer screens, printers, speakers. The document aims to help users identify appropriate input/output devices for tasks based on factors like user abilities, task requirements, and environment.
The document discusses the history and development of touch screen technology from its inception in 1971 to current applications, providing details on the different types of touch screen technologies including resistive, surface acoustic wave, capacitive, and infrared as well as describing the key components and manufacturers in the industry.
The document discusses various types of computer input devices, including keyboards, pointing devices like mice and touchpads, touch screens, game controllers, digital cameras, microphones, webcams, scanners, biometric devices, and terminals. It provides details on how each device works and examples of specific devices within each category. The input devices covered allow users to enter text, commands, photos, sound, and other data into computers through physical interaction or digital conversion of real-world items.
This document provides an overview of common computer input and output devices. It describes keyboards, pointing devices like mice and touchpads, scanners, cameras, microphones and sensors that serve as inputs. As outputs, it outlines monitors, projectors, speakers, printers like inkjet and laser printers, and actuators such as motors, pumps and buzzers that can control real-world devices. Input devices convert real-world data to digital signals for computers, while output devices take computers' digital outputs and display or actuate them in the physical world.
Input devices capture information from the external environment and translate it into a form that can be processed by computers. Common input devices include keyboards, pointing devices like mice and trackballs, game controllers, scanners, styluses, microphones, digital cameras, and webcams. Trackballs are upside-down mice that rotate in place to move the cursor, requiring less workspace but more cleaning than mice. Touchpads and pointing sticks are found on laptops to control the cursor. Light pens, touch screens, styluses, graphic tablets, and pen-based devices allow entering information via touch. Voice recognition and handwriting recognition translate spoken words and handwriting into text.
The document discusses touch screen technology. It provides an overview of the group members working on the project, objectives of the document, introduction to touch screens including their history and applications. The key technologies used in touch screens are described along with advantages like intuitive interfaces and disadvantages like fingerprints. Examples of popular touch screen devices are given and the large and growing touch screen market is highlighted. The document concludes by noting how touch screens are becoming more widely used and replacing other input devices.
The document discusses various input and output devices used in computer systems. It describes common input devices like the keyboard, mouse, scanner, microphone, and touchscreen. It also discusses output devices such as monitors, printers, and speakers. Input devices are used to enter data and instructions into the computer, while output devices are used to communicate the results of processing to users.
The document provides an overview of various input and output devices for computers. It discusses keyboards, mice, touchpads, pens, scanners, microphones, and video cameras. It describes the basic functions and components of these common input devices, as well as some specialized devices like trackballs, joysticks, bar code readers, and webcams.
The document discusses various input devices and their functions. It identifies keyboards, mice, touchpads, trackballs, joysticks, touch screens, magnetic stripe readers, chip readers, PIN pads, scanners, digital cameras, microphones, sensors, graphics tablets, MICR, OMR, OCR, barcode readers, video cameras, webcams, and light pens. For each device it provides examples of uses, advantages, and disadvantages. Students are asked to contribute their thoughts on certain devices and design or make a model keyboard for an assignment.
A peripheral device is defined as a computer device, such as a keyboard or printer, that is not part of the essential computer (i.e., the memory and microprocessor). These auxiliary devices are intended to be connected to the computer and used.
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1. The document discusses various types of computer input devices, including keyboards, mice, touchpads, styluses, microphones, cameras, and scanners.
2. It describes how these devices allow users to enter data, instructions, and multimedia content into computers through physical interaction or digitization of physical objects.
3. Examples of input discussed include typing on keyboards, pointing with mice, handwriting with styluses, speaking into microphones, capturing images with cameras, and scanning documents with scanners.
The document discusses the keyboard and mouse as the primary input devices for computers. It begins by explaining how computers understand machine language and need input devices to convert human instructions. It then lists some common input devices like the keyboard, mouse, scanner and joystick. The document focuses on keyboards and mice, describing their functions and types. For keyboards it covers standard, multimedia and wireless keyboards while for mice it discusses serial, PS/2, optical and wireless mice. It provides advantages and disadvantages of each.
Information and communication technology. Input devicesShehlafaiz1
Computer input devices allow users to provide instructions and data to computers. The document discusses many common input devices like keyboards, mice, touchscreens, microphones, and scanners. It explains that input devices improve productivity and make computing accessible to diverse users. Understanding the various capabilities of input devices helps users select the tools best suited to their needs.
Designing Experiences in Investment Banking Amir Dotan
The document summarizes Amir Dotan's presentation on designing experiences in investment banking. It discusses some of the challenges of UX design in financial services like limited access to users and legacy systems. It also covers different aspects of the design process like conducting design research on trading floors, developing conceptual designs to engage stakeholders, and detailed design considerations for data-rich interfaces like keyboard support and small number legibility.
Project report (2003) - Using Flash MX Cursor-control component to enhance co...Amir Dotan
1. The document describes a Cursor-control component developed for Macromedia Flash MX to enhance computer interaction for motion-impaired users. It was inspired by studies showing that taking control of the cursor can reduce time for target selection tasks.
2. The component replaces the system cursor with a virtual cursor that it can control. When the virtual cursor detects proximity to a target, it centers on the target and changes shape for easier clicking.
3. Future work includes adding a mechanism to trigger clicks after time delays to assist users who have difficulty clicking targets. The component is intended to make point-and-click tasks easier for people with limited motor control.
This document describes a research project comparing object-oriented and procedural programming in Lingo. The project involved developing a program called "Creative Ant Farm" using object-oriented programming in Lingo. The program allows users to create a drawing on a grid that is then reconstructed by animated ants carrying leaves. Six classes were developed for the object-oriented design, including classes for managing the app, the grid, ants, and leaves. The goals of the project were to gain familiarity with object-oriented concepts in Lingo and compare the two programming paradigms.
UX and the City - An introduction to user experience design in the financial ...Amir Dotan
This document provides an overview of working as a user experience designer in the financial services industry. It discusses the diverse markets and projects in the industry, the fast-paced trading floor environment with multiple monitors and legacy systems, and considerations for UX design such as terminology, data visualization, and modular interfaces. The document is intended as an introduction to someone new to UX design in the financial domain.
The role of User Experience Design in developing financial software that peop...Amir Dotan
User experience design aims to develop useful and usable financial software by understanding user needs through research and evaluation. The designer acts as an advocate for users by specifying how users will interact with and navigate a system, how information will be presented visually, and ensuring a positive experience through iterative testing and design refinement. Applying user experience design approaches can help increase productivity, reduce errors, and provide a competitive advantage for financial software products.
Designing and Developing an Online Micro-Module on Sustainability for City ...Amir Dotan
The document summarizes the design and development of an online micro-module on sustainability for City University. It outlines the project brief to develop content from the Centre for Food Policy. Research included analyzing existing applications, understanding sustainability, competitor analysis, and student workshops. Student personas were created. Two prototypes were developed and formatively evaluated. The second prototype was built using XHTML and CSS and summatively evaluated, with most students agreeing it helped them understand sustainability concepts.
Designing with Only Four People in Mind? - A Case Study of Using Personas to ...Amir Dotan
The document describes a case study where personas were used in a 2-day workshop to redesign a work-integrated learning support system called APOSDLE. 4 personas representing different types of users were created based on empirical data and input from stakeholders. During the workshop, the personas helped project members from different backgrounds engage with the users and focus redesign discussions on meeting user needs. The personas highlighted issues with the initial prototype and led to design changes like quick access to resources and optional explicit learning support.
Sustainability Games, Tools And Related WebsitesAmir Dotan
ElectroCity is a web-based simulator game that teaches players about green living decisions in a fun city environment. Eco-tastic is a new board game that encourages sustainable living by having players reduce their environmental footprint through actions and questions to progress through the game. The British Energy Power Game is an online game that allows players to experience balancing energy supply and demand as an operator of the national grid.
This document lists 50 university website designs from around the world excluding the UK, along with their URLs. The list includes top universities from the United States such as Harvard, MIT, Stanford, and Princeton as well as international schools like Peking University, National University of Singapore, University of Tokyo, and University of Auckland. The document was created by Amir Dotan from City University London on September 1st 2008.
The document lists the website addresses of 100 UK universities in alphabetical order. It was created by Amir Dotan from the Centre for Human-Computer Interaction Design at City University London on September 1st 2008 as a reference of university websites.
Technical Social Mechanisms - Examples and current trendsAmir Dotan
Assembled and presented to colleagues during a meeting at the Centre for Human-Computer Interaction Design in City University, London ( http://www-hcid.soi.city.ac.uk ). This presentation offers a broad visual overview of current trends in social software design. It addresses technical social mechanisms, which are used to support, facilitate and trigger an array of interactions between users.
Quality Patents: Patents That Stand the Test of TimeAurora Consulting
Is your patent a vanity piece of paper for your office wall? Or is it a reliable, defendable, assertable, property right? The difference is often quality.
Is your patent simply a transactional cost and a large pile of legal bills for your startup? Or is it a leverageable asset worthy of attracting precious investment dollars, worth its cost in multiples of valuation? The difference is often quality.
Is your patent application only good enough to get through the examination process? Or has it been crafted to stand the tests of time and varied audiences if you later need to assert that document against an infringer, find yourself litigating with it in an Article 3 Court at the hands of a judge and jury, God forbid, end up having to defend its validity at the PTAB, or even needing to use it to block pirated imports at the International Trade Commission? The difference is often quality.
Quality will be our focus for a good chunk of the remainder of this season. What goes into a quality patent, and where possible, how do you get it without breaking the bank?
** Episode Overview **
In this first episode of our quality series, Kristen Hansen and the panel discuss:
⦿ What do we mean when we say patent quality?
⦿ Why is patent quality important?
⦿ How to balance quality and budget
⦿ The importance of searching, continuations, and draftsperson domain expertise
⦿ Very practical tips, tricks, examples, and Kristen’s Musts for drafting quality applications
https://www.aurorapatents.com/patently-strategic-podcast.html
Paradigm Shifts in User Modeling: A Journey from Historical Foundations to Em...Erasmo Purificato
Slide of the tutorial entitled "Paradigm Shifts in User Modeling: A Journey from Historical Foundations to Emerging Trends" held at UMAP'24: 32nd ACM Conference on User Modeling, Adaptation and Personalization (July 1, 2024 | Cagliari, Italy)
In this follow-up session on knowledge and prompt engineering, we will explore structured prompting, chain of thought prompting, iterative prompting, prompt optimization, emotional language prompts, and the inclusion of user signals and industry-specific data to enhance LLM performance.
Join EIS Founder & CEO Seth Earley and special guest Nick Usborne, Copywriter, Trainer, and Speaker, as they delve into these methodologies to improve AI-driven knowledge processes for employees and customers alike.
Are you interested in dipping your toes in the cloud native observability waters, but as an engineer you are not sure where to get started with tracing problems through your microservices and application landscapes on Kubernetes? Then this is the session for you, where we take you on your first steps in an active open-source project that offers a buffet of languages, challenges, and opportunities for getting started with telemetry data.
The project is called openTelemetry, but before diving into the specifics, we’ll start with de-mystifying key concepts and terms such as observability, telemetry, instrumentation, cardinality, percentile to lay a foundation. After understanding the nuts and bolts of observability and distributed traces, we’ll explore the openTelemetry community; its Special Interest Groups (SIGs), repositories, and how to become not only an end-user, but possibly a contributor.We will wrap up with an overview of the components in this project, such as the Collector, the OpenTelemetry protocol (OTLP), its APIs, and its SDKs.
Attendees will leave with an understanding of key observability concepts, become grounded in distributed tracing terminology, be aware of the components of openTelemetry, and know how to take their first steps to an open-source contribution!
Key Takeaways: Open source, vendor neutral instrumentation is an exciting new reality as the industry standardizes on openTelemetry for observability. OpenTelemetry is on a mission to enable effective observability by making high-quality, portable telemetry ubiquitous. The world of observability and monitoring today has a steep learning curve and in order to achieve ubiquity, the project would benefit from growing our contributor community.
What Not to Document and Why_ (North Bay Python 2024)Margaret Fero
We’re hopefully all on board with writing documentation for our projects. However, especially with the rise of supply-chain attacks, there are some aspects of our projects that we really shouldn’t document, and should instead remediate as vulnerabilities. If we do document these aspects of a project, it may help someone compromise the project itself or our users. In this talk, you will learn why some aspects of documentation may help attackers more than users, how to recognize those aspects in your own projects, and what to do when you encounter such an issue.
These are slides as presented at North Bay Python 2024, with one minor modification to add the URL of a tweet screenshotted in the presentation.
The Rise of Supernetwork Data Intensive ComputingLarry Smarr
Invited Remote Lecture to SC21
The International Conference for High Performance Computing, Networking, Storage, and Analysis
St. Louis, Missouri
November 18, 2021
How Netflix Builds High Performance Applications at Global ScaleScyllaDB
We all want to build applications that are blazingly fast. We also want to scale them to users all over the world. Can the two happen together? Can users in the slowest of environments also get a fast experience? Learn how we do this at Netflix: how we understand every user's needs and preferences and build high performance applications that work for every user, every time.
MYIR Product Brochure - A Global Provider of Embedded SOMs & SolutionsLinda Zhang
This brochure gives introduction of MYIR Electronics company and MYIR's products and services.
MYIR Electronics Limited (MYIR for short), established in 2011, is a global provider of embedded System-On-Modules (SOMs) and
comprehensive solutions based on various architectures such as ARM, FPGA, RISC-V, and AI. We cater to customers' needs for large-scale production, offering customized design, industry-specific application solutions, and one-stop OEM services.
MYIR, recognized as a national high-tech enterprise, is also listed among the "Specialized
and Special new" Enterprises in Shenzhen, China. Our core belief is that "Our success stems from our customers' success" and embraces the philosophy
of "Make Your Idea Real, then My Idea Realizing!"
Interaction Latency: Square's User-Centric Mobile Performance MetricScyllaDB
Mobile performance metrics often take inspiration from the backend world and measure resource usage (CPU usage, memory usage, etc) and workload durations (how long a piece of code takes to run).
However, mobile apps are used by humans and the app performance directly impacts their experience, so we should primarily track user-centric mobile performance metrics. Following the lead of tech giants, the mobile industry at large is now adopting the tracking of app launch time and smoothness (jank during motion).
At Square, our customers spend most of their time in the app long after it's launched, and they don't scroll much, so app launch time and smoothness aren't critical metrics. What should we track instead?
This talk will introduce you to Interaction Latency, a user-centric mobile performance metric inspired from the Web Vital metric Interaction to Next Paint"" (web.dev/inp). We'll go over why apps need to track this, how to properly implement its tracking (it's tricky!), how to aggregate this metric and what thresholds you should target.
How RPA Help in the Transportation and Logistics Industry.pptxSynapseIndia
Revolutionize your transportation processes with our cutting-edge RPA software. Automate repetitive tasks, reduce costs, and enhance efficiency in the logistics sector with our advanced solutions.
Implementations of Fused Deposition Modeling in real worldEmerging Tech
The presentation showcases the diverse real-world applications of Fused Deposition Modeling (FDM) across multiple industries:
1. **Manufacturing**: FDM is utilized in manufacturing for rapid prototyping, creating custom tools and fixtures, and producing functional end-use parts. Companies leverage its cost-effectiveness and flexibility to streamline production processes.
2. **Medical**: In the medical field, FDM is used to create patient-specific anatomical models, surgical guides, and prosthetics. Its ability to produce precise and biocompatible parts supports advancements in personalized healthcare solutions.
3. **Education**: FDM plays a crucial role in education by enabling students to learn about design and engineering through hands-on 3D printing projects. It promotes innovation and practical skill development in STEM disciplines.
4. **Science**: Researchers use FDM to prototype equipment for scientific experiments, build custom laboratory tools, and create models for visualization and testing purposes. It facilitates rapid iteration and customization in scientific endeavors.
5. **Automotive**: Automotive manufacturers employ FDM for prototyping vehicle components, tooling for assembly lines, and customized parts. It speeds up the design validation process and enhances efficiency in automotive engineering.
6. **Consumer Electronics**: FDM is utilized in consumer electronics for designing and prototyping product enclosures, casings, and internal components. It enables rapid iteration and customization to meet evolving consumer demands.
7. **Robotics**: Robotics engineers leverage FDM to prototype robot parts, create lightweight and durable components, and customize robot designs for specific applications. It supports innovation and optimization in robotic systems.
8. **Aerospace**: In aerospace, FDM is used to manufacture lightweight parts, complex geometries, and prototypes of aircraft components. It contributes to cost reduction, faster production cycles, and weight savings in aerospace engineering.
9. **Architecture**: Architects utilize FDM for creating detailed architectural models, prototypes of building components, and intricate designs. It aids in visualizing concepts, testing structural integrity, and communicating design ideas effectively.
Each industry example demonstrates how FDM enhances innovation, accelerates product development, and addresses specific challenges through advanced manufacturing capabilities.
Fluttercon 2024: Showing that you care about security - OpenSSF Scorecards fo...Chris Swan
Have you noticed the OpenSSF Scorecard badges on the official Dart and Flutter repos? It's Google's way of showing that they care about security. Practices such as pinning dependencies, branch protection, required reviews, continuous integration tests etc. are measured to provide a score and accompanying badge.
You can do the same for your projects, and this presentation will show you how, with an emphasis on the unique challenges that come up when working with Dart and Flutter.
The session will provide a walkthrough of the steps involved in securing a first repository, and then what it takes to repeat that process across an organization with multiple repos. It will also look at the ongoing maintenance involved once scorecards have been implemented, and how aspects of that maintenance can be better automated to minimize toil.
Hire a private investigator to get cell phone recordsHackersList
Learn what private investigators can legally do to obtain cell phone records and track phones, plus ethical considerations and alternatives for addressing privacy concerns.
INDIAN AIR FORCE FIGHTER PLANES LIST.pdfjackson110191
These fighter aircraft have uses outside of traditional combat situations. They are essential in defending India's territorial integrity, averting dangers, and delivering aid to those in need during natural calamities. Additionally, the IAF improves its interoperability and fortifies international military alliances by working together and conducting joint exercises with other air forces.
Coordinate Systems in FME 101 - Webinar SlidesSafe Software
If you’ve ever had to analyze a map or GPS data, chances are you’ve encountered and even worked with coordinate systems. As historical data continually updates through GPS, understanding coordinate systems is increasingly crucial. However, not everyone knows why they exist or how to effectively use them for data-driven insights.
During this webinar, you’ll learn exactly what coordinate systems are and how you can use FME to maintain and transform your data’s coordinate systems in an easy-to-digest way, accurately representing the geographical space that it exists within. During this webinar, you will have the chance to:
- Enhance Your Understanding: Gain a clear overview of what coordinate systems are and their value
- Learn Practical Applications: Why we need datams and projections, plus units between coordinate systems
- Maximize with FME: Understand how FME handles coordinate systems, including a brief summary of the 3 main reprojectors
- Custom Coordinate Systems: Learn how to work with FME and coordinate systems beyond what is natively supported
- Look Ahead: Gain insights into where FME is headed with coordinate systems in the future
Don’t miss the opportunity to improve the value you receive from your coordinate system data, ultimately allowing you to streamline your data analysis and maximize your time. See you there!
AC Atlassian Coimbatore Session Slides( 22/06/2024)apoorva2579
This is the combined Sessions of ACE Atlassian Coimbatore event happened on 22nd June 2024
The session order is as follows:
1.AI and future of help desk by Rajesh Shanmugam
2. Harnessing the power of GenAI for your business by Siddharth
3. Fallacies of GenAI by Raju Kandaswamy
2. Input evolution
• As computers become smaller and ubiquitous
(everywhere and in everything), they can not grab
all of our attention (sitting in front of a screen)
and their size doesn’t allow us to use are fingers
to communicate with them
• Alternative input methods (speech, movement,
gazing) are considered as ways to make
computing less attention demanding and more
intuitive (Accessibility benefits)
Amir Dotan - www.amirdotan.com
3. Input evolution
• Punch cards
• Keyboard
• Mouse
• Face recognition
• Facial expression
• Gaze / eye movement
• Touch / Multi-Touch
• Speech recognition
• Body movement (gestures)
Amir Dotan - www.amirdotan.com
6. Text Entry Input - Keyboards
and Keypads
• The primary mode of textual data entry
• Keyboard size and packaging influences users
satisfaction and usability
• Large keyboards with many keys give an
impression of professionalism and complexity
but may deter novice users
• Small keyboards seem lacking in power to some
users, but their compact size is an attraction for
mobile devices
Amir Dotan - www.amirdotan.com
7. The QWERTY layout
• The most commonly used keyboard layout is the
QWERTY layout
• Also known as the Sholes keyboard, it was
invented by Christopher Sholes who invented the
typewriter in 1868
• His layout slowed down users enough that key
jamming was infrequent
Amir Dotan - www.amirdotan.com
8. Dvorak Layout (Schneiderman, 2005)
• Developed in the 1920’s, supposedly reduces
finger travel, thereby increasing the typing rate of
expert typists from about 150 words per minute
to more than 200 words per minute
• Acceptance of the Dvorak layout has been very
limited, despite the work of devotees
• People who have tried it report that it takes about
a week of regular typing to make the switch, but
most users have been unwilling to invest much
effort
Amir Dotan - www.amirdotan.com
12. Alternative Adjustable
Keyboard
Optimus Maximus keyboard - http://www.artlebedev.com/everything/optimus/
Amir Dotan - www.amirdotan.com
13. Keyboards and Keypads for
Mobile Devices
http://amirdotan.multiply.com/video/item/98/The_Evolution_of_Mobile_Phones_1985_-_Today
Amir Dotan - www.amirdotan.com
14. Keyboards and Keypads for
Mobile Devices
• Mobile-phone functionalities are increasing
considerably while their size is still shrinking
• Most devices combine normal static keys with
dynamically labelled softkeys whose functions
are dependent on status and context
Amir Dotan - www.amirdotan.com
15. Alternative Mobile Phone
Keypads
http://www.digitwireless.com Nokia 7600
Amir Dotan - www.amirdotan.com
16. Pointing Devices
• A device such as a mouse, trackball, or graphics
tablet that allows users to move a pointer about
on the workspace and point to graphical objects
• A direct-manipulation approach - No need to
learn commands or type, attention is focused on
the display
• Important for small devices and large wall
displays that make keyboards impractical as
input devices
Amir Dotan - www.amirdotan.com
17. Pointing Devices
• Direct control devices
– Lightpen
– Touchscreen (Single input point)
– Multitouch (Multiple and simultaneous input points)
– Stylus
• Indirect control devices
– Mouse
– Trackball
– Joystick
– Touchpad
– Trackpoint (for laptops)
– Graphics tablet
• Novel devices and strategies
– Foot controls
– Eye tracking
– DataGloves
– Tangible user interfaces
– Digital paper
– Haptic feedback
Amir Dotan - www.amirdotan.com
18. Criteria for Success (Schneiderman, 2005)
• Speed and accuracy
• Learning time
• Cost and reliability
• Size and weight
Amir Dotan - www.amirdotan.com
20. Direct-Control Pointing Device
- The Lightpen
• Had several disadvantages:
– Users’ arm got tired
– Users’ hand obscured part of the screen
– Users had to remove their hands from the
keyboard to pick up the lightpen
– The lightpen was too fragile for public-access
environments
Amir Dotan - www.amirdotan.com
23. An Alternative to the Stylus -
Shift (Microsoft Research)
http://research.microsoft.com/users/baudisch/projects/shift/index.html
http://uk.youtube.com/watch?v=kkoFlDArYks
Amir Dotan - www.amirdotan.com
24. Indirect-Control Pointing
Devices (Schneiderman, 2005)
• Eliminate the hand-fatigue and hand-obscuring-
the-screen problem
• They do however require the hand to locate the
device and demand more cognitive processing
and hand/eye coordination to bring the onscreen
cursor to the desired target
• Among the indirect pointing devices the mouse
has been the most popular
Amir Dotan - www.amirdotan.com
25. Pointing Device - The Mouse
On December 9, 1968 in San Francisco, Douglas Engelbart
presented for the first time the computer mouse
http://uk.youtube.com/watch?v=1MPJZ6M52dI
Amir Dotan - www.amirdotan.com
30. Touch Input - Considerations
(Windows Vista User Experience "Touch" guidelines)
• Small controls are difficult to use
– The size of the controls greatly affects your ability
to interact effectively. Controls that are at least
23x23 pixels are usable with a finger, but larger
controls of at least 40x40 pixels are even more
comfortable to use
Amir Dotan - www.amirdotan.com
31. Touch Input - Considerations
(Windows Vista User Experience "Touch" guidelines)
• Task locality helps
– While you can move the pointer across a 14-inch
screen with a 3-inch mouse movement, using
touch requires you to move your hand the full 14
inches
– Repeatedly moving between targets that are far
apart can be tedious, so it's much better to keep
task interactions within the range of a resting hand
whenever possible
– Context menus are convenient because they
require no hand movement
Amir Dotan - www.amirdotan.com
32. Touch Input - Considerations
(Windows Vista User Experience "Touch" guidelines)
• Hover must not be required
– Most touchscreen technologies don't detect a
hovering finger, even if they can detect a hovering
pen. If a program has tasks that depend on hover,
you won't be able to perform them efficiently using
touch
Amir Dotan - www.amirdotan.com
33. Touch Input - Considerations
(Windows Vista User Experience "Touch" guidelines)
• Text input and selection are difficult
– Lengthy text input is especially difficult using
touch, so auto-completion and acceptable default
text values can really simplify tasks. Text selection
can also be quite difficult
Amir Dotan - www.amirdotan.com
34. Touch Input - Considerations
(Windows Vista User Experience "Touch" guidelines)
• Small targets near the edge of the display can
be very difficult to touch
– Some touchscreen technologies are less sensitive
at the edges, making controls near the edge
harder to use. For example, the Minimize,
Maximize/Restore, and Close buttons on the title
bar can be harder to use when a window is
maximized
Amir Dotan - www.amirdotan.com
35. Basic Touch Design Principles
(Windows Vista User Experience "Touch" guidelines)
• Don't assume that if a UI works well for a mouse, it also works
well for touch
– While good mouse support is a start, a good touch experience has a
few additional requirements
• You can assume that if a UI works well for a finger, it also
works well for a pen
– Making your program touchable goes a long way to providing good pen
support. The primary difference is that fingers have a blunter tip, so
they need larger targets. And again, hover must be optional
• Don't depend on touch pointer to fix touch UI problems
– Because the touch pointer isn't as easy to use as direct input, view the
touch pointer as a last resort for programs that haven't been designed
for touch
Amir Dotan - www.amirdotan.com
36. Comparison of Pointing
Devices
• Each input device has its strengths and
weaknesses
• The keyboard is best for text input and giving
commands with minimal hand movement
• The mouse is best for efficient, precise pointing
• Touch is best for object manipulation and giving
simple commands
• A pen is best for freeform expression, as with
handwriting and drawing
Amir Dotan - www.amirdotan.com
37. Comparison of Pointing
Devices (Schneiderman, 2005)
• Early studies found that direct pointing devices
such as a lightpen or touchscreen were often the
fastest but the least accurate
• Studies have shown that the mouse is the more
accurate and efficient than alternative devices
• Users’ tasks matter when comparing devices
• Joysticks and trackball are often preferred over
mice by users with motor disabilities
Amir Dotan - www.amirdotan.com
38. Comparison of Pointing
Devices (Schneiderman, 2005)
• Pointing devices, especially indirect-control
devices such as the mouse, are particularly
challenging for users who have vision
impairments - Well designed cursors and
adjustable size and shape can help
• Alternative keyboard or keypad navigation
options should be provided whenever possible
Amir Dotan - www.amirdotan.com
39. Novel Devices (Schneiderman, 2005)
• The popularity of pointing devices and the quest
for new ways to engage diverse users for diverse
tasks has led to provocative innovations
• Since users’ hands might be busy on the
keyboard, designers have explored other
methods for selection and pointing
• In some cases, the device is too small or too big
to be used with a keyboard or a conventional
pointing device
Amir Dotan - www.amirdotan.com
42. Gestural Interface - Example
G-Speak http://vimeo.com/2229299
Amir Dotan - www.amirdotan.com
43. Gestural Interface - Example
http://amirdotan.multiply.com/video/item/148/HITACHI_Gesture_operation_TV
Amir Dotan - www.amirdotan.com
44. Gestural Interface - Example
http://amirdotan.multiply.com/video/item/83/Second_Life_gestural_interface_-_Navigation_Demo
Amir Dotan - www.amirdotan.com
45. Gestural Interface - Example
http://amirdotan.multiply.com/video/item/80/ShadowReaching_New_Perspective_on_Wall_Display_Interaction
Amir Dotan - www.amirdotan.com
46. Imaging and Video Input
Device - Webcam Tracking
http://uk.youtube.com/watch?v=GDINqY9kekU
Amir Dotan - www.amirdotan.com
47. Gestural Interface - Example
http://uk.youtube.com/watch?v=7uixUmxH-Z0
Amir Dotan - www.amirdotan.com
48. Gestural Interfaces - Wii and
Wii Fit
http://uk.youtube.com/watch?v=mCufArSg-SQ http://uk.youtube.com/watch?v=5oNVIcMnZh4
Amir Dotan - www.amirdotan.com
50. Input - Using physical objects
http://amirdotan.multiply.com/video/item/101/reactable_basic_demo_
Amir Dotan - www.amirdotan.com
51. Eye tracking systems
• Our eyes are an essential output device with is
used to point to objects. We use it to
communicate to the world our intents (Eye
contact)
• Combined with head gesture, this method of
pointing can be a powerful communication
channel
Amir Dotan - www.amirdotan.com
52. Eye tracking - Example
• Squidoo EyeTracking
– http://www.youtube.com/watch?v=ilq9qeyVjT0
Amir Dotan - www.amirdotan.com
53. The future?
Gamers will soon be able to interact
with the virtual world using their
thoughts and emotions alone.
BBC NEWS 20.02.08
http://news.bbc.co.uk/1/hi/technolo
gy/7254078.stm
Amir Dotan - www.amirdotan.com
55. Speech and Auditory Input
(Schneiderman, 2005)
• Hardware designers have made dramatic
progress with speech recognition, generation,
and processing but current success are far from
achieving the results we see in Sci-Fi movies
• They also recognize that voice commanding is
more demanding of user’s working memory than
is hand/eye coordination and thus may be more
disruptive to users while they are carrying out
tasks
Amir Dotan - www.amirdotan.com
56. Speech and Auditory Input
(Schneiderman, 2005)
• Planning and problem solving can proceed in
parallel with hand/eye coordination, but they are
more difficult to accomplish while speaking
• Background noise and variations in users speech
performance make the challenge of speech
recognition still greater
• The benefits to people with certain disabilities
can be immense, but general users are not
rushing to implement speech input
Amir Dotan - www.amirdotan.com
57. Speech Systems -
Opportunities (Schneiderman, 2005)
• When users have vision impairments
• When the speaker’s hands are busy
• When mobility is required
• When the speaker’s eyes are occupied
• When harsh or cramped conditions preclude use
of a keyboard
Amir Dotan - www.amirdotan.com
58. Speech Systems -
Technologies (Schneiderman, 2005)
• Discrete-word recognition -
– Recognize individual words spoken by a specific
person
– 90%-98% reliable
– 100-10000-word or larger vocabularies
• Continuous-speech recognition
Amir Dotan - www.amirdotan.com
59. Speech recognition -
Examples
Flight Simulator Voice Recognition Speech recognition in Windows Vista
http://www.youtube.com/watch?v=wZf9Ni6Qocc http://www.youtube.com/watch?v=v9o72XJcFQI
Amir Dotan - www.amirdotan.com
60. Speech recognition -
Examples
Google Mobile App for iPhone, now with Voice Search
http://uk.youtube.com/watch?v=y3z7Tw1K17A
Amir Dotan - www.amirdotan.com