3. A pointing device is an input interface (specifically a human
interface device) that allows a user to input spatial (i.e.,
continuous and multi-dimensional) data to a computer. CAD
systems and graphical user interfaces (GUI) allow the user to
control and provide data to the computer using physical gestures
— point, click, and drag — for example, by moving a hand-held
mouse across the surface of the physical desktop and activating
switches on the mouse. Movements of the pointing device are
echoed on the screen by movements of the pointer (or cursor) and
other visual changes.
4. A joystick is an input device consisting of a stick that pivots on a
base and reports its angle or direction to the device it is controlling.
Joysticks are often used to control video games, and usually have one
or more push-buttons whose state can also be read by the computer. A
popular variation of the joystick used on modern video game consoles
is the analog stick.
Joysticks are also used for controlling machines such as cranes,
trucks, underwater unmanned vehicles, wheelchairs, surveillance
cameras and zero turning radius lawn mowers.
5. The computer mouse is considered an input device. With a click of a
button, the mouse sends information to the computer. The computer
mouse is an interesting device that offers an alternative way to interact
with the computer beside a keyboard.
Douglas Englebart and Bill English wanted a more efficient way
to interact with the computer screen and created the first mouse in the
early 1960’s. Though it was drastically different then the computer
mouse of today, the concept greatly enhanced the efficiency of
computing
6. A Light Pen is a pointing device shaped like a pen and is connected to a
VDU. The tip of the light pen contains a light-sensitive element which,
when placed against the screen, detects the light from the screen
enabling the computer to identify the location of the pen on the screen.
Light pens have the advantage of 'drawing' directly onto the screen,
but this can become uncomfortable, and they are not as accurate as
digitising tablets.
7. Computers are used in entertainment to create or enhance a
production or performance. The tools have become so sophisticated
that it's becoming almost impossible to distinguish between the
real and the artificial in the film and the photography.
All our traditional entertainment utilities like
music, movies, sports, games, etc. are now affected by IT, one can
have all these services, sitting at home and enjoying themselves.
8. AT LAST I WOULD LIKE TO THANK GOOGLE FOR ALL THE
INFORMATION WHICH WERE NECESSARY FOR MAKING
THIS PROJECT.……………..