SlideShare a Scribd company logo
I would like to express my special thanks of gratitude to my teacher Mrs Padmalaxmi who gave
me the golden opportunity to do this wonderful project on "APPLICATION OF I T IN THE
FIELD OF ENTERTAINMENT AND INPUT DEVICES", which also helped me in doing a lot
of Research and I came to know about so many new things.
I am really thankful to them.
Secondly I would also like to thank my Brother, Parents and friends who helped me a lot in
finishing this project within the limited time.
I am making this project not only for marks but to also increase my knowledge .
THANKS AGAIN TO ALL WHO HELPED ME…………!!!
INDEX
 INTRODUCTION
 JOYSTICK
 MOUSE
 LIGHT PEN
 APPLICATIONS OF INFORMATION TECHNOLOGIES
 BIBLIOGRAPHY
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.
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.
JOYSTICK
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
MOUSE
LIGHT PEN
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.
APPLICATION OF I T IN THE FIELD OF
ENTERTAINMENT
A Report
on
As with most industries, information technologies are
pervading the entertainment industry at an ever increasing
rate. The application of computer technology to this
industry is paralleled in almost all other current large
turnover industries worldwide in similar and general
administrative areas. This paper seeks more specifically to
direct its attention to the particular impact on the creative
and otherwise "non-technical" participators in this field of
work .The current technological explosion is a substantial
factor in the creation of such an accessible and productive
entertainment industry.
APPLICATION OF I T IN THE FIELD OF
ENTERTAINMENT
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.
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.
If there is a perfect way to pitch a ball, execute a spin on the ice,
or take off from a ski jump, computers can find it. By
analyzing the motions of the best athletes, sports trainers and
kinetic specialists establish profiles. Other athletes can compare
themselves to those profiles and try to improve their own styles
and moves.
the advancement of computers and networks new types of
entertainment have been emerging such as video games,
entertainment robots, and network games. As these new games
have a strong power to change our lives
BIBLIOGRAPHY
www.google.com
Teacher’s Signature……………………
www.wikipedia .com

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A report on pointing devices

  • 1.
  • 2. I would like to express my special thanks of gratitude to my teacher Mrs Padmalaxmi who gave me the golden opportunity to do this wonderful project on "APPLICATION OF I T IN THE FIELD OF ENTERTAINMENT AND INPUT DEVICES", which also helped me in doing a lot of Research and I came to know about so many new things. I am really thankful to them. Secondly I would also like to thank my Brother, Parents and friends who helped me a lot in finishing this project within the limited time. I am making this project not only for marks but to also increase my knowledge . THANKS AGAIN TO ALL WHO HELPED ME…………!!!
  • 3. INDEX  INTRODUCTION  JOYSTICK  MOUSE  LIGHT PEN  APPLICATIONS OF INFORMATION TECHNOLOGIES  BIBLIOGRAPHY
  • 4. 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.
  • 5. 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. JOYSTICK
  • 6. 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 MOUSE
  • 7. LIGHT PEN 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.
  • 8. APPLICATION OF I T IN THE FIELD OF ENTERTAINMENT A Report on
  • 9. As with most industries, information technologies are pervading the entertainment industry at an ever increasing rate. The application of computer technology to this industry is paralleled in almost all other current large turnover industries worldwide in similar and general administrative areas. This paper seeks more specifically to direct its attention to the particular impact on the creative and otherwise "non-technical" participators in this field of work .The current technological explosion is a substantial factor in the creation of such an accessible and productive entertainment industry.
  • 10. APPLICATION OF I T IN THE FIELD OF ENTERTAINMENT 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.
  • 11. 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. If there is a perfect way to pitch a ball, execute a spin on the ice, or take off from a ski jump, computers can find it. By analyzing the motions of the best athletes, sports trainers and kinetic specialists establish profiles. Other athletes can compare themselves to those profiles and try to improve their own styles and moves. the advancement of computers and networks new types of entertainment have been emerging such as video games, entertainment robots, and network games. As these new games have a strong power to change our lives