Sensors are devices that measure physical quantities and convert them to digital data that can be read by computers. Common sensors measure temperature, pressure, light, sound, humidity, and pH. They are used in monitoring and control systems. Sensors provide more accurate readings than humans and allow for continuous, immediate monitoring and control. However, faulty sensors can produce incorrect results.
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.
Its a Seminar PPT on Input Devices such as Light Pen & Voice Recoganizer.This is a simple seminar which is easy to understand at the first view itself.
Various input devices are used to input data into graphics workstations, including keyboards, mice, trackballs, spaceballs, joysticks, digitizers, image scanners, touch panels, light pens, and voice systems. Each input device serves a different purpose, such as using a mouse or trackball for cursor positioning, a keyboard for text entry, digitizers for coordinate input, and voice systems to initiate operations with voice commands.
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.
This document discusses graphics software and input devices. It describes two types of graphics software: general programming packages that provide extensive graphics functions, and special-purpose application packages designed for non-programmers. It also outlines some basic functions of general packages and examples of application packages. The document then discusses common input devices like mice, trackballs, tablets, and touch panels, describing how touch panels, light pens, and other devices determine screen position.
The document discusses various input devices used for entering data into graphics workstations, including keyboards, mice, trackballs, spaceballs, joysticks, digitizers, image scanners, touch panels, light pens, voice systems, and hardcopy devices. These input devices allow users to position the screen cursor, select positions and objects, enter text, and input coordinate values, images, and voice commands into graphics systems. The different input devices are described along with their basic functions and technologies.
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.
1) A computer accepts data as input, processes it according to programmed instructions, and produces output which it can store for future use.
2) Data is represented by characters like letters, numbers and symbols that can be interpreted by humans or computers. Information is organized data that has meaning.
3) Common computer input devices include keyboards, mice, scanners, and microphones. Output devices display or print the results of processing and include monitors, printers, and speakers.
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.
Its a Seminar PPT on Input Devices such as Light Pen & Voice Recoganizer.This is a simple seminar which is easy to understand at the first view itself.
Various input devices are used to input data into graphics workstations, including keyboards, mice, trackballs, spaceballs, joysticks, digitizers, image scanners, touch panels, light pens, and voice systems. Each input device serves a different purpose, such as using a mouse or trackball for cursor positioning, a keyboard for text entry, digitizers for coordinate input, and voice systems to initiate operations with voice commands.
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.
This document discusses graphics software and input devices. It describes two types of graphics software: general programming packages that provide extensive graphics functions, and special-purpose application packages designed for non-programmers. It also outlines some basic functions of general packages and examples of application packages. The document then discusses common input devices like mice, trackballs, tablets, and touch panels, describing how touch panels, light pens, and other devices determine screen position.
The document discusses various input devices used for entering data into graphics workstations, including keyboards, mice, trackballs, spaceballs, joysticks, digitizers, image scanners, touch panels, light pens, voice systems, and hardcopy devices. These input devices allow users to position the screen cursor, select positions and objects, enter text, and input coordinate values, images, and voice commands into graphics systems. The different input devices are described along with their basic functions and technologies.
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.
1) A computer accepts data as input, processes it according to programmed instructions, and produces output which it can store for future use.
2) Data is represented by characters like letters, numbers and symbols that can be interpreted by humans or computers. Information is organized data that has meaning.
3) Common computer input devices include keyboards, mice, scanners, and microphones. Output devices display or print the results of processing and include monitors, printers, and speakers.
This document discusses graphics hardware components. It describes various graphics input devices like the mouse, joystick, light pen etc. and how they are either analog or digital. It then covers common graphics output devices such as CRT displays, plasma displays, LCDs and 3D viewing systems. It provides details on the internal components and working of CRT displays. It also discusses graphics storage formats and the architecture of raster and random graphics systems.
Pointing devices are hardware input tools used to control the cursor on a computer screen and include mice, trackballs, touchpads, and more. Mice are the most common pointing device and use movement of the device to move the on-screen cursor in the same direction. Other pointing devices include trackballs, which contain a ball that is rolled to move the cursor, and touchpads, which are flat surfaces that track finger movement to control the cursor. Pointing devices allow users to perform functions like selecting text, icons, and menus.
Computer graphics is technology that deals with designs and pictures created on computers. Graphics hardware output devices generate and display computer graphics. These include monitors, which allow users to see images produced by computers in varying quality depending on the monitor's size and resolution, printers, which print computer graphics in color, black and white or grayscale in different sizes, and plotters, which print vector graphics using moving pens or knives. Phosphors in monitors are chosen for their color characteristics and persistence to provide light. Electron guns use electrostatic fields to focus electron beams for applications such as cathode ray tubes in old computer and television monitors.
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
This document discusses different pointing devices used for input into computers, including joysticks, mice, and light pens. It provides details on each device, such as how a joystick reports its angle or direction and can be used to control machines. It notes that the computer mouse allows clicking to send information to the computer and was created by Douglas Englebart and Bill English to more efficiently interact with computer screens. Light pens detect screen light to identify the pen's location. The document concludes by discussing how computers are used for entertainment and how information technologies have affected traditional entertainment utilities.
This document describes various common input devices for computers. It discusses keyboards, mice, joysticks, light pens, trackballs, scanners, graphic tablets, microphones, magnetic ink card readers, optical character readers, bar code readers, and optical mark readers. These input devices allow humans to interact with computers by entering text, numbers, images, audio, and other data in digital form for processing.
The document discusses the mouse, printer, and other input/output devices of a computer. It describes the parts and functions of the mouse, including pointing, clicking, double clicking, dragging, and right dragging. It defines a printer as a device that produces a hard copy on paper and discusses dot-matrix and inkjet/laser printers. It also covers proper positioning of hands when using the mouse, keyboard, and computer, as well as other input devices like scanners, webcams, and microphones. Finally, it lists some output devices such as monitors, printers, projectors, headphones/speakers, and plotters.
This document discusses various graphical input devices used to provide data and control signals to information processing systems. It describes keyboards, mice, trackballs, spaceballs, joysticks, data gloves, digitizers, graphics tablets, image scanners, and light pens. These input devices allow users to enter text, position cursors, control machines and games, draw and paint digitally, and scan objects. The computer graphics industry utilizes many of these input devices and has become a major field for creating animated movies, technical drawings, and other digital graphics.
The mouse was invented in the 1960s at Stanford University and helped popularize graphical user interfaces. It controls an on-screen pointer to select items, access menus, and interact with programs. Early mice were blocky but evolved into sleeker designs from many companies. The mouse established computers as tools for graphics and popularized input techniques like clicking, dragging, and right-clicking. Variants include trackballs, trackpads, and keyboard pointers for less space than a traditional mouse.
This document discusses graphics hardware components. It describes various graphics input devices like the mouse, joystick, light pen etc. and how they are either analog or digital. It then covers commonly used graphics output devices like CRT displays, plasma displays, LCDs and 3D viewing systems. It provides details on the internal components and working of CRT displays. It also discusses graphics storage formats and the architecture of raster and random graphics systems.
Input devices allow users to interact with computers and include keyboards, pointing devices like mice, and devices that capture audio and video like microphones and cameras. A mouse is a common pointing device that controls the cursor on a screen when moved across a flat surface. Mice reduce the need for keyboards and allow for graphical user interfaces with point-and-click interactions. Different types of mice include mechanical, optical, cordless, and specialized mice like footmice.
The student thanks their teacher and others for helping them complete a project on the application of information technology in the fields of entertainment and input devices. The project covers topics like joysticks, mice, light pens, and how IT is used in entertainment industries like movies, music, sports, and games. It analyzes how athletes can improve using computer analysis of top performances. The student made this project not just for marks but also to increase their own knowledge.
The document discusses various input and output devices used in computer systems. It describes keyboards, mice, touchscreens, and other pointing devices used for input. It also covers display technologies like CRT and LCD screens, as well as emerging technologies like digital paper. The document explores how these devices enable different styles of interaction and discusses some of the technical considerations around devices like resolution, color depth, and health concerns related to older display technologies.
The computer mouse was named after its resemblance to a real mouse, with the cord acting as a tail and the held part as the body. Douglas Engelbart invented the first computer mouse in 1968, which was a small wooden block with wheels and a long cable. Early mice tracked movement using external wheels or a rolling ball inside, while modern optical and laser mice use light sensors to detect movement relative to surfaces. Other mouse types include inertial mice that track movement without a surface using accelerometers, and 3D mice that provide multiple degrees of freedom through ultrasound.
The document lists and describes various common computer input devices, including keyboards, mice, joysticks, light pens, trackballs, scanners, graphic tablets, microphones, magnetic ink card readers, optical character recognition, bar code readers, and optical mark readers. It provides details on how keyboards, mice, and scanners function, with keyboards transmitting scan codes when keys are pressed and mice using ball movement to generate electrical pulses that move the cursor. Scanners convert printed text and graphics into digital form using a light sensor, usually a CCD, to detect light reflected from documents.
Computer mice some in a number of varieties. You can find a computer mouse for just about any use. To figure out what kind of mouse would work best with your PC, you need to know your mouse options:
The document discusses the history and types of computer mice. It explains that the mouse was invented in 1968 by Douglas Engelbart to control the movement of the cursor on a screen. Mice come in various forms such as optical mice which use light sensors rather than a ball, wireless mice which communicate via radio signals, and trackball mice where the ball is stationary and rolled by the thumb. The mouse's design has evolved over time from square wooden models to smaller, more ergonomic designs with additional features like scroll wheels.
Slides of the image-based data glove presented during SVR 2008.
Project Page: http://vitorpamplona.com/wiki/The%20Image-Based%20Data%20Glove
Reference: Vitor F. Pamplona, Leandro A. F. Fernandes, João Prauchner, Luciana P. Nedel e Manuel M. Oliveira. The Image-Based Data Glove . Proceedings of X Symposium on Virtual Reality (SVR'2008), João Pessoa, 2008. Anais do SVR 2008, Porto Alegre: SBC, 2008, (ISBN: 857669174-4). pp. 204-211
Touch screens work by detecting the coordinates of a user's touch and can be used without an intermediate device like a mouse or keyboard. A digitizer converts analog signals from touches into digital signals for the device to understand. The four main technologies are resistive, capacitive, surface acoustic wave, and infrared. Resistive screens use layers that complete a circuit on touch while capacitive screens detect voltage changes from a touch. Surface acoustic wave screens use ultrasonic waves redirected by a touch. Infrared screens use LEDs and cameras to detect touches. Each technology has advantages and limitations in accuracy, durability, optical quality, and cost. Touch screens have become widely used due to their user-friendly interface.
An input device sends data to a computer. Common input devices include keyboards, mice, touchscreens, cameras, and microphones. Keyboards typically have printed letters and symbols and pressing keys corresponds to written symbols. Keyboards come in different sizes for different devices like standard, laptop, and thumb-sized keyboards. Pointing devices like mice, touchpads, and trackballs allow users to control the cursor position on a screen. Computer vision devices like webcams and scanners can also serve as input devices by capturing images and documents.
This document discusses graphics hardware components. It describes various graphics input devices like the mouse, joystick, light pen etc. and how they are either analog or digital. It then covers common graphics output devices such as CRT displays, plasma displays, LCDs and 3D viewing systems. It provides details on the internal components and working of CRT displays. It also discusses graphics storage formats and the architecture of raster and random graphics systems.
Pointing devices are hardware input tools used to control the cursor on a computer screen and include mice, trackballs, touchpads, and more. Mice are the most common pointing device and use movement of the device to move the on-screen cursor in the same direction. Other pointing devices include trackballs, which contain a ball that is rolled to move the cursor, and touchpads, which are flat surfaces that track finger movement to control the cursor. Pointing devices allow users to perform functions like selecting text, icons, and menus.
Computer graphics is technology that deals with designs and pictures created on computers. Graphics hardware output devices generate and display computer graphics. These include monitors, which allow users to see images produced by computers in varying quality depending on the monitor's size and resolution, printers, which print computer graphics in color, black and white or grayscale in different sizes, and plotters, which print vector graphics using moving pens or knives. Phosphors in monitors are chosen for their color characteristics and persistence to provide light. Electron guns use electrostatic fields to focus electron beams for applications such as cathode ray tubes in old computer and television monitors.
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
This document discusses different pointing devices used for input into computers, including joysticks, mice, and light pens. It provides details on each device, such as how a joystick reports its angle or direction and can be used to control machines. It notes that the computer mouse allows clicking to send information to the computer and was created by Douglas Englebart and Bill English to more efficiently interact with computer screens. Light pens detect screen light to identify the pen's location. The document concludes by discussing how computers are used for entertainment and how information technologies have affected traditional entertainment utilities.
This document describes various common input devices for computers. It discusses keyboards, mice, joysticks, light pens, trackballs, scanners, graphic tablets, microphones, magnetic ink card readers, optical character readers, bar code readers, and optical mark readers. These input devices allow humans to interact with computers by entering text, numbers, images, audio, and other data in digital form for processing.
The document discusses the mouse, printer, and other input/output devices of a computer. It describes the parts and functions of the mouse, including pointing, clicking, double clicking, dragging, and right dragging. It defines a printer as a device that produces a hard copy on paper and discusses dot-matrix and inkjet/laser printers. It also covers proper positioning of hands when using the mouse, keyboard, and computer, as well as other input devices like scanners, webcams, and microphones. Finally, it lists some output devices such as monitors, printers, projectors, headphones/speakers, and plotters.
This document discusses various graphical input devices used to provide data and control signals to information processing systems. It describes keyboards, mice, trackballs, spaceballs, joysticks, data gloves, digitizers, graphics tablets, image scanners, and light pens. These input devices allow users to enter text, position cursors, control machines and games, draw and paint digitally, and scan objects. The computer graphics industry utilizes many of these input devices and has become a major field for creating animated movies, technical drawings, and other digital graphics.
The mouse was invented in the 1960s at Stanford University and helped popularize graphical user interfaces. It controls an on-screen pointer to select items, access menus, and interact with programs. Early mice were blocky but evolved into sleeker designs from many companies. The mouse established computers as tools for graphics and popularized input techniques like clicking, dragging, and right-clicking. Variants include trackballs, trackpads, and keyboard pointers for less space than a traditional mouse.
This document discusses graphics hardware components. It describes various graphics input devices like the mouse, joystick, light pen etc. and how they are either analog or digital. It then covers commonly used graphics output devices like CRT displays, plasma displays, LCDs and 3D viewing systems. It provides details on the internal components and working of CRT displays. It also discusses graphics storage formats and the architecture of raster and random graphics systems.
Input devices allow users to interact with computers and include keyboards, pointing devices like mice, and devices that capture audio and video like microphones and cameras. A mouse is a common pointing device that controls the cursor on a screen when moved across a flat surface. Mice reduce the need for keyboards and allow for graphical user interfaces with point-and-click interactions. Different types of mice include mechanical, optical, cordless, and specialized mice like footmice.
The student thanks their teacher and others for helping them complete a project on the application of information technology in the fields of entertainment and input devices. The project covers topics like joysticks, mice, light pens, and how IT is used in entertainment industries like movies, music, sports, and games. It analyzes how athletes can improve using computer analysis of top performances. The student made this project not just for marks but also to increase their own knowledge.
The document discusses various input and output devices used in computer systems. It describes keyboards, mice, touchscreens, and other pointing devices used for input. It also covers display technologies like CRT and LCD screens, as well as emerging technologies like digital paper. The document explores how these devices enable different styles of interaction and discusses some of the technical considerations around devices like resolution, color depth, and health concerns related to older display technologies.
The computer mouse was named after its resemblance to a real mouse, with the cord acting as a tail and the held part as the body. Douglas Engelbart invented the first computer mouse in 1968, which was a small wooden block with wheels and a long cable. Early mice tracked movement using external wheels or a rolling ball inside, while modern optical and laser mice use light sensors to detect movement relative to surfaces. Other mouse types include inertial mice that track movement without a surface using accelerometers, and 3D mice that provide multiple degrees of freedom through ultrasound.
The document lists and describes various common computer input devices, including keyboards, mice, joysticks, light pens, trackballs, scanners, graphic tablets, microphones, magnetic ink card readers, optical character recognition, bar code readers, and optical mark readers. It provides details on how keyboards, mice, and scanners function, with keyboards transmitting scan codes when keys are pressed and mice using ball movement to generate electrical pulses that move the cursor. Scanners convert printed text and graphics into digital form using a light sensor, usually a CCD, to detect light reflected from documents.
Computer mice some in a number of varieties. You can find a computer mouse for just about any use. To figure out what kind of mouse would work best with your PC, you need to know your mouse options:
The document discusses the history and types of computer mice. It explains that the mouse was invented in 1968 by Douglas Engelbart to control the movement of the cursor on a screen. Mice come in various forms such as optical mice which use light sensors rather than a ball, wireless mice which communicate via radio signals, and trackball mice where the ball is stationary and rolled by the thumb. The mouse's design has evolved over time from square wooden models to smaller, more ergonomic designs with additional features like scroll wheels.
Slides of the image-based data glove presented during SVR 2008.
Project Page: http://vitorpamplona.com/wiki/The%20Image-Based%20Data%20Glove
Reference: Vitor F. Pamplona, Leandro A. F. Fernandes, João Prauchner, Luciana P. Nedel e Manuel M. Oliveira. The Image-Based Data Glove . Proceedings of X Symposium on Virtual Reality (SVR'2008), João Pessoa, 2008. Anais do SVR 2008, Porto Alegre: SBC, 2008, (ISBN: 857669174-4). pp. 204-211
Touch screens work by detecting the coordinates of a user's touch and can be used without an intermediate device like a mouse or keyboard. A digitizer converts analog signals from touches into digital signals for the device to understand. The four main technologies are resistive, capacitive, surface acoustic wave, and infrared. Resistive screens use layers that complete a circuit on touch while capacitive screens detect voltage changes from a touch. Surface acoustic wave screens use ultrasonic waves redirected by a touch. Infrared screens use LEDs and cameras to detect touches. Each technology has advantages and limitations in accuracy, durability, optical quality, and cost. Touch screens have become widely used due to their user-friendly interface.
An input device sends data to a computer. Common input devices include keyboards, mice, touchscreens, cameras, and microphones. Keyboards typically have printed letters and symbols and pressing keys corresponds to written symbols. Keyboards come in different sizes for different devices like standard, laptop, and thumb-sized keyboards. Pointing devices like mice, touchpads, and trackballs allow users to control the cursor position on a screen. Computer vision devices like webcams and scanners can also serve as input devices by capturing images and documents.
This document discusses various input and output devices used in computing. It provides details on common input devices like the keyboard, mouse, joystick, scanner, microphone, touch screen and light pen. It also describes output devices such as the monitor, printer, plotter and touch pad. For each device, it explains what it is used for and some key features. It aims to inform the reader about the basic functions and workings of these essential I/O devices.
Gesture Recognition Techniques, Leap Motion Sensor: Taking leap to control anything in a real human manner unlike traditional artificial taps and clicks , Sviacam, Eviacam, moves the mouse pointer as you move your Head.
The document describes touchless screen technology as an alternative to traditional touchscreen technology. It discusses how touchless screens use sensors around the perimeter of the display to detect finger motions in 3D space without physical contact. This allows users to control interfaces through gestures without touching the screen. The document outlines the components, working, applications, advantages and disadvantages of touchless screen technology. It envisions future possibilities like using holograms instead of screens and incorporating the software into existing displays.
Touchless touch screen interfaces allow users to control devices like computers, phones, and MP3 players without physically touching the screen. Elliptic Labs has developed a touchless control system using optical sensors that can detect hand motions from up to 5 feet away. The sensors are mounted around the screen and can recognize 3D hand gestures, translating them into on-screen commands. This touchless technology prevents wear and tear on touchscreens from overuse and allows control while wearing gloves.
Input devices are used to provide data and control signals to computers. Common input devices include keyboards, pointing devices like mice and touchpads, high-degree of freedom devices, composite devices with multiple input types, and imaging/video devices. Input devices allow humans to interact with computer systems through physical manipulation of the device or capturing of images/video.
The document discusses the Space Mouse, a 3D controller used to manipulate objects in 3D environments. It contains sections on the internal components and functions of a standard mouse, as well as the features, technical specifications, origins, advantages, disadvantages and applications of the Space Mouse. The Space Mouse was developed in the 1980s at the German Aerospace Center to control robot grippers and has since been used for 3D modeling, animation, and simulation across industries including engineering, medical, and entertainment.
Input and output devices allow humans to interact with computers. Common input devices include keyboards, mice, joysticks, light pens, and scanners. Keyboards use buttons to input text while mice detect motion to control pointers. Joysticks are used for gaming and vehicle control. Light pens were early pointing devices that required holding up to the screen. Scanners digitize images and documents. Common output devices include computer monitors and printers, which display and print information respectively. Monitors have transitioned from CRT to LCD technology.
The document discusses touchless touchscreen user interfaces. It describes how touchless technology works using optical sensors to detect hand motions from a distance without physical contact. The technology allows users to control and manipulate objects on screen through gestures in 3D space. Applications mentioned include touchless monitors, Microsoft Kinect, airwriting, and myoelectric armbands. Key advantages are avoiding screen degradation, ability to control from a distance, and usability for disabled users.
This document discusses the history and types of touch screen technology. It begins with an introduction to how touch screens have become integrated into everyday life. It then discusses the history of touch screens from early prototypes in the 1960s to widespread adoption today. The document outlines the main components and working of touch screens, including the touch sensor, controller, and software driver. It describes the main touch screen technologies of resistive, capacitive, surface acoustic wave, and infrared. Examples of uses for touch screens are provided. The conclusion discusses how touch screen technology will continue to improve and expand into more applications.
Introduction, Definition, Types of space mouse, Specifications, Features of space mouse, Working process of space mouse, Advantages and disadvantages, Applications, Benefits, Future Scope of space mouse and Conclusion
The document discusses different types of input and output devices for computers. It provides details on the characteristics, advantages, and disadvantages of various pointing devices like the mouse, touchscreen, keyboard, and trackball. It recommends that keyboards are best for text entry tasks while mice are well-suited for tasks involving pointing, selecting, dragging. Graphic tablets can be good for pointing and dragging. The document also covers guidelines for selecting the proper input device based on task, user, and environment characteristics. Output devices discussed include computer screens of different resolutions and sizes and speakers.
Please use your own words, do not just copy and paste !!!For Selec.pdfeyevision3
Name thie cost breakdown oft of sicam used in its factory into fixed and variable components.
The following data on the cost 25) 3 points Sharp, Inc, is preparing a budget for next year and
requires a of stcam used and the units produced are available for the last six months: Cost of
Steam Units Produced S15,850 uly13,000 3,000 2.000 August. eptember16,370 October . 20,000
3,750 2,670 November.. December..18.500 17,600 Total..$101.32016970 Sharp uses the high-
low method of analysis Required: Show your work in answering the question. Failure to do so
results in zero points a. What is the estimated variable cost of steam per unit produced? b. What
is the total fixed cost? 19 - c. If there were 2,500 units produced the cost of steam would be?
Solution
Highest level activity = 3750 Lowest level activity = 2000 a Variable cost per
unit = (20000-13000)/(3750-2000)= $4 b Total fixed cost=20000-(3750*4)= 5000
c Total cost = 5000+(2500*4)= 15000.
These Notes from the class of BS EDUCATION 1st Semester (Spring) Session 2023-2027 Teacher :Ch Naveed Afzal
semester started in march 2023 and end in july 2023
This document discusses touchless control technologies that allow users to operate devices without physically touching screens. It describes several companies developing this technology, including Elliptic Labs, Eyesight, Mauz, PointGrab, and Leap Motion. Touchless control can be enabled through motion detection, infrared sensors, cameras, and myoelectric armbands. While high resolution cameras and high initial costs are challenges, touchless control could transform user interfaces by using hand and body gestures as virtual input.
This document provides details about designing a computer mouse for a class project. It begins by defining the problem of non-responsive buttons or scroll wheels that can often be fixed by cleaning debris. It then gathers pertinent information about what a computer mouse is and its common components. Next, it generates multiple solution options, such as types of mice based on connectivity, buttons for specific tasks, and motion tracking technologies. It analyzes these solutions and selects a projection computer mouse that projects a mouse layout and records movements to send to a computer.
A touch panel allows users to interact with a computer by touching the screen directly. There are four main touchscreen technologies: resistive, capacitive, surface acoustic wave, and infrared. Resistive touchscreens detect pressure changes while capacitive screens detect electrical changes from a finger. Surface acoustic wave screens use ultrasound waves and infrared screens use light and shadows. Touchscreens vary in aspects like touch sensitivity, durability, and water resistance depending on the technology. Smart card readers are used to read contact-based or proximity-based smart cards for applications like attendance tracking, payments, and access control. Contact readers require the card to physically connect while contactless readers use radio frequencies to communicate faster with multiple cards simultaneously.
The document discusses various input and output devices used in computer systems. It describes common input devices like the keyboard, mouse, trackball, joystick, dataglove, digitizer, image scanners, lightpen, barcode reader, optical mark reader, and voice systems. It also explains popular output display devices such as monitors, printers, and plotters. For each device, it provides details on their key features, types, applications, advantages, and disadvantages.
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
"Learn about all the ways Walmart supports nonprofit organizations.
You will hear from Liz Willett, the Head of Nonprofits, and hear about what Walmart is doing to help nonprofits, including Walmart Business and Spark Good. Walmart Business+ is a new offer for nonprofits that offers discounts and also streamlines nonprofits order and expense tracking, saving time and money.
The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
The event will cover the following::
Walmart Business + (https://business.walmart.com/plus) is a new shopping experience for nonprofits, schools, and local business customers that connects an exclusive online shopping experience to stores. Benefits include free delivery and shipping, a 'Spend Analytics” feature, special discounts, deals and tax-exempt shopping.
Special TechSoup offer for a free 180 days membership, and up to $150 in discounts on eligible orders.
Spark Good (walmart.com/sparkgood) is a charitable platform that enables nonprofits to receive donations directly from customers and associates.
Answers about how you can do more with Walmart!"
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
2. RWKSHJ 2
SENSORS
A sensor is a device which inputs data
to a computer, where the data is a
measurement of some physical quantity
which is continuously changing (e.g.
temperature, light, moisture, etc.).
Computers only understand digital data (i.e. 1s and 0s), the
information from the sensors needs to be converted into a
digital form.
This is done using an analogue to digital converter (ADC)
3. RWKSHJ 3
HOW SENSORS WORK
Sensors are used in monitoring and control applications –
the type of sensor depends on the application
Type of sensor Applications
Temperature Automatic washing machines, central heating systems, automatic
greenhouses, ovens
Pressure Burglar alarm systems, washing machines, robotics, environmental
monitoring
Light Automatic greenhouses, automatic doors, burglar alarm systems, street
lighting control
Sound Burglar alarm systems, monitoring liquid and powder flow in pipes
Humidity/moist
ure
Automatic greenhouses, environmental monitoring, factories where moisture
levels are crucial (e.g. manufacture of microchips, paint spraying)
pH Automatic greenhouses, chemical processes, environmental monitoring
4. RWKSHJ 4
When monitoring, the data sent to the computer is often
transferred directly to a spreadsheet package (e.g. taking
measurements in a scientific experiment, measuring
atmospheric pollution, etc.).
DISADVANTAGE
Faulty sensors can give spurious results (e.g. if the sensors
on the rear bumper of a car which monitor for obstacles
become dirty, they may either not identify an obstacle or
give a continuous alarm).
5. RWKSHJ 5
ADVANTAGES
Readings taken using sensors are generally more accurate
that those taken by human operators.
Readings are continuous, so there is no break in the
monitoring.
Because it is a continuous process, any necessary action
(control system) or warning (monitoring system) will be
initiated immediately.
The system can be automatic, removing the need for human
intervention. This is particularly important if the process is
hazardous or needs precise control/monitoring.
6. RWKSHJ 6
MOUSE
The mouse is an example of a pointing device. A
ball is used underneath the mouse to detect
movement, so by moving the mouse around the
user can control the position of a pointer on the
screen.
There are usually two buttons, which have
different functions: very often the left button is
used to select something by double clicking it
and the right button brings up drop-down
menus
7. RWKSHJ 7
Recent developments have produced the optical mouse
(where movement is detected by reflected light rather than
the position of a moving ball) and the cordless mouse
(which is an example of a wireless device).
The advantage of an optical mouse is it has no moving
parts and it also doesn’t pick up any dirt.
This makes it more robust and improves its performance,
since the older type of mouse can ‘skid’ on certain surfaces
reducing the control of the pointer.
8. RWKSHJ 8
USES OF A MOUSE
Mice can be used for opening, closing and minimising
software.
They can be used for grouping, moving and deleting files.
They are very useful when editing images, for example
controlling the size and position of a drawing pasted into a
document.
Mice are used for controlling the position of a pointer on the
screen to allow selection from a menu or selecting an icon and
for scrolling up and down/left to right.
9. RWKSHJ 9
ADVANTAGES
It can be faster to select an option using a mouse rather
than a keyboard.
Mice enable rapid navigation through applications and the
internet.
Mice are small and so take up little area.
10. RWKSHJ 10
DISADVANTAGES
People with restricted hand/wrist movement can find it
hard to operate a mouse.
Mice are easily damaged and the older type of mice also
quickly becomes clogged up with dirt.
They are difficult to use if there is no flat surface readily
available (e.g. on an aeroplane).
11. RWKSHJ 11
TOUCHPADS
Touchpads are used in many laptop
computers as a pointing device. The
pointer is controlled by the user moving
their finger on the touchpad and then
gently tapping it to simulate the left
hand button of a mouse (i.e. selection).
They also have buttons under the touchpad which serve the
same function as the left and right buttons on a mouse.
12. RWKSHJ 12
ADVANTAGES
It can be faster to select an option using a touchpad rather
than a keyboard.
Touchpads enable rapid navigation through applications
and the internet.
Since the touchpad is integrated into the laptop computer,
there is no need for a separate mouse, aiding portability.
They can be used even when there are no flat surfaces
available.
13. RWKSHJ 13
DISADVANTAGES
People with limited hand/wrist movement find touchpads
difficult to use.
It can be more difficult to control the pointer when compared
with a mouse.
They are more difficult to use when doing certain operations
such as ‘drag and drop’.
14. RWKSHJ 14
TRACKERBALLS
Trackerballs are similar to a mouse, except
that the ball is on the top of the device and
the user controls the pointer on the screen
by rotating the ball with the hand.
Some trackerballs have two buttons which have the same
function as the left- and right-hand mouse buttons. If they
have a third button, this is equivalent to a double click.
15. RWKSHJ 15
USES OF TRACKERBALLS
They have the same pointing/cursor control capability as a
mouse.
They are used in applications where the user has a
disability (such as RSI).
They are used in a control room environment, where it is
faster than a mouse to navigate through process screens and
is more robust than a mouse.
16. RWKSHJ 16
ADVANTAGES
Trackerballs do not need the same fine control as a mouse.
People with limited hand/wrist movement find it easier to
use than a mouse.
The pointer can be positioned more accurately on the
screen than with a mouse.
They take up less desk space than mice since they are
stationary.
17. RWKSHJ 17
DISADVANTAGES
Trackerballs are not supplied with the computer as
standard, so they are more expensive.
User may need training since they are not standard
equipment.
18. RWKSHJ 18
GRAPHICS TABLETS
A graphics tablet is used with
a stylus to produce freehand
drawings for example.
The images produced can
then be stored in a file on a
computer.
19. RWKSHJ 19
USES OF GRAPHICS TABLETS
Graphics tablets are used to produce drawings, computer
graphics, etc.
In countries where characters are complex (e.g. China,
Japan), they are used as a form of input since it is faster
than typing in the characters using a keyboard.
They are used in Computer Aided Design (CAD) work.
20. RWKSHJ 20
ADVANTAGES
It is possible to modify drawings before they are input.
They offer a very accurate method of drawing, which is
better than using a mouse or trackerball.
DISADVANTAGE
They are more expensive than other pointing devices, such
as a mouse.
21. RWKSHJ 21
LIGHT PENS
Light pens contain sensors that send
signals to a computer whenever light
changes are detected.
The screen is refreshed 50 times every
second, so the computer is able to determine the pen’s
position by noting exactly when the light pen detected the
electron beam passing its tip.
22. RWKSHJ 22
USES
Light pens are used for selecting objects on CRT screens.
They are also used for drawing on screen (e.g. with CAD
packages).
ADVANTAGES
Light pens are more accurate than touch screens.
They are small, so can be used where space is an issue.
They are easy to use.
23. RWKSHJ 23
DISADVANTAGES
There are problems with lag when drawing on screen.
At the moment, they only work with CRT monitors.
They are not very accurate when drawing.
24. RWKSHJ 24
REMOTE CONTROLS
A remote control is used to control the operation
of other devices remotely by using infra red
signals. The buttons on the keypad are used to
select options (such as television stations,
sound levels on a HiFi, timings on a DVD
recorder, etc.).
25. RWKSHJ 25
USES
Most home entertainment devices such as a television,
satellite system, DVD player/recorder, HiFi systems, etc.
have remote controls.
Remote controls are also used to control multimedia
systems.
They are used in industrial applications to remotely control
processes, stop and start machinery, etc.
26. RWKSHJ 26
JOYSTICKS
Joysticks have similar functions to mice and
trackerballs. By gripping the stick, a
pointer on the screen can be controlled and
buttons are used to make selections.
Often they have another button on the top of
the stick that is used for gaming
purposes, e.g. to fire a weapon.
27. RWKSHJ 27
USES
Video/computer games are often controlled by joysticks.
They are used in simulators (e.g. flight simulators) to mimic
actual controls.
Advantages
It is easier to navigate round
a screen using a joystick
rather than a keyboard.
Control is in three
dimensions.
Disadvantage
It is more difficult to
control the on-screen
pointer with a joystick than
with other devices, such as
a mouse.
28. RWKSHJ 28
TOUCH SCREENS
With this system the user can choose
an option by simply touching the
button/icon on the screen. The
selection is automatically made
without the need for any pointing
device.
29. RWKSHJ 29
USES
Touch screens are used for self-service tills, e.g. petrol stations,
where the user just touches the screen to select the fuel grade and
payment method.
Touch screens are used where selections are made on screen, for
example ATMs, point of sale terminals (e.g. at restaurants), public
information systems at airports, railway stations, tourist offices.
Personal digital assistants (PDAs), mobile phones and satellite
navigation systems use touch screens.
Interactive white boards used for education are large touch
screens.
Touch screens are used in computer base training (CBT) where
selections are made in answering on screen testing.
30. RWKSHJ 30
ADVANTAGES
Touch screens enable faster entry of options than using a
keyboard or a mouse.
It is very easy to choose options.
It is a user friendly method for inputting data, so no
training is necessary.
Touch screens are tamper proof, preventing people from
keying in information which could potentially corrupt the
computer system (e.g. at unmanned ticket collection kiosks).
31. RWKSHJ 31
DISADVANTAGES
There is a limited number of options available.
Using touch screens frequently can lead to health
problems (e.g. straining of arm muscles, RSI, etc.).
The screen can get very dirty with constant touching.
32. RWKSHJ 32
MAGNETIC STRIPE READERS
These are used to read information on the magnetic stripe
found, for example, on the back of a credit card. The stripe
contains useful information,
such as the account number, sort code, expiry date and start
date.
33. RWKSHJ 33
USES
Credit and debit cards have magnetic stripes that are used
by ATMs or EFTPOS (electronic funds transfer point of
sale) terminals.
Security cards for entry to buildings, hotel rooms, etc. use
magnetic stripes.
Travel systems (e.g. train and underground tickets) use
magnetic stripes.
34. RWKSHJ 34
ADVANTAGES
Data entry is faster compared with keying in using a keyboard or
keypad.
The system is error free, since no typing is involved.
The information held on the magnetic stripe is secure: because it
cannot be read directly by a person; and, since there is no typing,
there is not the risk of somebody observing your key strokes.
They can prevent access to restricted/secure areas.
Magnetic stripes are unaffected by oil, water, moisture, etc.
There are no moving parts, so they are physically very robust.
35. RWKSHJ 35
DISADVANTAGES
If the magnetic stripe gets damaged (e.g. due to exposure
to a strong magnetic field or excessive use) the data is lost.
The card needs to be in close contact with the reader, so
magnetic stripe readers don’t work at a distance.
Since the information is not human readable, this can be a
disadvantage in some applications (e.g. hotel room
numbers are not printed on the card, so there needs to be
another way of showing the information for the customer).
36. RWKSHJ 36
SMART CARD READERS
Smart cards contain chips and are similar
to magnetic stripe cards.
With these cards the information is stored
on the chip (e.g. PIN and personal data).
The data stored on the chip can be
updated (e.g. on loyalty cards).
37. RWKSHJ 37
For example, certain Fueling
companies use these cards: when a
customer buys fuel at a filling station,
the loyalty card is swiped and ‘points’
are added to the card; these points can
be used for road miles, money off next
purchases, and so on. The storage
capacity of the chip is much greater
than a magnetic stripe, so more
information (such as customer details)
can be stored.