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INTERACTION,INPUT
DEVICES
By GROUP 1
1GA18CS013 ADITYA S NIRGUND
1GA18CS015 AKASH R M
1GA18CS042 BRANDEN HENRY
1GA18CS010 ADARSH M.A
1GA18CS026 ANKENAPALLI VAMSI KALYAN REDDY
INTERACTION
• Interaction refers to the manner in which the application program communicates
with input and output devices of the system.
• OpenGL doesn’t directly support interaction in order to maintain portability.
• For e.g. Image varying in response to the input from the user.
INPUT DEVICES
◈ Input devices are the devices which provide input to the computer graphics application
program.
◈ Input devices can be categorized in two ways:
◈ Physical input devices are the input devices which has the particular hardware architecture.
1. The two major categories in physical input devices are:
2. Key board devices like standard keyboard, flexible keyboard, handheld keyboard etc.
3. These are used to provide character input like letters, numbers, symbols etc.
4. Pointing devices like mouse, track ball, light pen etc.
5. These are used to specify the position on the computer screen.
◈ Logical input devices are characterized by its high-level interface with the application
program rather than by its physical characteristics.
INPUT DEVICES
1. Consider the following fragment of C code:
int x;
scanf(“%d”,&x);
printf(“%d”,x);
1. The above code reads and then writes an integer.
2. Although we run this program on workstation providing input from keyboard and
seeing output on the display screen, the use of scanf() and printf() requires no
knowledge of the properties of physical devices such as keyboard codes or resolution
of the display.
3. These are logical functions that are defined by how they handle input or output
character strings from the perspective of C program.
4. From logical devices perspective inputs are from inside the application program. The
two major characteristics describe the logical behavior of input devices are as follows:
5. The measurements that the device returns to the user program
6. The time when the device returns those measurements
KEYBOARD
◈ It is a general keyboard which has set of
characters.
◈ We make use of ASCII value to represent
the character i.e. it interacts with the
programmer by passing the ASCII value
of key pressed by programmer.
MOUSE AND TRACKBALL
◈ These are pointing devices used to specify the
position.
◈ Mouse and trackball interacts with the application
program by passing the position of the clicked
button.
◈ Both these devices are similar in use and
construction.
◈ In these devices, the motion of the ball is converted
to signal sent back to the computer by pair of
encoders inside the device.
◈ These encoders measure motion in 2-orthogonal
directions.
◈ These devices are relative positioning devices
because changes in the position of the ball yield a
position in the user program.
DATA TABLETS
◈ It provides absolute positioning.
◈ It has rows and columns of wires embedded under its
surface.
◈ The position of the stylus is determined through
electromagnetic interactions between signals
travelling through the wires and sensors in the stylus.
LIGHT PEN
◈ It consists of light-sensing device such as
“photocell”.
◈ The light pen is held at the front of the CRT.
◈ When the electron beam strikes the phosphor,
the light is emitted from the CRT.
◈ If it exceeds the threshold then light sensing
device of the light pen sends a signal to the
computer specifying the position.
JOYSTICK
◈ The motion of the stick in two orthogonal directions
is encoded, interpreted as two velocities and
integrated to identify a screen location.
◈ The integration implies that if the stick is left in its
resting position, there is no change in cursor
position.
◈ The faster the stick is moved from the resting
position; the faster the screen location changes.
◈ Thus, joystick is variable sensitivity device.
SPACE BALL
◈ It is a 3-Dimensional input device which looks
like a joystick with a ball on the end of the stick.
◈ Stick doesn’t move rather pressure sensors in the
ball measure the forces applied by the user.
◈ The space ball can measure not only three direct
forces (up- down, front-back, left-right) but also
three independent twists.
◈ So totally device measures six independent
values and thus has six degree of freedom.
LOGICAL INPUT DEVICES CONTINUATION
1. API defines six classes of logical input devices which are given below:
2. 1. STRING: A string device is a logical device that provides the ASCII values of input characters
to the user program.
3. This logical device is usually implemented by means of physical keyboard.
4. 2. LOCATOR: A locator device provides a position in world coordinates to the user program.
5. It is usually implemented by means of pointing devices such as mouse or track ball.
6. 3. PICK: A pick device returns the identifier of an object on the display to the user program.
7. It is usually implemented with the same physical device as the locator but has a separate
software interface to the user program.
8. In OpenGL, we can use a process of selection to accomplish picking.
LOGICAL INPUT DEVICES CONTINUATION
1. 4. CHOICE: A choice device allows the user to select one of a discrete number of options.
2. In OpenGL, we can use various widgets provided by the window system. A widget is a
graphical interactive component provided by the window system or a toolkit.
3. The Widgets include menus, scrollbars and graphical buttons.
4. For example, a menu with n selections acts as a choice device, allowing user to select one
of ‘n’ alternatives.
5. 5. VALUATORS: They provide analog input to the user program on some graphical systems;
there are boxes or dials to provide value.
6. 6. STROKE: A stroke device returns array of locations.
7. Example, pushing down a mouse button starts the transfer of data into specified array and
releasing of button ends this transfer.
INPUT MODES
◈ Input devices can provide input to an application program in terms of two entities:
◈ 1. Measure of a device is what the device returns to the application program.
◈ 2. Trigger of a device is a physical input on the device with which the user can send
signal to the computer
◈ Example 1: The measure of a keyboard is a single character or array of characters where
as the trigger is the enter key.
◈ Example 2: The measure of a mouse is the position of the cursor whereas the trigger is
when the mouse button is pressed.
INPUT MODES
◈ In addition to multiple types of logical input devices, we can obtain the measure of
a device in three distinct modes: 1) Request mode, 2) Sample mode, and 3) Event
mode.
◈ It defined by the relationship between the measure process and the trigger.
Normally, the initialization of an input device starts a measure process.
REQUEST MODE
◈ REQUEST MODE: In this mode, measure of the device is not returned to the program until the device is
triggered.
◈ A locator can be moved to different point of the screen.
◈ The Windows system continuously follows the location of the pointer, but until the button is depressed, the
location will not be returned.
◈ Another example, consider a logical device such as locator, we can move out pointing device to the desired
location and then trigger the device with its button, the trigger will cause the location to be returned to the
application program.
SAMPLE MODE
◈ Input is immediate.
◈ As soon as the function call in the user program is encountered, the measure is
returned, hence no trigger is needed.
◈ For both of the above modes, the user must identify which devices is to provide the
input.
request_locator(device_id, &measure);
sample_locator(device_id, &measure);
identifier location
◈ Think of a flight simulator with many input devices
EVENT MODE
◈ Event mode: The previous two modes are not sufficient for handling the variety of
possible human-computer interactions that arise in a modern computing
environment.
◈ The can be done in three steps:
◈ 1) Show how event mode can be described as another mode within the measure
trigger paradigm.
◈ 2) Learn the basics of client-servers when event mode is preferred, and
◈ 3) Learn how OpenGL uses GLUT to do this
Interaction,input devices

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Interaction,input devices

  • 1. INTERACTION,INPUT DEVICES By GROUP 1 1GA18CS013 ADITYA S NIRGUND 1GA18CS015 AKASH R M 1GA18CS042 BRANDEN HENRY 1GA18CS010 ADARSH M.A 1GA18CS026 ANKENAPALLI VAMSI KALYAN REDDY
  • 2. INTERACTION • Interaction refers to the manner in which the application program communicates with input and output devices of the system. • OpenGL doesn’t directly support interaction in order to maintain portability. • For e.g. Image varying in response to the input from the user.
  • 3. INPUT DEVICES ◈ Input devices are the devices which provide input to the computer graphics application program. ◈ Input devices can be categorized in two ways: ◈ Physical input devices are the input devices which has the particular hardware architecture. 1. The two major categories in physical input devices are: 2. Key board devices like standard keyboard, flexible keyboard, handheld keyboard etc. 3. These are used to provide character input like letters, numbers, symbols etc. 4. Pointing devices like mouse, track ball, light pen etc. 5. These are used to specify the position on the computer screen. ◈ Logical input devices are characterized by its high-level interface with the application program rather than by its physical characteristics.
  • 4. INPUT DEVICES 1. Consider the following fragment of C code: int x; scanf(“%d”,&x); printf(“%d”,x); 1. The above code reads and then writes an integer. 2. Although we run this program on workstation providing input from keyboard and seeing output on the display screen, the use of scanf() and printf() requires no knowledge of the properties of physical devices such as keyboard codes or resolution of the display. 3. These are logical functions that are defined by how they handle input or output character strings from the perspective of C program. 4. From logical devices perspective inputs are from inside the application program. The two major characteristics describe the logical behavior of input devices are as follows: 5. The measurements that the device returns to the user program 6. The time when the device returns those measurements
  • 5. KEYBOARD ◈ It is a general keyboard which has set of characters. ◈ We make use of ASCII value to represent the character i.e. it interacts with the programmer by passing the ASCII value of key pressed by programmer.
  • 6. MOUSE AND TRACKBALL ◈ These are pointing devices used to specify the position. ◈ Mouse and trackball interacts with the application program by passing the position of the clicked button. ◈ Both these devices are similar in use and construction. ◈ In these devices, the motion of the ball is converted to signal sent back to the computer by pair of encoders inside the device. ◈ These encoders measure motion in 2-orthogonal directions. ◈ These devices are relative positioning devices because changes in the position of the ball yield a position in the user program.
  • 7. DATA TABLETS ◈ It provides absolute positioning. ◈ It has rows and columns of wires embedded under its surface. ◈ The position of the stylus is determined through electromagnetic interactions between signals travelling through the wires and sensors in the stylus.
  • 8. LIGHT PEN ◈ It consists of light-sensing device such as “photocell”. ◈ The light pen is held at the front of the CRT. ◈ When the electron beam strikes the phosphor, the light is emitted from the CRT. ◈ If it exceeds the threshold then light sensing device of the light pen sends a signal to the computer specifying the position.
  • 9. JOYSTICK ◈ The motion of the stick in two orthogonal directions is encoded, interpreted as two velocities and integrated to identify a screen location. ◈ The integration implies that if the stick is left in its resting position, there is no change in cursor position. ◈ The faster the stick is moved from the resting position; the faster the screen location changes. ◈ Thus, joystick is variable sensitivity device.
  • 10. SPACE BALL ◈ It is a 3-Dimensional input device which looks like a joystick with a ball on the end of the stick. ◈ Stick doesn’t move rather pressure sensors in the ball measure the forces applied by the user. ◈ The space ball can measure not only three direct forces (up- down, front-back, left-right) but also three independent twists. ◈ So totally device measures six independent values and thus has six degree of freedom.
  • 11. LOGICAL INPUT DEVICES CONTINUATION 1. API defines six classes of logical input devices which are given below: 2. 1. STRING: A string device is a logical device that provides the ASCII values of input characters to the user program. 3. This logical device is usually implemented by means of physical keyboard. 4. 2. LOCATOR: A locator device provides a position in world coordinates to the user program. 5. It is usually implemented by means of pointing devices such as mouse or track ball. 6. 3. PICK: A pick device returns the identifier of an object on the display to the user program. 7. It is usually implemented with the same physical device as the locator but has a separate software interface to the user program. 8. In OpenGL, we can use a process of selection to accomplish picking.
  • 12. LOGICAL INPUT DEVICES CONTINUATION 1. 4. CHOICE: A choice device allows the user to select one of a discrete number of options. 2. In OpenGL, we can use various widgets provided by the window system. A widget is a graphical interactive component provided by the window system or a toolkit. 3. The Widgets include menus, scrollbars and graphical buttons. 4. For example, a menu with n selections acts as a choice device, allowing user to select one of ‘n’ alternatives. 5. 5. VALUATORS: They provide analog input to the user program on some graphical systems; there are boxes or dials to provide value. 6. 6. STROKE: A stroke device returns array of locations. 7. Example, pushing down a mouse button starts the transfer of data into specified array and releasing of button ends this transfer.
  • 13. INPUT MODES ◈ Input devices can provide input to an application program in terms of two entities: ◈ 1. Measure of a device is what the device returns to the application program. ◈ 2. Trigger of a device is a physical input on the device with which the user can send signal to the computer ◈ Example 1: The measure of a keyboard is a single character or array of characters where as the trigger is the enter key. ◈ Example 2: The measure of a mouse is the position of the cursor whereas the trigger is when the mouse button is pressed.
  • 14. INPUT MODES ◈ In addition to multiple types of logical input devices, we can obtain the measure of a device in three distinct modes: 1) Request mode, 2) Sample mode, and 3) Event mode. ◈ It defined by the relationship between the measure process and the trigger. Normally, the initialization of an input device starts a measure process.
  • 15. REQUEST MODE ◈ REQUEST MODE: In this mode, measure of the device is not returned to the program until the device is triggered. ◈ A locator can be moved to different point of the screen. ◈ The Windows system continuously follows the location of the pointer, but until the button is depressed, the location will not be returned. ◈ Another example, consider a logical device such as locator, we can move out pointing device to the desired location and then trigger the device with its button, the trigger will cause the location to be returned to the application program.
  • 16. SAMPLE MODE ◈ Input is immediate. ◈ As soon as the function call in the user program is encountered, the measure is returned, hence no trigger is needed. ◈ For both of the above modes, the user must identify which devices is to provide the input. request_locator(device_id, &measure); sample_locator(device_id, &measure); identifier location ◈ Think of a flight simulator with many input devices
  • 17. EVENT MODE ◈ Event mode: The previous two modes are not sufficient for handling the variety of possible human-computer interactions that arise in a modern computing environment. ◈ The can be done in three steps: ◈ 1) Show how event mode can be described as another mode within the measure trigger paradigm. ◈ 2) Learn the basics of client-servers when event mode is preferred, and ◈ 3) Learn how OpenGL uses GLUT to do this