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peace.saumag

They include game pads, joysticks, gloves, and steering wheels. ... The first video arcade game that used force feedback was Hang On developed by ...

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peace.saumag

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    1. INTERACTION DEVICES Designed by: Courtney Davis & Damien Cauley

    2. What Are They ? Graphical controls and faceplate keys that users actively use in order to perform tasks on an automotive computing device.

    3. Indirect Pointing Devices mouse      the hand rests in a comfortable position, buttons on the mouse are easily pressed,            even long motions can be rapid, and positioning can be precise trackball      usually implemented as a rotating ball 1 to 6 inches in diameter that moves a cursor joystick      are appealing for tracking purposes graphics tablet      a touch-sensitive surface separate from the screen touchpad      built-in near the keyboard offers the convenience and precision of a touchscreen         while keeping the user's hand off the display surface

    4. Direct-control Pointing Devices lightpen        enabled users to point to a spot on a screen and to perform a select, position, or other task      it allows direct control by pointing to a spot on the display      incorporates a button for the user to press when the cursor is resting on the desired spot on the screen      lightpen has three disadvantages: users' hands obscured part of the screen,      users had to remove their hands from the keyboard, and      users had to pick up the lightpen   touchscreen        allows direct control touches on the screen using a finger      early designs were rightly criticized for causing fatigue, hand-obscuring-the-screen,         hand-off-keyboard, imprecise pointing, and the      eventual smudging of the display      lift-off strategy enables users to point at a single pixel      the users touch the surface      then see a cursor that they can drag around on the display      when the users are satisfied with the position, they lift their fingers off the display to activate      can produce varied displays to suit the task      are fabricated integrally with display surfaces

    5. Types of Gloves Dataglove Powerglove Dexterous Hand Master

    6. Comparisons for Pointing Devices Human-factors variables      speed of motion for short and long distances      accuracy of positioning      error rates      learning time      user satisfaction Other variables      cost      durability      space requirements      weight      left- versus right-hand use      likelihood to cause repetitive-strain injury      compatibility with other systems Some results      direct pointing devices faster, but less accurate      graphics tablets are appealing when user can remain with device             for long periods without switching to keyboard      mouse is faster than isometric joystick      for tasks that mix typing and pointing, cursor keys a faster and are preferred by users to a mouse      muscular strain is low for cursor keys

    7. Virtual Reality Biosensors are a neural interface technology that detect nerve and muscle activity. Biosensors are electrodes that sit on the skin over the muscle or nerves being sampled. Just as the brain uses these signals to control functions of the human body, these signals can be detected by biosensors and interpreted by software to control electronic devices external to the human body.

    8. Active Interaction Devices Voice Recognition Research on voice recognition has been in development for over twenty years. Studies have shown that speech is the most rapid form of communication, no matter how fast you can type. Many systems are far from perfect, because they have problems understanding continuous speech.

    9. Force Feedback Devices There are many types of feedback devices. They include game pads, joysticks, gloves, and steering wheels. When playing some video games, these devices give us vibrations. There are a wide variety of users from consumer use to research oriented use. The first video arcade game that used force feedback was Hang On developed by SEGA in 1985.

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