The document discusses various aspects of human-computer interaction, including input devices like keyboards, mice, touchscreens; output displays like screens, digital paper; and interaction techniques like virtual reality, 3D interaction, and physical controls. It covers topics like text entry, positioning and pointing devices, display resolutions and technologies, situated and large displays, and using additional senses like sound and haptics for richer interaction.
The document provides an overview of human-computer interaction and the various elements that affect interaction, including input devices, output devices, processing capabilities, and sensors. It discusses common input devices like keyboards, mice, touchscreens, and speech recognition. It also covers output display technologies like CRT and LCD screens. The document aims to explain computers and their components to understand how humans interact with computers.
The document discusses various input and output devices used in human-computer interaction, including keyboards, mice, touchscreens, styluses, digitizing tablets, and eyegaze trackers. It describes how these devices work and their advantages and disadvantages for different types of interaction.
This document discusses various elements of computer systems and human-computer interaction. It describes input devices like keyboards, mice, touchscreens, and specialized controls. It also covers output devices such as screens, digital paper, and virtual reality displays. The document discusses how these devices dictate the style of interaction systems support and how interaction has evolved from batch processing to being more interactive.
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 impacts of older display technologies.
Chapter 2: The computer
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
The document discusses various input and output devices used in computer systems. It describes keyboards, mice, touchscreens, displays, printers and scanners. It explains how these devices work and how they allow interaction with computers. Different interaction techniques are suitable depending on the devices used, such as direct interaction with touchscreens versus indirect interaction with mice.
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 document discusses various aspects of human-computer interaction, including input devices like keyboards, mice, touchscreens; output displays like screens, digital paper; and interaction techniques like virtual reality, 3D interaction, and physical controls. It covers topics like text entry, positioning and pointing devices, display resolutions and technologies, situated and large displays, and using additional senses like sound and haptics for richer interaction.
The document provides an overview of human-computer interaction and the various elements that affect interaction, including input devices, output devices, processing capabilities, and sensors. It discusses common input devices like keyboards, mice, touchscreens, and speech recognition. It also covers output display technologies like CRT and LCD screens. The document aims to explain computers and their components to understand how humans interact with computers.
The document discusses various input and output devices used in human-computer interaction, including keyboards, mice, touchscreens, styluses, digitizing tablets, and eyegaze trackers. It describes how these devices work and their advantages and disadvantages for different types of interaction.
This document discusses various elements of computer systems and human-computer interaction. It describes input devices like keyboards, mice, touchscreens, and specialized controls. It also covers output devices such as screens, digital paper, and virtual reality displays. The document discusses how these devices dictate the style of interaction systems support and how interaction has evolved from batch processing to being more interactive.
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 impacts of older display technologies.
Chapter 2: The computer
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
The document discusses various input and output devices used in computer systems. It describes keyboards, mice, touchscreens, displays, printers and scanners. It explains how these devices work and how they allow interaction with computers. Different interaction techniques are suitable depending on the devices used, such as direct interaction with touchscreens versus indirect interaction with mice.
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 document discusses the key components of a typical computer system including input devices like keyboards and mice, output devices like computer screens, and processing elements like memory and speed. It provides details on different types of keyboards, pointing devices, and screen technologies. The document focuses on how these elements enable different styles of interaction with the computer system.
This document discusses different types of input and output devices for computers. It describes various mouse types including mechanical mice that use balls and optical mice that detect light reflections. It also covers touchpads, trackballs, joysticks, touch screens, styli, and eye tracking. For displays it discusses CRT and LCD monitors as well as special displays like plasma screens and digital paper which can be updated electronically like an e-reader.
This document discusses different types of input and output devices for computers. It describes various mouse types including mechanical mice that use balls and optical mice that detect light reflections. It also covers touchpads, trackballs, joysticks, touch screens, styli, and eye tracking. For displays it discusses CRT and LCD monitors as well as special displays like vector, plasma, and digital paper which can be updated electronically like an e-reader. It notes health concerns around extended CRT use and advantages of LCDs having no radiation.
This document discusses the different elements and parts of a basic computer system. It describes input devices like keyboards, mice, touchscreens and speech recognition. It also covers output devices like monitors and printers. The document explains how memory stores information and processing allows computers to perform tasks. It provides examples of typical computer systems like desktops, laptops and PDAs and how the devices used dictate the interaction style.
This is the introductory features to human computer interface,powered by Daroko blog,this is the Only slide that will teach the interaction device in human computer interaction.
If you want to read more about Interaction in human computer interaction you can simply go to Daroko blog,simply Google Daroko blog on your Browsers.Daroko blog has everything starting from technology news,blogging tips,wordpress tips and information technology tutorials,simply Go to Daroko blog and read everything in technology.
This document provides an overview of human-computer interaction (HCI). It begins with early computing in 1945, which involved large specialized machines. As computers developed, they became smaller, cheaper, and more widely used. HCI emerged as a field to study the interaction between humans and computers. Key aspects of HCI include understanding human abilities and limitations as well as the computer system components that enable interaction such as input devices, output displays, and memory. The document explores various interaction paradigms that have developed over time including command lines, menus, natural language interfaces, and graphical user interfaces. It provides examples of how interaction involves both the human and computer systems working together.
The document discusses various elements of computer systems and human-computer interaction. It describes input devices like keyboards, mice, touchscreens, as well as output displays such as CRT monitors, LCD screens, and digital paper. It also covers 3D interaction techniques used in virtual reality systems for positioning, movement, and viewing 3D content through helmets or caves. The document provides information on how these interaction techniques and devices work to facilitate human use of computer systems.
HCL detection in machine learning process .pptxkidusyosef7
Â
The document discusses various aspects of computer systems that affect human-computer interaction. It describes input devices like keyboards, mice, touchscreens, and speech recognition. It also covers output devices like displays, printers, and virtual reality headsets. It discusses computer components like memory, storage, processing speed, and networks. The goal is to understand computers in order to understand how people interact with them.
class lecture on input & output devices(part1)sharif_12
Â
The document discusses various common input devices used with computers including keyboards, mice, touchpads, and numeric keypads. It defines input devices as hardware that allows data to be entered into a computer. Keyboards are described as the most widely used input device for entering text, numbers, and commands. Mice and touchpads are pointing devices that control screen cursors. Numeric keypads are specialized for fast entry of numbers. Advantages and disadvantages of each type of input device are provided.
This document discusses interaction devices and their properties. It begins by defining input as sensed information about the physical environment, while output comprises any emission or modification to the physical environment. Pointing devices are then discussed in more detail, including their dimensions, whether they provide absolute or relative input, indirect vs direct interaction, and examples like mice, trackballs, and touchscreens. The document also examines the states of input devices and challenges in mapping these states to the demands of graphical user interfaces.
This document discusses virtual reality, 3D interaction, and paper printing and scanning. It compares virtual reality to 3D interaction and describes various physical controls and sensors used for positioning and interacting in 3D spaces. It also differentiates types of displays, sounds, touch inputs, and environmental/bio sensing for virtual environments. The document then covers topics related to paper printing including types of printers, fonts, page description languages, and differences between screen and printed page layout. It concludes with an overview of scanners and optical character recognition.
The document provides an overview of common computer input and output devices. It describes keyboards, mice, scanners, and sensors as examples of input devices used to capture and send data to a computer. It also discusses monitors, printers, and speakers as examples of output devices that display or convey information from a computer in visual, audio, or physical forms. The document contains detailed descriptions and comparisons of specific input devices like different types of mice, keyboards, scanners, and sensors. It also examines characteristics of output displays like monitor resolution, refresh rates, and types of displays including CRT, LCD, LED, and plasma screens.
The document provides an overview of computer hardware input and output devices. It describes common input devices like the keyboard, mouse, and scanners that allow data to be entered into the computer. It also discusses output devices like monitors, printers, and speakers that allow the computer to display or present information to users. A diagram shows the basic components of a computer system including the central processing unit, memory, hard drive, and connections to input and output devices.
chapter6,Input and Hardware,Basic Information TechnologyUzair Javed
Â
- The document discusses various input and output devices used in computers such as keyboards, mice, scanners, digital cameras, printers, monitors, and speakers.
- It also discusses potential health issues associated with prolonged use of these devices like repetitive strain injuries and discusses ergonomic practices to prevent such issues like having a comfortable sitting position and adjusting workstations to fit the user.
- It provides guidelines for proper ergonomic design of work environments and jobs to prevent injuries and improve productivity.
- Input and output devices that are used extensively with computers can potentially cause repetitive strain injuries (RSIs) if overused without breaks. RSIs occur from repeated motions that damage soft tissues like tendons, muscles and nerves over time.
- When computers first became widely used for tasks like word processing, people spent long periods typing without breaks, which led to issues like hand, wrist and back pain from overuse. Proper ergonomics and taking periodic breaks can help prevent RSIs.
This document discusses human-computer interfaces. It describes what an interface is, the tools used in interfaces like keyboards and mice, and how humans and computers communicate differently since computers do not have senses. The document then covers various types of interfaces like graphical user interfaces (GUIs) and virtual reality. It explains how GUIs use icons, windows, menus and pointers to allow for multi-tasking. The benefits of standardization across applications are also summarized.
The document discusses various tools and methods for collecting data, including keyboards, mice, graphics tablets, biometric devices, barcode readers, smart cards, phones, optical mark sensing, magnetic ink character recognition, and radio frequency identification. It covers the technologies, advantages, and disadvantages of each method. Key details like data format, encoding, and transmission are explained for different input and collection mechanisms.
This document provides an overview of common computer input and output devices. It describes keyboards, pointing devices like mice and touchpads, scanners, cameras, microphones and sensors that serve as inputs. As outputs, it outlines monitors, projectors, speakers, printers like inkjet and laser printers, and actuators such as motors, pumps and buzzers that can control real-world devices. Input devices convert real-world data to digital signals for computers, while output devices take computers' digital outputs and display or actuate them in the physical world.
1) Keyboards are the most common method of entering text into computers. They use electronic switches under each key and come in standard and ergonomic designs.
2) Mice allow users to control the on-screen cursor with hand movements. Standard mice use rollers or optics to detect movement and buttons to click. Alternatives like trackballs and touchpads reduce strain.
3) Graphics tablets enable natural drawing input but are best for artwork not menu navigation. Their styluses can detect pressure to vary line thickness.
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the bodyâs response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
The document discusses the key components of a typical computer system including input devices like keyboards and mice, output devices like computer screens, and processing elements like memory and speed. It provides details on different types of keyboards, pointing devices, and screen technologies. The document focuses on how these elements enable different styles of interaction with the computer system.
This document discusses different types of input and output devices for computers. It describes various mouse types including mechanical mice that use balls and optical mice that detect light reflections. It also covers touchpads, trackballs, joysticks, touch screens, styli, and eye tracking. For displays it discusses CRT and LCD monitors as well as special displays like plasma screens and digital paper which can be updated electronically like an e-reader.
This document discusses different types of input and output devices for computers. It describes various mouse types including mechanical mice that use balls and optical mice that detect light reflections. It also covers touchpads, trackballs, joysticks, touch screens, styli, and eye tracking. For displays it discusses CRT and LCD monitors as well as special displays like vector, plasma, and digital paper which can be updated electronically like an e-reader. It notes health concerns around extended CRT use and advantages of LCDs having no radiation.
This document discusses the different elements and parts of a basic computer system. It describes input devices like keyboards, mice, touchscreens and speech recognition. It also covers output devices like monitors and printers. The document explains how memory stores information and processing allows computers to perform tasks. It provides examples of typical computer systems like desktops, laptops and PDAs and how the devices used dictate the interaction style.
This is the introductory features to human computer interface,powered by Daroko blog,this is the Only slide that will teach the interaction device in human computer interaction.
If you want to read more about Interaction in human computer interaction you can simply go to Daroko blog,simply Google Daroko blog on your Browsers.Daroko blog has everything starting from technology news,blogging tips,wordpress tips and information technology tutorials,simply Go to Daroko blog and read everything in technology.
This document provides an overview of human-computer interaction (HCI). It begins with early computing in 1945, which involved large specialized machines. As computers developed, they became smaller, cheaper, and more widely used. HCI emerged as a field to study the interaction between humans and computers. Key aspects of HCI include understanding human abilities and limitations as well as the computer system components that enable interaction such as input devices, output displays, and memory. The document explores various interaction paradigms that have developed over time including command lines, menus, natural language interfaces, and graphical user interfaces. It provides examples of how interaction involves both the human and computer systems working together.
The document discusses various elements of computer systems and human-computer interaction. It describes input devices like keyboards, mice, touchscreens, as well as output displays such as CRT monitors, LCD screens, and digital paper. It also covers 3D interaction techniques used in virtual reality systems for positioning, movement, and viewing 3D content through helmets or caves. The document provides information on how these interaction techniques and devices work to facilitate human use of computer systems.
HCL detection in machine learning process .pptxkidusyosef7
Â
The document discusses various aspects of computer systems that affect human-computer interaction. It describes input devices like keyboards, mice, touchscreens, and speech recognition. It also covers output devices like displays, printers, and virtual reality headsets. It discusses computer components like memory, storage, processing speed, and networks. The goal is to understand computers in order to understand how people interact with them.
class lecture on input & output devices(part1)sharif_12
Â
The document discusses various common input devices used with computers including keyboards, mice, touchpads, and numeric keypads. It defines input devices as hardware that allows data to be entered into a computer. Keyboards are described as the most widely used input device for entering text, numbers, and commands. Mice and touchpads are pointing devices that control screen cursors. Numeric keypads are specialized for fast entry of numbers. Advantages and disadvantages of each type of input device are provided.
This document discusses interaction devices and their properties. It begins by defining input as sensed information about the physical environment, while output comprises any emission or modification to the physical environment. Pointing devices are then discussed in more detail, including their dimensions, whether they provide absolute or relative input, indirect vs direct interaction, and examples like mice, trackballs, and touchscreens. The document also examines the states of input devices and challenges in mapping these states to the demands of graphical user interfaces.
This document discusses virtual reality, 3D interaction, and paper printing and scanning. It compares virtual reality to 3D interaction and describes various physical controls and sensors used for positioning and interacting in 3D spaces. It also differentiates types of displays, sounds, touch inputs, and environmental/bio sensing for virtual environments. The document then covers topics related to paper printing including types of printers, fonts, page description languages, and differences between screen and printed page layout. It concludes with an overview of scanners and optical character recognition.
The document provides an overview of common computer input and output devices. It describes keyboards, mice, scanners, and sensors as examples of input devices used to capture and send data to a computer. It also discusses monitors, printers, and speakers as examples of output devices that display or convey information from a computer in visual, audio, or physical forms. The document contains detailed descriptions and comparisons of specific input devices like different types of mice, keyboards, scanners, and sensors. It also examines characteristics of output displays like monitor resolution, refresh rates, and types of displays including CRT, LCD, LED, and plasma screens.
The document provides an overview of computer hardware input and output devices. It describes common input devices like the keyboard, mouse, and scanners that allow data to be entered into the computer. It also discusses output devices like monitors, printers, and speakers that allow the computer to display or present information to users. A diagram shows the basic components of a computer system including the central processing unit, memory, hard drive, and connections to input and output devices.
chapter6,Input and Hardware,Basic Information TechnologyUzair Javed
Â
- The document discusses various input and output devices used in computers such as keyboards, mice, scanners, digital cameras, printers, monitors, and speakers.
- It also discusses potential health issues associated with prolonged use of these devices like repetitive strain injuries and discusses ergonomic practices to prevent such issues like having a comfortable sitting position and adjusting workstations to fit the user.
- It provides guidelines for proper ergonomic design of work environments and jobs to prevent injuries and improve productivity.
- Input and output devices that are used extensively with computers can potentially cause repetitive strain injuries (RSIs) if overused without breaks. RSIs occur from repeated motions that damage soft tissues like tendons, muscles and nerves over time.
- When computers first became widely used for tasks like word processing, people spent long periods typing without breaks, which led to issues like hand, wrist and back pain from overuse. Proper ergonomics and taking periodic breaks can help prevent RSIs.
This document discusses human-computer interfaces. It describes what an interface is, the tools used in interfaces like keyboards and mice, and how humans and computers communicate differently since computers do not have senses. The document then covers various types of interfaces like graphical user interfaces (GUIs) and virtual reality. It explains how GUIs use icons, windows, menus and pointers to allow for multi-tasking. The benefits of standardization across applications are also summarized.
The document discusses various tools and methods for collecting data, including keyboards, mice, graphics tablets, biometric devices, barcode readers, smart cards, phones, optical mark sensing, magnetic ink character recognition, and radio frequency identification. It covers the technologies, advantages, and disadvantages of each method. Key details like data format, encoding, and transmission are explained for different input and collection mechanisms.
This document provides an overview of common computer input and output devices. It describes keyboards, pointing devices like mice and touchpads, scanners, cameras, microphones and sensors that serve as inputs. As outputs, it outlines monitors, projectors, speakers, printers like inkjet and laser printers, and actuators such as motors, pumps and buzzers that can control real-world devices. Input devices convert real-world data to digital signals for computers, while output devices take computers' digital outputs and display or actuate them in the physical world.
1) Keyboards are the most common method of entering text into computers. They use electronic switches under each key and come in standard and ergonomic designs.
2) Mice allow users to control the on-screen cursor with hand movements. Standard mice use rollers or optics to detect movement and buttons to click. Alternatives like trackballs and touchpads reduce strain.
3) Graphics tablets enable natural drawing input but are best for artwork not menu navigation. Their styluses can detect pressure to vary line thickness.
Ăhnlich wie fundamanetal business fundamental HCI human computer computer.ppt (20)
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the bodyâs response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
A Visual Guide to 1 Samuel | A Tale of Two HeartsSteve Thomason
Â
These slides walk through the story of 1 Samuel. Samuel is the last judge of Israel. The people reject God and want a king. Saul is anointed as the first king, but he is not a good king. David, the shepherd boy is anointed and Saul is envious of him. David shows honor while Saul continues to self destruct.
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
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"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 Analyticsâ 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!"
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
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Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
Â
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
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(đđđ đđđ) (đđđŹđŹđ¨đ§ đ)-đđŤđđĽđ˘đŚđŹ
đđ˘đŹđđŽđŹđŹ đđĄđ đđđ đđŽđŤđŤđ˘đđŽđĽđŽđŚ đ˘đ§ đđĄđ đđĄđ˘đĽđ˘đŠđŠđ˘đ§đđŹ:
- Understand the goals and objectives of the Edukasyong Pantahanan at Pangkabuhayan (EPP) curriculum, recognizing its importance in fostering practical life skills and values among students. Students will also be able to identify the key components and subjects covered, such as agriculture, home economics, industrial arts, and information and communication technology.
đđąđŠđĽđđ˘đ§ đđĄđ đđđđŽđŤđ đđ§đ đđđ¨đŠđ đ¨đ đđ§ đđ§đđŤđđŠđŤđđ§đđŽđŤ:
-Define entrepreneurship, distinguishing it from general business activities by emphasizing its focus on innovation, risk-taking, and value creation. Students will describe the characteristics and traits of successful entrepreneurs, including their roles and responsibilities, and discuss the broader economic and social impacts of entrepreneurial activities on both local and global scales.
How to Make a Field Mandatory in Odoo 17Celine George
Â
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.
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
Â
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.
2. The Computer
a computer system is made up of various elements
each of these elements affects the interaction
â input devices â text entry and pointing
â output devices â screen (small&large), digital paper
â virtual reality â special interaction and display devices
â physical interaction â e.g. sound, haptic, bio-sensing
â paper â as output (print) and input (scan)
â memory â RAM & permanent media, capacity & access
â processing â speed of processing, networks
3. Interacting with computers
to understand humanâcomputer interaction
⌠need to understand computers!
what goes in and out
devices, paper,
sensors, etc.
what can it do?
memory, processing,
networks
4. A âtypicalâ computer system
⢠screen, or monitor, on which there are windows
⢠keyboard
⢠mouse/trackpad
⢠variations
â desktop
â laptop
â PDA
the devices dictate the styles of interaction that the system
supports
If we use different devices, then the interface will support a
different style of interaction
window 1
window 2
12-37pm
?
5. How many âŚ
⢠computers in your house?
â hands up, âŚ
⌠none, 1, 2 , 3, more!!
⢠computers in your pockets?
are you thinking âŚ
⌠PC, laptop, PDA ??
6. How many computers âŚ
in your house?
â PC
â TV, VCR, DVD, HiFi,
cable/satellite TV
â microwave, cooker,
washing machine
â central heating
â security system
can you think of more?
in your pockets?
â PDA
â phone, camera
â smart card, card with
magnetic strip?
â electronic car key
â USB memory
try your pockets and
bags
7. Interactivity?
Long ago in a galaxy far away ⌠batch processing
â punched card stacks or large data files prepared
â long wait âŚ.
â line printer output
⌠and if it is not right âŚ
Now most computing is interactive
â rapid feedback
â the user in control (most of the time)
â doing rather than thinking âŚ
Is faster always better?
10. Keyboards
⢠Most common text input device
⢠Allows rapid entry of text by experienced
users
⢠Keypress closes connection, causing a
character code to be sent
⢠Usually connected by cable, but can be
wireless
11. layout â QWERTY
⢠Standardised layout
but âŚ
â non-alphanumeric keys are placed differently
â accented symbols needed for different scripts
â minor differences between UK and USA keyboards
⢠QWERTY arrangement not optimal for typing
â layout to prevent typewriters jamming!
⢠Alternative designs allow faster typing but large social
base of QWERTY typists produces reluctance to change.
12. QWERTY (ctd)
2 3 4 5 6 7 8 9 0
Q W E R T Y U I
1
O P
S D F H J L
A G K
Z X C V B N M , .
SPACE
13. alternative keyboard layouts
Alphabetic
â keys arranged in alphabetic order
â not faster for trained typists
â not faster for beginners either!
Dvorak
â common letters under dominant fingers
â biased towards right hand
â common combinations of letters alternate between hands
â 10-15% improvement in speed and reduction in fatigue
â But - large social base of QWERTY typists produce market
pressures not to change
14. special keyboards
⢠designs to reduce fatigue for RSI
⢠for one handed use
e.g. the Maltron left-handed keyboard
15. Chord keyboards
only a few keys - four or 5
letters typed as combination of keypresses
compact size
â ideal for portable applications
short learning time
â keypresses reflect letter shape
fast
â once you have trained
BUT - social resistance, plus fatigue after extended use
NEW â niche market for some wearables
16. phone pad and T9 entry
⢠use numeric keys with
multiple presses
2 â a b c 6 - m n o
3 - d e f 7 - p q r s
4 - g h i 8 - t u v
5 - j k l 9 - w x y z
hello = 4433555[pause]555666
surprisingly fast!
⢠T9 predictive entry
â type as if single key for each letter
â use dictionary to âguessâ the right word
â hello = 43556 âŚ
â but 26 -> menu âamâ or âanâ
17. Handwriting recognition
⢠Text can be input into the computer, using a
pen and a digesting tablet
â natural interaction
⢠Technical problems:
â capturing all useful information - stroke path,
pressure, etc. in a natural manner
â segmenting joined up writing into individual letters
â interpreting individual letters
â coping with different styles of handwriting
⢠Used in PDAs, and tablet computers âŚ
⌠leave the keyboard on the desk!
18. Speech recognition
⢠Improving rapidly
⢠Most successful when:
â single user â initial training and learns peculiarities
â limited vocabulary systems
⢠Problems with
â external noise interfering
â imprecision of pronunciation
â large vocabularies
â different speakers
19. Numeric keypads
⢠for entering numbers quickly:
â calculator, PC keyboard
⢠for telephones
not the same!!
ATM like phone
4 5 6
7 8 9
* 0 #
1 2 3
4 5 6
1 2 3
0 . =
7 8 9
telephone calculator
20. positioning, pointing and drawing
mouse, touchpad
trackballs, joysticks etc.
touch screens, tablets
eyegaze, cursors
21. the Mouse
⢠Handheld pointing device
â very common
â easy to use
⢠Two characteristics
â planar movement
â buttons
(usually from 1 to 3 buttons on top, used for
making a selection, indicating an option, or to
initiate drawing etc.)
22. the mouse (ctd)
Mouse located on desktop
â requires physical space
â no arm fatigue
Relative movement only is detectable.
Movement of mouse moves screen cursor
Screen cursor oriented in (x, y) plane,
mouse movement in (x, z) plane âŚ
⌠an indirect manipulation device.
â device itself doesnât obscure screen, is accurate and fast.
â hand-eye coordination problems for novice users
23. How does it work?
Two methods for detecting motion
⢠Mechanical
â Ball on underside of mouse turns as mouse is moved
â Rotates orthogonal potentiometers
â Can be used on almost any flat surface
⢠Optical
â light emitting diode on underside of mouse
â may use special grid-like pad or just on desk
â less susceptible to dust and dirt
â detects fluctuating alterations in reflected light intensity to
calculate relative motion in (x, z) plane
24. Even by foot âŚ
⢠some experiments with the footmouse
â controlling mouse movement with feet âŚ
â not very common :-)
⢠but foot controls are common elsewhere:
â car pedals
â sewing machine speed control
â organ and piano pedals
25. Touchpad
⢠small touch sensitive tablets
⢠âstrokeâ to move mouse pointer
⢠used mainly in laptop computers
⢠good âaccelerationâ settings important
â fast stroke
⢠lots of pixels per inch moved
⢠initial movement to the target
â slow stroke
⢠less pixels per inch
⢠for accurate positioning
26. Trackball and thumbwheels
Trackball
â ball is rotated inside static housing
⢠like an upsdie down mouse!
â relative motion moves cursor
â indirect device, fairly accurate
â separate buttons for picking
â very fast for gaming
â used in some portable and notebook computers.
Thumbwheels âŚ
â for accurate CAD â two dials for X-Y cursor position
â for fast scrolling â single dial on mouse
27. Joystick and keyboard nipple
Joystick
â indirect
pressure of stick = velocity of movement
â buttons for selection
on top or on front like a trigger
â often used for computer games
aircraft controls and 3D navigation
Keyboard nipple
â for laptop computers
â miniature joystick in the middle of the keyboard
28. Touch-sensitive screen
⢠Detect the presence of finger or stylus on the screen.
â works by interrupting matrix of light beams, capacitance changes
or ultrasonic reflections
â direct pointing device
⢠Advantages:
â fast, and requires no specialised pointer
â good for menu selection
â suitable for use in hostile environment: clean and safe from
damage.
⢠Disadvantages:
â finger can mark screen
â imprecise (finger is a fairly blunt instrument!)
⢠difficult to select small regions or perform accurate drawing
â lifting arm can be tiring
29. Stylus and light pen
Stylus
â small pen-like pointer to draw directly on screen
â may use touch sensitive surface or magnetic detection
â used in PDA, tablets PCs and drawing tables
Light Pen
â now rarely used
â uses light from screen to detect location
BOTH âŚ
â very direct and obvious to use
â but can obscure screen
30. Digitizing tablet
⢠Mouse like-device with cross hairs
⢠used on special surface
- rather like stylus
⢠very accurate
- used for digitizing maps
31. Eyegaze
⢠control interface by eye gaze direction
â e.g. look at a menu item to select it
⢠uses laser beam reflected off retina
â ⌠a very low power laser!
⢠mainly used for evaluation (ch x)
⢠potential for hands-free control
⢠high accuracy requires headset
⢠cheaper and lower accuracy devices available
sit under the screen like a small webcam
32. Cursor keys
⢠Four keys (up, down, left, right) on keyboard.
⢠Very, very cheap, but slow.
⢠Useful for not much more than basic motion for text-
editing tasks.
⢠No standardised layout, but inverted âTâ, most common
33. Discrete positioning controls
⢠in phones, TV controls etc.
â cursor pads or mini-joysticks
â discrete left-right, up-down
â mainly for menu selection
36. resolution and colour depth
⢠Resolution ⌠used (inconsistently) for
â number of pixels on screen (width x height)
⢠e.g. SVGA 1024 x 768, PDA perhaps 240x400
â density of pixels (in pixels or dots per inch - dpi)
⢠typically between 72 and 96 dpi
⢠Aspect ratio
â ration between width and height
â 4:3 for most screens, 16:9 for wide-screen TV
⢠Colour depth:
â how many different colours for each pixel?
â black/white or greys only
â 256 from a pallete
â 8 bits each for red/green/blue = millions of colours
37. anti-aliasing
Jaggies
â diagonal lines that have discontinuities in due to horizontal
raster scan process.
Anti-aliasing
â softens edges by using shades of line colour
â also used for text
38. Cathode ray tube
⢠Stream of electrons emitted from electron gun, focused
and directed by magnetic fields, hit phosphor-coated
screen which glows
⢠used in TVs and computer monitors
electron gun
focussing and
deflection
electron beam
phosphor-
coated screen
39. Health hazards of CRT !
⢠X-rays: largely absorbed by screen (but not at rear!)
⢠UV- and IR-radiation from phosphors: insignificant
levels
⢠Radio frequency emissions, plus ultrasound (~16kHz)
⢠Electrostatic field - leaks out through tube to user.
Intensity dependant on distance and humidity. Can
cause rashes.
⢠Electromagnetic fields (50Hz-0.5MHz). Create induction
currents in conductive materials, including the human
body. Two types of effects attributed to this: visual
system - high incidence of cataracts in VDU operators,
and concern over reproductive disorders (miscarriages
and birth defects).
40. Health hints âŚ
⢠do not sit too close to the screen
⢠do not use very small fonts
⢠do not look at the screen for long periods
without a break
⢠do not place the screen directly in front of a
bright window
⢠work in well-lit surroundings
ďŤ Take extra care if pregnant.
but also posture, ergonomics, stress
41. Liquid crystal displays
⢠Smaller, lighter, and ⌠no radiation problems.
⢠Found on PDAs, portables and notebooks,
⌠and increasingly on desktop and even for home TV
⢠also used in dedicted displays:
digital watches, mobile phones, HiFi controls
⢠How it works âŚ
â Top plate transparent and polarised, bottom plate reflecting.
â Light passes through top plate and crystal, and reflects back to
eye.
â Voltage applied to crystal changes polarisation and hence colour
â N.B. light reflected not emitted => less eye strain
42. special displays
Random Scan (Directed-beam refresh, vector display)
â draw the lines to be displayed directly
â no jaggies
â lines need to be constantly redrawn
â rarely used except in special instruments
Direct view storage tube (DVST)
â Similar to random scan but persistent => no flicker
â Can be incrementally updated but not selectively erased
â Used in analogue storage oscilloscopes
43. large displays
⢠used for meetings, lectures, etc.
⢠technology
plasma â usually wide screen
video walls â lots of small screens together
projected â RGB lights or LCD projector
â hand/body obscures screen
â may be solved by 2 projectors + clever software
back-projected
â frosted glass + projector behind
44. situated displays
⢠displays in âpublicâ places
â large or small
â very public or for small group
⢠display only
â for information relevant to location
⢠or interactive
â use stylus, touch sensitive screem
⢠in all cases ⌠the location matters
â meaning of information or interaction is related to
the location
45. ⢠small displays beside office doors
⢠handwritten notes left using stylus
⢠office owner reads notes using web interface
Hermes a situated display
small displays
beside
office doors
handwritten
notes left
using stylus
office owner
reads notes
using web interface
46. Digital paper
⢠what?
â thin flexible sheets
â updated electronically
â but retain display
⢠how?
â small spheres turned
â or channels with coloured liquid
and contrasting spheres
â rapidly developing area
appearance
cross
section
47. virtual reality and 3D interaction
positioning in 3D space
moving and grasping
seeing 3D (helmets and caves)
48. positioning in 3D space
⢠cockpit and virtual controls
â steering wheels, knobs and dials ⌠just like real!
⢠the 3D mouse
â six-degrees of movement: x, y, z + roll, pitch, yaw
⢠data glove
â fibre optics used to detect finger position
⢠VR helmets
â detect head motion and possibly eye gaze
⢠whole body tracking
â accelerometers strapped to limbs or reflective dots
and video processing
50. 3D displays
⢠desktop VR
â ordinary screen, mouse or keyboard control
â perspective and motion give 3D effect
⢠seeing in 3D
â use stereoscopic vision
â VR helmets
â screen plus shuttered specs, etc.
also see extra slides on 3D vision
51. VR headsets
⢠small TV screen for each eye
⢠slightly different angles
⢠3D effect
52. VR motion sickness
⢠time delay
â move head ⌠lag ⌠display moves
â conflict: head movement vs. eyes
⢠depth perception
â headset gives different stereo distance
â but all focused in same plane
â conflict: eye angle vs. focus
⢠conflicting cues => sickness
â helps motivate improvements in technology
53. simulators and VR caves
⢠scenes projected on walls
⢠realistic environment
⢠hydraulic rams!
⢠real controls
⢠other people
54. physical controls, sensors etc.
special displays and gauges
sound, touch, feel, smell
physical controls
environmental and bio-sensing
55. dedicated displays
⢠analogue representations:
â dials, gauges, lights, etc.
⢠digital displays:
â small LCD screens, LED lights, etc.
⢠head-up displays
â found in aircraft cockpits
â show most important controls
⌠depending on context
56. Sounds
⢠beeps, bongs, clonks, whistles and
whirrs
⢠used for error indications
⢠confirmation of actions e.g. keyclick
also see chapter 10
57. Touch, feel, smell
⢠touch and feeling important
â in games ⌠vibration, force feedback
â in simulation ⌠feel of surgical instruments
â called haptic devices
⢠texture, smell, taste
â current technology very limited
58. BMW iDrive
⢠for controlling menus
⢠feel small âbumpsâ for each item
⢠makes it easier to select options by feel
⢠uses haptic technology from Immersion Corp.
59. physical controls
⢠specialist controls needed âŚ
â industrial controls, consumer products, etc.
large buttons
clear dials
tiny buttons
multi-function
control
easy-clean
smooth buttons
60. Environment and bio-sensing
⢠sensors all around us
â car courtesy light â small switch on door
â ultrasound detectors â security, washbasins
â RFID security tags in shops
â temperature, weight, location
⢠⌠and even our own bodies âŚ
â iris scanners, body temperature, heart rate,
galvanic skin response, blink rate
62. Printing
⢠image made from small dots
â allows any character set or graphic to be
printed,
⢠critical features:
â resolution
⢠size and spacing of the dots
⢠measured in dots per inch (dpi)
â speed
⢠usually measured in pages per minute
â cost!!
63. Types of dot-based printers
⢠dot-matrix printers
â use inked ribbon (like a typewriter
â line of pins that can strike the ribbon, dotting the paper.
â typical resolution 80-120 dpi
⢠ink-jet and bubble-jet printers
â tiny blobs of ink sent from print head to paper
â typically 300 dpi or better .
⢠laser printer
â like photocopier: dots of electrostatic charge deposited on
drum, which picks up toner (black powder form of ink)
rolled onto paper which is then fixed with heat
â typically 600 dpi or better.
64. Printing in the workplace
⢠shop tills
â dot matrix
â same print head used for several paper rolls
â may also print cheques
⢠thermal printers
â special heat-sensitive paper
â paper heated by pins makes a dot
â poor quality, but simple & low maintenance
â used in some fax machines
65. Fonts
⢠Font â the particular style of text
Courier font
Helvetica font
Palatino font
Times Roman font
ď §´ďľďşďżď ďďżďž (special symbol)
⢠Size of a font measured in points (1 pt about 1/72â)
(vaguely) related to its height
This is ten point Helvetica
This is twelve point
This is fourteen point
This is eighteen point
and this is twenty-four point
66. Fonts (ctd)
Pitch
â fixed-pitch â every character has the same width
e.g. Courier
â variable-pitched â some characters wider
e.g. Times Roman â compare the âiâ and the âmâ
Serif or Sans-serif
â sans-serif â square-ended strokes
e.g. Helvetica
â serif â with splayed ends (such as)
e.g. Times Roman or Palatino
67. Readability of text
⢠lowercase
â easy to read shape of words
⢠UPPERCASE
â better for individual letters and non-words
e.g. flight numbers: BA793 vs. ba793
⢠serif fonts
â helps your eye on long lines of printed text
â but sans serif often better on screen
68. Page Description Languages
⢠Pages very complex
â different fonts, bitmaps, lines, digitised photos, etc.
⢠Can convert it all into a bitmap and send to the printer
⌠but often huge !
⢠Alternatively Use a page description language
â sends a description of the page can be sent,
â instructions for curves, lines, text in different styles, etc.
â like a programming language for printing!
⢠PostScript is the most common
69. Screen and page
⢠WYSIWYG
â what you see is what you get
â aim of word processing, etc.
⢠but âŚ
â screen: 72 dpi, landscape image
â print: 600+ dpi, portrait
⢠can try to make them similar
but never quite the same
⢠so ⌠need different designs, graphics etc, for
screen and print
70. Scanners
⢠Take paper and convert it into a bitmap
⢠Two sorts of scanner
â flat-bed: paper placed on a glass plate, whole page
converted into bitmap
â hand-held: scanner passed over paper, digitising strip
typically 3-4â wide
⢠Shines light at paper and note intensity of reflection
â colour or greyscale
⢠Typical resolutions from 600â2400 dpi
71. Scanners (ctd)
Used in
â desktop publishing for incorporating
photographs and other images
â document storage and retrieval systems,
doing away with paper storage
+ special scanners for slides and
photographic negatives
72. Optical character recognition
⢠OCR converts bitmap back into text
⢠different fonts
â create problems for simple âtemplate
matchingâ algorithms
â more complex systems segment text,
decompose it into lines and arcs, and
decipher characters that way
⢠page format
â columns, pictures, headers and footers
73. Paper-based interaction
⢠paper usually regarded as output only
⢠can be input too â OCR, scanning, etc.
⢠Xerox PaperWorks
â glyphs â small patterns of ///
⢠used to identify forms etc.
⢠used with scanner and fax to control applications
⢠more recently
â papers micro printed - like wattermarks
⢠identify which sheet and where you are
â special âpenâ can read locations
⢠know where they are writing
75. Short-term Memory - RAM
⢠Random access memory (RAM)
â on silicon chips
â 100 nano-second access time
â usually volatile (lose information if power turned off)
â data transferred at around 100 Mbytes/sec
⢠Some non-volatile RAM used to store basic
set-up information
⢠Typical desktop computers:
64 to 256 Mbytes RAM
76. Long-term Memory - disks
⢠magnetic disks
â floppy disks store around 1.4 Mbytes
â hard disks typically 40 Gbytes to 100s of Gbytes
access time ~10ms, transfer rate 100kbytes/s
⢠optical disks
â use lasers to read and sometimes write
â more robust that magnetic media
â CD-ROM
- same technology as home audio, ~ 600 Gbytes
â DVD - for AV applications, or very large files
77. Blurring boundaries
⢠PDAs
â often use RAM for their main memory
⢠Flash-Memory
â used in PDAs, cameras etc.
â silicon based but persistent
â plug-in USB devices for data transfer
78. speed and capacity
⢠what do the numbers mean?
⢠some sizes (all uncompressed) âŚ
â this book, text only ~ 320,000 words, 2Mb
â the Bible ~ 4.5 Mbytes
â scanned page ~ 128 Mbytes
⢠(11x8 inches, 1200 dpi, 8bit greyscale)
â digital photo ~ 10 Mbytes
⢠(2â4 mega pixels, 24 bit colour)
â video ~ 10 Mbytes per second
⢠(512x512, 12 bit colour, 25 frames per sec)
79. virtual memory
⢠Problem:
â running lots of programs + each program large
â not enough RAM
⢠Solution - Virtual memory :
â store some programs temporarily on disk
â makes RAM appear bigger
⢠But ⌠swopping
â program on disk needs to run again
â copied from disk to RAM
â s l o w s t h i n g s d o w n
80. Compression
⢠reduce amount of storage required
⢠lossless
â recover exact text or image â e.g. GIF, ZIP
â look for commonalities:
⢠text: AAAAAAAAAABBBBBCCCCCCCC 10A5B8C
⢠video: compare successive frames and store change
⢠lossy
â recover something like original â e.g. JPEG, MP3
â exploit perception
⢠JPEG: lose rapid changes and some colour
⢠MP3: reduce accuracy of drowned out notes
81. Storage formats - text
⢠ASCII - 7-bit binary code for to each letter and
character
⢠UTF-8 - 8-bit encoding of 16 bit character set
⢠RTF (rich text format)
- text plus formatting and layout information
⢠SGML (standardized generalised markup language)
- documents regarded as structured objects
⢠XML (extended markup language)
- simpler version of SGML for web applications
82. Storage formats - media
⢠Images:
â many storage formats :
(PostScript, GIFF, JPEG, TIFF, PICT, etc.)
â plus different compression techniques
(to reduce their storage requirements)
⢠Audio/Video
â again lots of formats :
(QuickTime, MPEG, WAV, etc.)
â compression even more important
â also âstreamingâ formats for network delivery
83. methods of access
⢠large information store
â long time to search => use index
â what you index -> what you can access
⢠simple index needs exact match
⢠forgiving systems:
â Xerox âdo what I meanâ (DWIM)
â SOUNDEX â McCloud ~ MacCleod
⢠access without structure âŚ
â free text indexing (all the words in a document)
â needs lots of space!!
85. Finite processing speed
⢠Designers tend to assume fast processors, and make
interfaces more and more complicated
⢠But problems occur, because processing cannot keep up
with all the tasks it needs to do
â cursor overshooting because system has buffered
keypresses
â icon wars - user clicks on icon, nothing happens, clicks on
another, then system responds and windows fly
everywhere
⢠Also problems if system is too fast - e.g. help screens
may scroll through text much too rapidly to be read
86. Mooreâs law
⢠computers get faster and faster!
⢠1965 âŚ
â Gordon Moore, co-founder of Intel, noticed a pattern
â processor speed doubles every 18 months
â PC ⌠1987: 1.5 Mhz, 2002: 1.5 GHz
⢠similar pattern for memory
â but doubles every 12 months!!
â hard disk ⌠1991: 20Mbyte : 2002: 30 Gbyte
⢠baby born today
â record all sound and vision
â by 70 all lifeâs memories stored in a grain of dust!
/e3/online/moores-law/
87. the myth of the infinitely
fast machine
⢠implicit assumption ⌠no delays
an infinitely fast machine
⢠what is good design for real machines?
⢠good example ⌠the telephone :
â type keys too fast
â hear tones as numbers sent down the line
â actually an accident of implementation
â emulate in deisgn
88. Limitations on interactive
performance
Computation bound
â Computation takes ages, causing frustration for the user
Storage channel bound
â Bottleneck in transference of data from disk to memory
Graphics bound
â Common bottleneck: updating displays requires a lot of
effort - sometimes helped by adding a graphics co-
processor optimised to take on the burden
Network capacity
â Many computers networked - shared resources and files,
access to printers etc. - but interactive performance can be
reduced by slow network speed
89. Networked computing
Networks allow access to âŚ
â large memory and processing
â other people (groupware, email)
â shared resources â esp. the web
Issues
â network delays â slow feedback
â conflicts - many people update data
â unpredictability
90. The internet
⢠history âŚ
â 1969: DARPANET US DoD, 4 sites
â 1971: 23; 1984: 1000; 1989: 10000
⢠common language (protocols):
â TCP â Transmission Control protocol
⢠lower level, packets (like letters) between machines
â IP â Internet Protocol
⢠reliable channel (like phone call) between programs on
machines
â email, HTTP, all build on top of these