Input
Devices
Computer:
A computer is a machine designed for manipulating data
according to a list of instructions known as a program.
A Lego RCX Computer which contains a Hitachi H8 microcontroller
with 32K of RAM
Computers are extremely versatile. In fact, they are universal
information-processing machines. According to the Church–Turing
thesis, a computer with a certain minimum threshold capability
is in principle capable of performing the tasks of any
other computer, from those of a personal digital assistant
to a supercomputer, as long as time and memory capacity
are not considerations. Therefore, the same computer designs
may be adapted for tasks ranging from processing company
payrolls to controlling unmanned spaceflights. Due to
technological advancement, modern electronic computers
are exponentially more capable than those of preceding
generations (a phenomenon partially described by Moore's
Law).
Computers take numerous physical forms. Early electronic
computers were the size of a large room, and such enormous
computing facilities still exist for specialized scientific
computation — supercomputers — and for the
transaction processing requirements of large companies,
generally called mainframes. Smaller computers for individual
use, called personal computers, and their portable equivalent,
the laptop computer, are ubiquitous information-processing
and communication tools and are perhaps what most non-experts
think of as "a computer". However, the most
common form of computer in use today is the embedded computer,
small computers used to control another device. Embedded
computers control machines from fighter aircraft to digital
cameras.
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"Term 'COMPUTER' referred
to a person who performed numerical calculations, often
with the aid of a mechanical calculating device" |
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History of computing:
Originally, the term "computer" referred to a person
who performed numerical calculations, often with the aid of
a mechanical calculating device. Examples of these early calculating
devices, the first ancestors of the computer, included the
abacus and the Antikythera mechanism, an ancient Greek device
for calculating the movements of planets, dating from about
87 BC.[1] The end of the Middle Ages saw a reinvigoration
of European mathematics and engineering, and Wilhelm Schickard's
1623 device was the first of a number of European engineers
to construct a mechanical calculator.[2] The abacus has been
noted as being an early computer, as it was like a calculator
in the past. In 1801, Joseph Marie Jacquard made an improvement
to existing loom designs that used a series of punched paper
cards as a program to weave intricate patterns. The resulting
Jacquard loom is not considered a true computer but it was
an important step in the development of modern digital computers.
Charles Babbage was the first to conceptualize and design
a fully programmable computer as early as 1820, but due to
a combination of the limits of the technology of the time,
limited finance, and an inability to resist tinkering with
his design, the device was never actually constructed in his
lifetime. A number of technologies that would later prove
useful in computing, such as the punch card and the vacuum
tube had appeared by the end of the 19th century, and large-scale
automated data processing using punch cards was performed
by tabulating machines designed by Hermann Hollerith.
During the first half of the 20th century, many scientific
computing needs were met by increasingly sophisticated, special-purpose
analog computers, which used a direct mechanical or electrical
model of the problem as a basis for computation. These became
increasingly rare after the development of the programmable
digital computer.
A succession of steadily more powerful and flexible computing
devices were constructed in the 1930s and 1940s, gradually
adding the key features of modern computers, such as the use
of digital electronics (largely invented by Claude Shannon
in 1937)[3] and more flexible programmability. Defining one
point along this road as "the first digital electronic
computer" is exceedingly difficult. Notable achievements
include the Atanasoff-Berry Computer (1937), a special-purpose
machine that used valve-driven (vacuum tube) computation,
binary numbers, and regenerative memory; the secret British
Colossus computer (1944), which had limited programmability
but demonstrated that a device using thousands of valves could
be made reliable and reprogrammed electronically; the Harvard
Mark I, a large-scale electromechanical computer with limited
programmability (1944); the decimal-based American ENIAC (1946)
— which was the first general purpose electronic computer,
but originally had an inflexible architecture that meant reprogramming
it essentially required it to be rewired; and Konrad Zuse's
Z machines, with the electromechanical Z3 (1941) being the
first working machine featuring automatic binary arithmetic
and feasible programmability.
The team who developed ENIAC, recognizing its flaws, came
up with a far more flexible and elegant design, which has
become known as the Von Neumann architecture (or "stored
program architecture"). This stored program architecture
became the basis for virtually all modern computers. A number
of projects to develop computers based on the stored program
architecture commenced in the mid to late-1940s; the first
of these were completed in Britain. The first to be up and
running was the Small-Scale Experimental Machine, but the
EDSAC was perhaps the first practical version that was developed.
The Apple II, an early personal computer
Valve (tube) driven computer designs were in use throughout
the 1950s, but were eventually replaced with transistor-based
computers, which were smaller, faster, cheaper, and much more
reliable, thus allowing them to be commercially produced,
in the 1960s. By the 1970s, the adoption of integrated circuit
technology had enabled computers to be produced at a low enough
cost to allow individuals to own a personal computer of the
type familiar today.
Input Devices
1. Webcam:

A web camera (or webcam) is a real-time camera
whose images can be accessed using the World Wide Web, instant
messaging, or a PC video calling application.
Web-accessible cameras typically involve a digital camera
which uploads images to a web server, either continuously
or at regular intervals. This may be achieved by a camera
attached to a PC, or by dedicated hardware. Videoconferencing
cameras typically take the form of a small camera connected
directly to a PC.
History:
Started in 1991, the first webcam was pointed at the Trojan
room coffee pot in the computer science department of Cambridge
University. This webcam is now defunct, as it was finally
switched off on 22 August 2001. The final image captured by
the camera can still be viewed at the webcam's homepage [1].
As with many new technologies, webcams and webcam chat found
early commercial adoption and aggressive technology advancement
through use by the pornography industry. The adult industry
required 'live' images and requested a Dutch developer to
write a piece of software that could do this without using
so called 'plugins'. This led to the birth of the 'live streaming
webcam', which is still available in various forms today.
Videoconferencing:
As webcam capabilities have been added to instant messaging
text chat services such as Yahoo Messenger, AOL Instant Messenger
(AIM), MSN Messenger and Skype, one-to-one live video communication
over the internet has now reached millions of mainstream PC
users worldwide. Increased video quality has helped webcams
encroach on traditional video conferencing systems. New features
such as lighting, real-time enhancements (retouching, wrinkle
smoothing and vertical stretch) can make users more comfortable,
further increasing popularity.
Many companies have tried to jump on the 'live video' bandwagon,
most notably 'vdolive' (an Israeli company), Spotlife (a Logitech
daughter company) and many others; most of these have since
failed.
2.Digital paper:
Digital paper is patterned paper used in conjunction with
a digital pen to create handwritten digital documents. The
proprietary printed dot pattern uniquely identifies the position
coordinates on the paper. The digital pen uses this pattern
to store the handwriting and upload it to a computer.
The pattern
Digital paper uses a proprietary pattern, a kind of 2-D barcode,
the most common of which is the Anoto pattern. Each dot is
spaced about 0.3mm apart. The full Anoto pattern consists
of 669,845,157,115,773,458,169 dots. The full Anoto pattern
encompasses an area exceeding 4.6 million km^2. This corresponds
to 73 trillion letter-size papers.
The paper
The paper pattern space is divided into various domains. These
domains can pre-define paper types or may be used to indicate
paper purpose such as memo formatting, personal planners,
notebook paper, Post-it notes or forms of any sort.
Printing
The Anoto pattern can be printed onto almost any paper with
a printing process of 600 dpi resolution or better. The paper
may be any shape or size greater than 2x2 mm. Standard printing
techniques with standard carbon-based printing ink is used.
The carbon-based ink will absorbe the pen's infrared light
that makes the pattern visible to the Digital Pen. Other colors
of ink, including noncarbon-based black, can be used to print
information visible to the user, but not visible to the digital
pen.
Digital paper should not be confused with electronic paper.
3. D-Pad:
A D-pad (short for directional pad) is a plus
sign–shaped control found on nearly all modern video
game console gamepads and game controllers, with one button
on each point. Like early video game joysticks, the vast majority
of D-pads are digital; in other words, only the directions
provided on the D-pad buttons can be used, with no intermediate
values. However, combinations of two directions (up and left,
for example) do provide diagonals. The D-pad first came to
prominence on the controller for the Famicom.
Although digital D-pads offer less nuance and flexibility
than analog sticks, they can easily be manipulated (requiring
little movement of the thumb) with very high accuracy. In
recent years, D-pads have been developed which can measure
different levels of pressure, giving a degree of analog control.
History
A precursor to the standard D-pad was used by the Intellivision
console, which was released by Mattel Electronics in 1980.
The Intellivision's unique controller featured the first alternative
to a joystick on a home console, a circular pad that allowed
for 16 directions of movement by pressing it with the thumb.
A precursor to the D-pad also appeared on Entex's short lived
"Select A Game" cartridge based handheld system;
it featured non-connected raised left, right, up and down
buttons aligned to the left of a row of action buttons.
The first "connected" (pad) style D-pad appeared
appropriately enough in 1981 on a handheld game system- "Cosmic
Hunter" on Milton Bradley's Microvision. The pad was
operated the same way today's dpads do, using the thumb to
manipulate the onscreen "hero" character in any
of four directions.
In 1982, Nintendo's Gunpei Yokoi updated this idea, shrinking
it and altering the points into the familiar modern "cross"
design for their Donkey Kong handheld game. The design proved
to be popular for subsequent Game & Watch titles, although
the previously introduced non-connected D-pad style was still
utilized on various later Game & Watch titles, including
the Super Mario Brothers handheld game. This particular design
was patented.
Initially intended to be a compact controller for the Game
& Watch handheld games alongside the prior nonconnected
style pad, Nintendo realized that Gunpei's updated design
would also be appropriate for regular consoles, and Nintendo
made the D-pad the standard directional control for the hugely
successful Famicom/Nintendo Entertainment System. All major
video game consoles since have had a D-pad on their controllers.
Arcade games, however, have largely continued using joysticks.
A recent trend in modern consoles, beginning with the Nintendo
64, has been to provide both a D-pad and a compact thumb-operated
analog stick; depending on the game, one type of control may
be more appropriate than the other.
4. 3D scanner
A 3D scanner is a device that analyzes a real-world object
or environment to collect data on its shape and possibly color.
The collected data can then be used to construct digital,
three dimensional models that are used in a wide variety of
applications. These devices are used extensively by industry
in the production of such things as movies and video games.
Other applications include industrial design and prototyping,
computer vision and documentation of cultural artifacts.
Functionality
The purpose of a 3D scanner is usually to create a point cloud
of geometric samples on the surface of the subject. These
points can then be used to extrapolate the shape of the subject
(a process called reconstruction). If color information is
collected at each point, then the colors on the surface of
the subject can also be determined.
3D scanners are very analogous to cameras. Like cameras, they
have a cone-like field of view, and like cameras, they can
only collect information about surfaces that are not obscured.
While a camera collects color information about surfaces within
its field of view, 3D scanners collect distance information
about surfaces within its field of view. The “picture”
produced by a 3D scanner describes the distance to a surface
at each point in the picture. If a spherical coordinate system
is defined in which the scanner is the origin and the vector
out from the front of the scanner is f=0 and ?=0, then each
point in the picture is associated with a f and ?. Together
with distance, which corresponds to the r component, these
spherical coordinates fully describe the three dimensional
position of each point in the picture, in a local coordinate
system relative to the scanner.
For most situations, a single scan will not produce a complete
model of the subject. Multiple scans, even hundereds, from
many different directions are usually required to obtain information
about all sides of the subject. These scans have to be brought
in a common reference system, a process that is usually called
aligment or registration, and then merged to create a complete
model. This whole process, going from the single range map
to the whole model, is usually known as the 3d scanning pipeline[1].
The pistol-shaped gun has two expansion slots that are compatible
with the VMU and the vibration pack. This allows the player(s)
to save their games and get a more authentic arcade-like experience.
The gun has been acclaimed by users as being extremely accurate.
5. Light pen
A light pen is a computer input device in the form of a light-sensitive
wand used in conjunction with the computer's CRT monitor.
It allows the user to point to displayed objects, or draw
on the screen, in a similar way to a touch screen but with
greater positional accuracy. A light pen can work with any
CRT-based monitor, but not with LCD screens, projectors or
other display devices.
A light pen is fairly simple to implement. The light pen works
by sensing the sudden small change in brightness of a point
on the screen when the electron gun refreshes that spot. By
noting exactly where the scanning has reached at that moment
resolves the X,Y position of the pen. This is usually achieved
by making the light pen cause an interrupt, at which point
the scan position can be read off from a special register,
or computed from a counter or timer. The pen position is updated
on every refresh of the screen.
The light pen became moderately popular during the early 1980s.
It was notable for its use in the Fairlight CMI, and the BBC
Micro. However, due to the fact that the user was required
to hold his or her arm in front of the screen for long periods
of time, the light pen fell out of use as a general purpose
input device.
The first light pen was used around 1957 on the Lincoln TX-0
computer at the MIT Lincoln Laboratory. Contestants on the
game show Jeopardy! use a light pen to write down their wagers
and answers for the Final Jeopardy! round. Light pens are
used country-wide in Belgium for voting.
6. Light Gun

The NES Zapper, Nintendo´s light gun
and regarded as the quintessential device of this nature.
Shown is the grey version, which would later be replaced by
an orange edition due to striking similarities with real arms.
A light gun is a pointing device for computers and a control
device for arcade and video games. The first light guns appeared
in the 1930s, following the development of light-sensing vacuum
tubes. It wasn't long before the technology began appearing
in arcade shooting games, beginning with the Seeburg Ray-O-Lite
in 1936. These early light gun games used small targets (usually
moving) onto which a light-sensing tube was mounted; the player
used a gun (usually a rifle) that emitted a beam of light
when the trigger was pulled. If the beam struck the target,
a "hit" was scored. Modern screen-based light guns
work on the opposite principle -- the sensor is built into
the gun itself, and the on-screen target(s) emit light rather
than the gun. The first light gun of this type was used on
the MIT Whirlwind computer.
The light gun, and its descendant, the light pen, are now
rarely used as computer pointing devices, because of the popularity
of the mouse and changes in monitor display technology --
light guns can only work with standard CRT monitors.
7. Touchpad
A touchpad is an input device commonly used in laptop computers.
They are used to move the cursor, using motions of the user's
finger. They are a substitute for a computer mouse. Touchpads
vary in size but are rarely made larger than 50 cm² (8
in²). They can also be found in PDA's.
Touchpads commonly operate by sensing the capacitance of a
finger, or the capacitance between sensors. Capacitive sensors
are laid out along the horizontal and vertical axis of the
touchpad. The location of the finger is determined from the
pattern of capacitance from these sensors. This is why they
will not sense the tip of a pencil or even a finger in a glove.
Moist and/or sweaty fingers can be problematic for those touchpads
that rely on measuring the capacitance between the sensors.
Touchpads are relative motion devices. That is, there is no
isomorphism from the screen to the touchpad. Instead, relative
motion of the user's fingers causes relative motion of the
cursor. The buttons below or above the pad serve as standard
mouse buttons. Depending on the model of touchpad and drivers
behind it, you may also click by tapping your finger on the
touchpad, and drag with a tap following by a continuous pointing
motion.
8.Trackball
A trackball is a pointing device consisting of a
ball housed in a socket containing sensors to detect rotation
of the ball about two axes—like an upside-down mouse,
but with the ball sticking out more. The user rolls the ball
with their thumb, fingers, or the palm of their hand to move
a cursor. Tracker balls are common on CAD workstations for
ease of use and, before the advent of the touchpad, on portable
computers, where there may be no desk space on which to use
a mouse. Some clip onto the side of the keyboard and have
integral buttons which have the same function as mouse buttons.
Trackballs are sometimes seen on computerised special-purpose
workstations, such as the radar consoles in an air-traffic
control room or sonar equipment on a ship or submarine. Modern
installations of such equipment may use mice instead, since
most people now already know how to use one. However, military
mobile anti-aircraft radars and submarine sonars tend to continue
using trackballs, since they can be made much more durable
and are better fit for fast emergency use.
2. Output Devices:
1. Focus-plus-context screen:

The original focus-plus-context screen prototype
consisted of an 18" LCD screen embedded in a 5' front-projected
screen. The callout shows the different resolutions of focus
and context area.
A focus-plus-context screen is a specialized type of display
device that consists of one or more high-resolution "focus"
displays embedded into a larger low-resolution "context"
display. Image content is displayed across all display regions,
such that the scaling of the image is preserved, while its
resolution varies across the display regions.
The original focus-plus-context screen prototype consisted
of an 18"/45cm LCD screen embedded in a 5'/150cm front-projected
screen. Alternative designs have been proposed that achieve
the mixed-resolution effect by combining two or more projectors
with different focal lengths Escritoire.
While the high-reolution area of the original prototype was
located at a fixed location, follow-up projects have obtained
a movable focus area by using a Tablet.
2. Computer printer
A computer printer, or more commonly just a printer, is a
device that produces hard copy (permanent human-readable text
and/or graphics of documents stored in electronic form, usually
on physical print media such as paper or transparencies).
Many printers are primarily used as computer peripherals,
and are permanently attached to a computer which serves as
a document source. Other printers, commonly known as network
printer, have built-in network interfaces (typically wireless
or Ethernet), and can serve as a hardcopy device for any user
on the network. In addition, many modern printers can directly
interface to electronic media such as memory sticks or memory
cards, or to image capture devices such as digital cameras,
scanners; some printers are combined with a scanners and/or
fax machines in a single unit. A printer which is combined
with a scanner can essentially function as a photocopier.
Printers are designed for low-volume, short-turnaround print
jobs; requiring virtually no setup time to achieve a hard
copy of a given document. However, printers are generally
slow devices (10 pages per minute is considered fast; and
many consumer printers are far slower than that), and the
cost-per-page is relatively high, In contrast, the printing
press (which serves much the same function), is designed and
optimized for high-volume print jobs such as newspaper print
runs--printing presses are capable of hundreds of pages per
minute or more, and have an incremental cost-per-page which
is a fraction of that of printers. The printing press remains
the machine of choice for high-volume, professional publishing.
However, as printers have improved in quality and performance,
many jobs which used to be done by professional print shops
are now done by users on local printers; see desktop publishing.
3. RepRap
The RepRap Project is an active undertaking that seeks to
create self replicating robots. It is attempting to prove
the following hypothesis:
Rapid prototyping and direct writing technologies are sufficiently
versatile to allow them to be used to make a von Neumann Universal
Constructor.
A Universal Constructor, or Clanking replicator, is a machine
which uses self-replication to create new generations of itself.
It is speculated that the RepRap will eventually demonstrate
evolution in this process as well as being able to increase
in number exponentially.
As RepRap is a self-replicating rapid prototyping machine,
from a practical point of view this means it will be possible
to cheaply distribute new rapid prototypers to people and
communities giving them the capability to easily create products
and artifacts for themselves (or download designs from the
internet) without the need for large and expensive industrial
infrastructure. RepRap has the potential to be a disruptive
technology.
4. Monitor
A computer display, monitor or screen is a computer peripheral
device capable of showing characters and/or still or moving
images generated by a computer and processed by a graphics
card. Monitors generally conform to one or more display standards.
Sometimes the name "display" suits better than the
word "monitor", as the latter term can also ambiguously
refer to a "machine-level debugger" or to a "thread
synchronization mechanism". Some people also refer to
computer displays as "heads", especially when talking
about multiple displays connected to a single physical computer.
Once an essential component of a computer terminal, computer
displays have long since become standardized peripherals in
their own right.
5. Video projector
A video projector takes a video signal and projects the corresponding
image on a projection screen using a lens system. All video
projectors use a very bright light to project the image, and
most modern ones can correct any curves, blurriness, and other
inconsistencies through manual settings. Video projectors
are widely used for conference room presentations, classroom
training, and home theatre applications.
Video projectors may also be built into cabinets which use
a rear projection screen to form a single unified display
device, now popular for "home theater" applications.
Common display resolutions for a portable projector include
SVGA (800x600 pixels), XGA (1024x768 pixels), and 720p (1280x720
pixels).
The cost of a device is not only determined by its resolution,
but also by its brightness. While most modern projectors will
provide sufficient brightness at night or under controlled
lighting such as in a basement with no windows[38], a projector
with a higher lumens rating is required for a room with a
higher amount of ambient light. A rating of 1000 to 1500 ANSI
lumens or lower is suitable for smaller rooms with controlled
lighting or low ambient light.[38][39] Between 1500 to 3000
ANSI is suitable for medium sized rooms with some ambient
light or dimmed light. Over 3000 ANSI is appropriate for very
large screens in a large room with no lighting control (for
example, a conference room). Projected image size is also
important, as the total amount of light does not change, as
size increases, brightness decreases. An increase in a widescreen
image from 80 inches diagonal to 100 inches diagonal reduces
the image brightness by 35 percent.
6.Speakers
Speakers are the amazing devices that are used to play all
sorts of music and sounds from your computer! They take the
electric signals stored CDs and Sound is produced when an
object vibrates through the air. When the object vibrates,
it disturbs the air particles around it, which in turn disturb
the air particles around them, which in turn disturb the air
particles around them, etc. All of these air particles carry
the pulse of the vibrating object through the air. These moving
particles create different levels of pressure throughout the
atmosphere. Thus, a vibrating object sends a wave of pressure
fluctuations that eventually reach your ear, where your brain
converts it to a series of different sounds.
When you want to listen to certain music, your sound card
will retrieve it from your computer's hard disk, where it
is stored as electric signals. Your speakers will take these
signals and convert them to sound waves, which will travel
to your eardrums.
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