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    HCI & Computer Graphics
    COMP3145
    Progress0 / 73 topics
    Topics
    1. The Human: Input-output channels2. Human memory3. Thinking, Reasoning, Problem solving4. Emotions and Individual differences5. Psychology and design of interacting systems6. The Computer: Text entry devices7. Positioning, Pointing, and drawing devices8. Display devices9. Devices for virtual reality and 3D interaction10. Physical controls, Sensors and special devices11. Paper printing and scanning12. Memory, Processing and networks13. The Interaction: Models of interaction14. Frameworks and HCI15. Ergonomics16. Interaction styles17. Elements of the WIMP interfaces18. Interactivity and Context of interaction19. Usability Paradigm and Principles: Introduction20. Paradigms for interaction21. Interaction Design Basics: What is design22. Process of design and User focus23. Navigation design24. Screen design and layout25. Iteration and prototyping26. HCI in Software Process: Software life cycle27. Usability engineering28. Iterative design and prototyping29. Design rationale30. Design rules and Guidelines31. Golden rules and heuristics32. HCI patterns33. Evaluation techniques and methods34. Task analysis35. Universal design36. User support systems37. Computer Supported Cooperative Work38. Groupware systems39. Implementation of synchronous groupware40. Ubiquitous computing41. History of Computer Graphics42. Graphics architectures and software43. Imaging and vision: Pinhole camera, Human vision, Synthetic camera44. Modeling vs. rendering45. OpenGL Architecture46. Displaying simple two-dimensional geometric objects47. Positioning systems and windowed environment48. Color perception and models49. RGB, CMY, HLS color models50. Color transformations51. Color in OpenGL: RGB and indexed color52. Input: Network environment and client-server computing53. Input measures: event, sample and request input54. Using callbacks and picking55. Affine transformations: translation, rotation, scaling, shear56. Homogeneous coordinates and concatenation57. Current transformation and matrix stacks58. Three Dimensional Graphics: Classical viewing59. Specifying views in 3D60. Affine transformation in 3D61. Projective transformations62. Ray tracing63. Shading: Illumination and surface modeling64. Phong shading model65. Polygon shading66. Rasterization: Line drawing via Bresenham's algorithm67. Clipping and polygonal fill68. BitBlt operations69. Hidden surface removal (z buffer)70. Discrete Techniques: Buffers71. Reading and writing bitmaps and pixel maps72. Texture mapping73. Compositing
    COMP3145›Display devices
    HCI & Computer GraphicsTopic 8 of 73

    Display devices

    4 minread
    595words
    Beginnerlevel

    Display Devices

    Definition: Display devices are output hardware components that visually present information produced by a computer. They allow users to see text, images, graphics, animations, and video, making them essential for interaction with graphical user interfaces (GUIs).

    Displays differ in resolution, color quality, brightness, refresh rate, size, and technology.


    1. Types of Display Devices

    a. Cathode Ray Tube (CRT) Displays

    Definition: CRT displays use electron beams and phosphor-coated screens to produce images.

    Characteristics:

    • Older technology
    • Bulky and heavy
    • Low cost and good color accuracy
    • High refresh rates

    Use: Legacy systems, oscilloscopes; mostly replaced by flat-panel displays.


    b. Liquid Crystal Display (LCD)

    Definition: LCD displays use liquid crystal cells controlled by electric current to block or allow light from a backlight.

    Characteristics:

    • Thin and lightweight
    • Low power consumption
    • Wide use in laptops, monitors, tablets

    Subtypes:

    • TN (Twisted Nematic) – fast response, lower color accuracy
    • IPS (In-Plane Switching) – better color and viewing angles
    • VA (Vertical Alignment) – strong contrast

    c. LED Displays

    Definition: LED displays are LCD screens that use LEDs as backlights instead of older fluorescent technology.

    Characteristics:

    • Higher brightness and contrast
    • More energy-efficient
    • Better durability

    d. OLED (Organic Light Emitting Diode) Displays

    Definition: OLED displays use organic compounds that emit light when electricity is applied, meaning each pixel lights itself.

    Characteristics:

    • Excellent color accuracy
    • Deep true blacks
    • Wide viewing angles
    • Thin and flexible panels possible

    Used in smartphones, high-end TVs, VR headsets.


    e. AMOLED (Active Matrix OLED)

    A more advanced OLED technology used in mobile devices. Provides:

    • Faster response time
    • Better brightness control
    • High contrast ratios

    f. Plasma Displays

    Definition: Plasma displays use electrically charged ionized gas to produce images.

    Characteristics:

    • Good color reproduction and contrast
    • High power consumption
    • Mostly obsolete today

    g. Projection Displays

    1. Front Projectors

    Cast images onto a wall/screen using lamps or lasers.

    2. Rear Projectors

    Project image inside a specialized enclosure.

    Uses:

    • Classrooms
    • Meetings
    • Large screens

    h. Virtual Reality (VR) and Augmented Reality (AR) Displays

    Definition: Head-mounted displays (HMDs) that show immersive 3D content.

    Characteristics:

    • Stereoscopic view
    • Motion tracking
    • High refresh rates

    Used for gaming, training, simulations.


    i. E-Ink Displays

    Definition: Electronic ink displays mimic paper by reflecting ambient light.

    Characteristics:

    • Very low power usage
    • Excellent readability in sunlight
    • Slower refresh rates

    Used in e-readers (e.g., Kindle).


    2. Characteristics of Display Devices

    a. Resolution

    Number of pixels (e.g., 1920×1080). Higher resolution → clearer images.

    b. Pixel Density (PPI)

    Number of pixels per inch. Higher PPI → sharper display.

    c. Refresh Rate

    Number of times per second the screen updates (Hz). Higher Hz → smoother motion (important in gaming and VR).

    d. Brightness

    Measured in nits. Higher brightness → better visibility in bright light.

    e. Contrast Ratio

    Difference between darkest black and brightest white. Higher contrast → richer visuals.

    f. Color Accuracy & Gamut

    Quality and range of colors the screen can display.

    g. Viewing Angle

    Angle at which the screen can be viewed clearly.


    3. Relevance in Human–Computer Interaction (HCI)

    Display devices influence:

    • Readability and usability
    • User comfort (eye strain, glare)
    • Interface clarity
    • Perception of graphics and details
    • Accessibility (brightness, text size, color)
    • Task performance (especially design, gaming, VR)

    Good display design improves the user experience (UX) by making content easy to see, interpret, and interact with.


    Summary Table

    Display Type Description Uses
    CRT Older tube-based display Legacy computers
    LCD Liquid crystal with backlight Monitors, laptops
    LED LCD with LED backlight Modern screens
    OLED Self-lit pixels High-end phones, TVs
    Plasma Ionized gas cells Older large TVs
    Projectors Projections onto screens Classrooms, events
    VR/AR HMDs Immersive headsets Gaming, training
    E-Ink Paper-like display E-readers
    Previous topic 7
    Positioning, Pointing, and drawing devices
    Next topic 9
    Devices for virtual reality and 3D interaction

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      Est. reading time4 min
      Word count595
      Code examples0
      DifficultyBeginner