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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›Input measures: event, sample and request input
    HCI & Computer GraphicsTopic 53 of 73

    Input measures: event, sample and request input

    3 minread
    426words
    Beginnerlevel

    1. Definition of Input Measures

    In HCI and interactive systems, input measures define how the system receives, interprets, and responds to user actions. They determine the granularity and timing of input processing.

    There are three common input measures:


    2. Event-Based Input

    Definition:

    • Event-based input refers to discrete input actions that trigger immediate notifications to the system.
    • Each user action (like a keystroke, mouse click, or touchscreen tap) generates an event.

    Characteristics:

    • Input is asynchronous: the system responds when an event occurs.
    • Events are independent and often queued for processing.
    • Common in graphical user interfaces.

    Examples:

    • Pressing a key → generates a keypress event
    • Clicking a mouse button → generates a mouse click event
    • Dragging an object → generates a sequence of events (mouse down, motion, mouse up)

    Advantages:

    • Efficient for sporadic user actions
    • System responds only when necessary

    3. Sample-Based Input

    Definition:

    • Sample-based input refers to continuous monitoring of input devices at regular intervals (samples).
    • The system records the state of the input device at each sampling point.

    Characteristics:

    • Input is periodic, not event-driven
    • Often used for continuous control devices like joysticks, graphics tablets, or motion sensors
    • Sampling rate is critical: too slow → lag; too fast → unnecessary processing

    Examples:

    • Joystick position sampled 60 times per second
    • Touchscreen detecting continuous finger motion
    • Motion capture systems recording positions of sensors

    Advantages:

    • Suitable for continuous, smooth interaction
    • Enables tracking of position, velocity, or pressure over time

    4. Request-Based Input

    Definition:

    • Request-based input occurs when the system explicitly asks for input before proceeding.
    • The system is in a waiting state, and user input is required to continue execution.

    Characteristics:

    • Input is synchronous with program execution
    • Typical in command-line interfaces or certain forms and dialogues

    Examples:

    • A program prompts: “Enter your username:” → waits for user input
    • Dialog boxes in GUI: “Do you want to save changes?”
    • Menu selection where the system pauses until a choice is made

    Advantages:

    • Simple to implement
    • Ensures input is received before system moves forward

    5. Comparison of Input Measures

    Measure Mode Timing Use Case Advantages
    Event Asynchronous Triggered by action GUI, mouse, keyboard Efficient, responsive
    Sample Periodic Continuous Joysticks, tablets, VR sensors Smooth tracking, continuous input
    Request Synchronous System waits CLI prompts, dialogs Controlled, ensures input received

    6. Summary

    • Event input: Best for discrete, sporadic actions (clicks, keystrokes)
    • Sample input: Best for continuous, high-resolution input (motion tracking, drawing)
    • Request input: Best for controlled, synchronous input where the system waits for the user

    These measures are fundamental in designing responsive and user-friendly interactive systems in HCI.

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    Input: Network environment and client-server computing
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    Using callbacks and picking

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