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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›Positioning, Pointing, and drawing devices
    HCI & Computer GraphicsTopic 7 of 73

    Positioning, Pointing, and drawing devices

    3 minread
    586words
    Beginnerlevel

    Positioning, Pointing, and Drawing Devices

    These devices allow users to select objects, move cursors, draw shapes, manipulate graphics, and interact with graphical user interfaces (GUIs). They translate physical movement into digital commands.

    They are essential in tasks such as clicking, dragging, drawing, sketching, navigating screens, and selecting items.


    1. Pointing Devices

    a. Mouse

    Definition: A mouse is a handheld device that controls the movement of a pointer on the screen by detecting motion across a surface.

    Features:

    • Two or more buttons
    • Scroll wheel
    • High precision for selecting and dragging

    Common in desktop computers.


    b. Trackball

    Definition: A trackball is a stationary pointing device with a large ball that the user rotates using fingers or palm to move the cursor.

    Features:

    • Requires less desk space
    • Useful for specialized environments (e.g., industrial, gaming)
    • Suitable for users with limited mobility

    c. Touchpad (Trackpad)

    Definition: A touchpad is a flat, pressure- or capacitance-sensitive surface that detects finger movement to control the cursor.

    Common on laptops.


    d. Joystick

    Definition: A joystick is a stick-like device that pivots on a base to send directional input.

    Uses:

    • Gaming
    • Simulations
    • Assistive technology
    • CAD applications (precise directional control)

    e. Light Pen

    Definition: A light pen is a pen-like device used with CRT displays that detects light to select objects directly on the screen.

    Less common today but historically important.


    f. Touchscreen

    Definition: A display that responds to touch, allowing the user to point, select, and interact directly on the screen.

    Types:

    • Capacitive
    • Resistive
    • Multi-touch

    Used in smartphones, tablets, kiosks, etc.


    2. Positioning Devices

    Definition: Positioning devices allow the user to specify a location or coordinate on the screen or in a virtual space.

    Most pointing devices are also positioning devices, but this category also includes:

    a. Graphics Tablet (Digitizer Tablet)

    Definition: A flat surface that uses a stylus to record pen position with high precision.

    Use:

    • CAD
    • Professional drawing
    • Animation
    • Graphic design

    b. 3D Motion Controllers

    Definition: Devices that track movement in three-dimensional space (x, y, and z axes).

    Examples:

    • SpaceMouse (3D modelling)
    • VR motion controllers

    Used for 3D modeling, virtual reality, and simulations.


    3. Drawing Devices

    These devices allow users to create hand-drawn sketches, graphics, and artwork.

    a. Stylus / Digital Pen

    Definition: A pen-like tool used with tablets or touchscreens to draw or write digitally.

    Features:

    • Pressure sensitivity
    • Tilt detection
    • Palm rejection

    Used in art, design, and handwriting applications.


    b. Graphics Tablets (repeated but important)

    As mentioned earlier, graphics tablets paired with a stylus are the primary professional drawing devices.


    c. Touchscreen with Finger or Stylus

    Allows:

    • Freehand drawing
    • Gesture-based sketching
    • Writing

    Found in phones, tablets, drawing apps.


    d. Interactive Whiteboards

    Definition: Large boards that detect touch or stylus input for drawing and annotation.

    Used in classrooms, presentations, and collaborative environments.


    e. Digital Notepads / Smart Pads

    Definition: Devices that capture handwriting and diagrams from a physical surface and convert them to digital form.

    Examples:

    • Wacom smartpads
    • Livescribe pens

    Summary Table

    Category Device Definition / Use
    Pointing Mouse Move cursor, click, select
    Trackball Stationary ball for cursor control
    Touchpad Finger-based cursor control
    Joystick Directional input for games/sims
    Light Pen Direct screen selection (older tech)
    Touchscreen Direct screen interaction
    Positioning Graphics Tablet High-precision stylus input
    3D Controllers Position tracking in 3D space
    Drawing Stylus Handwriting and sketching
    Graphics Tablet Professional drawing
    Touchscreen Finger/stylus drawing
    Interactive Whiteboard Large-scale drawing
    Digital Notepads Capture handwritten notes

    Relevance in HCI

    • Enable natural interaction (pointing, dragging, drawing)
    • Support accessibility (trackballs, joysticks, touch)
    • Improve precision for creative tasks (CAD, digital art)
    • Allow direct manipulation interfaces (touchscreens)
    Previous topic 6
    The Computer: Text entry devices
    Next topic 8
    Display devices

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      Est. reading time3 min
      Word count586
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      DifficultyBeginner