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    COMP3145

    HCI & Computer Graphics

    Progress0 / 73 done
    Topics73
    1Input-output channels2Human memory3Thinking, Reasoning, Problem solving4Emotions and Individual differences5Psychology and design of interacting systems
    6Text entry devices7Positioning, Pointing, and drawing devices8Display devices9Devices for virtual reality and 3D interaction10Physical controls, Sensors and special devices11Paper printing and scanning12Memory, Processing and networks
    13Models of interaction14Frameworks and HCI15Ergonomics16Interaction styles17Elements of the WIMP interfaces18Interactivity and Context of interaction
    19Introduction20Paradigms for interaction
    21What is design22Process of design and User focus23Navigation design24Screen design and layout25Iteration and prototyping
    26Software life cycle27Usability engineering28Iterative design and prototyping29Design rationale30Design rules and Guidelines31Golden rules and heuristics32HCI patterns33Evaluation techniques and methods34Task analysis35Universal design36User support systems37Computer Supported Cooperative Work38Groupware systems39Implementation of synchronous groupware40Ubiquitous computing41History of Computer Graphics42Graphics architectures and software
    43Pinhole camera, Human vision, Synthetic camera44Modeling vs. rendering45OpenGL Architecture46Displaying simple two-dimensional geometric objects47Positioning systems and windowed environment48Color perception and models49RGB, CMY, HLS color models50Color transformations
    51RGB and indexed color
    52Network environment and client-server computing
    53event, sample and request input54Using callbacks and picking
    55translation, rotation, scaling, shear56Homogeneous coordinates and concatenation57Current transformation and matrix stacks
    58Classical viewing59Specifying views in 3D60Affine transformation in 3D61Projective transformations62Ray tracing
    63Illumination and surface modeling64Phong shading model65Polygon shading
    66Line drawing via Bresenham's algorithm67Clipping and polygonal fill68BitBlt operations69Hidden surface removal (z buffer)
    70Buffers71Reading and writing bitmaps and pixel maps72Texture mapping73Compositing
    3 min read
    Topic 7 of 73
    Topic Study Note Illustration
    07

    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...

    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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