Pointing and Positioning and Animations
Pointing and Positioning and Animations
There are various pointing and positioning devices which are discussed below:
1. Light Pen
2. Mouse
3. Tablet
4. Joystick
5. Trackball and spaceball
1. Light Pen: It is a pointing device. When light pen is pointed at an item on the screen,
it generates information from which the item can be identified by the program. It does
not have any associated tracking hardware instead tracking is performed by software,
making use of the output function of the display. All light pen programs depend on a
rapid response from the pen when it is pointed at the screen fast response light pens
can be build by using a highly sensitive photocell such as a photomultiplier tube.
2. Mouse: It is a positioning device which consists of a small plastic box resting on two
metal wheels whose axes are at right angles. Each wheel of the mouse is linked to a
shaft encoder that delivers an electrical pulse for every incremental rotation of the
wheel. As the mouse is rolled around on a flat surface, its movement in two orthogonal
directions is translated into rotation of the wheels. These rotations can be measured by
counting the pulses received from the shaft encoders. The connected values may be
held in registers accessible to the computer on written directly into the computer
memory. It is simple and low cost, and there is no need to pick it up to use it. The mouse
sits on the table surface. But the mouse cannot be used for tracing data from paper
since a small rotation of the mouse will cause an error in all the reading and it is
complicated handprint character for recognition by the computer.
3. Tablet: It is also a positioning device and is used to describe a flat surface separate
from the display, on which the user draws with a stylus. There are two types of tablets:
1. Acoustic Tablet: It depends on the use of strip microphones which are mounted along
two adjacent edges of the tablet. The styles have a small piece of ceramic mounted close
to its tip, and at regular intervals, a small spark is generated across the surface of the
ceramic between two electrodes. The microphones pick up the pulse of sound produced
by the spark and two counters record the delay between creating the spark and receiving
the sound. These two delays are proportional to the stylus distance from the two edges
of the tablet where the microphones are mounted.
2. Electro-acoustic Tablet: In this technique, the writing surface is a sheet of
magnetostrictive material acting as a row of delay lines. An electric pulse travels through
the sheet first horizontally and then vertically and is detected by a sensor in the stylus. A
counter is used to determine the delay from the time the pulse is issued to the time it is
detected; from this value, the position of the stylus can be determined. The electro-
acoustic tablet is quieter in operation than its acoustic counterpart and is less affected by
noise or air movement.
4. Joystick: A joystick consists of a small that is used to steer the screen cursor around.
The distance that the stick is moved in any direction from its center position
corresponds to the screen-cursor movement in that direction. Pressure sensitive
joysticks have a non-moveable stick. Pressure on the stick is measured with strain
gauges and converted to the movement of the cursor in the direction specified.
5. Trackball and spaceball: Trackball is a ball that can be rotated with the fingers to
produces screen-cursor movement potentiometers, attached to the ball, measure the
amount and direction of rotation. Trackballs are after mounted on keyboards, whereas
space-ball provides six degrees of freedom. Spaceballs is used for three-dimensional
positioning and selection operation in virtual reality system, modeling, animation, CAD
and other applications.
It becomes an integral part and de facto standard with the graphical user interface (GUI)
for drawing and is almost universally accepted by all windows based applications.
The user specifies the line in the usual way by positioning its two endpoints. As we move
from the first endpoint to the second, the program displays a line from the first
endpoint to the cursor position, thus he can see the lie of the line before he finishes
positioning it.
The effect is of an elastic line stretched between the first endpoint and the cursor; hence
the name for these techniques.
Consider the different linear structures in fig (a) and fig (d), depending on the position
of the cross-hair cursor. The user may move the cursor to generate more possibilities
and select the one which suits him for a specific application.
Then, as the cursor is moved, the line changes taking the latest positions of the cursors
as the end-point.
As long as the button is held down, the state of the rubber band is active.
The process is explained with the state transition diagram of rubber banding in fig:
When the user is happy with the final position, the pressed button is released, and the
line is drawn between the start and the last position of the cursor.
Example: This is widely followed in MS-Window based Applications like in the case of a
paintbrush drawing package.
- Rectangles
- Arcs of circles
This technique is very helpful in drawing relatively complex entities such as rectangles
and arcs.
Advantage:
1. It is used for drawing all geometric entities such as line, polygon, circle, rectangle, ellipse,
and other curves.
2. It is easy to understand and implement.
Disadvantage:
1. It requires computational resources like software and CPU speed.
2. Expensive
Dragging
Dragging is used to move an object from one position to another position on the
computer screen. To drag any other object, first, we have to select the object that we
want to move on the screen by holding the mouse button down. As cursor moved on
the screen, the object is also moved with the cursor position. When the cursor reached
the desired position, the button is released.
Animation
Animation refers to the movement on the screen of the display device created by
displaying a sequence of still images. Animation is the technique of designing, drawing,
making layouts and preparation of photographic series which are integrated into the
multimedia and gaming products. Animation connects the exploitation and
management of still images to generate the illusion of movement. A person who creates
animations is called animator. He/she use various computer technologies to capture the
pictures and then to animate these in the desired sequence.
Animation includes all the visual changes on the screen of display devices. These are:
1. In the first step, one initial image and other final image are added to morphing
application as shown in fig: Ist & 4th object consider as key frames.
2. The second step involves the selection of key points on both the images for a smooth
transition between two images as shown in 2nd object.
3. In the third step, the key point of the first image transforms to a corresponding key
point of the second image as shown in 3rd object of the figure.
If the window moves in a backward direction, then the object appear to move in the
forward direction and the window moves in forward direction then the object appear to
move in a backward direction.
5. Zooming: In zooming, the window is fixed an object and change its size, the object
also appear to change in size. When the window is made smaller about a fixed center,
the object comes inside the window appear more enlarged. This feature is known
as Zooming In.
When we increase the size of the window about the fixed center, the object comes
inside the window appear small. This feature is known as Zooming Out.