Sunday, March 2, 2008

History a Brief History of GUI

Graphic User Interfaces were considered unnecessary overhead by early computer developers, who were struggling to develop enough CPU horsepower to perform simple calculations. As CPU power increased in the sixties and early seventies, industrial engineers began to study the terminal entry programs of mainframes to optimize entry times and reduce mis-types. The earliest mainframe query protocols still in use, i.e., airline reservation systems, were developed during this period to queue as much information as possible into the shortest command. Essentially, operators were trained to perform computer language interpretation in their heads.

For an example, read this vision of future computing from the science fiction novel Inherit the Stars, ©1977 by James P. Hogan:


"What do I do now?"

*"Type this: FC comma DACCO seven slash PCH dot P sixty-seven slash HCU dot one. That means 'functional control mode, data access program subsystem number seven selected, access data file reference "Project Charlie, Book one," page sixty-seven, optical format, output on hard copy unit, one copy.'"

In the middle to late seventies several companies, including IBM and Xerox, began research on the "next generation" of computers, based on the assumption that computing power would drop in price to the point where many more individuals in companies would be able to effectively use them. IBM directed most of its efforts at mainframe development, but also started a small division to design and produce a "personal computer", which, despite its obscure operating system, would recreate the home-built small computer market. Other companies were struggling to produce cost-effective small computers using the CP/M operating system.

The most notable interface research program was at a facility owned by Xerox called the Palo Alto Research Center (PARC). In 1973 the PARC team began work on the Alto computer system as "an experiment in personal computing, to study how a small, low cost machine could be used to replace facilities then provided only by much larger shared systems." The Alto project continued into 1979, replaced by the Star computer, which many consider the forerunner of the Macintosh. The Alto had many unique features, and pioneered the use of the mouse, the portrait monitor, WYSIWYG, local area networking, and shared workspaces.

Alto, and the later Star computers, derived many of these features from cognitive psychology work. The designers attempted to communicate with users more effectively by making the computer communicate in ways the brain uses more readily; using icons for instance, because the visual part of the brain can track their presence and state much better than words. They developed ways of organizing information in patterns which the eye can track through more easily, drawing attention to the work in progress. They developed the model of WYSIWYG (what you see is what you get) to improve print proofing performance, and found through testing that the digital representation of black text on a sheet of white paper increased information legibility and retention. The Star interface added the concept of the desktop metaphor, and overlapping and resizable windows. PARC discovered along the way that whole new subsystems had to be developed to enable their technology to work; but once demonstrated, testing showed dramatic improvements in productivity, job satisfaction, and reduced training time for users. PARC's research clearly showed that a computer system of sufficient power could be optimized for human use, and that optimization would be paid back with a range of productive (and profitable) behavior and attitude improvements.

In the early eighties the IBM PC running DOS became the runaway best seller among computers. DOS was a cryptic command line interface, a direct descendant of mainframes. The PC had many limitations, including memory access, power, and lack of color or graphic standards; but it had enough productivity to warrant purchases of millions of units.

At the same time, a small group of designers at a company called Apple Computer made a deal with Xerox PARC. In exchange for Apple stock, Xerox would allow Apple to tour the PARC facility and incorporate some of their research into future products. Apple took elements of the Star interface, refined them and produced the Lisa computer. The Lisa failed, owing to its cost, lack of software availability, and other factors. Apple's next try with an enhanced and friendlier Lisa interface was the Macintosh, which found a small market foothold in the design and publishing markets. Apple was committed to its GUI, spending millions of dollars over the next ten years to research and implement enhancements; their commitment paid off in the late eighties as the desktop publishing market exploded and Apple's interface was widely acclaimed by the artists, writers, and publishers using the computers. Interestingly, one of the most successful Macintosh application developers was the Microsoft Corporation of Redmond, Washington, owner of MS-DOS. Microsoft, following the Apple GUI standards, developed a spreadsheet for the Mac which set new standards for ease of use. This product was, of course, Excel.

Apple worked with artists, psychologists, teachers, and users to craft revisions to their software and developer guidelines. For example, in California they sponsored an elementary school where every student had an Apple Computer. Each year the teachers and Apple programmers spent the summer planning new lessons and making enhancements to the software used to teach them, because Apple believed that children give the truest reactions to basic interface issues. Although a distant second in number of systems behind IBM compatibles today, Apple's closed hardware and software implementation at one point made them the largest personal computer manufacturer in the world, eclipsing IBM in 1992. Apple believes that the principal contributor to their success has been the consistent implementation of user interfaces across applications. Macintosh users have been able to easily master multiple applications because commands and behavior were the same across applications: Command-S is always save.

In the late 1980s Microsoft Corporation, producer of DOS, DOS applications, and Macintosh applications, began a joint project with IBM to develop a new graphic user interface for IBM compatible computers. This partnership later dissolved, but Microsoft went on to take user interface lessons learned from their successful Macintosh products, Excel and Word, and created a series of graphic shells running on top of DOS which could mimic many of the Macintosh GUI features. Microsoft and Apple became involved in extensive litigation over ownership of many of these features, but the case was eventually dismissed. Later version of the Windows operating system became increasingly Macintosh-like. Today Microsoft gives little credit to Apple for pioneering and validating many of the ideas which they have copied.

With increasing desktop power and continued reductions in CPU pricing, another area of GUI development also entered business, that of UNIX. Like DOS, UNIX is a child of the seventies and inherits a powerful and obscure command line interface from mainframes; unlike DOS, it had been used in networked applications and high-end engineering workstations for most of its life. In the eighties UNIX GUI shells were developed by consortiums of workstation manufacturers to make the systems easier to use. The principal GUIs were Solaris (Sun Microsystems), Motif (Open Software Foundation, or OSF), and later NeXTstep (Next Computers).

Altogether new graphical operating systems were also developed for the emerging families of RISC desktop computers and portable devices, these include Magic Cap (General Magic), Newton (Apple Computer), People, Places, and Things (Taligent), Windows CE (Microsoft), and the Palm interface (US Robotics Pilot).

The mid 1990s brought two new movements to GUI design - the Internet browser and it's limited but highly portable interface, and LINUX, a freeware version of UNIX. Which of these will have greater long-term impact is open to debate, but it appears that the browser has had widespread effect on GUI design, and on human culture.

The HTML/browser interface comes in bewildering variety of implementations. With limited interaction in forms the designers were forced back to basics, building and testing iterations. Fortunately, HTML is relatively easy to create, though some would suggest, difficult to master. Newer versions of HTML and decendants like DHTML, XML, WML, SMIL, offer greater potential for true interactive experiences but at the cost of increased download times and questionable compatibility with a diverse legacy of installed browsers. Over time the legacy browser problem will be solved as users upgrade their systems, and bandwidth issues should also improve. But the important thing learned by GUI designers from the Web is that screens do not have to be complicated to be useful - if the form solves a need and is easy to use, then people will use it.

LINUX represents another trend in computing and GUIs, that of group-developed software based on components. Facilitated by the Web, software designers can collaborate and produce startling work in short timeframes. LINUX is small and reliable, yet supports a large base of usable processes. Along with Java, LINUX represents a possible future of portable software running on compatible systems anytime, anywhere.



Key Features Common concepts in good GUIs

Important similarities exist between these GUIs which are based on sound principles of cognitive psychology and proven through thousands of hours of testing and billions of hours of use. They are summarized below:
Consistency: Once a set of rules is picked for a GUI, it is vital that different applications share methods for invoking similar features (external consistency), and that applications use the same methods for similar functions within the program (internal consistency).


*Metaphor: To make complex processes easier to understand and manipulate, it is useful to choose a similar "real world" process to associate with the application, i.e., the desktop for managing files and choosing office applications. Use of visual images, sound, and actions serves to reinforce the illusion and make it more understandable.


*User Centered: The user is in charge of the interaction on several levels. Actions are initiated and controlled by the user, the user selects the objects the action will affect, the user sees immediate visible results of actions to confirm their changes, and the user is warned about negative effects of their actions. Ideally, the user cannot be wrong, he or she can always recover from an error. When questions arise during development of new applications, they should always be settled to the users' benefit. Design specifications should arise from user needs, and research on the efficacy of the design must be done with users. The user is not a programmer, the user will make errors, but the user is in control.


*WYSIWYG: Everything is seen, and features are not hidden except by the user, i.e., the tab settings on a word processor are seen unless turned off. Items which exist in the real world should look like them, especially if they may be printed, such as an invoice in an accounting program.


*Aesthetics and Environment: The human eye and mind are evolved to make sense out of a disordered world. However, this process can completely consume the resources of the human brain; chaotic screen designs take a long time to understand and use. Information should be ordered into a simplified grid or list, it must be organized hierarchically according to importance and grouped into similar tasks. The application should have 'look' which reinforces the sense of craftsmanship required to create quality applications.

At the same time, the design should help the user navigate the system; compatible changes to detailing, color, and patterns along with title bars help the user to recognize where they are in the application.


Marshall MacLuhan

To make things even more complicated, designers of user interfaces are aiming for a moving target. GUIs evolve, the hardware systems get faster, displays get larger, and the user is changing. As sociologist Marshall MacLuhan pointed out in the fifties while studying television, "...the medium is the message." This is because we must reject carrier information to extract real information from the events around us. For example, when we watch television we make constant evaluations on whether the information we see is important: the announcer's words instead of the color of his green jacket. If we did not evaluate the jacket color as unimportant and "reject" it, we would have great difficulty deciding what was important in the huge flow of information coming out of a TV. As we watch television we are constantly learning new information which must be rejected, so in many ways the TV is affecting our values and thought patterns. Similarly, GUI presentation of information has many levels of information which users learn to reject. A consistent interface makes it easier for the user to quickly extract information from the screen. Conversely, changes from learned ways of displaying or manipulating data lead to confusion and doubt, since the user must build a new internal model of hierarchical information. Since most users use multiple applications, and upgrades are constantly loaded, the user must make these evaluations daily. Users become more sophisticated, but they also develop technology induced blind spots which may prevent them from seeing important information.

Life with HTML What happened here? Why are so many sites so ugly?

HTML was developed by a group of engineers and scientists who wanted to share reports and papers over a network. Over time, image tags and miscellaneous formatting was added, but until about four years ago, NONE of the authors were designers.

(A good information/interaction designer is concerned with all of the aspects of the interface, from the server and database used, to the transport layers, to the features and limitations of the delivery platform, to the industrial psychology of the computer/display system, to the cognitive psychology/knowledge base/usage patterns of the end user. Their focus is on improving the user's experience through applied expertise with programming, marketing, sociology, psychology, art and design history, economics, technology, engineering, research methodology, etc., etc. But I digress.)

Sure, design is about making things look better on the surface. But you CANNOT SEPARATE FORM FROM CONTENT; good design is about making things clearer to understand, and much more useful, and that comes from careful use of sound design principals (yes, there are rules for how to design something, for example: http://www.dsiegel.com/tips/tips_home.html ).

Now, the original developers of HTML were smart people, but they didn't think "design" was important. They felt that once they could publish their papers, they were done (unfortunately, an all too common engineering fallacy, "It works, it must be finished"). As graphic designers started using the web, they brought with them some 400 years of printing experience and the rules of graphic design, for instance:

Whitespace organizes information better than lines
Humans reject information to read it*
Contrast = better readability
There are cultural meanings to color

So now we have a lot of arguments and "hacks" added to HTML so that information can be presented in a more useful and effective way: tables, alignment tags, color control, frames, face commands for fonts, etc., etc. Sure, this makes the code more complicated, but isn't that what computers are good for? Taking mundane, repetitive tasks and making information easier for humans to understand and use. Or would you rather give back your color monitor, your menu interface, and your mouse? (I know I wouldn't).

One thing is for certain, if you use the older HTML tags with their default behaviors, you WILL have an ugly page.

*Marshall MacLuhan wrote an entire book on this phenomenon. When you look at a list of information, your brain evaluates each piece of data, then rejects the unimportant/uninteresting ones so that you can focus on the important part(s) of the list. This happens at such a low level that most people are not aware they do it. Think about reading a map, which is an extremely rich interface; if you could not reject information, you would never find the road or city or distance which is important, since your brain can only hold so much information at a time.



Text Design Have we learned anything in 400 years?

With 400 years of design history and 50 years of psychology research to digest on print what do we know?. When reading text, the following things WILL improve reading speed and retention:

Contrast between the font ink and the background color
Use Serif fonts for printing
(but sans-serif fonts are marginally better for on-screen legibility)
8 to 11 words per line (column layout)
Whitespace margins to the sides of the column (gutters)
Minimal use of changes in font inside text
(no highlights, bold, italics for individual words)
Consistent text alignment (flush left preferred)

If you have to create wider columns, you really need to increase the leading (typographer's term for vertical space) between lines. Wide columns of text do not easily guide the reader's eye to the next line, resulting in confusion and slower speed. To use a wider column with small text, you must have more leading.

In CSS the argument to do this is:
line-height: normal | | | | inherit
Preferred:
line-height: 1.5em;

When you set text in a page without using a table (or div with a width) to control maximum width, you create a bad situation for your users with large monitors. The HTML default leading is too narrow for full width windows.

Cascading Style sheets allow you to set the space between lines of text. Unfortunately, the continuing browser competition between Netscape and Microsoft, combined with multiple platforms and old versions hanging around on many computers, left us with inconsistent results for several years. It used to be that if you depended on this feature to allow use of wide columns, you could create an ugly situation for many users without it but in the past three years the web population has largely adopted CSS and DOM compatible browsers - woo!

I could go off about how chaotic page layouts consume your brain's concentration, since your brain is evolved to impose order on chaos, and why it's important to provide navigation cues for large text blocks, but that would take too long, and you probably aren't interested.



Visual Chaos Why is it important to have clean layout?

Well, maybe you are interested. Cognitive Psychologists like Conrad Lorenz in Switzerland began serious and methodical studies of children's brain development in the 1950's. Their theory was that physical and cognitive brain structures developed in childhood affected our perception and thinking throughout our lives. This has since been repeatedly proven correct.

The core findings and their effects:

1) The order that structures develop determines their importance and speed of utilization; the order is Visual, then Aural, then Sense of Self, and finally, Abstraction.

This is why scientists estimate that 80% of our brain is given over to processing visual stimuli. As an infant develops, the first sense which comes under control is vision; these are the deepest, fastest, and most sophisticated structures in our brains. Static images are powerful, but moving images are completely gripping. Think of the pressures on our vision in the environment where we evolved; the search for food and for threats made vision very important. That is how most people can determine whether they've seen an old movie, when flipping channels late at night, within 5 seconds of seeing the footage. No one told you there would be a test on this later, but still we have this incredible ability. And it makes a large percentage of the population very susceptible to television advertising, which speaks directly to many of these deepest brain structures.

Aural senses develop next, adding sound to the infant's world. This sense builds on the visual sense and the infant begins to associate sounds with visual objects. As yet, we use very little sound in interface design, but we will be using it...

The Sense of Self comes with kinesthetic (body movement) awareness and a new level of higher-order thinking. The infant begins to control their own body, then to know their own limits, and to realize that they can/cannot control other objects around them. So the sense of self is a two edged cognitive tool, balanced by the Sense of Not-self, or otherness. The sense of self builds on visual and aural cues; so we see that higher order functions are based on earlier, simpler structures.

The final key cognitive structure builds on all of the above. Abstraction is the growing ability to take childhood elements and manipulate them as symbols. Spoken language is the principal method for abstract concept manipulation, but we all use other systems as well, such as currency, mathematics, and body language. We continue to build and use systems of abstraction throughout our lives.

2) The Human brain has evolved to create/impose order on chaos, to allow manipulation of environment.

If you get philosophical about it, you can easily argue that we live in a sea of energy. Photons bounce off molecules and have some of their energy absorbed, air moves in waves and we hear sound, the molecules of our fingers interact with other molecules and we feel touch. Of course, a lot of chemical/physical/organic phenomena occur just to get that energy, or the effects of that energy into our brains. But we don't think about energy absorption every time we see the color red, in fact, it took thousands of years to devise the physics model which "is" absorption. The point is, without the brain's ability to take all this energy and assign meaning to it, and then create metaphorical handles to manipulate those meanings, we would not be able to complete the simplest tasks because we would be overwhelmed with detail. See MacLuhan above. Instead we develop internal hierarchies of meaning and symbol as we learn to allow us to move through our day to day tasks without spending too much attention on our environment -- we have imposed our own vision of order onto our universe.

This ordering by labeling and rejection, like any useful tool, has good and bad uses. When we walk down the aisle of the grocery store and are able to find the correct brand of tomato paste without reading every can or bottle or box or bag, that is a good use. When we refuse to re-evaluate past values and assumptions in the face of new and contradictory information, that is a lazy thinking.

3) Without apparent order, the brain will set about creating order, even if only subconsciously. This consumes "bandwidth".

When faced with a new terrain of seemingly chaotic organization (like some web pages) the brain will begin searching for meaning and organization. This occurs on many levels, with some processes occurring beneath the level of consciousness. The brain will waste processing power searching for these missing relationships; this has been proven in experiments with reaction time and complex visual environments, reaction time goes down as the brain is occupied processing a complex (read chaotic) environment. The solution to this is to simplify the interface design, making tables clearly aligned, creating consistent navigation, and using whitespace and lines to create clear groupings of like information.

4) Abstraction is costly in terms of processing, and layers of abstraction are more costly.

An example of the power of the visual structures of the brain and layers of abstraction is the "Rooms of Animals" exercise, which I first heard Alan Kay discuss in 1990. If you have two rooms, one with walls filled with pictures of animals, the other with walls filled with names of animals, and you ask a volunteer to enter a room and find a specific animal, that subject will always find the picture faster, usually by a factor of 2 to 3. This is because the user dealing with names must read the word, recall associations (reverse abstraction to recall meaning), determine whether there is a fit, and only then accept or deny the term. On the other hand, a volunteer in the picture room can let their faster visual brain structure accept or reject the representations directly (while abstractions, the pictures are sufficiently visual to allow the low level, nonverbal, visual brain to make the comparison).

Use of slang, mnemonics, TV or literary metaphors, poetic descriptions, riddles, etc., all slow down an interaction even further since the user is now dealing with layers of abstraction (but it can make the experience richer, or more fun).

5) Humans think in three dominant modes: Visual, Aural, and Kinesthetic.

We all use three structural modes to interpret our world, rooted in the three earliest cognitive structures. But humans tend to select and reinforce one of those modes over time, and become more sensitive to information which is presented in their dominant mode (This is actually a separate branch of behavioral study called Neuro-Linguistic Programming, or NLP). The GUI interface is successful, in part, because it communicates in all three modes:

The GUI is Graphic, using visual representations of data and programs, this appeals to people with a visual bias. The majority of the human population is/are visually dominant. A clue to listen for is "I see what you're saying..."

The use of language, and some sound, appeals to Aural mode dominant users. The menu structures and written instructions in GUIs work on this level, and the hyperlinked aspect added to language by the Web is very powerful. Note that Aural users include language (an abstraction layer) as a working skill. "I'm listening...","What did they say?"

Finally, kinesthetic users, who are sensitive to body position, emotions, and movement through space find the mouse movements and apparent spacial relationships of GUIs appealing. "What did you do?","Where is it?"

Regardless of an individual user's biases, it is important to communicate in multiple modes whenever possible. This ensures that the interface will be effective for different groups, and that most users (who actually use all the modes regularly) will have redundant information to help them better understand the interface.



Common Page Problems in HTML I've made all of these mistakes. And lived to tell the tale.
Hop into the wayback machine headed for 1998... note that many of these issues are still with us today

More than three years of HTML design experience has knocked me around pretty well. Many things have gotten much better, but HTML still has a steep learning curve. Here are things we should all know better about designing for the web.
Use arguments for images...
Always use width and height tags so the browser can render the page before it finishes downloading the images. Yeah, it's a pain. But the pain is greater for users that wait and wait and wait for their modems to load a page, only to find it doesn't have what they want.
Avoid the

tag...
Use
 
instead, unless you are an advanced CSS jockey. The

tag will break any font formatting when it's properly read (per the HTML standards). Urg.
Use Relative font sizes...
A surprising number of web users have altered their default font sizes so that they are larger and easier to read. When you choose an absolute size you foil their desire to view information at a legible size.
Avoid bad backgrounds with poor text contrast...
Also remember to set the body bgcolor to be a similar color.
Check that spelling and grammar...
Also a pain. People take the information seriously (or not) when you take the extra time to check this over.
Use redundant navigation...
What do users want? To find related information? Sheesh. Sure, some viewers may get lost on large sites, but plan at least two ways to get to any page.
Check your pages in Netscape AND MSIE...
Brrrr. They really do look different sometimes. I also recommend Opera, because it has stricter HTML compliance. While you are at it, visit a friend and walk through the site with them. They'll have great comments.


A Brief Introduction to SIGMA: An Intelligent Visual Programming Environment for Scientific Modeling

Introduction and Motivation

Within both NASA and the scientific community at large, computer models are playing an increasingly important role in the conduct of science today. Scientists construct software models to analyze data, to validate theories, and to predict a whole variety of phenomena. Developing a new scientific model is a time-intensive and painstaking process. Usually, scientific models are implemented using a general-purpose computer programming language, such as FORTRAN. Implementation can involve writing large and complex programs that access multiple datasets and utilize numerous different statistical and numerical processing packages. Software development time for large scientific models can take on the order of many months to years of effort.

Although considerable resources must be expended to build a scientific model, for a variety of reasons it may difficult to share the completed model with colleagues in the scientific community. Model-sharing is highly desirable because it enables researchers to conserve resources and build upon each others' efforts in a synergistic fashion. Unfortunately, modeling code is typically low-level and idiosyncratic, and it may be difficult for anyone but the model's developer to understand. The relationship between the computations in the code and the actual physical situation being modeled may be obtuse and indecipherable. Furthermore, a great deal of important information about the various modeling assumptions made by the modeler is buried in the code and is very difficult to recover. Finally, documentation may be minimal or lacking altogether.


Despite these well-recognized problems and despite the acknowledged importance of scientific model-building, scientists today generally lack adequate software engineering tools to facilitate the development and sharing of modeling software.



The SIGMA modeling tool

We have constructed a prototype knowledge-based software development environment that makes it easier for scientists to construct, modify, share, and understand scientific models. The SIGMA (Scientists' Intelligent Graphical Modeling Assistant) system provides a type of "visual programming" environment customized for scientists. Rather than construct models using a conventional programming language, scientists use SIGMA's graphical interface to "program" visually using a high-level data flow modeling language. The vocabulary of this modeling language includes high-level scientific constructs (e.g., physical quantities, scientific equations, and datasets) rather than low-level programming constructs (e.g., arrays, loops, counters). Because SIGMA enables users to express their models using a natural vocabulary and an intuitive format, colleagues can more rapidly understand and modify the content of a model without assistance from the modeler. These same characteristics make SIGMA an excellent instructional environment for demonstrating the principles underlying a scientific model.

During the model development process, SIGMA takes on the role of a knowledgeable and active assistant to the scientist rather than a passive and uninformed subordinate. SIGMA assists the scientist during the model- building process and checks the model for consistency and coherency as it is being constructed. Using knowledge about the modeling problem and the scientific domain, SIGMA can automatically interpret the high-level scientific model as an executable program, freeing the scientist from error-prone implementation details. Users can test these models, conduct sensitivity analyses, plot results, and modify models -- all within the SIGMA environment.




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Figure 1. Data flow diagram representing computational dependencies in a model fragment.





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The visual data flow interface

Within SIGMA, the scientist views a computational model as a graphical structure called a data flow diagram, as illustrated in Figure 1. The data flow diagram represents the computational dependencies between the scientific quantities being modeled. By scanning the diagram, users can understand rapidly how one quantity is derived from others by applying a series of scientific equations.

The data flow graph in Figure 1 consists of two types of nodes: equation nodes and quantity nodes. The equation nodes are depicted in thick-bordered boxes, while the quantity nodes are shown in thin-bordered boxes. The direction of computation in the data flow graph is from right to left. The quantities at the extreme right represent known input data or exogenous quantities in the model. These quantities flow toward one or more equation nodes, where they are used in an equation formula to yield an output quantity. In turn, these intermediate quantities flow toward other equation nodes, and the entire computation cascades along as new quantities are computed and passed forward to new equations. The entire model execution culminates in the production of one or more final output quantities at the extreme left of the diagram. To compute a model output, the user clicks with a mouse on the "Compute" button associated with that output quantity node. (The "Compute" button is only active if all the required input quantities for the computation have been properly entered.)



Accessing model information

Users can access a wide variety of documentation about the quantities and equations in the model by navigating through the data flow diagram. For example, by clicking on the "Info" button of an equation node, the user gets detailed information about the equation, including the equation formula and its inputs and outputs. Figure 2 illustrates the information window associated with the "Density computation" Equation. In addition to the formula and a brief description of the equation, note how each symbol in the formula is described in terms of the experimental situation being modeled. For instance, the symbol N represents the number density of a parcel of gases in the atmosphere of Titan, while R and p represent the refractivity and polarizability associated with a Voyager radiation source interacting with the atmospheric parcel.




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Figure 2. Information window describing "Density Computation" equation




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By clicking on the "Citation" button in the information window (Figure 2), the user can access a literature citation for the Density Computation equation. This citation is shown in Figure 3. If the user wants to go further and inspect the actual citation, the "Text" button brings up a scanned bitmap image of a relevant portion of the cited material.




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Figure 3. Citation information associated with "Density Computation" equation



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Clicking the "Info" button on a quantity node also provides useful information. Suppose the user has clicked the "Compute" button on the output density quantity at the extreme left of the data flow diagram in Figure 1. SIGMA will compute the model output and subsequently the user can view the results by clicking "Info". This action brings up the window shown in Figure 4. Because density is a gridded quantity, the system displays the value for each altitude gridpoint. The user can plot the values by clicking the "Plot" button at the bottom of the window. If the user wants to see the results converted into a different set of units, he or she simply clicks on the displayed units and specifies new units. Conversion is handled automatically by SIGMA.




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Figure 4. Calculated values for number density



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Modifying the model

Aside from executing a model, users may wish to modify the model or to conduct a "what-if" type of analysis. SIGMA facilitates modification because all changes are made via the high-level data flow interface. No low-level programming changes need to be made by the user to modify the model. To change an input value, the user clicks the "Input" button on an input quantity node and enters a new value. Any previously-computed value that depends on this value is then invalidated and the user must request recomputation if desired.

A more fundamental type of modification consists of changing one or more equations used to compute quantities in the model. This is done by clicking the right arrow button on the node representing the output quantity of the equation to be modified. For example, if the user wishes to compute number density using a different equation than the "Density Computation" shown in Figure 2, he or she clicks the right arrow button on the number density node and gets a menu of alternative equations to apply (Figure 5). These equations are fetched from SIGMA's equation library. Because SIGMA has a record of the conditions under which each equation in its library is applicable, SIGMA only presents the user with viable alternatives. These alternatives are filtered from among the set of over 150 different scientific equations in SIGMA's library. (Note that SIGMA's library contains black box subroutines, as well as explicit scientific equations. Users may add their favorite FORTRAN or C subroutines to the library and these can be inserted into SIGMA data flow diagrams.) If the user selects a different equation from the menu, SIGMA will modify the data flow diagram to reflect the change.




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Figure 5. Applicable equations



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For example, if the user decides to calculate density by applying the Ideal Gas Law rather than the Density Computation, the data flow graph is modified as shown in Figure 6. The Ideal Gas Law requires pressure and temperature as inputs to compute density. (The value of Boltzmann's Constant is already stored in SIGMA's knowledge base, so the user does not need to enter its value.) The user must now decide to either enter values for the required pressure and temperature inputs, or to select an equation to compute these input quantities. As with the number density computation above, the relevant equations can be viewed by clicking the right arrow button for these quantity nodes. The process of extending the data flow graph to the right of the Ideal Gas Law continues recursively until each of its inputs can be computed from known data.





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Figure 6. Modified data flow graph after applying "Ideal Gas Law" equation




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SIGMA's critical resource:

Science Knowledge

There are a number of different visual programming tools available to scientists today, including tools for image processing and scientific visualization (Khoros [Khoros, 1992], AVS [AVS, 1992], SGI's Explorer [Explorer, 1993], Iconicode/IDF [Iconicode/IDF, 1992]), tools for scientific instrument design (LabVIEW [LabVIEW, 1992]), and tools for modeling or simulation (STELLA/IThink [STELLA/IThink, 1992], Extend [Extend, 1992]). Although these tools enforce simple syntactic checks on data flow graphs and perform some type-checking, none of these tools has an "understanding" of what the data flow program is doing or whether the operations on the data make sense. Because these software tools have virtually no information about the application domain, they have no basis upon which to evaluate the appropriateness of a data flow program for solving a particular application problem. As a result, it is possible with these tools to create a syntactically valid data flow graph that is semantically incoherent and fails to solve the intended problem.

SIGMA is unique because it utilizes an extensive knowledge base of information about the scientific domain to assist the user during the modeling process. SIGMA's knowledge base contains both general-purpose science knowledge (e.g., descriptions of widely-used quantities, scientific units, scientific constants, equations, scientific concepts) and problem-specific knowledge (information related to the specific modeling problem and scientific discipline). The general-purpose knowledge comes as a standard reusable component of SIGMA, while the model-specific knowledge must be added by the user to support each new modeling domain.

Utilizing its extensive knowledge base, SIGMA can provide the following types of unique knowledge-based support for the model-builder:

* Equation applicability testing: SIGMA actively screens each equation in its library to determine whether it is applicable in the current modeling situation. The user only sees a viable set of candidate equations.

* Model consistency checks: During the model-building process, SIGMA works to maintain the global consistency and scientific coherence of the evolving model.

* Equation entry error-checking : When entering new scientific equations, SIGMA ensures dimensional consistency.

* Automated scientific units maintenance: During model execution, scientific conversion is done automatically to maintain consistency.

* Reusable libraries: SIGMA's knowledge base includes reusable libraries of scientific equations, quantities, and constants.



Establishing the modeling context

Aside from its extensive knowledge about the scientific domain, SIGMA has available a detailed description of the background context against which the modeling activity occurs. This background knowledge about the modeling problem is essential for proper understanding and communication with the scientist.

One of the first and most important steps taken by a scientific modeler is to abstract a given real-world modeling problem by casting it in terms of a set of equations. Thereafter, the problem can be solved purely using mathematics. Unfortunately, as a result of this initial abstraction step, an important link back to the original problem has vanished; subsequently, model users may have difficulty making the connection between the equations and the real-world modeling context. Because the contextual information that gave rise to the set of equations is unavailable to these users, they may have a hard time understanding, interpreting, and modifying the model. Similarly, without the appropriate contextual information, SIGMA cannot understand and assist users with their modeling tasks.

Within SIGMA, we provide this essential connection to the modeling context by linking the numeric computation depicted in the data flow diagram with an object-oriented description of the physical system being modeled. We call this object-oriented description the modeling scenario.




--------------------------------------------------------------------------------
Figure 7. Modeling scenario for Titan/Voyager encounter



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Figure 7 illustrates the modeling scenario upon which the data flow diagram in Figure 1 is based. The diagram represents one portion of a model intended to compute an atmospheric profile of Saturn's moon Titan based on radio signals sent from the Voyager 1 spacecraft during its encounter with Titan in 1980. The scenario in Figure 7 describes all details of the Voyager/Titan encounter relevant to the modeling task. Associated with the Titan object in the Figure is an Atmospheric Grid of Location objects. At each location, there is an Atmospheric Parcel, which represents the mixture of gases at that location. Each parcel is composed of pure gas Constituents, such as nitrogen. The Voyager Signal originates from the Voyager Spacecraft and subsequently passes through the parcel, where it causes an energy-matter interaction represented by the Signal/Parcel Interaction object. Associated with each of these objects is a set of quantity attributes relevant to the modeling problem. Some of these attributes have known or assumed values, while other attributes are computed by applying scientific equations to the known attributes.

SIGMA relates the abstract numeric computation specified in a data flow graph to the real-world modeling context by linking each quantity node in the data flow diagram with a specific attribute of some object in the modeling scenario. For example, the node representing the number density quantity in Figure 1 corresponds to an attribute called "number-density" associated with the atmospheric parcel object in Figure 2, whereas the refractivity quantity corresponds to the "refractivity" attribute of the energy-matter interaction between the signal and the parcel.

SIGMA maintains useful information about each of the objects represented in the modeling scenario and their associated attributes. Each attribute has a text description and a set of associated scientific units. There is a hierarchy of object types, and each specific object instance in the scenario inherits information and attributes from more general objects in the hierarchy. For example, the Titan Atmospheric Parcel object is a specialization of the more general Physical Entity object. All subclasses of physical entity inherit attributes such as mass, density, and temperature, for example. By utilizing object-oriented techniques, SIGMA's infrastructure is easily modified to accommodate new scientific domains.

Two domains we have worked on extensively are planetary atmospheric modeling and terrestrial forest carbon-water transport modeling. Although these two domains seem quite different, they share in common some basic object and attribute definitions. SIGMA exploits these commonalities to reduce the user's burden of providing information to the system.



Status and Limitations

SIGMA has been developed in close collaboration with scientists in planetary sciences and ecosystem sciences at NASA Ames Research Center. We have successfully used SIGMA to reimplement and extend portions of two scientific models reported in the literature: TGM (Titan Greenhouse Model [McKay, Pollack, & Courtin, 1989]), and Forest-BGC (Forest Biogeochemical Cycles [Running & Coughlan, 1988]).

SIGMA is a prototype system and is still undergoing development and testing. The current version of SIGMA is being tested by several different types of users:

* model developers -- people who develop new models from scratch;

* model users -- people who primarily use models developed by others but who may need to make some modifications;

* model observers -- people interested in understanding a model, primarily for educational or training purposes.

SIGMA has shown promise for all three categories of users, but currently, its limitations are most serious with respect to the model developer.

SIGMA's main limitation is on the types of mathematical models that can be built within the framework. SIGMA currently handles non-coupled algebraic and first-order ordinary differential equations. However, many models require the use of simultaneous equations, and these cannot be handled easily within current system, although extensions are planned to enable their use.

SIGMA is written in CommonLISP and GINA, a Motif-based graphical user interface package. SIGMA runs on a Sun workstation.

Sunday, February 3, 2008





Mouse (computing)

In computing, a mouse (plural mice or mouses) functions as a pointing
device by detecting two-dimensional motion relative to its supporting

surface. Physically, a mouse consists of a small case, held under one

of the user's hands, with one or more buttons. It sometimes features

other elements, such as "wheels", which allow the user to perform

various system-dependent operations, or extra buttons or features can

add more control or dimensional input. The mouse's motion typically

translates into the motion of a pointer on a display.

The name mouse, coined at the Stanford Research Institute, derives from

the resemblance of early models (which had a cord attached to the rear

part of the device, suggesting the idea of a tail) to the common mouse.

The first marketed integrated mouse — shipped as a part of a computer

and intended for personal computer navigation — came with the Xerox

8010 Star Information System in 1981.

Technologies

Early mice


Douglas Engelbart at the Stanford Research Institute invented the mouse
in 1963 after extensive usability testing. Several other experimental

pointing-devices developed for Engelbart's oN-Line System (NLS)

exploited different body movements — for example, head-mounted devices

attached to the chin or nose — but ultimately the mouse won out because

of its simplicity and convenience. The first mouse, a bulky device

(pictured) used two gear-wheels perpendicular to each other: the

rotation of each wheel translated into motion along one axis. Engelbart

received patent US3541541 on November 17, 1970 for an "X-Y Position

Indicator for a Display System". At the time, Engelbart envisaged that

users would hold the mouse continuously in one hand and type on a

five-key chord keyset with the other.

Mechanical mice

Operating a mechanical mouse.

1: moving the mouse turns the ball.
2: X and Y rollers grip the ball and transfer movement.
3: Optical encoding disks include light holes.
4: Infrared LEDs shine through the disks.
5: Sensors gather light pulses to convert to X and Y velocities.

Bill English, builder of Engelbart's original mouse,[6] invented the

so-called ball mouse in 1972 while working for Xerox PARC.[7] The

ball-mouse replaced the external wheels with a single ball that could

rotate in any direction. It came as part of the hardware package of the

Xerox Alto computer. Perpendicular chopper wheels housed inside the

mouse's body chopped beams of light on the way to light sensors, thus

detecting in their turn the motion of the ball. This variant of the

mouse resembled an inverted trackball and became the predominant form

used with personal computers throughout the 1980s and 1990s. The Xerox

PARC group also settled on the modern technique of using both hands to

type on a full-size keyboard and grabbing the mouse when required.

The ball mouse utilizes two rollers rolling against two sides of the

ball. One roller detects the horizontal motion of the mouse and other

the vertical motion. The motion of these two rollers causes two

disc-like encoder wheels to rotate, interrupting optical beams to

generate electrical signals. The mouse sends these signals to the

computer system by means of connecting wires. The driver software in

the system converts the signals into motion of the mouse pointer along

X and Y axes on the screen.

Ball mice and wheel mice were manufactured for Xerox by Jack Hawley,

doing business as The Mouse House in Berkeley, California, starting in

1975.

Based on another invention by Jack Hawley, proprietor of the Mouse

House, Honeywell produced another type of mechanical mouse.Instead of a

ball, it had two wheels rotating at off axes. Keytronic later produced

a similar product.

Modern computer mice took form at the École polytechnique fédérale de

Lausanne (EPFL) under the inspiration of Professor Jean-Daniel Nicoud

and at the hands of engineer and watchmaker André Guignard.[13] This

new design incorporated a single hard rubber mouseball and three

buttons, and remained a common design until the mainstream adoption of

the scroll-wheel mouse during the 1990s.

Another type of mechanical mouse, the "analog mouse" (now generally

regarded as obsolete), uses potentiometers rather than encoder wheels,

and is typically designed to be plug-compatible with an analog

joystick. The "Color Mouse," originally marketed by Radio Shack for

their Color Computer (but also usable on MS-DOS machines equipped with

analog joystick ports, provided the software accepted joystick input)

was the best-known example.

Optical mice

An optical mouse uses a light-emitting diode and photodiodes to detect

movement relative to the underlying surface, rather than moving some of

its parts — as in a mechanical mouse.

Early optical mice
Early optical mice, circa 1980, came in two different varieties:

Some, such as those invented by Steve Kirsch[15][16] of Mouse Systems
Corporation, used an infrared LED and a four-quadrant infrared sensor

to detect grid lines printed with infrared absorbing ink on a special

metallic surface. Predictive algorithms in the CPU of the mouse

calculated the speed and direction over the grid.
Others, invented by Richard F. Lyon and sold by Xerox, used a 16-pixel

visible-light image sensor with integrated motion detection on the same

chip and tracked the motion of light dots in a dark field of a

printed paper or similar mouse pad.
These two mouse types had very different behaviors, as the Kirsch mouse

used an x-y coordinate system embedded in the pad, and would not work

correctly when the pad was rotated, while the Lyon mouse used the x-y

coordinate system of the mouse body, as mechanical mice do.

The optical sensor from a Microsoft Wireless IntelliMouse Explorer (v.

1.0A).

Modern optical mice

Modern surface-independent optical mice work by using an optoelectronic

sensor to take successive pictures of the surface on which the mouse

operates. As computing power grew cheaper, it became possible to embed

more powerful special-purpose image-processing chips in the mouse

itself. This advance enabled the mouse to detect relative motion on a

wide variety of surfaces, translating the movement of the mouse into

the movement of the pointer and eliminating the need for a special

mouse-pad. This advance paved the way for widespread adoption of

optical mice. Optical mice illuminate the surface that they track over,

using an LED or a laser diode. Changes between one frame and the next

are processed by the image processing part of the chip and translated

into movement on the two axes using an optical flow estimation

algorithm. For example, the Avago Technologies ADNS-2610 optical mouse

sensor processes 1512 frames per second: each frame consisting of a

rectangular array of 18×18 pixels, and each pixel can sense 64

different levels of gray.

Laser mice

The laser mouse uses an infrared laser diode instead of an LED to
illuminate the surface beneath their sensor. As early as 1998, Sun
Microsystems provided a laser mouse with their Sun SPARCstation servers
and workstations.[20] However, laser mice did not enter the mainstream
market until 2004, when Logitech, in partnership with Agilent

Technologies, introduced its MX 1000 laser mouse.[21] This mouse uses a

small infrared laser instead of an LED and has significantly increased

the resolution of the image taken by the mouse. The laser enables

around 20 times more surface tracking power to the surface features

used for navigation compared to conventional optical mice, via

interference effects. While the implementation of a laser slightly

increases sensitivity and resolution, the main advantage comes from

power usage.

Power-saving in optical mice

Manufacturers often engineer their optical mice — especially

battery-powered wireless models — to save power when possible. In order

to do this, the mouse blinks the laser or LED when in standby-mode

(Each mouse has a different standby time). This function may also

increase the laser / LED life. Mice designed specifically for gamers,

such as the Logitech G5 or the Razer Copperhead, often lack this

feature in an attempt to reduce latency and to improve responsiveness.

Optical versus mechanical mice

The Logitech iFeel optical mouse uses a red LED to project light onto

the tracking surface.Unlike mechanical mice, which can become clogged

with lint, optical mice have no rolling parts; therefore, they do not

require maintenance other than removing debris that might collect under

the light emitter. However, they generally cannot track on glossy and

transparent surfaces, including some mouse-pads, sometimes causing the

cursor to drift unpredictably during operation. Mice with less

image-processing power also have problems tracking fast movement,

though high-end mice can track at 2 m/s (80 inches per second) and

faster.

Some models of laser mice can track on glossy and transparent surfaces,

and have a much higher sensitivity than either their mechanical or

optical counterparts. Such models of laser mice cost more than LED

based or mechanical mice.

As of 2006, mechanical mice have lower average power demands than their

optical counterparts. This typically has no practical impact for users

of cabled mice (except possibly those used with battery-powered

computers, such as notebook models), but has an impact on

battery-powered wireless models.

Optical models will outperform mechanical mice on uneven, slick, soft,

sticky, or loose surfaces, and generally in mobile situations lacking

mouse pads. Because optical mice render movement based on an image

which the LED illuminates, use with multi-colored mouse pads may result

in unreliable performance; however, laser mice do not suffer these

problems and will track on such surfaces. The advent of affordable

high-speed, low-resolution cameras and the integrated logic in optical

mice provides an ideal laboratory for experimentation on

next-generation input-devices. Experimenters can obtain low-cost

components simply by taking apart a working mouse and changing the

optics or by writing new software.

Inertial mice

Inertial mice use a tuning fork or other accelerometer (US Patent

4787051) to detect movement for every axis supported. Usually cordless,

they often have a switch to deactivate the movement circuitry between

use, allowing the user freedom of movement without affecting the

pointer position. A patent for an inertial mouse claims that such mice

consume less power than optically based mice, and offer increased

sensitivity, reduced weight and increased ease-of-use.

3D mice

Also known as flying mice, bats, or wands, these devices generally

function through ultrasound. Probably the best known example would be

3DConnexion/Logitech's SpaceMouse from the early 1990s.

In the late 1990s Kantek introduced the 3D RingMouse. This wireless

mouse was worn on a ring around a finger, which enabled the thumb to

access three buttons. The mouse was tracked in three dimensions by a

base station.Despite a certain appeal, it was finally discontinued

because it did not provide sufficient resolution.

A recent consumer 3D pointing device is the Wii Remote. While primarily

a motion-sensing device (that is, it can determine its orientation and

direction of movement), Wii Remote can also detect its spatial position

by comparing the distance and position of the lights from the IR

emitter using its integrated IR camera (since the nunchuk lacks a

camera, it can only tell its current heading and orientation). The

obvious drawback to this approach is that it can only produce spatial

coordinates while its camera can see the sensor bar.

Double mouse


Double mouse allow for two mice to be used by both hands as input

devices such as when operating various graphics and multimedia

applications.

Connectivity and communication protocols

To transmit their input, typical cabled mice use a thin electrical cord

terminating in a standard connector, such as RS-232C, PS/2, ADB or USB.

Cordless mice instead transmit data via infrared radiation (see IrDA)

or radio (including Bluetooth or WiFi), although many such cordless

interfaces are themselves connected through the aforementioned wired

serial buses.

While the electrical interface and the format of the data transmitted

by commonly available mice is currently standardized on USB, in the

past it varied between different manufacturers. A bus mouse used a

dedicated interface card for connection to an IBM PC or compatible

computer.

Serial interface and protocol

Standard PC mice once used the RS-232C serial port via a D-subminiature
connector, which provided power to run the mouse's circuits as well as

data on mouse movements. The Mouse Systems Corporation version used a

five-byte protocol and supported three buttons. The Microsoft version

used an incompatible three-byte protocol and only allowed for two

buttons. Due to the incompatibility, some manufacturers sold serial

mice with a mode switch: "PC" for MSC mode, "MS" for Microsoft

mode.

PS/2 interface and protocol


With the arrival of the IBM PS/2 personal-computer series in 1987, IBM

introduced the eponymous PS/2 interface for mice and keyboards, which

other manufacturers rapidly adopted. The most visible change was the

use of a round 6-pin mini-DIN, in lieu of the former 5-pin connector.

In default mode (called stream mode) a PS/2 mouse communicates motion,

and the state of each button, by means of 3-byte packets.[28] For any

motion, button press or button release event, a PS/2 mouse sends, over

a bi-directional serial port, a sequence of three bytes, with the

following format:

Bit 7 Bit 6 Bit 5 Bit 4 Bit 3 Bit 2 Bit 1 Bit 0
Byte 1 YV XV YS XS 1 MB RB LB
Byte 2 X movement
Byte 3 Y movement

Here, XS and YS represent the sign bits of the movement vectors, XV and

YV indicate an overflow in the respective vector component, and LB, MB

and RB indicate the status of the left, middle and right mouse buttons

(1 = pressed). PS/2 mice also understand several commands for reset and

self-test, switching between different operating modes, and changing

the resolution of the reported motion vectors.

IntelliMouse and others

A Microsoft IntelliMouse relies on an extension of the PS/2 protocol:

the ImPS/2 or IMPS/2 protocol (the abbreviation combines the concepts

of "IntelliMouse" and "PS/2"). It initially operates in standard PS/2

format, for backwards compatibility. After the host sends a special

command sequence, it switches to an extended format in which a fourth

byte carries information about wheel movements. The IntelliMouse

Explorer works analogously, with the difference that its 4-byte packets

also allow for two additional buttons (for a total of five).

The Typhoon mouse uses 6-byte packets which can appear as a sequence of

two standard 3-byte packets, such that ordinary PS/2 driver can handle

them.

Mouse-vendors also use other extended formats, often without providing

public documentation.

For 3D or 6DOF input, vendors have made many extensions both to the

hardware and to software. In the late 90's Logitech created ultrasound

based tracking which gave 3D input to a few millimeters accuracy, which

worked well as an input device but failed as a money making product.

Apple Desktop Bus

Apple Macintosh Plus mice, 1986.In 1986 Apple first implemented the

Apple Desktop Bus allowing the daisy-chaining together of up to 16

devices, including arbitrarily many mice and other devices on the same

bus with no configuration whatsoever. Featuring only a single data pin,

the bus used a purely polled approach to computer/mouse communications

and survived as the standard on mainstream models (including a number

of non-Apple workstations) until 1998 when iMac began the industry-wide

switch to using USB. Beginning with the "Bronze Keyboard" PowerBook G3

in May 1999, Apple dropped the external ADB port in favor of USB, but

retained an internal ADB connection in the PowerBook G4 for

communication with its built-in keyboard and trackpad until early 2005.

Tactile mice

In 2000, Logitech introduced the "tactile mouse", which contained a
small actuator that made the mouse vibrate. Such a mouse can augment

user-interfaces with haptic feedback, such as giving feedback when

crossing a window boundary. To surf by touch requires the user to be

able to feel depth or hardness; this ability was realized with the

first electrorheological tactile mice[31] but never marketed.

Other unusual variants have included a mouse that a user holds freely

in the hand, rather than on a flat surface, and that detects six

dimensions of motion (the three spatial dimensions, plus rotation on

three axes). Its vendor marketed it for business presentations in which

the speaker stands or walks around. So far, these mice have not

achieved widespread popularity.


Buttons

In contrast to the motion-sensing mechanism, the mouse's buttons have
changed little over the years, varying mostly in shape, number, and

placement. Engelbart's very first mouse had a single button; Xerox PARC

soon designed a three-button model, but reduced the count to two for

Xerox products. After experimenting with 4-button prototypes Apple

reduced it back to one button with the Macintosh in 1984, while Unix

workstations from Sun and others used three buttons. OEM bundled mice

usually have between one and three buttons, although in the aftermarket

many mice have always had five or more.


Apple Mighty Mouse with capacitance triggered buttonsThe three-button

scrollmouse has become the most commonly available design. As of 2007

(and roughly since the late 1990s), users most commonly employ the

second button to invoke a contextual menu in the computer's software

user interface, which contains options specifically tailored to the

interface element over which the mouse pointer currently sits. By

default, the primary mouse button sits located on the left-hand side of

the mouse, for the benefit of right-handed users; left-handed users can

usually reverse this configuration via software.

On systems with three-button mice, pressing the center button (a middle

click) typically opens a system-wide noncontextual menu. In the X

Window System, middle-clicking by default pastes the contents of the

primary buffer at the pointer's position. Many users of two-button mice

emulate a three-button mouse by clicking both the right and left

buttons simultaneously.

Additional buttons

Aftermarket manufacturers have long built mice with five or more

buttons. Depending on the user's preferences and software environment,

the extra buttons may allow forward and backward web-navigation,

scrolling through a browser's history, or other functions, including

mouse related functions like quick-changing the mouse's

resolution/sensitivity. As with similar features in keyboards, however,

not all software supports these functions. The additional buttons

become especially useful in computer games, where quick and easy access

to a wide variety of functions (for example, weapon-switching in

first-person shooters) can give a player an advantage. Because software

can map mouse-buttons to virtually any function, keystroke, application

or switch, extra buttons can make working with such a mouse more

efficient and easier.

In the matter of the number of buttons, Douglas Engelbart favored the

view "as many as possible". The prototype that popularised the idea of

three buttons as standard had that number only because "we could not

find anywhere to fit any more switches".

Wheels

The scroll wheel, a notably different form of mouse-button, consists of

a small wheel that the user can rotate to provide immediate

one-dimensional input. Usually, this input translates into "scrolling"

up or down within the active window or GUI-element . The scroll wheel

can provide convenience, especially when navigating a long document.

The scroll wheel nearly always includes a third (center) button. Under

many Microsoft Windows applications, appropriate pressure on the wheel

activates autoscrolling, and in conjunction with the control key (Ctrl)

may give the capability of zooming in and out; applications that

support this feature include Adobe Reader, Microsoft Word, Internet

Explorer, Opera, Mozilla Firefox and Mulberry. Some applications also

allow the user to scroll left and right by pressing the shift key while

using the mouse wheel.

Note that scrollwheels almost always function more as two switches,

rotating only in discrete "clicks" rather than actually acting as a

third analog axis.

Manufacturers may refer to scroll-wheels by different names for

branding purposes; Genius, for example, usually brand their

scroll-wheel-equipped products "Netscroll".

Mouse Systems introduced the scroll-wheel commercially in 1995,[32]

marketing it as the Mouse Systems ProAgio and Genius EasyScroll.

However, mainstream adoption of the scroll wheel mouse did not occur

until Microsoft released the Microsoft IntelliMouse in 1996. It became

a commercial success in 1997 when their Microsoft Office application

suite and their Internet Explorer browser started supporting its

wheel-scrolling feature.[33] Since then the scroll wheel has become a

standard feature of many mouse models.

Some mouse models have two wheels, separately assigned to horizontal

and vertical scrolling. Designs exist which make use of a "rocker"

button instead of a wheel — a pivoting button that a user can press at

the top or bottom, simulating "up" and "down" respectively. A peculiar

early example was a mouse by Saitek which had a joystick-style

hatswitch on it.

A more recent form of mouse wheel is the tilt-wheel. Tilt wheels are

essentially conventional mouse wheels that have been modified with a

pair of sensors articulated to the tilting mechanism. These sensors are

mapped, by default, to horizontal scrolling.

A third variety of built-in scrolling device, the scroll ball,

essentially consists of a trackball embedded in the upper surface of

the mouse. The user can scroll in all possible directions in very much

the same way as with the actual mouse, and in some mice, can use it as

a trackball. Mice featuring a scroll ball include Apple's Mighty Mouse

and the IOGEAR 4D Web Cruiser Optical Scroll Ball Mouse. IBM's

ergonomics laboratory designed a mouse with a pointing stick in it,[34]

envisioned to be used for scrolling, zooming or (with appropriate

software) controlling a second mouse cursor.

Button techniques

Rollover
Drag
Click
(left) Single-click
(left) Double-click
(left) Triple-click
Right-click
Rocker
Combination of right-click then left-click or keyboard letter
Combination of left-click then right-click or keyboard letter
Combination of left or right-click and the mouse wheel

Common button operations

Select
Launch an application
Display a menu
Drag and drop
Cut/copy to the clipboard
Paste from the clipboard

Mouse speed

The computer industry often measures mouse sensitivity in terms of

counts per inch (CPI), commonly expressed less correctly as dots per

inch (DPI) — the number of steps the mouse will report when it moves

one inch. In early mice, this specification was called pulses per inch

(ppi).If the default mouse-tracking condition involves moving the

pointer by one screen-pixel or dot on-screen per reported step, then

the CPI does equate to DPI: dots of pointer motion per inch of mouse

motion. The CPI or DPI as reported by manufacturers depends on how they

make the mouse; the higher the CPI, the faster the pointer moves with

mouse movement. However, software can adjust the mouse sensitivity,

making the cursor move faster or slower than its DPI. Current software

can change the speed of the pointer dynamically, taking into account

the mouse's absolute speed and the movement from the last stop-point.

Different software may name the settings "acceleration" or "speed" —

referring respectively to "threshold" and "pointer precision".

For simple software, when the mouse starts to move, the software will

count the number of "counts" received from the mouse and will move the

pointer across the screen by that number of pixels (or multiplied by a

factor f1=1,2,3). So, the pointer will move slowly on the screen,

having a good precision. When the movement of the mouse reaches the

value set for "threshold", the software will start to move the pointer

more quickly; thus for each number n of counts received from the mouse,

the pointer may move (f2 x n) pixels, where f2=2,3...10. Usually, the

user can set the value of f2 by changing the "acceleration" setting.

Operating systems sometimes apply acceleration, referred to as

"ballistics", to the motion reported by the mouse. For example,

versions of Windows prior to Windows XP doubled reported values above a

configurable threshold, and then optionally doubled them again above a

second configurable threshold. These doublings applied separately in

the X and Y directions, resulting in very nonlinear response. For

example one can see how the things work in Microsoft Windows NT.

Starting with Windows XP OS version of Microsoft and many OS versions

for Apple Macintosh, computers use a smoother ballistics calculation

that compensates for screen-resolution and has better linearity.

Etymology and plural

The first known publication of the word "mouse" is in Bill English's

1965 publication "Computer-Aided Display Control".

The Compact Oxford English Dictionary (third edition) and the fourth

edition of The American Heritage Dictionary of the English Language

endorse both computer mice and computer mouses as correct plural forms

for computer mouse. The form mice, however, appears most commonly,

while some authors of technical documents may prefer either mouse

devices or the more generic pointing devices. The plural mouses treats

mouse as a "headless noun."


Accessories

Mousepad

Englebart's original mouse did not require a mousepad;[36] the mouse

had two large wheels which could roll on virtually any surface.

However, most subsequent mice starting with the steel roller ball mouse

have needed mousepads in order to perform effectively.

The mousepad, the most common mouse accessory, appears most commonly in

conjunction with mechanical mice, because in order to roll smoothly,

the ball requires more friction than common desk surfaces usually

provide. So-called "hard mousepads" for gamers or optical/laser mice

also exist.

Although most optical and laser mice do not require a pad, some users

find that using a mousepad provides more comfort and less jitter of the

pointer on the display.Whether to use a hard or soft

mousepad with an optical mouse is largely a matter of personal

preference. One exception occurs when the desk surface creates problems

for the optical or laser tracking. Other cases may involve keeping desk

or table surfaces free of scratches and deterioration; when the grain

pattern on the surface causes inaccurate tracking of the pointer, or

when the mouse-user desires a more comfortable mousing surface to work

on and reduced collection of debris under the mouse.

Foot covers

Mouse foot-covers (or foot-pads) consists of low-friction or polished

plastic. This makes the mouse glide with less resistance over a

surface. Some higher quality models have teflon feet to reduce friction

even further.

Mice in the marketplace

Around 1981 Xerox included mice with its Xerox Star, based on the mouse
used in the 1970s on the Alto computer at Xerox PARC. Sun Microsystems,

Symbolics, Lisp Machines Inc., and Tektronix also shipped workstations

with mice, starting in about 1981. Later, inspired by the Star, Apple

Computer released the Apple Lisa, which also used a mouse. However,

none of these products achieved large-scale success. Only with the

release of the Apple Macintosh in 1984 did the mouse see widespread

use.

The Macintosh design, commercially successful and technically

influential, led many other vendors to begin producing mice or

including them with their other computer products (in 1985, Atari ST,

Commodore Amiga, Windows 1.0, and GEOS for the Commodore 64). The

widespread adoption of graphical user interfaces in the software of the

1980s and 1990s made mice all but indispensable for controlling

computers.

Alternative pointing devices

Trackball – the user rolls a ball mounted in a fixed base.

Touchpad – detects finger movement about a sensitive surface — the norm

for modern laptop computers. At least one physical button normally

comes with the touchpad, but users can also (configurably) generate a

click by tapping on the pad. Advanced features include detection of

finger pressure, and scrolling by moving one's finger along an edge.

Pointing stick – a pressure sensitive nub used like a joystick on

laptops, usually found between the g, h, and b keys on the keyboard.
Consumer touchscreen devices exist that resemble monitor shields.

Framed around the monitor, they use software-calibration to match

screen and cursor positions. Many firms that integrate touchscreen

equipment into existing displays and all-in-one devices (such as

portables PCs) for a reasonable fee are also in operation.

Mini-mouse – a small egg-sized mouse for use with laptop computers —

usually small enough for use on a free area of the laptop body itself.

It is generally optical, includes a retractable cord and uses a USB

port to save battery.

Palm mouse – held in the palm and operated with only two buttons; the

movements across the screen correspond to a feather touch, and pressure

increases the speed of movement.

Footmouse – a mouse variant for those who do not wish to or cannot use

the hands (see carpal tunnel) or the head; instead, it provides

footclicks.

Graphics tablet – a tablet with a pen or stylus used for pointing. The

user holds the device like a normal pen and moves it across a special

pad. The thumb usually controls the clicking via a two-way button on

the top of the pen, or by tapping.
Similar to a mouse is a puck, in which rather than tracking the speed

of the device, it tracks the absolute position of a point on the device

(typically a set of crosshairs painted on a transparent plastic tab

sticking out from the top of the puck). Pucks are typically used for

tracing in CAD/CAM/CAE work, and are often accessories for larger

graphics tablets.

Eyeball-controlled – A mouse controlled by the user's eyeball/retina

movements, allowing cursor-manipulation without touch.
Finger-mouse – An extremely small mouse controlled by two fingers only;

the user can hold it in any position

Gyroscopic mouse - A gyroscope senses the movement of the mouse as it

moves through the air. Users can operate a gyroscopic mouse when they

have no room for a regular mouse or must give commands while standing

up. This input device needs no cleaning and can have many extra

buttons, in fact, some laptops doubling as TVs come with gyroscopic

mice that resemble, and double as, remotes with LCD screens built in.
Some high-degree-of-freedom input devices

Applications of mice in user-interfaces

Computer-users usually utilize a mouse to control the motion of a

cursor in two dimensions in a graphical user interface. Clicking or

hovering can select files, programs or actions from a list of names, or

(in graphical interfaces) through pictures called "icons" and other

elements. For example, a text file might be represented by a picture of

a paper notebook, and clicking while the pointer hovers this icon might

cause a text editing program to open the file in a window. (See also

point-and-click)

Users can also employ mice gesturally; meaning that a stylized motion

of the mouse cursor itself, called a "gesture", can issue a command or

map to a specific action. For example, in a drawing program, moving the

mouse in a rapid "x" motion over a shape might delete the shape.

Gestural interfaces occur more rarely than plain pointing-and-clicking;

and people often find them more difficult to use, because they require

finer motor-control from the user. However, a few gestural conventions

have become widespread, including the drag-and-drop gesture, in which:

The user presses the mouse button while the mouse cursor hovers over an

interface object
The user moves the cursor to a different location while holding the

button down
The user releases the mouse button
For example, a user might drag-and-drop a picture representing a file

onto a picture of a trash-can, thus instructing the system to delete

the file.

Other uses of the mouse's input occur commonly in special

application-domains. In interactive three-dimensional graphics, the

mouse's motion often translates directly into changes in the virtual

camera's orientation. For example, in the first-person shooter genre of

games (see below), players usually employ the mouse to control the

direction in which the virtual player's "head" faces: moving the mouse

up will cause the player to look up, revealing the view above the

player's head.

When mice have more than one button, software may assign different

functions to each button. Often, the primary (leftmost in a

right-handed configuration) button on the mouse will select items, and

the secondary (rightmost in a right-handed) button will bring up a menu

of alternative actions applicable to that item. For example, on

platforms with more than one button, the Mozilla web browser will

follow a link in response to a primary button click, will bring up a

contextual menu of alternative actions for that link in response to a

secondary-button click, and will often open the link in a new tab or

window in response to a click with the tertiary (middle) mouse button.


One, two or three buttons?

One button mouseThe issue of whether pack-in bundled mice "should" have

exactly one button or more than one has attracted an enormous amount of

controversy. From the first Macintosh until late 2005 Apple shipped

every computer with a single-button mouse, whereas most other platforms

used multi-button mice. Apple and its advocates promoted single-button

mice as more user-friendly, and portrayed multi-button mice as

confusing for novice users. The Macintosh user interface, by design,

always has and still does make all functions available with a

single-button mouse. Apple's Human Interface Guidelines still specify

that all software-providers need to make functions available with a

single button mouse. However, X Window System applications, which Mac

OS X can also run, have developed with the use of two-button or even

three-button mice in mind, causing even simple operations like "cut and

paste" to become awkward.

While there has always been an aftermarket for mice with two, three, or

more buttons among experienced Macintosh users and extensive

configurable support to complement such devices in all major software

packages on the platform, Mac OS X shipped with hardcoded support for

multi-button mice. On August 2, 2005, Apple introduced their Mighty

Mouse multi-button mouse, which has four independently-programmable

buttons and a trackball-like "scroll ball" which allows the user to

scroll in any direction. Since the mouse uses touch-sensitive

technology, users can treat it as a one-, two-, three-, or four-button

mouse, as desired.

Advocates of multiple-button mice argue that support for a

single-button mouse often leads to clumsy workarounds in interfaces

where a given object may have more than one appropriate action. One

workaround was the double click, first used on the Apple Lisa, to allow

both the "select" and "open" operation to be performed with a single

button. Several common workarounds exist, and some are specified by the

Apple Human Interface Guidelines.


Three-button mouseOne such workaround (that favored on Apple platforms)

has the user hold down one or more keys on the keyboard before pressing

the mouse button (typically control on a Macintosh for contextual

menus). This has the disadvantage that it requires that both the user's

hands be engaged. It also requires that the user perform actions on

completely separate devices in concert; that is, holding a key on the

keyboard while pressing a button on the mouse. This can be a difficult

task for a disabled user, although can be remedied by allowing keys to

stick so that they do not need to be pressed down.

Another involves the press-and-hold technique. In a press-and-hold, the

user presses and holds the single button. After a certain period,

software perceives the button press not as a single click but as a

separate action. This has two drawbacks: first, a slow user may

press-and-hold inadvertently. Second, the user must wait for the

software to detect the click as a press-and-hold, otherwise the system

might interpret the button-depression as a single click. Furthermore,

the remedies for these two drawbacks conflict with each other: the

longer the lag time, the more the user must wait; and the shorter the

lag time, the more likely it becomes that some user will accidentally

press-and-hold when meaning to click. Studies have found all of the

above workarounds less usable than additional mouse buttons for

experienced users.

Most machines running Unix or a Unix-like operating system run the X

Window System which almost always encourages a three-button mouse. X

numbers the buttons by convention. This allows user instructions to

apply to mice or pointing devices that do not use conventional button

placement. For example, a left handed user may reverse the buttons,

usually with a software setting. With non-conventional button

placement, user directions that say "left mouse button" or "right mouse

button" are confusing. The ground-breaking Xerox Parc Alto and Dorado

computers from the mid-1970s used three-button mice, and each button

was assigned a color. Red was used for the left (or primary) button,

yellow for the middle (secondary), and blue for the right (meta or

tertiary). This naming convention lives on in some SmallTalk

environments, such as Squeak, and can be less confusing than the right,

middle and left designations.

Acorn's RISC OS based computers necessarily use all three mouse buttons

throughout their WIMP based GUI. RISC OS refers to the three buttons

(from left to right) as Select, Menu and Adjust. Select functions in

the same way as the "Primary" mouse button in other operating systems.

Menu will bring up a context-sensitive menu appropriate for the

position of the mouse pointer, and this often provides the only means

of activating this menu. This menu in most applications equates to the

"Application Menu" found at the top of the screen in Mac OS, and

underneath the window title under Microsoft Windows. Adjust serves for

selecting multiple items in the "Filer" desktop, and for altering

parameters of objects within applications — although its exact function

usually depends on the programmer.


Mice in gaming

Mice often function as an interface for PC-based computer games and

sometimes for video game consoles. They often appear in combination

with the keyboard.


First-person shooters

Logitech G5 Laser Mouse designed for gaming.Due to the cursor-like

nature of the crosshairs in shooter games, a combination of mouse and

keyboard provides a popular way to play first-person shooter (FPS)

games. Players use the X-axis of the mouse for looking (or turning)

left and right, leaving the Y-axis for looking up and down. The left

button usually controls primary fire. Many gamers prefer this over a

gamepad or joystick because it allows them to look around easily,

quickly and accurately and also as a consequence aim without auto-aim

assist. If the game supports multiple fire-modes, the right button

often provides secondary fire from the selected weapon. Secondary

weapons include grenades, knives, etc. The right button may also

provide bonus options for a particular weapon, such as allowing access

to the scope of a sniper rifle or allowing the mounting of a bayonet or

silencer or sometimes even jumping.

Gamers can use a scroll wheel for changing weapons, or for controlling

scope-zoom magnification. On most FPS games, programming may also

assign more functions to additional buttons on mice with more than

three controls. A keyboard usually controls movement (for example,

WASD, for moving forward, left, backward and right, respectively) and

other functions such as changing posture. Since the mouse serves for

aiming, a mouse that tracks movement accurately and with less lag

(latency) will give a player an advantage over players with less

accurate or slower mice.

An early technique of players, circle-strafing, saw a player

continuously strafing while aiming and shooting at an opponent by

walking in circle around the opponent with the opponent at the center

of the circle. Players could achieve this by holding down a key for

strafing while continuously aiming the mouse towards the opponent.

Games using mice for input have such a degree of popularity that many

manufacturers, such as Logitech, and Razer USA Ltd, make peripherals

such as mice and keyboards specifically for gaming. Such devices

frequently feature (in the case of mice) adjustable weights,

high-resolution optical or laser components, additional buttons,

ergonomic shape, and other features such as adjustable DPI.


Invert mouse setting

Many games, such as first- or third-person shooters, have a setting

named "invert mouse" or similar (not to be confused with "button

inversion", sometimes performed by left-handed users) which allows the

user to look downward by moving the mouse forward and upward by moving

the mouse backward (the opposite of non-inverted movement). This

control system resembles that of aircraft control sticks, where pulling

back causes pitch up and pushing forward causes pitch down; computer

joysticks also typically emulate this control-configuration.

After id Software's Doom, the game that popularized FPS games but which

did not support vertical aiming with a mouse (the y-axis served for

forward/backward movement), competitor 3D Realms' Duke Nukem 3D became

one of the first games that supported using the mouse to aim up and

down. It and other games using the Build engine had an option to invert

the Y-axis. The "invert" feature actually made the mouse behave in a

manner that users now regard as non-inverted (by default, moving mouse

forward resulted in looking down). Soon after, id Software released

Quake, which introduced the invert feature as users now know it. Other

games using the Quake engine have come on the market following this

standard, likely due to the overall popularity of Quake.

Home consoles

In 1988 the educational video game system, the VTech Socrates, featured

a wireless mouse with an attached mouse pad as an optional controller

used for some games. In the early 1990s the Super Nintendo

Entertainment System video game system featured a mouse in addition to

its controllers. The Mario Paint game in particular used the mouse's

capabilities, as did its successor on the N64. Sony Computer

Entertainment released an official mouse product for the PlayStation

console, and included one along with the Linux for PlayStation 2 kit.

However, users can attach virtually any USB mouse to the PlayStation 2

console. In addition the PlayStation 3, and Xbox 360 also support USB

mice. Recently the Wii also has this latest development added on in a

recent software update.