2. The purpose of various game controllers: gamepads, joysticksand wheels, light guns, dance pads,
and motion-sensing game controllers.
A gamepad, also known as a joypad, is the most common kind of game controller. They are held in both hands with thumbs and fingers used to provide input. Gamepads can have a number of action buttons combined with one or more omnidirectional control sticks or buttons. Action buttons are generally handled with the digits on the right hand, and the directional input handled with the left. Gamepads are the primary means of input on nearly all modern video game consoles. Due to the ease of use and precision of gamepads, they have spread from their origin on traditional consoles to computers, where a variety of games and emulators support their input.
Most modern game controllers are a variation of a standard gamepad. Common additions include shoulder buttons placed along the edges of the pad, centrally placed buttons labeled start, select, and mode, and an internal motor to provide haptic feedback.
This joystick is a peripheral that consists of a handheld stick that can be tilted around either of two axes and (sometimes) twisted around a third. The joystick is often used for flight simulators. HOTAS controllers, composed of a joystick and throttle quadrant (see below) are a popular combination for flight simulation among its most fanatic devotees. Most joysticks are designed to be operated with the user's primary hand (e.g. with the right hand of a right-handed person), with the base either held in the opposite hand or mounted on a desk.
Wheel is steering-wheel-type input device.
Light gun is a pointing device for computers and a control device for arcade and video games.
Dance pad, also known as a dance mat, dance platform, or jitter deck, is a flat electronic game controller used for input in dance games.
Motion-sensing game controller is a device used with games or entertainment systems used to control a playable character or object, or otherwise provide input in a computer game.
3. Explain how resolution affects the quality of a picture captured on a digital camera.
Image resolution describes the detail an image holds. The term applies to raster digital images, film images, and other types of images. Higher resolution means more image detail.
Image resolution can be measured in various ways. Basically, resolution quantifies how close lines can be to each other and still be visibly resolved. Resolution units can be tied to physical sizes (e.g. lines per mm, lines per inch), to the overall size of a picture (lines per picture height, also known simply as lines, or TV lines), or to angular subtenant. Line pairs are often used instead of lines; a line pair comprises a dark line and an adjacent light line. A Line (or TV line, TVL) is either a dark line or a light line. A resolution of 10 lines per millimeter means 5 dark lines alternating with 5 light lines, or 5 line pairs per millimeter (5 LP/mm). Photographic lens and film resolution are most often quoted in line pairs per millimeter.
4. Describe the uses of voice recognition, Web cams, and video conferencing.
Voice recognition is a computer application that lets people control a computer by speaking to it. In other words, rather than using a keyboard to communicate with the computer, the user speaks commands into a microphone (usually on a headset) that is connected to a computer.
A webcam is a video camera which feeds its images in real time to a computer or computer network, often via USB, ethernet or Wi-Fi.
Their most popular use is the establishment of video links, permitting computers to act as videophones or videoconference stations. This common use as a video camera for the World Wide Web gave the webcam its name. Other popular uses include security surveillance and computer vision.
A videoconference or video conference (also known as a videoteleconference) is a set of interactive telecommunication technologies which allow two or more locations to interact via two-way video and audio transmissions simultaneously. It has also been called 'visual collaboration' and is a type of groupware.
Videoconferencing differs from videophone calls in that it's designed to serve a conference rather than individuals. It is an intermediate form of videotelephony, first deployed commercially by AT&T during the early 1970s using their Picturephone technology.
5. Discuss how various scanners and reading devices work: optical scanners,
optical readers, bar code readers, RFID readers, magnetic stripe card
readers, MICR readers, and data collection devices.
Optical scanner is any scanning technology that converts a physical image, text, or object into a digitized form that can be stored as a 2D image file on a computer.
Optical reader is a device that uses light source to read characters, marks, and codes and then converts them into digital data.
Bar code reader uses laser beams to read bar codes.
RFID reader reads information on the tag via radio waves.
Magnetic stripe card reader reads the magnetic stripe on the back of a credit card.
MICR readers can read text printed with magnetized ink.
Data collection devices obtain data directly at location where transaction or event takes place. They transmit data over network or Internet.
6. Summarize the various biometric devices: fingerprint reader, face
recognition system, hand geometry system, voice verification system,
signature verification system, and iris recognition system
Fingerprint scanner captures curves and indentations of fingerprint.
Hand geometry system measures shape and size of person’s hand.
Voice recognition system compares live speech with stored voice pattern.
Signature verification system recognizes shape of signature.
Iris recognition system reads patterns in blood vessels in back of eye.
Face recognition system is a computer application for automatically identifying or verifying a person from a digital image or a video frame from a video source. One of the ways to do this is by comparing selected facial features from the image and a facial database.
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