First PC mouses

Автор работы: Пользователь скрыл имя, 17 Октября 2013 в 09:15, реферат

Описание работы

Douglas Engelbart of the Stanford Research Institute invented the mouse in 1963[2][3] 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.

Содержание работы

Technologies
•1.1 Early mice
•1.2 Mechanical mice
•1.3 Optical mice
•1.3.1 Laser mice
•1.3.2 Optical versus mechanical mice
•1.4 Inertial mice
•1.5 3D mice
•1.6 Double mouse
•1.7 Connectivity and communication protocols
•1.7.1 Serial interface and protocol
•1.7.2 PS/2 interface and protocol
•1.7.2.1 Extensions: IntelliMouse and others
•1.7.3 Apple Desktop Bus
•1.8 Tactile mice
•2 Buttons
•2.1 Additional buttons
•2.2 Wheels
•2.3 Button techniques
•2.4 Common button operations
•3 Mouse speed
•4 Etymology
•5 Accessories
•5.1 Mousepad
•5.2 Foot covers
•6 Mice in the marketplace
•7 Alternative pointing devices
•8 Applications of mice in user-interfaces
•8.1 One, two or three buttons?
•9 Mice in gaming
•9.1 First-person shooters
•9.1.1 Invert mouse setting
•9.1.2 Home consoles
•10 See also
•11 Notes
•12 References
•13 External links

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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 mouses 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 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.

 

 

 


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