Human Computer Interaction ch2
Human Computer Interaction ch2
Chapter 2
INTRODUCTION
When we interact with computers, a process of information transfer happens from the user to the
computer and from the computer to the user. By interacting with the computer we are trying to achieve
a process of information transfer. Devices needed for interaction are :
We then consider the computer itself, its processor and memory devices and the networks that link
them together. We note how the technology drives and empowers the interface. The details of
computer processing should largely be irrelevant to the end-user, but the interface designer needs to be
aware of the limitations of storage capacity and computational power.
These alternatives are of two forms: 26 key layouts and chord keyboards.
A 26 key layout rearranges the order of the alphabetic keys, putting the most commonly used letters
under the strongest fingers, or adopting simpler practices.
The QWERTY keyboard layout isn't optimal for typing but persists due to its historical use in mechanical
typewriters. Despite no longer needing to address mechanical issues, it remains dominant because
retraining typists and replacing existing keyboards would be costly and disruptive. The widespread use
of this layout has made change unlikely due to technological inertia.
Due to RSI concerns, ergonomic keyboards with custom layouts, single-handed designs, or sloped keys
may see a resurgence, offering relief for users with injuries or disabilities.
Alphabetic keyboards, though seemingly easier for beginners, aren't faster than QWERTY, even for
novices. DVORAK keyboards, optimized for speed and fatigue reduction, assign letters differently,
favoring alternating keystrokes between hands
Chord keyboards
Definition : Chord keyboards use only four or five keys to produce letters by pressing multiple keys
simultaneously.
Advantages :
• Compact Design : Much smaller than conventional keyboards, making them easier to use in
tight spaces.
• Short Learning Curve : Users can learn the basics in a few hours.
• Fast Typing Speeds : Competent users can achieve high typing speeds.
• One-Handed Use : Suitable for situations where only one hand is available.
Limitations :
• Lack of Familiarity : Not widely accepted as mainstream text entry due to social resistance.
• Niche Applications : Commonly used by courtroom stenographers and may find use in the
wearables market.
• Practical Example: A user may forget their PIN and instinctively type on a calculator, only to
discover that ATMs use the telephone layout, leading to confusion.
• Key Mapping:
o 2 – a, b, c
o 3 – d, e, f
o 4 – g, h, i
o 5 – j, k, l
o 6 – m, n, o
o 7 – p, q, r, s
o 8 – t, u, v
o 9 – w, x, y, z
o 0 – +, &, etc.
Most phones have two modes: one for entering numbers (like phone numbers) and another for
typing letters (like in texts). Some phones help with accented letters and capital letters, often
capitalizing the first letter of sentences automatically.
Typing can be slow, but experienced users develop shortcuts and often type quickly with one hand
and just their thumb. Some phones also have tiny keyboards that can be plugged in or folded out for
easier typing.
The T9 system helps by guessing words based on fewer keypresses. For instance, typing '3926753'
might give you the word 'example.' If there’s confusion, like with '26,' the phone will show choices
like 'am' or 'an.'
Handwriting Recognition
Handwriting recognition lets users write like they do on paper, making it an easy way to enter text.
However, the technology isn't perfect; it can be inaccurate and struggles with different handwriting
styles. Recognizing handwriting relies on understanding how letters are drawn, which makes it
easier to read on a screen than from paper.
Speed is also a challenge, as most people write at about 25 words per minute, which is slower than
typing. Handwriting recognition can be useful in situations where keyboards are difficult to use.
Pen-based systems that use handwriting recognition are common in mobile devices for note-taking
and organizing. These systems are often small and easy to use, unlike tiny keyboards that can be
hard to work with. Writing by hand also allows for quick sketches.
When designing these systems, we can explore different ways to interact, like using gestures instead
of typing commands. This shift from keyboards opens up new possibilities for how we can use
technology.
Signature Authentication
Speech Recognition
Speech recognition is a promising but limited way to enter text. While it's great to talk to machines,
the current success rate of over 97% still means there are errors—about one mistake for every six
words, which isn't good enough. This accuracy usually only applies to a small set of command words,
and understanding natural language adds even more challenges.
Each person's speech is different, so the system must be trained for each user. Things like strong
accents, colds, and background noise can make recognition harder. In an office, if many people
talked to their machines at once, it would create a lot of noise and make it hard to keep things
private.
Despite these issues, speech technology is useful in specific areas, like phone information systems,
helping disabled users, and hands-free situations, especially in the military. It can either replace
keyboards or be part of systems designed to use its strengths while reducing its problems. Overall,
speech technology is succeeding where typing isn't practical or possible.
The mouse
Basic Function :
• A mouse is a small, palm-sized device used to control the cursor on a computer screen. It
typically contains a weighted ball inside.
Working Mechanism :
• Rollers inside the mouse detect this movement and adjust potentiometers to measure the ball's
horizontal and vertical motion.
• This information is sent to the computer, which moves the cursor on the screen based on the
ball's relative motion.
Connection :
• The movement information is sent to the computer via a wire or wirelessly, moving the cursor
on the screen.
Buttons :
• The mouse is an indirect input device, meaning horizontal movements on the desk are
mapped to the vertical movements on the screen.
• It provides information only on relative motion, allowing you to lift and reposition the
mouse without affecting the cursor
History :
• Invented by Douglas C. Engelbart in 1964, the early mouse used two wheels to transmit x–y
coordinates and was made of wood.
• The original design allowed for pure vertical or horizontal motion by tilting the device,
making it easier to control on large screens.
Footmouse:
1. Footmouse:
• A foot-operated device that moves the cursor based on foot pressure, similar to a
joystick. It allows hands to remain free for the keyboard.
• Foot pedals are common in music (pianos, guitars, drums) and machinery (cars, cranes,
sewing machines), showing they can be effective in principle.
3. Limitations:
• Practicality: Foot pedals under desks can be accidentally pressed, and using them with
laptops would be awkward.
• Control: Pedals are mostly used for simple, one-dimensional control, which limits their
application in general computing.
In short, while foot controls work in other fields, they haven't found much use in computers due to
practicality and limited control capabilities.
Touchpad
1. What is a Touchpad?
• A touch-sensitive tablet usually 2–3 inches in size, first popularized in Apple Powerbook
laptops and now used in many notebooks.
2. How it Works:
• It may take multiple strokes to move the cursor across the screen.
3. Acceleration Setting:
• This feature improves usability and makes the touchpad more responsive.
• The feel is different from other input devices, but users quickly adapt.
In short, touchpads are small, touch-sensitive devices with adjustable settings for smooth cursor
movement, widely used in laptops.
Thumbwheel :
• Uses two dials at right angles to control cursor movement, allowing horizontal and vertical
motion only.
• **Useful for tasks needing precision in straight lines**, like **CAD design**.
• It's slower and not ideal for freehand drawing or curved movement.
• Commonly included on standard mice as **scroll wheels**, which allow faster and more
intuitive document scrolling.
• Reduces strain by avoiding the need to hold down the mouse button while dragging.
Both devices are indirect input tools, with their appropriateness depending on the task. Trackballs
are favored for gaming and ergonomic uses, while thumbwheels excel in tasks requiring precision in
straight-line movements.
o Two types:
▪ Absolute joystick: The position of the stick directly matches the position of the
cursor on the screen. Moving the stick changes the cursor’s location.
2. Keyboard Nipple:
o Functions similarly to the isometric joystick: pressure controls cursor speed, and the
nipple controls the rate of movement across the screen.
o Though harder for beginners, adjusting speed settings can improve usability.
Both devices function through indirect control, with movements or pressure translating to screen
cursor manipulation.
o Two types:
▪ Absolute joystick: The position of the stick directly matches the position of the
cursor on the screen. Moving the stick changes the cursor’s location.
▪ Isometric joystick (velocity-controlled): The pressure applied to the stick
controls the speed of the cursor. The stick returns to its centered position when
released.
4. Keyboard Nipple:
o Functions similarly to the isometric joystick: pressure controls cursor speed, and the
nipple controls the rate of movement across the screen.
o Though harder for beginners, adjusting speed settings can improve usability.
Both devices function through indirect control, with movements or pressure translating to screen
cursor manipulation.
Touchscreens are fast, intuitive, and ideal for menu selection, durable in harsh environments, and
require no extra hardware. However, they can leave smudges, lack precision for small selections
or drawing, and cause arm fatigue with constant use. An optimal angle for comfort is around 15
degrees upward from horizontal.
• Interrupting light beams: When a finger or stylus blocks the beams, the system registers the
touch location.
• Capacitance changes: A grid of conductive material overlays the screen, and the finger's
presence alters the capacitance at that point, identifying the touch position.
• Ultrasonic reflections: Ultrasonic waves bounce off the screen, and when disrupted by a touch,
the system locates the input based on the change in reflection.
This input is directly translated into actions on the display, providing immediate feedback.
The light pen, an older technology, connects to the screen via a cable. It detects bursts of light
emitted by the screen’s phosphors during display scans. This capability allows the light pen to
address individual pixels, resulting in greater accuracy compared to touchscreens.
Working Mechanism:
• Stylus: The stylus interacts with the touch-sensitive surface, using either resistive or capacitive
technology to register touch. When the stylus touches the screen, it sends precise location data
to the device, allowing for accurate selection and drawing.
• Light Pen: The light pen detects the light emitted from the screen during its refresh cycle. As the
screen scans from left to right, the light pen registers the timing of the light burst, enabling it to
pinpoint the exact pixel being targeted.
Both devices are suitable for fine selection and detailed drawing but can become tiring to use on upright
displays. They are also challenging to manage alongside a keyboard.
Both the stylus and light pen are considered direct input devices, as they establish an immediate
relationship between the user’s actions and the selected item on the screen. In contrast, indirect input
devices like mice and trackballs require mapping movements on a desk to cursor movements on the
display.
Considerations:
Pointing with these devices can obscure parts of the display, complicating tasks that require quick,
detailed selections or movements. Therefore, user interface designs should account for hand
placement, such as positioning menus at the bottom of the screen. Additionally, offering alternative
layouts for left-handed and right-handed users enhances usability.
Digitizing tablet
A digitizing tablet is a specialized device primarily used for freehand drawing or as a mouse
substitute. It works by detecting the position of a stylus or puck (a mouse-like device) on a
tablet surface, which can be done in various ways:
Resistive Tablets : These detect point contact between two conductive sheets, allowing
operation with any object like a pen or finger.
Magnetic Tablets : Use a small coil in the pen to detect current pulses within a magnetic field.
Capacitive and Electrostatic Tablets : These detect position through changes in capacitance or
electrostatic fields.
Sonic Tablets : Emit ultrasonic pulses from a pen that are detected by microphones,
triangulating the position, and can also offer 3D input.
Digitizing tablets provide high resolution and smooth cursor control, detecting both relative
and absolute motion. They can also recognize handwriting for text input. However, they
need a lot of desk space and can feel awkward if not placed well next to the keyboard.
Eyegaze
• Control interface by eyegaze direction, e.g look at a menu to select it.
• Uses laser beam reflected off retina – a very low power laser
• Mainly used for evaluation (ch x)
• Potential for hands free control
• High accuracy requires headset
• Cheaper and lower accuracy devices available – sit under the screen like a small webcam
DISPLAY DEVICES
The most obvious means of text entry is the plain keyboard, but there are several variations on this:
different keyboard layouts, ‘chord’ keyboards that use combinations of fingers to enter letters, and
phone key pads. Handwriting and speech recognition offer more radical alternatives.
Aspect Ratio
Coloured Depth
Anti – Aliasing
Jaggies
Diagonal lines that have discontinuities due to horizontal raster scan process
Anti – Aliasing
Technologies
Cathode ray tube
Stream of electrons emitted from electron gun, focused and directed by magnetic fields , hit phosphor-
coated screen which glows
• X-rays which are largely absorbed by the screen (but not at the rear!)
• ultraviolet and infrared radiation from phosphors in insignificant levels
• radio frequency emissions, plus ultrasound (approximately 16 kHz)
• electrostatic field which leaks out through the tube to the user. The intensity is dependent on
distance and humidity. This can cause rashes in the user
• electromagnetic fields (50 Hz to 0.5 MHz) which create induction currents in conductive
materials, including the human body. Two types of effects are attributed to this: in the visual
system, a high incidence of cataracts in visual display unit (VDU) operators, and concern over
reproductive disorders (miscarriages and birth defects).
Health hints
• Compact and Efficient : LCDs are smaller, lighter, and consume less power compared to
traditional CRTs, making them ideal for portable devices like laptops and notebooks.
• No Radiation : LCDs do not emit harmful radiation, unlike CRTs, making them safer for
prolonged use.
• Matrix Addressable : They allow individual pixels to be accessed without scanning, improving
efficiency.
• Working Mechanism :
1. A thin layer of liquid crystal is sandwiched between two glass plates.
2. The top plate is transparent and polarized, while the bottom plate is reflective.
3. External light passes through the polarized top plate, goes through the liquid crystal, and
reflects off the bottom plate, making the pixel appear white.
4. When voltage is applied, the liquid crystal twists, changing the light’s polarization, preventing it
from passing back through the top plate. This makes the pixel appear black.
5. The screen refreshes at standard rates, but the slow response time of the crystal reduces flicker,
lessening eye strain. (slides – N.B. light reflected not emitted = less eye strain)
• Widely Adopted : LCDs have revolutionized portable computing, enabling smaller, lighter
computers and providing better screen quality in personal DVD players and even home TVs.
• Color Technology : Once limited to black and white or grayscale, LCDs have advanced to include
color displays, replacing CRT monitors in most cases.
Special displays
Gas Plasma Displays : Commonly used in large screens, these displays utilize plasma technology, which
differs from standard LCDs or CRTs.
Large displays
• Used for meetings, letcures etc
• Technology
▪ Plasma – usually wide screen
▪ Video walls – lots of small screens together
▪ Projected – RGB lights or LCD projector
▪ Hand/body obscures screen
▪ May be solved by 2 projectors + clever software
▪ Back projected
▪ Frosted glass + projector behind
Situated Displays
• Display in public places
• Large or small
• Very public or for small group
• Display only
▪ For information relevant to location
• Or interactive
▪ Use stylus , touch sensitive screem
• In all cases … the location matters
▪ Meaning of information or interaction is related to the location.
Hermes: a situated display
• Small displays beside office doors
• Handwritten notes left using stylus
• Office owner reads notes using web interface
Digital paper
A new, flexible display technology that retains content even without power, mimicking the function of
paper.
Technologies :
• Tiny Spheres : The surface is covered with tiny spheres that are black on one side and white on
the other. Embedded electronics rotate the spheres to display black or white. Once rotated, the
spheres remain in position when the signal is removed.
• Tiny Tubes : Small reflective spheres in liquid-filled tubes can be moved to the surface to display
white or away to show black. Similar to the sphere method, the position is retained after the
signal is removed.
Applications : Initially expected to be used for large banners that require reprogramming or slow
animation. As the technology improves, programmable paper could offer changeable "soft" printouts or
even books with re-downloadable content.
Positioning in 3D space
6 Degrees of Freedom
• In VR, users need to move and orient themselves in a virtual 3D space, which requires six
degrees of freedom: three for position (up/down, forward/backward, left/right) and three
for orientation (pitch, yaw, and roll).
• Unlike traditional 2D inputs, VR devices like the 3D mouse enable direct manipulation and
rotation of virtual objects.
3D Mouse :
• A 3D mouse allows movement and rotation in all six degrees of freedom. Sensors like
magnetic coils, ultrasound, or mechanical joints track position and orientation.
• Users may experience fatigue from holding the device in the air, and in some systems,
actions like putting the mouse down are treated as interactions.
• The dataglove detects finger and thumb joint angles using fiber optics. It provides multi-
dimensional input by measuring wrist rotation and 3D positional data via ultrasound
sensors.
• It’s highly expressive but expensive, with potential applications in gesture recognition, sign
language, and for assisting disabled people.
Virtual Reality Helmets : (detect head motion and possible eye gaze)
• These helmets display 3D visuals to each eye and track the user's head movements, enabling
users to see different parts of the scene as they turn their heads.
• In some systems, head movement controls navigation and interaction with objects, similar to
eyegaze systems.
Whole-Body Tracking : (accelerometers strapped to limbs or reflective dots and video processing)
• Advanced VR systems can track full-body movements for an immersive experience. Examples
include motorbike games that track leaning and even trampolines that respond to body weight
shifts to control movement.
• Full-body tracking can use image-processing techniques, where cameras track white markers on
joints, allowing precise joint mapping for virtual interactions.
3D displays
The immersive nature of virtual reality requires not only advanced input devices but also sophisticated
output systems. Standard desktop VR utilizes computer screens where 3D effects are created using
techniques like shadows, occlusion, and perspective to simulate depth. While effective, desktop VR lacks
true depth perception as it's displayed on a flat screen.
Desktop VR
In the real world, our perception of depth is largely based on stereoscopic vision, where each eye sees
slightly different images due to the distance between them, allowing our brain to assess depth. In virtual
reality, this stereoscopic effect can be replicated using various devices. Some VR systems use goggles
with two screens, where each eye receives a separate image from a slightly different angle, mimicking
the natural stereoscopic vision.
Alternatively, special spectacles may be used in conjunction with a monitor. These glasses can
synchronize with the monitor’s frame rate, allowing each eye to see alternating images, or use polarized
lenses to achieve the 3D effect, much like the classic red-green 3D glasses. Although such systems offer
improved quality compared to traditional methods, they can be cumbersome and still have limitations
like narrow viewing angles.
VR systems also face the challenge of addressing focus cues. In reality, each eye adjusts its focus based
on the distance of objects, but in VR, images are typically presented with fixed focal depth. This can lead
to eye strain as the brain is confused by the mismatch between what the eyes are seeing and their
actual focus.
Slides – VR headsets – small TV screen for each eye, slightly different angles, 3D effect
Motion Sickness in VR
Another issue in VR displays is motion sickness, which arises from a lag between head movement and
the corresponding change in the scene. If this delay exceeds 100 milliseconds, users can feel disoriented,
similar to seasickness, as their eyes and inner ear give conflicting signals to the brain.
• Time delay
o Move head …lag…display moves
o Conflict – head movement vs eyes
• Depth perception
o Headset gives different stereo distance
o But all focused in same plane
o Conflict – eye angle vs focus
• Conflicting cues => Sickness
o Helps motivate improvement in technology
Special displays
Analog Representations:
• Dials, Gauges, Lights: Used to represent numerical values or system states in complex systems.
• Working Mechanism: LEDs blink based on the system's operation, signaling various states like
power, processing, or errors.
• Purpose: Used primarily in aircraft to project essential information directly into the pilot's field
of view.
• Working Mechanism:
o Used in aircraft to project key data (like navigation and status) in front of the pilot’s
eyes.
o How it Works: Transparent screens display the info so the pilot can see both the data
and the outside view without looking down at instruments.
Additional Info: Only critical information is shown on the HUD to prevent clutter, while less important
data is presented on cockpit gauges for periodic monitoring.
Sound output
• Auditory Signals: Sounds like beeps, clanks, or clicks are used to provide feedback in systems,
often alongside visual displays.
• Feedback: Sound feedback, like keyboard clicks or telephone keypad tones, assures users that
an action has been performed successfully.
• These provide tactile feedback (force, resistance, texture) to enhance physical interaction
with systems.
• Used in virtual environments, such as surgical simulators, and real-world applications like
electronic braille displays.
• Example: Force feedback in game controllers or steering wheels that vibrate to simulate in-
game events.
Tactile Feedback :
• Quick, unconscious reactions (like adjusting steering after hitting a bump) are driven by
tactile feedback.
• This feedback is processed by the lower brain for fast response without conscious effort.
• Texture perception depends on detecting small changes on the skin, which is easier when
moving fingers over surfaces.
• Technology to simulate realistic texture is still developing.
Smell in Systems :
• Smell strongly triggers memory and enhances immersive experiences in exhibits and games.
• Dynamic smell generation is difficult due to our many scent receptors.
• Devices release scent capsules on demand, but haven't reached mass markets yet.
• Smell can enhance ambient displays and boost awareness in immersive settings like VR or
exhibits.
BMW iDrive
• For controlling menus
• Feel small bumps for each item
• Makes it easier to select options by feel
• Uses haptic technology from Immersion Corp
Physical controls
Different Physical Controls:
Devices like microwaves, washing machines, and MiniDisc players use unique controls designed for their
specific functions. A microwave has a flat, easy-to-clean plastic panel, ideal for a kitchen environment,
while washing machines use larger dials and switches that also display settings. MiniDisc players use
small buttons with multifunction controls for compactness.
Physical controls, like buttons or dials, provide feedback to users through touch. Proper resistance in
these controls helps users feel that they've successfully pressed a button or adjusted a setting. For
devices with smooth panels (e.g., microwaves), auditory feedback like beeps replaces tactile feedback.
Importance of Texture:
Texture differences in materials aid in usability. For example, touchpads are smooth for easy finger
movement, while textured buttons help prevent slipping. Raised dots on keyboards (like home keys) or
phone keypads assist in identifying key positions without needing to look.
Types of Sensors: Sensors can detect a wide range of things, such as movement (infrared), location
(GPS), temperature, and even weight. Audio and video analysis can identify individuals or activities.
Bio-sensing: Sensors can also measure physiological signs like body temperature or blink rate, helping
systems respond to unconscious reactions. For instance, in speech-based games, pauses and tone shifts
can reveal a user’s emotional state for better interactions.
Everyday Tech and Fiction: Technologies like iris scanners, which seem futuristic, are already available
in everyday devices, narrowing the gap between sci-fi concepts and reality.
Printing
Ease of Printing : Computer systems have made it easier to produce paper documents, allowing multiple
copies for refinement.
Older Printers : Older printers like line, golf-ball, and daisy-wheel printers required changing the
printhead to switch typefaces or sizes, which was cumbersome. Daisy-wheel printers were once the only
affordable option for high-quality output but are now rare.
Dot-Based Printing : Modern printers (dot-matrix, inkjet, and laser) use a dot-based system to form
images. Resolution, measured in dots per inch (dpi), affects image clarity.
Types of Printers :
• Dot-Matrix Printers : (use inked ribbon like a (typewritter)).Line of pins that can strike the
ribbon dotting the ribbon . Have a resolution of 80–120 dpi and are slow, producing about 200
characters per second (cps) for draft mode and 50 cps for letter quality.
• Inkjet Printers and bubble jet printers : Tiny blobs of ink sent from print head to paper. Offer
resolutions of 300–600 dpi and can produce photo-quality prints. They typically print 4–8 pages
per minute.
• Laser Printers : Provide the highest resolution (600–2400 dpi) and are faster, also printing 4–8
pages per minute. Like photocopier : dots of electrostatic charge deposited on drum, which
picks up toner (black powder form of ink ) rolled onto paper which is then fixed with heat.
Speed : Inkjet and laser printers print around 4–8 pages per minute, while dot-matrix printers print
slower, often rated in characters per second.
Cost of Consumables : Inkjet and laser printers have recurring costs for consumables like cartridges,
toner, and high-grade paper. Finding suitable recycled paper for laser printers can be challenging.
• Dot matrix
• Same print head used for several paper rolls
• May also print cheques
Thermal printers
Size of a font measured in points (1 point about 1/72’’) vaguely related to its height
Font Shape: Fonts are identified by names like Times Roman, Courier, Helvetica.
• Fixed-pitch fonts (e.g., Courier): Each character has the same width.
• Variable-pitch fonts (e.g., Times Roman, Gill Sans): Characters have different widths (e.g., 'm' is
wider than 'i').
• Serif fonts: Have small cross-lines at the ends of strokes (imitating carved stone).
Readability of Text
• Lowercase – easy to read shape of words
• Uppercase – better for individual letters and non-words e.g flight numbers : BA793 VS ba793
• Serif fonts – helps your eye on long lines of printed text. But san serif often better on screen
• Screen resolution is typically 72 dpi , while laser printers exceed 600 dpi.
• Screens use an RGB color model ; printers use CMYK . Size and aspect ratios differ, with A4
pages measuring **297 × 210 mm**.
Design Challenges : Designers must balance resembling printed pages and optimizing for screen
strengths, which can lead to font alignment issues.
Font Issues : Display discrepancies occur due to different widths when printed and shown on screens.
Unified Representation Systems: Some systems use the same font descriptions for both mediums (e.g.,
PostScript in Next OS), which shifts problems rather than solving them.
Graphic Design Differences : Graphic design approaches differ between paper and screens, requiring
adjustments for clarity and consistency in parallel formats.
Flat-Bed Scanners : Pages are placed on a glass plate for scanning. Some can handle multiple sheets
automatically.
Hand-Held Scanners : Users manually move the scanner over the image, which requires stitching
together multiple strips of the bitmap.
Scanners operate by shining light on the page and recording the reflected intensity and color, often at
resolutions between **600 and 2400 dpi**. Color scanners can output up to **256 levels** of gray or
RGB colors. Monochrome images can be created by thresholding grayscale images.
Scanners are vital in desktop publishing, allowing for electronic cut-and-paste operations. They enable
complex image manipulations like color correction and photomontage effects. Special film scanners can
digitize photographic negatives and slides.
Optical Character Recognition allows computers to "read" printed text, a challenging task due to
diverse fonts and sizes. Modern OCR software can accurately interpret text, preserving formatting like
superscripts and italics.
In electronic publishing, scanned images are optimized for screen viewing, often requiring consideration
of various graphic formats and color discrepancies between different monitors. Digital cameras have
gained popularity, capturing images directly to memory rather than film.