1) Understanding Input
Input is any data and instructions entered into the memory of a computer. An instuctions can be entered into the computer in the form of programs, commands, and user responses.
The example of Input device are:
- The keyboard is an input device that contains keys users press to enter data and instructions into a computer. There are two types of keyboard. One is wired keyboards (eg: USB port) and the another one is wireless keyboards (eg: bluetooth and IrDA).
- The ponting device is an input device taht allows a user to control a pointer on the screen. A mouse is a pointing device that fits under the palm of your hand comfortably. Most widely used pointing device on desktop computer and a mouse can be wired or wireless. Other ponting device are: Trackball, Touchpad, and Pointing Stick.
- Video games and computer games use a Game controller as the input device that directs movements and actions of on screen objects. Example of game controller are: Gamepads, Joysticks & Wheels, Light guns, Dance pads and Motion-sensing controllers.
- Voice input is the process of entering input by speaking into a microphone. Voice recognition is the computer's capability of distinguishing spoken words.
- Audio input is the process of entering any sound into the computer. Examples are speech, music, and sound effects.
- Video input is the process of capturing full-motion images and storing them on a computer's storage medium.
- Touch screens and Touch-sensitive pads
- Pen input
- Digital cameras
- Scanners and Reading Devices
- Biometric Input
Output is the data that has been processed into a useful form. Examples text, graphics, audio, and video. An output device is any type of hardware component that conveys information to one or more people. Example of output device are:
- display devices; eg: LCD monitors, Plasma monitors & CRT monitor
- printers; eg: A nonimpact printer:- Ink-jet printers, photo printers, laser printers. An impact printers:- dot-matrix printer, Line printer.
- speakers, headphones, & earbuds
- data projectors
- interactive whiteboards
- force-feedback game controllers
- tactile output
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