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Musical-Applications-of-Microprocessors-2ed-Chamberlin-H-1987

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CONTROL SEQUENCE DISPLAY AND EDITING 355<br />

in an interactive graphics application. First, <strong>of</strong> course, is the computer and<br />

graphic display device. Second is the array <strong>of</strong> input devices used by the<br />

operator to communicate with the system. Last is the s<strong>of</strong>tware necessary to<br />

tie it all together. In a well-implemented interactive graphics application,<br />

the user sits with eyes glued to the screen, hands manipulating input devices,<br />

and mind closing the feedback loop. The effect is as if the image on the<br />

screen is an extension <strong>of</strong> the user's consciousness. To meet this goal, a highly<br />

effective human interface, both input devices and s<strong>of</strong>tware, is required.<br />

Many <strong>of</strong> the music input devices described previously are suitable for<br />

and in fact some were orginally developed for interactive graphics work. A<br />

joystick, for example, is typically a two-dimensional device, thus mating<br />

perfectly with a two-dimensional display. When connected to the computer<br />

through an ADC and suitable programming, one can point to objects or<br />

literally draw curves on the face <strong>of</strong> the display. As a practical matter, however,<br />

it is fairly difficult to control a joystick precisely; thus, intended<br />

straight lines are crooked and pointing is somewhat <strong>of</strong> a trial-and-error<br />

procedure.<br />

Graphic Input Techniques<br />

A mouse is a related device that overcomes the awkwardness <strong>of</strong> a joystick.<br />

Typically, it is about the size and shape <strong>of</strong> an orange half and is<br />

equipped with orthogonal wheels that allow it to roll around easily on a table<br />

top. The wheels are connected to transducers and provide X and Y outputs.<br />

Essentially, the position <strong>of</strong> the mouse corresponds to the joystick's handle,<br />

but a much larger movement range allows more precise control. Another<br />

device called a trackball consists <strong>of</strong> a smooth ball about the size <strong>of</strong> a baseball<br />

sitting nearly frictionless in a stationary socket. The user can roll the ball in<br />

any direction and thus provide X and Y outputs. Since the range may<br />

encompass one or more complete revolutions, control is more precise. Its<br />

major advantage is conservation <strong>of</strong> table space.<br />

The graphic digitizer mentioned earlier is the most precise <strong>of</strong> all. Since<br />

the pen or stylus is completely frictionless, one may input to the system as<br />

accurately as drawing on paper can be done. In fact, because <strong>of</strong> their precision<br />

and repeatability, a screen outline may be taped to the digitizer surface and<br />

used as a guide in the interaction process. If real ink is used in the digitizer<br />

pen, then a permanent record <strong>of</strong> the input is produced as a by-product.<br />

It would seem though that the ideal situation would be drawing directly<br />

on the display screen itself and in fact devices called light pens actually<br />

accomplish this-almost. A light pen consists <strong>of</strong> a high-speed photocell and<br />

a lens system that makes its angle <strong>of</strong> acceptance very small and localized. If<br />

placed on the surface <strong>of</strong> the CRT directly above an illuminated portion <strong>of</strong> the<br />

image, a pulse is generated whenever the beam refreshes that part <strong>of</strong> the<br />

image. With the s<strong>of</strong>tware-refreshed vector display described previously, the<br />

pulse can be connected to interrupt the CPU while the line "seen" by the pen

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