The First Touch

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Introduced in by 3M , this system detects a touch by using sensors to measure the piezoelectricity in the glass. Complex algorithms interpret this information and provide the actual location of the touch. Since there is no need for additional elements on screen, it also claims to provide excellent optical clarity. Any object can be used to generate touch events, including gloved fingers. A downside is that after the initial touch, the system cannot detect a motionless finger.

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However, for the same reason, resting objects do not disrupt touch recognition. The key to this technology is that a touch at any one position on the surface generates a sound wave in the substrate which then produces a unique combined signal as measured by three or more tiny transducers attached to the edges of the touchscreen. The digitized signal is compared to a list corresponding to every position on the surface, determining the touch location. A moving touch is tracked by rapid repetition of this process.

Extraneous and ambient sounds are ignored since they do not match any stored sound profile. The technology differs from other sound-based technologies by using a simple look-up method rather than expensive signal-processing hardware.

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As with the dispersive signal technology system, a motionless finger cannot be detected after the initial touch. However, for the same reason, the touch recognition is not disrupted by any resting objects. The technology was created by SoundTouch Ltd in the early s, as described by the patent family EP, and introduced to the market by Tyco International 's Elo division in as Acoustic Pulse Recognition. The technology usually retains accuracy with scratches and dust on the screen. The technology is also well suited to displays that are physically larger.

There are several principal ways to build a touchscreen. The key goals are to recognize one or more fingers touching a display, to interpret the command that this represents, and to communicate the command to the appropriate application. In the capacitive resistive approach, the most popular technique, there are typically four layers:.

When a user touches the surface, the system records the change in the electric current that flows through the display. Dispersive-signal technology measures the piezoelectric effect —the voltage generated when mechanical force is applied to a material—that occurs chemically when a strengthened glass substrate is touched. There are two infrared-based approaches. In one, an array of sensors detects a finger touching or almost touching the display, thereby interrupting infrared light beams projected over the screen.

In the other, bottom-mounted infrared cameras record heat from screen touches. This means that there are nearly twice as many cross-over points for a fixed number of terminal connections and no 'bussed' connections around the edges of the touchscreen. In each case, the system determines the intended command based on the controls showing on the screen at the time and the location of the touch. The development of multipoint touchscreens facilitated the tracking of more than one finger on the screen; thus, operations that require more than one finger are possible.

These devices also allow multiple users to interact with the touchscreen simultaneously. With the growing use of touchscreens, the cost of touchscreen technology is routinely absorbed into the products that incorporate it and is nearly eliminated.

Evil's Soft First Touches

The ability to accurately point on the screen itself is also advancing with the emerging graphics tablet-screen hybrids. Polyvinylidene fluoride PVFD plays a major role in this innovation due its high piezoelectric properties. TapSense, announced in October , allows touchscreens to distinguish what part of the hand was used for input, such as the fingertip, knuckle and fingernail. This could be used in a variety of ways, for example, to copy and paste, to capitalize letters, to activate different drawing modes, etc. A real practical integration between the television-images and the functions of a normal modern PC could be an innovation of a probable very near future: for example "all-live-informations" on internet about a film or the actors on video, other list of music during a normal video clip of song, all news about all things or persons, ideas and concepts, etc.

The Sight Below - "At First Touch"

For touchscreens to be effective input devices, users must be able to accurately select targets and avoid accidental selection of adjacent targets. The design of touchscreen interfaces should reflect technical capabilities of the system, ergonomics , cognitive psychology and human physiology.

Guidelines for touchscreen designs were first developed in the s, based on early research and actual use of older systems, typically using infrared grids—which were highly dependent on the size of the user's fingers. These guidelines are less relevant for the bulk of modern devices which use capacitive or resistive touch technology.


From the mids, makers of operating systems for smartphones have promulgated standards, but these vary between manufacturers, and allow for significant variation in size based on technology changes, so are unsuitable from a human factors perspective. Much more important is the accuracy humans have in selecting targets with their finger or a pen stylus. The accuracy of user selection varies by position on the screen: users are most accurate at the center, less so at the left and right edges, and least accurate at the top edge and especially the bottom edge.

This user inaccuracy is a result of parallax , visual acuity and the speed of the feedback loop between the eyes and fingers. The precision of the human finger alone is much, much higher than this, so when assistive technologies are provided—such as on-screen magnifiers—users can move their finger once in contact with the screen with precision as small as 0. Users of handheld and portable touchscreen devices hold them in a variety of ways, and routinely change their method of holding and selection to suit the position and type of input.

There are four basic types of handheld interaction:. Use rates vary widely. In addition, devices are often placed on surfaces desks or tables and tablets especially are used in stands. The user may point, select or gesture in these cases with their finger or thumb, and vary use of these methods. Touchscreens are often used with haptic response systems. A common example of this technology is the vibratory feedback provided when a button on the touchscreen is tapped. Haptics are used to improve the user's experience with touchscreens by providing simulated tactile feedback, and can be designed to react immediately, partly countering on-screen response latency.


On top of this, a study conducted in by Boston College explored the effects that touchscreens haptic stimulation had on triggering psychological ownership of a product. Their research concluded that a touchscreens ability to incorporate high amounts of haptic involvement resulted in customers feeling more endowment to the products they were designing or buying. The study also reported that consumers using a touchscreen were willing to accept a higher price point for the items they were purchasing.

Touchscreen technology has become integrated into many aspects of customer service industry in the 21st century. Chain restaurants such as Taco Bell [71] , Panera Bread, and McDonalds offer touchscreens as an option when customers are ordering items off the menu. Customers sit down to a table embedded with touchscreens and order off an extensive menu. Once the order is placed it is sent electronically to the kitchen. Extended use of gestural interfaces without the ability of the user to rest their arm is referred to as "gorilla arm".

Certain early pen-based interfaces required the operator to work in this position for much of the work day. This phenomenon is often cited as a prima facie example of movements to be minimized by proper ergonomic design. Unsupported touchscreens are still fairly common in applications such as ATMs and data kiosks, but are not an issue as the typical user only engages for brief and widely spaced periods. Touchscreens can suffer from the problem of fingerprints on the display. This can be mitigated by the use of materials with optical coatings designed to reduce the visible effects of fingerprint oils. Most modern smartphones have oleophobic coatings, which lessen the amount of oil residue.

Another option is to install a matte-finish anti-glare screen protector , which creates a slightly roughened surface that does not easily retain smudges. Touchscreens do not work most of the time when the user wears gloves [78]. The thickness of the glove and the material they are made of play a significant role on that and the ability of a touchscreen to pick up a touch. From Wikipedia, the free encyclopedia. For other uses, see Touch Sensitive.

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Main article: Resistive touchscreen. Main article: Surface acoustic wave. Main article: Capacitive sensing. This section needs expansion.

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You can help by adding to it. September Journal of the Society for Information Display. YC Young Children. CERN Courrier. Archived from the original on 4 September Retrieved Electronics Letters. Malvern Radar and Technology History Society. Archived from the original on 31 January Retrieved 24 July The Controller. Retrieved 29 July Archived from the original on 19 May Retrieved 6 April Ebeling, R. Johnson, R. Touch Computer Archived at the Wayback Machine.

YouTube Unfortunately, the first touch is also one of the most difficult skills to learn — it makes the difference between good players and great ones. No matter how you plan to control the ball, you need to know where you want to put it. The point of a good first touch is putting the ball in space and getting it out of your feet so you can deliver a crisp pass or take a clean shot. So in the moment before the ball comes to you, take a peek around. And as your touch improves, your confidence will, too, and you will be able to look up sooner. The same way your hands move back to soften a catch, cushion the ball with whichever part of your body you are using.

Ideally, you should be on your toes, knees bent and arms out for balance. Doing that requires a soft touch and a generally downward motion of your body.

The First Touch The First Touch
The First Touch The First Touch
The First Touch The First Touch
The First Touch The First Touch
The First Touch The First Touch

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