WO2005052780A2 - L'interface utilisateur graphique la plus efficace est l'interface a deplacement de pointeur - Google Patents
L'interface utilisateur graphique la plus efficace est l'interface a deplacement de pointeur Download PDFInfo
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- WO2005052780A2 WO2005052780A2 PCT/GB2004/004887 GB2004004887W WO2005052780A2 WO 2005052780 A2 WO2005052780 A2 WO 2005052780A2 GB 2004004887 W GB2004004887 W GB 2004004887W WO 2005052780 A2 WO2005052780 A2 WO 2005052780A2
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- pointer
- movement
- pointer movement
- alone
- pixel
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Classifications
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0487—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
- G06F3/0488—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
- G06F3/04883—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures for inputting data by handwriting, e.g. gesture or text
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/03—Arrangements for converting the position or the displacement of a member into a coded form
- G06F3/033—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
- G06F3/038—Control and interface arrangements therefor, e.g. drivers or device-embedded control circuitry
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0481—Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
Definitions
- the most efficient graphical user interface is a pointer movement interface.
- V1 is Why pointer movement is always more productive than the GUI confidential and copyright 2004 N S lrvine.exe. This is contained on the CD filed with this document.
- V2 is Pointer movement alone means that the control of the functionality of the icons is the pointer movement alone copyright 2004 NS lrvine.exe.
- the most efficient graphical user interface is a pointer movement interface and therefore any increase in pi-oductivity of a graphical user interface program will be proportional to the increase in functionality of pointer movement within that graphical user interface.
- the inventive step came in realising that the increase in productive of a GUI would for every case be dependent on the increase in functionality of the pointer movement within that program.
- This diffei-ence would mean that it would be an unnecessary step now to have to check if a GUI had changed its pointer movement functionality and now was (activating) accessing or executing functions previously activated in existing programs by other methods. It is the difference between claiming that in every case the productivity of the program would be more efficient than nearly all cases.
- the typed command interface the GUI (icon based interface) and the pointer movement interface (PMI) defined on 3" 1 May 2001.
- the command prompt to type in commands. a. Had to be able to remember the commands and spell them exactly correctly with all the different option setting correct. i. Difficult to remember ii. Had to have typing skills iii. Had many steps (some wo ⁇ -ds were long with the option settings and other variables) 2.
- the icon is the building block of the graphical user interface.
- Dl is a typical icon.
- a pictorial representation of the function (previously a typed command) such that when it is accessed by moving the pointer over the object the mouse may activate a function usually by a click. If we refer to Rl page .
- the key advantage of the icon was that it was very easy to remember and it was normally activated by a primary mouse pushbutton click. Thus to access a function the user needed only to remember where the icon was and move to it and click it.
- buttons 302d operate in a conventional manner in that they enable the user to open additional windows or initiate execution of applications programs simply by clicking on the appropriate button(s). page 5 line 15-20 7.
- the key aspect is to ask why when pointer movement over an icon has it not been used indeed this patent was originally filed on 28 lfl April 1995 and still has not been used in windows? The answer is that the golden rule for icons is consistency, and the most consistent feature of a GUI is that when a pointer moves it is used as a navigational tool.
- the pointer movement interface i.
- the key to understand the pointer movement interface is that the pointer may move to any pixel on the screen and that for each and every pixel on the screen the user may choose to use one or more pointer movements to execute a click event for that pixel or may choose to do one or more other pointer movement not to execute that function. Therefore the method of operation of pointer movement alone is shown at figure 1 c. We see 9 pixel. The focus is at the central pixel p5 to illustrate how pointer movement alone works for every pixel.
- Page 106 line 20 -24 proved beyond doubt a user could use pointer movement to navigate across a screen to every pixel by avoiding the subsequent movement designated Tor the click event over that pixel until the user was over a pixel which the user would wish to execute a click event, in the same way that would have been done by pressing a pushbutton when the pointer was over the desired pixel, iii.
- the key radical approach to this method was that the only feature chosen to fully opei-ate the GUI through the pointer movement alone interface was the pointer movement.
- the very thing that had no function in the conventional GUI The fact that pointer movement has no function in a conventional GUI is easy to realise by asking when a pointer moves over the icon does it have control or is it controlled by the icon underneath?
- Pointer movement may be designed to work on its own (independent of graphics - the zeroclick method only), or in combination with icons - the combined mode) or be switched off so that it operated in conventional mode. It had the capacity to completely emulate the existing conventional GUI, or modify the conventional GUI or operate in only pointer movement alone mode. ix. This the GUI could not do at all.
- To emulate a standard icon the user just may choose the contiOl area and the predetermined area to be exactly an icon in size and may choose to operate all eight different directions of pointer movement per pixel for each pixel with the control area all to cause a collar to appear when the pointer moves over the control area.
- D l may easily be emulated by claim 1 of P I .
- the GDE described in Dl emulate P I - no!, there is no description of a click event.
- a collar would appear - one function only for 16 * 16 pixels.
- the GDE cause a pixel to be selected outside the GDE. It would be obvious even to a novice that white space has no function. In other words the GDE has no influence and can never control a pixel outside the graphical object.
- An area could contain a GDE and white space or part of a GDE, whereas a GDE will always be just the area of the GDE not any other elements. xvi. Indeed it was only PI which defined a true pointer movement alone interlace. This was a GUI that could fully operate by only the pointer movement alone from any pixel independent of any graphical structure that the pixel belonged. This is because it has a system that operated by pointer movement alone for each pixel. It therefore could define an area which was any area of the screen.
- a GDE could not be an area outside itself by definition, whereas pointer movement alone may have perfect backward compatibility to existing icons by choosing the size of the control area and predetermined path to be equal in area and function as the original GDE.
- control area could the screen and the predetermined area be any area including parts of the GUI or it could be any group of non adjacent pixels (see PI page 105) that is because each pixel had eight different pointer movement clicks which each one or more of these clicks may be used in a sequential combination to generate a function.
- I provides the basic structure every pixel generating eight different movement as illustrated by Page 106 line 20 -24, whereby every possible single pointer movement that may occur over any pixel has been defined. Then all that has to be further defined is one or more of these single pointer movement occurring in combination or within a range of values to generate more complicated zeroclicks like the reverse zeroclick or the combined reverse zeroclick.
- the functions may be just attached to the single pointer movement (direction zeroclick) or more than one pointer movement (reverse zeroclick for adjacent movement ) and other combinations of movement for non adjacent pointer movement jumping. If we compare this number of possible functions from pointer movement alone to a menu system Dl which claimed maximum functionality by minimum form we see the following inefficency instead of a potential of (640*400 *8) 2 different functions from just two pointer movement, how many can Dl promise from two movements.
- pointer movement alone works in a completely different way.
- the user is no longer looking for information.
- Page 7 from line 10 - 45 of R2 defines the meaning of productivity. In essence every advantage that a user may wish for that may be achieved more efficiently by pointer movement alone programming.
- Drawings the first 10 pages show prints of the image files used by soui'ce code supplied in this patent and the priority documents.
- the 1 1/1 1 page shows icons used in the source code.
- Page 12 -18 show the Figures 1 - 8 described in this patent.
- This invention describes the first law in programming with a pointer movement input.
- the productivity of a program is directly proportional to the ergonomic use of pointer movement alone in that program.
- All confirmed user intention pointer movement will use all information available to the computer to deduce the most appropriate subsequent functionality and display, or any other user feedback to achieve the completion of the given task with the greatest of ease, comfort, preference and understanding of the user to increase the users current and future productivity.
- the productivity of that program will be proportional to be the ergonomic use of pointer movement.
- the claim of this invention is that the improved productivity may be attributed to increased functionality applied to certain pointer movements.
- this invention not only provides a clear method for a skilled person to see if an infringer has applied pointer movement to their program without asking for royalties. The skilled person has to ask two questions. 1. Has pointer movement within this program changed the functionality that it has accessed or executed in this upgrade that leads to the advantage of the new program? 2. Has the upgrade or comparison of the program by the programmer offered an advantage in productivity compared to a previous version of the program or a competitor program? 3.
- Page 93 - 108 of R2 discuss the prior art. The more helpful sections are page 95 to 99. this shows how easy it would be for a skilled person to have designed the method of the SE zeroclick and the reverse zeroclick from the claims of PL
- Page 89 - 92 line 5 of R2 discusses how pointer movement alone may be perfectly backward compatible with pointer movement alone had has unlimited capacity to enable the conventional manner of the GUI to operate, the pointer movement alone interface and the combined interface.
- Page 92 line 14 - 37 askes the questions that makes the skilled person realize the character of pointer movement alone.
- the graphics are integral in the functionality of the GUI.
- the graphics are unessential for any function activation in the pointer movement alone interface, along with all other methods which in previous conventional GUIs were used in conjunction with pointer movement to operate a function.
- Pointer movement alone reveals all these other methods as obsolete with the only purpose of user feedback.
- pointer movement may operate of these other methods as a method of providing backward compatibility to the existing GUI.
- D l shows a spot interface (10) in Dl which if a pointer was positioned over would generate a collar appearing.
- Figure 4 shows an enlarged view of the spot interface (401).
- Pixel 402 is at the centre of the spot interface (401 )
- Pixel 402 is at the centre of the spot interface (401 )
- the child would say by routine experimentation the identical pointer moveinent over identically sized area around pixel 402 made a collar appear but that identical movement over an identical area around 403 did not have the same function.
- a graphical object working by requiring pointer movement over the object will always be less efficient, he pointer movement alone may activate a click by pointer moveinent alone from any pixel on the screen by the user selecting the correct preceding and or subsequent movement.
- the pointer does not need to move to anywhere but at the exact pixel where the current pointer is located can execute this choice by pointer movement alone.
- the pointer movement may operate from any pixel on the screen. b. If a pointer movement requires less movement to achieve the same functionality then obviously a movement requiring less distance will be more eflicient than a pointer movement that requires a longer distance. Because Page 106 20 -24 revealed every direction movement from any pixel may execute a function by just a movement over that pixel.
- Intrinsic to pointer movement alone is the ability to minimise the possible distance away from the current position of the pointer nec unfairy to access and execute a function. Therefore if programs are rearranged such that icons are positioned to be more efficient to the current position of the pointer rather than in the conventional menu structure (File Edit View etc) such that the functionality of the pointer movement from one position to another has been improved, this is just copying the efficiency intrinsic to pointer movement alone to minimise the distance from the current position of the pointer to the activation ofthe function.
- Pointer movement may operate all known functions from the current hotspot position ofthe pointer. Pointer movement alone may have infinite functionality from anywhere or any pixel or larger area therefore it may operate all other controls from any pixel by pointer movement alone. See description page 82 - page 83 of R2.
- a. A priori statement. The capacity of pointer movement alone is infinite because a single direction zeroclick may select a pixel, or two or more direction zeroclicks may select a pixel that may generate an infinite number of different predetermined paths and/or click event by a subsequent movement for each path.
- the poor use of pointer movement over Dl resulted in only as single function generating a collar.
- the video shows how any pixel on the screen is an example to show how the start menu and the computer functions to appear.
- e The description of a method to demonstrate that infinite functionality may be accessed from any pixel see page 79. Every pixel on the screen independent to any icons underneath the pointer may access infinite functionality. 5.
- Responsiveness The direction zeroclick on page 106 revealed that in less pointer moveinent than one pixel (movement over a pixel in a certain direction) that eight different direction click events may occur for every pixel on the screen.
- f. A priori statement. There is no method more responsive than using pointer movement alone to change the display and functionality using the possibility of eight different directions to achieve both pointer movement and click functionality at the same time. 5. Deduction. a.
- Every one of these tiny movement may be used to deduce the best i. one or more functional options, ii. best display relevant for understanding these function options and how to access them iii. Access to that functionality may be organised to achieve maximum functionality with minimum pointer movement.
- e. Linguistic f. Appropriate g. User friendly. iv. and best subsequent pointer movements to access and execute these one or more functions in response to their previous pointer movements h. A priori statement.
- Page 6 line 1-2 of P1 j Pointer movement is the most optimum method of being deductive as it can be arranged to maximize recycling of all useful data and presenting every relevant function or functions for each next step. To have achieved this deductive step would be done less efficiently by other methods.
- the sequential grid in P1 should how any task could be broken down into steps and the use be presented with another grid of the next options in response to the preceding Selection .
- the pointer just needs to move to the next option in the grid and it is achieved without needing any clicks, the uses if it is a single option just moves to the next sequential grid, or if it is a multiple option could choose to do a reverse zeroclick movement to indicate selection of more than one option finishing with the final movement to move to the next grid to indicate the last option selection of that step. It makes perfect sense if the method is pointer movement alone. The capacity is so great that 8 clicks may be used for functionality for each pixel, That if the efficiency is maximized, and the deductive power is maximized such that pointer movement alone should only have to make an additional sequential step of one or more options if the choices could not be recycled or deduced clearly enough from the preceding pointer movement. Any steps that may result in no further movement because they could have been deduced without user input or made more efficient, means that every pointer movement counts maximally for efficiency.
- Pointer movement has so much capacity it may be organised such that the user can correct the mistakes before they happen. Pointer movement may be used to be continually correctable. Indeed the user knows that until the last pointer movement all previous functions activated by pointer movement may be reversed. g. A priori statement. If pointer movement is used to allow one option of the subsequent pointer movement functionality to reverse the preceding movement then at every stage of pointer movement the task is continuously correctable by a further pointer movement. Thus pointer movement always allows the user to reverses a preceding pointer movement before the mistake is made, and if this is used in combination with the deductive powers of pointer movement alone, then all errors may be eliminated prior to any mistakes been made.
- Any method using more than one step to achieve the same corrective steps is copying the error prevention method intrinsic to pointer movement alone, h.
- the sequential grid in P1 showed how no mistake needed to be made until the last save was moved over, in other words the user may continually reverse the system until absolutely sure everything has been done correctly.
- pointer movement is so great that it may choose to emulate the convention manner of the GUI, choose only to work in zeroclick mode or choose a accessing and executing both because of the infinite capacity of pointer movement alone.
- Pointer movement alone is able to emulate all this functionality but the icons unless they behave inconsistently to their original design and cause the icons to use pointermovement in a different manner cannot emulate pointer movement alone. See page 87 - 92 of R2.
- Figure 1a shows the eight possible adjacent single direction pointer movements a pointer may make on a screen from one central pixel 409
- the pointer 409 has a hotspot over a desired pixel.
- the remaining numbers m l,m2,m3,m4,m6,m7,m8,m9 refer to the movement ofthe pointer over this desired pixel towards the adjacent pixel (p l ,p2,p3,p4,p6,p7,p8,p9) over pixel p5 or 409 in the direction ofthe arrow related to the number ofthe respective subsequent movement pointer movement m I ,m2,m3,m4,m6,m7, ⁇ u8,m9 of the pointer device.
- the unit of measurement may vary as in visual basic programming from l twip, l pixel, l mm, to l inch, or any unit of value, however, in this example the unit of measurement is moving the hotspot ofthe pointer one unit in the eight possible directions from a central pixel p5 or 409 to the adjacent pixels (pl,p2,p3,p4,p6,p7,p8,p9 as shown in Figure l c)
- m9 is a movement o the pointer 409 hotspot one unit (one pixel) in a North East direction from a pixel that the pointer hotspot 409 is immediately adjacent
- m8 is a movement ofthe pointer hotspot 409 one unit (one pixel) in a North direction from a pixel that a pointer hotspot 409 is immediately adjacent
- m7 is a movement ofthe pointer hotspot 409 one unit (one pixel) in a North West direction from a pixel that the point
- Every possible simple and distinct pointer moveinent over a screen is described to enable the hotspot ofthe pointer (which is one pixel in area) to move to eveiy different pixel on the screen 400.
- the control area and the predetermined path of claim 1 of PI are the screen, then every possible subsequent pointer movement from any desired pixel is described by the following eight different arrow direction movements. And thus every subsequent possible movement by an adjacent pointer movement device (like direction arrow keys or a mouse) has been described for any given pixel.
- an adjacent pointer movement device like direction arrow keys or a mouse
- the source code shows how a number pad Figure 2a and the keys of number pad may be used on any keyboard to demonstrate the method of generating a click event for every possible different direction of movement from any particular pixel.
- the numbers on the keys ofthe keypad represent the new method of operating a GUI by pointer movement alone.
- Each direction arrow ( 1 ,2,3,4, 6, 7,8,9) is assigned to a button press to cause the pointer movement to generate an identical direction movement ofthe pointer from the previous hotspot position ofthe pointer.
- These directions generate a click event with every pointer movement which allows for full control of the GUI by just this pointer moveinent signal using one or more combinations of these unique click events (claim 3) from every pixel as the only method to control the pointer.
- Figure 1b This shows how the eight direction arrows functionality of the numberpad can be used as a pointer device to move the pointer from one x,y coordinates (Page 16 line 17) to another to fully control the GUI by pointer movement alone as described by the direction and reverse direction zeroclick on page 106 and 107 of Pl as the following source code proves.
- this pointer movement signal Page 31 line 7
- this pointer movement signal can be used such that using techniques of having a program react only to the mouse position, and directional movement, without having the need of a mechanical clicking device will streamline the design of all current programs (Page 12 line 20-22 of P1)
- Figure l b shows how all possible direction, reverse and angular pointer movements may be achieved using the arrow direction functionality ofthe number pad as a pointer device (Page 16 line
- Figure lb shows a number pad which when any one ofthe respective button bl , b2,b3,b4,b6,b7,b8,b9 ofthe number pad when pressed performs a respective specific subsequent movement pointer movement m l ,m2,m3,m4,m6,m7,m8,m9(shown in figure l a) to the respective button pressed and this executes a respective click event Zl,z2,z3,z4,z6,z7,z8,z9 to the button pressed while the pointer hotspot position moves relatively 1 pixel in the respective direction m l , ⁇ u2,m3,m4,m6,m7,m8,m9 to move from the relative position ofthe current pointer hotspot represented by p5 by the movement over p5 to the respective adjacent pixel in the eight possible adjacent pointer hotspot positions from p5 to pl ,p2,p3,p4,p6,p7,p8,p9.
- buttons numbered bl also end key has same function
- b2 down arrow key has same function
- b3 page up button has the same function
- b4 left arrow button has same function
- b6 right arrow button has same function
- b7 home key has same function
- b8 up arrow has same function
- b9 Page Down has the same function
- Zl is the South West Direction ZeroClick zl .
- the on instruction signal ofthe pushbutton by pressing the number l button b l (the button designated with a South West direction arrow) ofthe number pad causing a subsequent movement m l (as described in the description of moveinent m I in the figure l a description) from the previous pointer hotspot pixel position, 409 in addition it executes a click event of claim 1 of PI (Remembering the x, y coordinate ofthe hotspot of the previous pixel position 409 over which the direction ofthe pointer moved with a subsequent movement m 1 and may access one or more functions available through the new GUI of claim 1 of P I as described in claim 2 of P I .)
- the hotspot ofthe pointer is over the p5 pixel in figure 1 c then the effect of
- Z2 is the South Direction ZeroClick z2 or Down Direction Zeroclick z2.
- the on instruction signal of the pushbutton by pressing the number 2 button (the button designated with a South direction arrow) ofthe number pad causing a subsequent moveinent 2 (as described in the description of movment 2 in the figure la description) from the previous pointer hotspot pixel position, 409 in addition it executes a click event of claim 1 of PI (Remembering the x, y coordinate ofthe hotspot o the previous pixel position 409 over which the direction ofthe pointer moved with a subsequent movement 2 and may access one or more functions available through the new GUI of claim 1 of P I as described in claim 2 of Pl .)
- Z3 is the South East Direction ZeroClick.
- the on instruction signal ofthe pushbutton by pressing the number 3 button (the button designated with a South East direction arrow) ofthe number pad causing a subsequent movement 3 (as described in the description of movement 3 in the figure l a description) from the previous pointer hotspot pixel position, 409 in addition it executes a click event of claim I of PI (Remembering the x, y coordinate ofthe hotspot ofthe previous pixel position 409 over which the direction ofthe pointer moved with a subsequent movement 3 and may access one or more functions available through the new GUI of claim 1 of PI as described in claim 2 of P i .)
- Z4 is the West Direction ZeroClick or Left Direction ZeroClick.
- the on instruction signal of the pushbutton by pressing the number 4 button (the button designated with a West direction arrow) of the number pad causing a subsequent movement t (as described in the description of movement 4 in the figure 1 a description) from the previous pointer hotspot pixel position, 409 in addition it executes a click event of claim 1 of PI (Remembering the x, y coordinate ofthe hotspot of the previous pixel position 409 over which the direction ofthe pointer moved with a subsequent movement 4 and may access one or more functions available through the new GUI of claim 1 of PI as described in claim 2 of Pl .)
- Z6 is the East Direction ZeroClick or the Right Direction Zeroclick.
- the on instruction signal ofthe pushbutton by pressing the number 6 button (the button designated with a East direction arrow) ofthe number pad causing a subsequent movement 6 (as described in the description of movement 6 in the figure la description) from the previous pointer hotspot pixel position, 409 in addition it activates a click event of claim 1 of PI (Remembering the x, y coordinate ofthe hotspot of the previous pixel position 409 over which the direction ofthe pointer moved with a subsequent movement 6 and may access one or more functions available through the new GUI of claim 1 of P 1 as described in claim 2 of Pl .)
- Z7 is the North West Direction ZeroClick.
- the on instruction signal ofthe pushbutton by pressing the number 7 button (the button designated with a North West direction arrow) ofthe number pad causing a subsequent moveinent 7 (as described in the description of movement 7 in the figure la description) from the previous pointer hotspot pixel position, 409 in addition it activates a click event of claim 1 of PI (Remembering the x, y coordinate ofthe hotspot ofthe previous pixel position 409 over which the direction ofthe pointer moved with a subsequent moveinent 7 and may access one or more functions available through the new GUI of claim 1 of PI as described in claim 2 of PI .)
- Z8 is the North Direction ZeroClick or Up direction zeroclick.
- the on instruction signal ofthe pushbutton by pressing the number 8 button (the button designated with a North direction arrow) of the number pad causing a subsequent moveinent 8 (as described in the description of movement 8 in the figure la description) from the previous pointer hotspot pixel position, 409 in addition it activates a click event of claim 1 of PI (Remembering the x, y coordinate ofthe hotspot ofthe previous pixel position 409 over which the direction ofthe pointer moved with a subsequent movement 8 and may access one or more functions available through the new GUI of claim 1 of PI as described in claim 2 of P l .)
- Z9 is the North East Direction ZeroClick.
- the on instruction signal of the pushbutton by pressing the number 9 button (the button designated with a North East direction arrow) ofthe number pad causing a subsequent movement 9 (as described in the description of movement 9 in the figure la description) from the previous pointer hotspot pixel position, 409 in addition it activates a click event of claim I of PI (Remembering the x, y coordinate ofthe hotspot ofthe previous pixel position 409 over which the direction ofthe pointer moved with a subsequent movement 9 and may access one or more functions available through the new GUI of claim 1 of PI as described in claim 2 of PI .)
- the reverse zeroclick is pointer movement alone executing a click event of P1 (if the control area and predetermined path of P1 are the screen or total area accessible to the pointer) by a reverse movement in the opposite direction to the preceding pointer movement.
- This locates the exact pixel that the pointer was over at the moment of reverse and generates a click event which provides the x,y coordinates of that remembered pixel with the type of reverse zeroclick.
- Using the unit of measurement as moving one pixel this means that there are a possible eight types of reverse zeroclick provided by this above definition in P1. To every possible direction of movement there is an subsequent opposite direction of movement, and in this example that means there are eight possible different types of reverse zeroclick.
- the reverse zeroclick may be altered to any appropriate more complicated zeroclick, the initial pointer movement of the zeroclick, however, would be a reverse movement over the line just drawn previously
- the program would remember the exact point that the reverse movement occurred over the line, and provided the zeroclick was completed as specified, that point would represent the end of the line drawn
- An example of a complicated right reverse zeroclick may be a right direction pointer movement m6 from p5 followed by a left direction movement m4 over m ⁇ causing the pixel at p6 to be the x,y coordinates of p6 to be located by this initial reverse movement but a subsequent movement in addition to this RRZ needs to be completed to enable the complicated reverse zeroclick to be completed.
- the subsequent movement after the initial movement was a requirement to do a further 100x further m6 m4 pointer movements, if this further 100x sequential pressing of the pointer movement is not completed then this complicated reverse right zeroclick could not be completed. If the wrong movement occurs before the 100x m6 m4 pointer movements are not completed then this complicated reverse zeroclick will never complete.
- button b5 on the numberpad may emulate all eight complicated reverse zeroclicks by completing the subsequent movement required after the initial direction of the reverse zeroclick has been generated by the direction of the immediately previous pointer movement prior to pressing the b5 button.
- the button 5 in figure 1 b may be used for a complicated reverse zeroclick, for all eight other buttons. This illustrates the power of the complicated reverse zeroclick.
- this button is used to complete a complicated reverse zeroclick in response to the last direction of the pointer. For example, if the pointer by a mouse or touchpad or touch screen was moving in a
- Any combination of reverse direction, direction or angular zeroclicks may be used (Page 23 line 23 of P1) to generate every possible zeroclick by pointer movement alone.
- any single or more than one directional pointer movement may be combined to cover every possible seguence of pointer movement alone may be defined for function activation. The programming shows this
- claim 2 may activate is the method of claim 31 , that is using any preceding direction zeroclick, reverse zeroclick, or angular zeroclick or a combination of any of these Page 23 line 23 of P1 to then generate further regions for further function activations.
- the method was to create areas from a preceding zeroclick to enable further function activation.
- the method was generating option areas called one or more regions on the screen through preceding pointer movement alone for further function activation.
- the pointer movement functionality determines the graphical appearance of the regions and the functionality of the regions. This increases the options of the developer for function activation.
- Any combination of one or more direction zeroclick. reverse direction zeroclick or angle zeroclick may be used to generate one or more regions for further function activation.
- control area 1 that was generated in response to the movement of the pointer. Therefore every single direction of the pointer movement over any pixel in one of the eight possible direction (1 ,2,3,4,6,7,8,9) generated a click event over a pixel, this caused an area caused a control area to move synchronously with the pointer with 7 of 8 of the direction zeroclick (z1 , z2, z4, z6,z7,z8, and z9 of figure 1 b) or (1 ,2,4,6,7,8,9 of figure 1a).
- control area 400 (the screen, and the predetermined area and every possible different click event (8 per pixel as described in figure 1 a) and the directions 411 moves and positions the control areal synchronously by the individual click events (1 ,2,4,6,7,8,9 of figure 1a) every one of these movement.
- the movement in the SE direction pointer movement 3 uses the click event generated by this pointer movement to change the function and or appear of the control area 1 so that the pointer may move over the control area and access further functionality through this region.
- this description shows one control area (400) the screen activates click events from every possible movement on the screen to position the synchronous control and alter the appearance, functionality and behaviour of the synchronous control depending on which pointer movement the user chooses. This also reveals that the most efficient position of a control area is synchronous to the pointer.
- Figure 1 c shows 3x 3 pixels of a display screen.
- P5 is where the current pointer hotspot is located and the remaining 8 surrounding pixels showing the eight possible adjacent pixels that may be accessed by moving the pointer respective pointer movement ml,m2,m3,m4,m6,m7,n ⁇ 8,m9 shown in figure la, which execute a respective click event zl,z2,z3,z4,z6,z7,z8,z9 shown in figure l b while the pointer is moving in the respective pointer movement direction ml,m2,m3,m4,m6,m7,m8,m9 shown in figure la while over the current hotspot pixel position p5 as jhown in figure lc.
- the key aspect of this drawing is to show you a nine pixel square of the screen and enlarge it so that the pointer movement direction caused by pressing the respective buttons of the number pad is understood.
- These nine pixel squares may be positioned anywhere on the screen as long as p5 the current position of the pointer is within the boundary of the screen border.
- Figure 1d illustrates how this 9 pixel square may vary its position on the screen wherever the current position of the pointer movement is.
- the conventional mouse input or touch pad or touch screen could move the pointer in gross fluid movements to execute function over the form_mousemove
- the mouse movement is unable to access the entire pixels of the screen proving the visual basic programming language never was designed to operate a GUI by pointer movement alone
- the fine movement illustrated by the the numberpad where every possible pointer movement direction zeroclick may be executed on the screen may be used in conjunction with a touch screen or touch pad or graphics tablet within the 701 area of figure 7 or 8, the outside of the touchpad or led screen 701 may have the touch screen, cintiq style led screen, or touchpad occupying the center of the screen for rapid positioning of the pointer and then the areas allocated in the two borders areas 5 (and the 4 or 8 outer areas ) for fine pointer movement and the 5 area with all these method operating as on of switches by changes in direction of movement over the touchpad,
- Figure 2 shows the method described in Page 106 line 20 -24 ofP1 of operating a GUI executing a click event by pointer movement alone (claim 41 or claim 1 and claim 2 of P1 where the control area and predetermined area is the screen 400) a.
- the description ofthe method of operating a GUI by pointer movement alone, in its simplest form is described on Page 106 line 20-24. i.
- the pointer would move to that location in horizontal and vertical movements avoiding the diagonal south east movement. All the remaining movements 411 of the pointer 409 apart from the south east movement over a pixel do not execute the click event of claim 1 of PL 2. Once the pointer was over the desired pixel the user would move the pointer in a south-east direction, 410 3.
- Figure 3 This shows the appearance of the necessary essential features to fully operate a GUI as defined by claim 41 of P1. 400 this is the screen, control area, predetermined area (see further description on figure 4.
- the only variable that is changing to execute a 'click event' in claim 1 is a subsequent movement ofthe pointer moving over a screen (which is pointer moveinent alone) and that function of a click event may be then used to execute a second or more functions of activating one or more functions ofthe GUI in claim 2.
- the subsequent movement may be any defined movement but to understand the process more clearly may be any simple and distinct movement ofthe pointer (e.g. a movement ofthe pointer in a certain direction, or a combination of one or more consecutive pointer movements
- the movement of a pointer in a certain direction executing the click event in claim 1 is known as a direction zeroclick, e.g.
- a SE direction zeroclick is described on page 106 line 20 —24 , or a combination o f two (e.g. the reverse zeroclick (bottom line of page 106, top paragraph 107) or more direction zeroclick (Page 23 first lines second paragraph from the bottom of page 23 of PI - or a complicated reverse zeroclick (page 107 of PL)
- the patent PI clarified several times in its description that the control area (claim 2) may be any size and the predetermined path, the region and the additional area may be the same size (page 18 line 18) as the control area (page 19 10 lines from bottom of page).
- Figure 3 represents Claim 41 and this may be derived from claim 1 and claim 2 and claim 30 by having the ability to define for areas (the control area, the region, the predetermined area and the additional)as having one set of values that ofthe screen 400.
- Figure 4 does not have 401 (the spot interface), 402 a pointer being positioned at the centre ofthe spot, 403 a pointer being position over while space, 404 an icon to access the functionality ofthe My Computer 405, and the start menu 406 to access all the functions ofthe GUI through this menu. It would have been obvious to the user that both My Computer 405 and the Start Menu 406 required a click to access them, but Dl recognised that command buttons should be clicked in the conventional manner, even though pointer moveinent over a graphical interface could have replaced this method.
- Dl shows that the conventional method of operating a GUI relies on graphical object (icons e.g. 405 and 401) - there is no description of how a function (the appearance ofthe collar) may be accessed by pointer movement alone at 403 compared to 402 in figure 4.
- graphical object icons e.g. 405 and 401
- start menu 406 and my computer 405 and the spot 401 were all removed from figure 4 and there was no ability ofthe mouse to click then it would be impossible to operate a single function on the Windows desktop.
- Dl proves the Encarta 2002 definition of a GUI, as one that uses graphics (i.e. no graphics its is inoperative); it relies (needs as essential) menus (e.g. start menu 406) and icons (spot interface 401 , my computer 405) and a mouse (defined as providing a dual signal of moving the pointer to a certain location an a screen, and a pushbutton to indicate a user intention signal - no pushbutton on the mouse and Dl cannot operate with my computer, start menu, or the right mouse button to show the properties window of Dl (Figure Indeed the numerous reading of patents regarding the GUI, is amazing how each of them describes the most tiny differences in the most crowded market, yet all them are dependent on the graphical object (menu or icon or text) in conjunction with pointer movement are essential in the first claim of all of them.
- menus e.g. start menu 406
- icons spot interface 401 , my computer 405
- mouse defined as providing a dual signal of moving the pointer to a certain location
- Claim 41 simplifies everything to the single step of pointer movement alone. The simplification ofthe control ofthe computer to this single step. It method reveals the graphic is unnecaciy and obsolete for the operation ofthe GUI, the conventional pushbutton press of the pointer device is unnecaciy and obsolete, indeed every other method of access functionality and executing it in the GUI now and forever as long as programs are in existence (existing programs - continuous ongoing presence tense updated every time the reader reads the claims to see if the current programs have used pointer movement in a different manner to how it was used when PI was disclosed.)
- Figure 3 reveals that not even the pointer position at 402 or 403 or even the appearance o the pointer is necessary to fully operate the GUI but only the pointer movement (not its appearance but its method is pointer movement alone).
- Figure 2 further explains the method of operation ofthe direction zeroclick, if an average person st'll is finding the inventive step too unobvious.
- Figure 4 This is a picture showing a desktop environment with a spot interface 401 as described in d1 as 10, an icon example of My Computer 405, a start menu button 406 to llustrate menu functionality, and two hospot positions ofthe pointer; the first position is over white space at pixel position 402 and the second pointer hotspot position is over pixel 402.
- the purpose of this diagram is to prove infallibly that D1 never described a method of operating a GUI by pointer movement alone but only pointer movement over a graphical display element.
- a graphical display element is not the same thing as an area as it has functionality that an area does not have.
- the new pointer moveinent alone interface is two inventions in one it is the operation of a GUI without requiring graphics under the pointer to influence the functionality accessed by the pointer, and it is a click event allowing user choice over a pixel to execute a click event by pointer movement alone for a specific x,y pixel.
- the choice to click or not to click is achieved by the subsequent movement over a predetermined area (the pixel, or the screen — the method is independent on area but only directional pointer movement and pointer position)
- the total screen area 400 accessible to the pointer movement composed of pixels to represent that area that provide the coordinates ofthe pointer immediately adjacent to the position ofthe hotspot ofthe pointer the area that a conventional GUI may be displayed.
- the hotspot of the pointer is the centre pixel ofthe spot interface (10 of Dl ).
- the hotspot of this pointer is a pixel at the tip ofthe arrow (any skilled person would know using a cursor file the hotspot may be positioned at any position ofthe pointer bitmap)
- this is the first position ofthe pointer where the hotspot ofthe pointer is over a pixel in white space (this is a computer definition of space which has no function and the pointer navigates without activating any function. It is the most important feature to keep computer interfaces simple - the most basic graphical user interface emphasise that if should be used to keep the interfaces simple so that the functions ofthe controls are more pronounced.)
- a conventional GUI operate by a pointer 402 being positioned over a graphical display element 401.
- the conventional GUI did not operate the spot interface by being positioned in the first pointer position 403.
- Dl in Figures 1 ,2,3 showed Microsoft Windows with the conventional start menu button 406, and my computer icon 405 and the white space ofthe desktop. There was no description how any of these functions would operate by pointer movement alone without the pointer device being able to perform a click event.
- the conventional GUI system should operate without graphics (menu or icon) or without any other method of operating the GUI as claim 41 of P 1 made clear was the new method of operation of a GUI.
- Figure 5 how pointer movement alone may execute a function at a pixel over a graphical object or a pixel over white space, and may offer the user a choice of a click event by movement over every pixel the pointer is positioned over.
- the pointer When the pointer moves in a south east direction it causes the pixel to be remembered (the x,y position essential for a click event to be generated) and may activate one or more functions ofthe GUI.(and may highlighted the specific selected pixel a blue colour )
- the pixel by a movement in a south east direction may be highlighted 408 alone or in addition to the collar appearing whether the pointer is operating in zeroclick only mode or in a combined and conventional mode, likewise the pixel at 403 can be highlighted 409 by a south east direction.
- the user has a choice by the movement over 402 or 403 not to highlight the pixels by performing all other directions of pointer movement.
- the method of operating a GUI by pointer movement alone is independent ofthe graphical display element or control, it is also a click event in that in the same way that a user may choose to push a pushbutton over 402 to cause the blue pixel to occur 408 or not push the pushbutton to cause the blue pixel not to occur.
- the user using the south east direction may choose to execute the click event by pointer movement at the x,y position ofthe pixel and cause one or more functions to occur (e.g. the pixel turning blue), or choose not to click by moving the pointer in the any other direction apart from the direction ofthe direction zeroclick, or by not moving the pointer any further.
- D l had really discovered the click event by pointer moveinent alone, had discovered that now there was no need to divide pointer movement alone as navigation and pushbutton as click events but rather pointer movement alone could activate all functions thought click events by pointer movement alone, and thus create a new graphical interface which could operate a GUI by pointer moveinent alone without relying on the graphical object at all for functionality - surely there would be some mention in D l that is what has been discovered and description of how pointer movement alone without a spot underneath it may achieve all the above functionality. However, I find no such description of this in Dl and pointer movement alone (i.e. not requiring a graphical object like the spot or menu underneath to give it its functionality has no function apart from navigating across a screen).
- Figures 6 a - f do not exist please picture these in your mind.
- Figure 6 a -f shows one method (which may be applied to all possible methods using a detector of body part movement , a clarify of intention of using that body part for operation of a GUI, a calibration ofthe body part movement, a using ofthe body part for operating a GUI by pointer movement alone (where the pointer is reflecting the relative movement of that body part) and then after using the GUI apparatus a method of logging out of using the body part
- Figure 6a This shows a person moving a body part eg the hand in front of a web cam this web cam is looking of recognisable moveinent in the screen to initiate its functionality.
- the web cam is connected by any means (wire or wireless) to a computer which processes the image stream and converts the moveinent of a body part eg hand into the movement of the pointer on the screen
- Figure 6b The user performs an initiating sequence.
- the camera will have a method of detecting which area the colour of pixels are changing. If these changes occur in an intentional movement in any part of the screen this makes the computer assume that that movement is not accidental. It therefore will wait to see if the correct sequence of movement is completed for the initiation sequence for example if the initiation sequence was to clap the hands above the head 5 times it will assume that the user has user intention because he will have completed the initiation sequence in the correct manner without doing other movements.
- Figure 6c The user then calibrates the pointer movement.
- the hand will move vertically up and down e.g 3x to demarcate the left border of a box, likewise a further 3x to demarcate the right border of a box of area, and three further movement 3x to demarcate the upper border ofthe box of area, and then 3x to demarcate the lower border of an area.
- Figure 6f the end sequence ofthe pointer movement alone. This is just another zeroclick using a body part, the first body part being used alone was the finger described in PI page 105.
- Figure 7 shows a variation of Figure 1b.
- This area contained within 700 may be a a touch screen or a touch pad.
- Figure 7 and 8 show how a pointer device may have a fine pointer movement e.g. like a numberpad on the periphery of a touchpad.
- the area in the center works as a conventional touchpad or touch screen except it does not need any click functionality (e.g. the tap, the pen down or pen up - or digit down or digit up are not needed for the method. Only the change .
- the numbered areas outside 701 are also touch pad areas. These have the same effect as the zeroclick functions z1 , z2, z3,z4, z6, z7 ,z8, z9. 700 represents the total touch pad area. There is no need for any click functionality. This may be arranged entirely by pointer movement alone using direction, reverse direction, and angular zeroclick or any combination of sequences of the both.
- the area 700 is a touch screen with the central component as the touch screen, with 701 being used for rapid general positioning of the pointer and then the two border the inner border area 5 for reverse zeroclicks and then the outer border area for fine pointer movement.
- the great difference about the function of 5 is that it is not a traditional click event, its functionality is dependent on the previous pointer movement thus increasing the capacity of the 5 function to eight different possible functions.
- the system could be combinations of different methods to achieve the gross pointer movement and the fine pointer movement.
- the gross pointer movement may be done by a led touchscreen and then the areas may be activated by a traditional touchpad method.
- the method or combination of different method for each pointer device may be varied but the constant would be having gross pointer movement and fine pointer movement and then reverse zeroclicks in a central border panel.
- the reason why this reverse method is good is it increase capacity in an exponential way as every pixel may generate 8 different click functions compared to 1 , because it is a reverse movement the pointer always returns back to the original position through the movement but has the benefit of activating 8 different functions.
- Figure 7 has shown the outer border to be divided into eight sections. Depending on how big the touchpad is so that each area may be divided into more or less sections depending on practical (each pointer movement has to be easily done) and functional requirement (e.g. the outer border may have 16 or 32 sections, the main direction arrows the horizontal arrows and vertical arrows for movement, and the other sections which represent every possible position of movement, if there was a need for more function activation through the complicated reverse zeroclick. Faster and safer method. 1. Quicker to located the exact pixel. 2. More unlikely to happen by accident. 3. A finger may accidently tap the touchpad or touch screen and the wrong function may happen. With this method since a specific movement is required involving one or more specific pointer movement it is less likely to occur by accident.
- Figure 8 shows the touch screen (e.g screen - led, plasma, monitor using all known ways of recording the change in x,y position of the pointer through a body part or object moving in relationship to the screen), graphics tablet.
- touch screen e.g screen - led, plasma, monitor using all known ways of recording the change in x,y position of the pointer through a body part or object moving in relationship to the screen
- graphics tablet e.g screen - led, plasma
- the movement method as in figure 7 is standard for the area represented by 701. This moves the pointer in fluid movements conventionally. The two borders outside are to enable greater more precise fine control ofthe pointer movement.
- the area 701 was a handheld device (telephone or pocket pc or palm with a colour touch screen
- the movement of the pointer would correspond to the moveinent in the conventional way for the pocket pc (e.g. pocket pc operating system by Microsoft), in which the pointer moves and corresponds to the pen down position but is invisible, or there may be a visible pointer hotspot marker.
- the pointer movement method means that these touch screens just require the pointer movement alone signal for the operation.
- the subsequent functionality is controlled by the pointer movement
- the pointer does not need to move from where it is.
- This may be used to achieve all the other efficiencies through its capacity.
- the devious infringer method is a two step process. 1.
- the infringer applies pointer movement alone to their program and use it to execute functions which were not used before thus increasing the productivity of their program. 2. They then try to hide the productivity ofthe program being proportional to pointer movement alone by making the program less productive than it could be by pointer movement alone, but more productive than a competitor or the previous program that they had upgraded.
- the invention of PI was the zeroclick.
- the zeroclick is a click by pointer movement alone.
- the mouse Since the invention of the mouse, the mouse has had two major functions. The first was the movement of a pointer over a screen and the second was a button press/click 1 . Page 3 first lines of first paragraph of P1
- This invention provides the design of the computer interface to the movement of the pointer alone for both the location and "click” events and offers the programmer and user an additional "visual” click system to program increased functionality and ergonomic design.
- P1 described how this click by pointer movement alone clearly may be achieved by 1.
- a single movement may locate a single pixel in the same way as a click 1 on a pointer device on page 106 20 -24 (a single movement from where the pointer was in a certain direction).
- P1 described that any direction (thus all directions defining all possible pointer movement from a certain pixel) not only the SE direction on any pixel may operate a function like remembering the pixel and/or activating a function (e.g. highlighting it in blue).
- Claim 1 , claim 30, and claim 41 all revealed that the principle was any subsequent movement (1 ), any specified movement (30), or pointer movement alone (41) was the essential feature that the SE direction pointer movement was illustrating.
- Two pointer movements may locate an exact location in the same way as a click 1 on a pointer device on page 106 last line and 107 first paragraph.
- the click 1 described is the click of the pushbutton being released to located the exact position a drawn line should end.
- the movement described to end the drawn line was a reverse movement of the pointer over the previous path of the pointer movement.
- the exact position that this reverse movement occurs defines the exact location for this click event.
- This click event may occur with any two movements not just reverse movements.
- the two direction movements activate a click event and are not reverse movements they are called angled zeroclicks, and these may activate a click event by pointer movement.
- Page 106 last line and 1 st line page 107 of PL 3. More than two movements may locate an exact location in the same way as a click 1 . This is illustrated by the combination of more than a single or two direction movement locating a click. It was described in the first paragraph on page 107 as the complicated reverse zeroclick.
- the reverse zeroclick may be altered to any appropriate more complicated zeroclick, the initial pointer movement of the zeroclick, however, would be a reverse movement over the line just drawn previously.
- the program would remember the exact point that the reverse movement occurred over the line, and provided the zeroclick was completed as specified, that point would represent the end of the line drawn.
- Page 107 first paragraph of P1 4. A single pointer movement (direction zeroclick) over an area executing a function at a pixel (turning it red) by a subsequent movement in a SE direction over a predetermined area control area 1.
- any pixel position may be located by a zeroclick.
- Page 106 near bottom of 2 nd paragraph of PL 5.
- the pointer movement alone may be able to isolate the start and finish points of any path pointer movement and use this movement gesture for any further function activation.
- the path of the pointer movement was represented by the drawn line in the following description. Thus the path of the pointer may go to any pixel and whatever movement occurred if it there was no reverse movement could be capture between a zeroclick at the beginning of the path of the pointer and a reverse zeroclick at the end of the path of the movement requiring capture.
- the region 2 area may be rotated by any degree if user preferred to present a
- the Zeroclick path may have any form of direction Zeroclick, reverse Zeroclick, or angled Zeroclick or any combination of these Zeroclicks using variation in shape of the predetermined path or interaction with subareas Page 23 top of third paragraph of P1
- Zeroclick Methods may transform any operating system, application or control into a GUI, which does not need to use any mouse button or keyboard presses where they were used before Thus the Zeroclick Methods may be applied comprehensively to all existing software and all future software development Page
- Proximity software design is using the Zeroclick methods in an application to achieve the minimal amount pointer movement to achieve the maximum amount of functionality for the given control area for its given functions Page 81 second paragraph of P1
- pointer movement alone may be a visual click system
- a click is a sound, and it is not visible as the user is watching the screen when a click occurs with his finger
- pointer movement alone may be used to display the movement normally invisible by the user applying the click to be visible on the screen via the effect of pointer movement on the screen
- Page 72 - 78 of R2 show further information explaining the concept of pointer movement alone comparing it to the GUI.
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Abstract
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GB0327004.8 | 2003-11-20 | ||
GB0327004A GB0327004D0 (en) | 2003-11-20 | 2003-11-20 | Path of pointer movement alone 1 |
GB0425567.5 | 2004-11-22 | ||
GB0425567A GB0425567D0 (en) | 2003-11-20 | 2004-11-22 | Productive zeroclick 7 |
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WO2005052780A3 WO2005052780A3 (fr) | 2005-08-18 |
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Citations (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
EP0660218A1 (fr) * | 1993-12-21 | 1995-06-28 | Xerox Corporation | Clavier graphique |
US5721853A (en) * | 1995-04-28 | 1998-02-24 | Ast Research, Inc. | Spot graphic display element with open locking and periodic animation |
GB2380918A (en) * | 2000-05-11 | 2003-04-16 | Nes Stewart Irvine | Zeroclick |
US6583781B1 (en) * | 2000-10-17 | 2003-06-24 | International Business Machines Corporation | Methods, systems and computer program products for controlling events associated with user interface elements by capturing user intent based on pointer movements |
WO2004034241A2 (fr) * | 2002-10-09 | 2004-04-22 | Raphael Bachmann | Dispositif de saisie rapide |
-
2004
- 2004-11-22 WO PCT/GB2004/004887 patent/WO2005052780A2/fr active Application Filing
Patent Citations (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
EP0660218A1 (fr) * | 1993-12-21 | 1995-06-28 | Xerox Corporation | Clavier graphique |
US5721853A (en) * | 1995-04-28 | 1998-02-24 | Ast Research, Inc. | Spot graphic display element with open locking and periodic animation |
GB2380918A (en) * | 2000-05-11 | 2003-04-16 | Nes Stewart Irvine | Zeroclick |
US6583781B1 (en) * | 2000-10-17 | 2003-06-24 | International Business Machines Corporation | Methods, systems and computer program products for controlling events associated with user interface elements by capturing user intent based on pointer movements |
WO2004034241A2 (fr) * | 2002-10-09 | 2004-04-22 | Raphael Bachmann | Dispositif de saisie rapide |
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