Professional Documents
Culture Documents
Submitted by
(Kamalkant Goyal)
Student ID -13107072
Submitted to
Dr. Arun K. Lal
Prof. – Mechanical Department
Department of Mechanical Engineering
Punjab Engineering College, Chandigarh
(Deemed University)
Table of Contents
1 Chapter: Memories........................................................................................................ 3
1.1 Introduction ......................................................................................................................... 3
1.2 History of GPU ................................................................................................................... 3
1.2.1 1970s .............................................................................................................................................. 3
1.2.2 1980s .............................................................................................................................................. 4
1.2.3 1990s .............................................................................................................................................. 5
1.2.4 2000 - 2010 .................................................................................................................................. 6
1.2.5 2010 - Present .............................................................................................................................. 6
1.3 GPU Types ........................................................................................................................... 7
1.3.1 Dedicated Graphics Card ......................................................................................................... 7
1.3.2 Integrated Graphics Card ......................................................................................................... 8
1.4 GPU v/s CPU ....................................................................................................................... 9
1.4.1 Basic difference between CPU and GPU ........................................................................... 9
2 Chapter: Mouse .......................................................................................................... 11
2.1 Introduction ....................................................................................................................... 11
2.2 Operation ........................................................................................................................... 11
2.2.1 Different ways of operating the mouse cause specific things to happen in the
12
GUI: ....................................................................................................................
2.3 Types of Mice 13
2.3.1 Mechanical Mice: ..................................................................................................................... 13
2.3.2 Optical Mice: ............................................................................................................................. 15
2.3.3 Gyroscopic Mice: ..................................................................................................................... 15
2.3.4 Ergonomic Mice: ...................................................................................................................... 16
3 Chapter: Keyboard .................................................................................................... 17
3.1 Introduction ....................................................................................................................... 17
3.2 Keyboard Types ............................................................................................................... 17
3.2.1 Standard: ..................................................................................................................................... 17
3.2.2 Laptop Sized: ............................................................................................................................. 18
3.2.3 Flexible Keyboard: .................................................................................................................. 18
3.2.4 Handheld Keyboard: ............................................................................................................... 18
3.2.5 Thumb sized Keyboard: ......................................................................................................... 19
3.2.6 Multifunctional Keyboard: .................................................................................................... 19
4 Chapter: Other Devices- Fingerprint Sensor, Iris Scanner .............................. 20
4.1 Fingerprint Sensor ........................................................................................................... 20
4.1.1 Introduction: .............................................................................................................................. 20
4.1.2 Patterns: ....................................................................................................................................... 20
4.1.3 Types of Fingerprint Sensors: .............................................................................................. 20
4.2 Iris Scanner ....................................................................................................................... 21
4.2.1 Introduction: .............................................................................................................................. 21
4.2.2 Operating Principle: ................................................................................................................ 22
4.2.3 Advantages ................................................................................................................................. 23
4.2.4 Shortcomings ............................................................................................................................. 23
5 Chapter: References .................................................................................................. 25
1 Chapter:Memories
1.1 Introduction
In computing, memory refers to the computer hardware devices used to
store information for immediate use in a computer; it is synonymous with
the term "primary storage". Computer memory operates at a high speed,
for example random-access memory (RAM), as a distinction from storage
that provides slow-to-access program and data storage but offers higher
capacities. If needed, contents of the computer memory can be transferred
to secondary storage, through a memory management technique called
"virtual memory". An archaic synonym for memory is store.
VOLATILE MEMORY
NON-VOLATILE MEMORY
1.2.1 1970s
Arcade system boards have been using specialized graphics chips since
the 1970s. In early video game hardware, the RAM for frame buffers was
expensive, so video chips composited data together as the display was
being scanned out on the monitor.
Fujitsu's MB14241 video shifter was used to accelerate the drawing of
sprite graphics for various 1970s arcade games from Taito and Midway,
such as Gun Fight (1975), Sea Wolf (1976) and Space Invaders (1978).
The Namco Galaxian arcade system in 1979 used specialized graphics
hardware supporting RGB color, multi-colored sprites and tilemap
backgrounds. The Galaxian hardware was widely used during the golden
age of arcade video games, by game companies such as Namco, Centuri,
Gremlin, Irem, Konami, Midway, Nichibutsu, Sega and Taito.
In the home market, the Atari 2600 in 1977 used a video shifter called the
Television Interface Adaptor. The Atari 8-bit computers (1979) had
ANTIC, a video processor which interpreted instructions describing a
"display list"—the way the scan lines map to specific bitmapped or
character modes and where the memory is stored (so there did not need to
be a contiguous frame buffer). 6502 machine code subroutines could be
triggered on scan lines by setting a bit on a display list instruction.
ANTIC also supported smooth vertical and horizontal scrolling
independent of the CPU.
1.2.2 1980s
The NEC µPD7220 was one of the first implementations of a graphics
display controller as a single Large Scale Integration (LSI) integrated
circuit chip, enabling the design of low-cost, high-performance video
graphics cards such as those from Number Nine Visual Technology. It
became one of the best known of what were known as graphics
processing units in the 1980s.
In 1987, the IBM 8514 graphics system was released as one of[vague] the
first video cards for IBM PC compatibles to implement fixed-function 2D
primitives in electronic hardware. The same year, Sharp released the
X68000, which used a custom graphics chipset that was powerful for a
home computer at the time, with a 65,536 color palette and hardware
support for sprites, scrolling and multiple playfields.eventually serving as
a development machine for Capcom's CP System arcade board. Fujitsu
later competed with the FM Towns computer, released in 1989 with
support for a full 16,777,216 color palette.
1.2.3 1990s
By October 2002, with the introduction of the ATI Radeon 9700 (also
known as R300), the world's first Direct3D 9.0 accelerator, pixel and
vertex shaders could implement looping and lengthy floating point math,
and were quickly becoming as flexible as CPUs, yet orders of magnitude
faster for image-array operations. Pixel shading is often used for bump
mapping, which adds texture, to make an object look shiny, dull, rough,
or even round or extruded.
The PS4 and Xbox One were released in 2013, they both use GPUs based
on AMD's Radeon HD 7850 and 7790. Nvidia's Kepler line of GPUs was
followed by the Maxwell line, manufactured on the same process. 28 nm
chips by Nvidia were manufactured by TSMC, the Taiwan
Semiconductor Manufacturing Company, that was manufacturing using
the 28 nm process at the time. Compared to the 40 nm technology from
the past, this new manufacturing process allowed a 20 percent boost in
performance while drawing less power.
Virtual reality headsets like the Oculus Rift and the HTC Vive have very
high system requirements. Headset manufacturers have recommended
GPUs for good virtual reality experiences. At their release, they had the
GTX 970 from Nvidia and the R9 290 from AMD as the recommended
GPUs. Pascal is the newest generation of graphics cards by Nvidia
released in 2016. The GeForce 10 series of cards are under this
generation of graphics cards. They are made using the 16 nm
manufacturing process which improves upon previous microarchitectures.
The Polaris 11 and Polaris 10 GPUs from AMD are made with a 14 nm
process. Their release results in a big increase in the performance per watt
of AMD video cards.
CPU can handle few software thread at one time while GPU can
takecare ofthousandsofthreadsatatime.
Popular vendors for GPUs are ARM, Qualcomm, PowerVR and NVIDIA.
Following table mentions GPUs from these companies used in a
smartphones released by companies such as Samsung, Apple, LG,
Micromax and so on.
Companies are now manufacturing SoCs having both CPU and GPU
functionalities built on a single chip to exploit the benefits of both and
leverage good quality image and video on variety of display devices.
2 Chapter: Mouse
2.1 Introduction
2.2 Operation
The relative movements of the mouse on the surface are applied to the
position of the pointer on the screen, which signals the point where
actions of the user take place, so hand movements are replicated by the
pointer. Clicking or hovering (stopping movement while the cursor is
within the bounds of an area) can select files, programs or actions from a
list of names, or (in graphical interfaces) through small images called
"icons" and other elements. For example, a text file might be represented
by a picture of a paper notebook and clicking while the cursor hovers this
icon might cause a text editing program to open the file in a window.
Ø Drag and drop: pressing and holding a button, then moving the
mouse without releasing. (Using the command "drag with the right
mouse button" instead of just "drag" when one instructs a user to
drag an object while holding the right mouse button down instead
of the more commonly used left mouse button.)
The ball mouse replaced the external wheels with a single ball that could
rotate in any direction. It came as part of the hardware package of the
Xerox Alto computer. Perpendicular chopper wheels housed inside the
mouse's body chopped beams of light on the way to light sensors, thus
detecting in their turn the motion of the ball. This variant of the mouse
resembled an inverted trackball and became the predominant form used
with personal computers throughout the 1980s and 1990s. The Xerox
PARC group also settled on the modern technique of using both hands to
type on a full-size keyboard and grabbing the mouse when required.
The ball mouse has two freely rotating rollers. These are located 90
degrees apart. One roller detects the forward–backward motion of the
mouse and other the left–right motion. Opposite the two rollers is a third
one (white, in the photo, at 45 degrees) that is spring-loaded to push the
ball against the other two rollers. Each roller is on the same shaft as an
encoder wheel that has slotted edges; the slots interrupt infrared light
beams to generate electrical pulses that represent wheel movement. Each
wheel's disc has a pair of light beams, located so that a given beam
becomes interrupted or again starts to pass light freely when the other
beam of the pair is about halfway between changes.
The ball is mostly steel, with a precision spherical rubber surface. The
weight of the ball, given an appropriate working surface under the mouse,
provides a reliable grip so the mouse's movement is transmitted
accurately. Ball mice and wheel mice were manufactured for Xerox by
Jack Hawley, doing business as The Mouse House in Berkeley,
California, starting in 1975.
2.3.2 Optical Mice:
Often called "air mice" since they do not require a surface to operate,
inertial mice use a tuning fork or other accelerometer (US Patent
4787051, published in 1988) to detect rotary movement for every axis
supported. The most common models (manufactured by Logitech and
Gyration) work using 2 degrees of rotational freedom and are insensitive
to spatial translation. The user requires only small wrist rotations to move
the cursor, reducing user fatigue or "gorilla arm".
When holding a typical mouse, ulna and radius bones on the arm are
crossed. Some designs attempt to place the palm more vertically, so the
bones take more natural parallel position. Some limit wrist movement,
encouraging to use arm instead that may be less precise but more optimal
from the health point of view. A mouse may be angled from the thumb
downward to the opposite side – this is known to reduce wrist pronation.
However such optimizations make the mouse right or left hand specific,
making more problematic to change the tired hand. Time magazine has
criticized manufacturers for offering few or no left-handed ergonomic
mice: "Oftentimes I felt like I was dealing with someone who’d never
actually met a left-handed person before."
3 Chapter: Keyboard
3.1 Introduction
In computing, a computer keyboard is a typewriter-style device which
uses an arrangement of buttons or keys to act as a mechanical lever or
electronic switch. Following the decline of punch cards and paper tape,
interaction via teleprinter-style keyboards became the main input device
for computers.
4.1.2 Patterns:
The three basic patterns of fingerprint ridges are the arch, loop, and
whorl:
Ø arch: The ridges enter from one side of the finger, rise in the center
forming an arc, and then exit the other side of the finger.
Ø loop: The ridges enter from one side of a finger, form a curve, and
then exit on that same side.
Ø whorl: Ridges form circularly around a central point on the finger.
Scientists have found that family members often share the same general
fingerprint patterns, leading to the belief that these patterns are inherited.
4.1.3.2 Ultrasonic
Ultrasonic sensors make use of the principles of medical ultrasonography
in order to create visual images of the fingerprint. Unlike optical imaging,
ultrasonic sensors use very high frequency sound waves to penetrate the
epidermal layer of skin. The sound waves are generated using
piezoelectric transducers and reflected energy is also measured using
piezoelectric materials. Since the dermal skin layer exhibits the same
characteristic pattern of the fingerprint, the reflected wave measurements
can be used to form an image of the fingerprint. This eliminates the need
for clean, undamaged epidermal skin and a clean sensing surface. LeEco
became the first company to introduce this in Smartphone.
4.1.3.3 Capacitance
Capacitance sensors use principles associated with capacitance in order to
form fingerprint images. In this method of imaging, the sensor array
pixels each act as one plate of a parallel-plate capacitor, the dermal layer
(which is electrically conductive) acts as the other plate, and the non-
conductive epidermal layer acts as a dielectric.
4.2.3 Advantages
The iris of the eye has been described as the ideal part of the human body
for biometric identification for several reasons:
4.2.4 Shortcomings
Many commercial iris scanners can be easily fooled by a high quality
image of an iris or face in place of the real thing.[citation needed] The
scanners are often tough to adjust and can become bothersome for
multiple people of different heights to use in succession. The accuracy of
scanners can be affected by changes in lighting. Iris scanners are
significantly more expensive than some other forms of biometrics, as well
as password and proximity card security systems.
1. http://www.in.techspot.com/The-History-of-the-Modern-Graphics-
Processor/articleshow/48002018.cms#part-one
2. https://en.wikipedia.org/wiki/Video_card#History
3. http://cs.utsa.edu/~qitian/seminar/Spring11/03_04_11/GPU.pdf
4. https://www.quora.com/Whats-the-difference-between-a-CPU-and-
a-GPU
5. http://www.nvidia.com/object/nvision08_gpu_v_cpu.html
6. http://www.rfwireless-world.com/Terminology/difference-
between-CPU-and-GPU.html
7. https://en.wikipedia.org/wiki/Fingerprint_recognition
8. https://en.wikipedia.org/wiki/Iris_recognition
9. https://en.wikipedia.org/wiki/Computer_keyboard
10. https://en.wikipedia.org/wiki/Computer_mouse