makers of mobile tech display screens free sample

Easily aggregate existing content, or create your own. Plus, you’ll have peace of mind from enterprise-grade security, audit logging and user controls like SSO and custom permissions.See Inside Studio

Gain access to tools that bring your screens to life. Securely display dashboards. Create custom integrations using our GraphQL API. Connect 70+ apps and thousands of integrations you already use.

Unlocking your screen potential is more important now than ever, when hundreds of communication channels are competing for your audiences’ attention. Screens surface relevant, repeated, and real-time information to:

We use cookies to improve your experience. By continuing to use this website, you agree to our use of cookies in accordance with our privacy policy.Learn moreGot it!

makers of mobile tech display screens free sample

Deploy creations in your venues, on your websites, and even to the personal mobile devices of your customers, sales teams, visitors, or other audience members.

Composer is the Windows-based software you will use to create interactive experiences. Incorporate your own media and control every pixel of the design - there are no template restrictions or requirements to adopt pre-built app libraries. And it doesn"t matter if you"re building for the venue, for a website, or for mobile devices - your work will be identical.Read more about Intuiface Composer➜

Player is the bit of software necessary to run all of the interactive experiences you create in Composer. Well it"s a little more than a "bit of software" since it"s the magic enabling the same content from Composer to run in-venue, on a website, and even on a personal mobile device. It"s the nirvana of build once, run everywhere.Read about our next generation Intuiface Player technology➜

Headless CMS is a cloud-hosted repository enabling content managers to define, store, and manage the media and information used by their Intuiface deployments. By "headless" we mean the data structure is independent of any particular user interface, making Headless CMS usable by folks who have no knowledge of Intuiface or your project.Read more about Intuiface Headless CMS➜

API Explorer enables the no-code support of any REST-based Web Services query, opening the door to thousands of public and private APIs. That includes everything from movie listings and weather forecasts to currency conversion, the latest photos from NASA, all those connected objects among the Internet of Things, and your company"s back office.Read more about Intuiface API Explorer➜

Project teams can rapidly create working prototypes, add interactivity with the click of a mouse, incorporate enterprise data with ease, and avoid endless test cycles thanks to Intuiface"s proven reliability.

Enterprises are collecting data at multiple phases of engagement and using it to complete their understanding of customers and prospects. Before digital transformation with Intuiface, that understanding stopped at the door.

The more rewarding and innovative an in-person experience, the better impression a brand can make on its shoppers, a B2B can make on its prospects, a museum can make on its visitors. This leads to positive word-of-mouth and repeat visits.

The dirty secret of traditional, broadcast digital signage? There is nothing to measure! By adopting personalized, data rich, interactive digital content, your projects maximize their utility while shining a light on what does and does not work, feeding future investment.

makers of mobile tech display screens free sample

It is not difficult for a sighted person to imagine how being blind or visually impaired could make using a computer difficult. Just close your eyes and you will instantly experience that even processing text is impossible – or impossible without additional software at least. Now a range of software is available that can help to make using a computer an easier, more enjoyable and more productive experience for blind or visually impaired users.

A screen reader is an essential piece of software for a blind or visually impaired person. Simply put, a screen reader transmits whatever text is displayed on the computer screen into a form that a visually impaired user can process (usually tactile, auditory or a combination of both). While the most basic screen readers will not help blind users navigate a computer, those with additional features can give people with visual impairment much more independence.

Whilst most screen readers work by having a synthetic voice that reads text aloud, others can also communicate data via a refreshable braille display. Such screen readers make use of crystals that can expand when exposed to particular voltage levels (thanks to a phenomenon known as the Piezo Effect), allowing visually impaired users to use their fingers to read the text that is displayed on screen. But while screen-reading software can be affordable, such hardware is usually very expensive.

Many people could not afford the expensive price tag associated with some of the more sophisticated screen readers. Luckily for them, there are several screen reading software that are completely free. The following is a list of free screen readers that one can download:

NVDA has been designed by a blind software engineering graduate, James Teh, for use with Windows computers. This free and open source screen reader has a synthetic voice that reads whatever the cursor hovers over, and can be used directly from a USB stick, making it ideal for students.

This downloadable and complete screen reader can be used even outside your browser, thus making it one of the quickest ways of getting a screen reader up and running on your system. Serotek offers extended versions for a fee, although it is much cheaper than other screen readers.

Apple VoiceOver includes options to magnify, keyboard control and verbal descriptions in English to describe what is happening on screen. It also reads aloud file content as well as web pages, E-mail messages and word processing files whilst providing a relatively accurate narrative of the user’s workspace. This covers a wide array of keyboard commands that enable user

ORCA is a Linux based screen reader which has also been evolving for the past number of years. Although it is not the sole Linux-based screen reader, ORCA is definitely the most popular. Recently it has been included with the Ubuntu installation CD, and with a couple of initial key presses it allows blind people to have audible interaction during the installation process.

BRLTTY is a background process (daemon) which provides access to the Linux/Unix console (when in text mode) for a blind person using a refreshable braille display. It drives the braille display, and provides complete screen review functionality. Some speech capability has also been incorporated.

Emacspeak is a free speech interface and that allows visually impaired users to interact independently and efficiently with the computer. Its technology enables it to produce rich aural representation of electronic information. Emacspeak offers audible interface of the different aspects of the Internet such as browsing and messaging as well as local and remote information via a consistent and well-integrated user interface.

WebAnywhere is a web-based screen reader for the web. It requires no special software to be installed on the client machine and, therefore, enables blind people to access the web from any computer they happen to have access to that has a sound card

Spoken-Web is a Web portal, managing a wide range of online data-intensive content like news updates, weather, travel and business articles for computer users who are blind or visually impaired. The site provides a simple, easy-to-use interface for navigating between the different sections and articles. Using the keyboard to navigate, a person who is blind or who has a visual impairment can hear the full range of an article content provided in a logical, clear, and understandable manner.

Google ChromeVis is a Google Chrome extension that magnifies any selected text on a webpage. The magnified text is displayed inside of a separate lens and preserves the original page layout. Users can change both the lens textcolorand the lens background color.

Such software is essential for blind users to read the content of web pages or communicate with friends and colleagues. As more sophisticated software has been made available to a larger audience, people have begun turning their attention to developing leisure programs that are designed with accessibility in mind. For example, the website blindsoftware.com has an accessible mp3 player to download and a selection of games.

When it comes to universal access, several people with hearing or visual impairments or illnesses have found that it can become a barrier to using traditional software. The goal is to remove those perceived barriers and help them be able to achieve results beyond their imagination. This is why it is important that developers continue to work on making software as accessible as they can for a wide range of people, so everyone can benefit from the powerful tools computers offer.

If you’d like to brush up on Accessibility and get practical skills on the subject, then consider to take the online course on Accessibility. If, on the other hand, you want to go over the basics of UX and Usability, you could take the online course on User Experience. Good luck on your learning journey!

makers of mobile tech display screens free sample

Take a full-page, scrolling screenshot. Snagit makes it simple to grab vertical and horizontal scrolls, infinitely scrolling webpages, long chat messages, and everything in between.

Snagit’s screen recorder lets you quickly record yourself working through steps. Or grab individual frames out of the recorded video. Save your video file as an mp4 or animated GIF.

Annotate screen grabs with professional markup tools. Add personality and professionalism to your screenshots with a variety of pre-made styles. Or you can create your own.

Snagit recognizes the text in your screenshots for quick editing. Change the words, font, colors, and size of the text in your screenshots without having to redesign the entire image.

makers of mobile tech display screens free sample

For most customers, visiting a professional repair provider with certified technicians who use genuine Apple parts is the safest and most reliable way to get a repair. These providers include Apple and Apple Authorized Service Providers, and Independent Repair Providers, who have access to genuine Apple parts.* Repairs performed by untrained individuals using nongenuine parts might affect the safety of the device or functionality of the display. Apple displays are designed to fit precisely within the device. Additionally, repairs that don"t properly replace screws or cowlings might leave behind loose parts that could damage the battery, cause overheating, or result in injury.

Depending on your location, you can get your iPhone display replaced—in or out of warranty—by visiting an Apple Store or Apple Authorized Service Provider, or by shipping your iPhone to an Apple Repair Center. Genuine Apple parts are also available for out-of-warranty repairs from Independent Repair Providers or through Self Service Repair.*

The iPhone display is engineered together with iOS software for optimal performance and quality. A nongenuine display might cause compatibility or performance issues. For example, an issue might arise after an iOS software update that contains display updates.

* Independent Repair Providers have access to genuine Apple parts, tools, training, service guides, diagnostics, and resources. Repairs by Independent Repair Providers are not covered by Apple"s warranty or AppleCare plans, but might be covered by the provider"s own repair warranty. Self Service Repair provides access to genuine Apple parts, tools, and repair manuals so that customers experienced with the complexities of repairing electronic devices can perform their own out-of-warranty repair. Self Service Repair is currently available in certain countries or regions for specific iPhone models introduced in 2021 or later. To view repair manuals and order parts for eligible models, go to the Self Service Repair page.

makers of mobile tech display screens free sample

If you travel with a laptop and iPad, you need this app. I needed a second screen, but Duet gives me even more. Full gesture support, customizable shortcuts, Touch Bar, tons of resolution options, and very little battery power. How is this all in one app?

Co-workers can’t believe I can share my desktop on my iPad and my iPhone. Look no further. This is a terrific addition to any office, remote or otherwise.

I just love this app. Especially when I am travelling for work an working from the company branches. Then I use my iPad as second monitor for Outlook, Lync and other chat while I use the laptop big screen for remote desktop to my workstation at the main office. :)

As head of an NGO, I travel a great deal to remote places around the world. It is very difficult to be productive, as power and internet availability are often a challenge. However when I am able to set up, Duet works like charm to improve productivity.

makers of mobile tech display screens free sample

TOKYO, Dec 23 (Reuters) - A Japanese professor has developed a prototype lickable TV screen that can imitate food flavours, another step towards creating a multi-sensory viewing experience.

The device, called Taste the TV (TTTV), uses a carousel of 10 flavour canisters that spray in combination to create the taste of a particular food. The flavour sample then rolls on hygienic film over a flat TV screen for the viewer to try.

In the COVID-19 era, this kind of technology can enhance the way people connect and interact with the outside world, said Meiji University professor Homei Miyashita.

"The goal is to make it possible for people to have the experience of something like eating at a restaurant on the other side of the world, even while staying at home," he said.

Miyashita works with a team of about 30 students that has produced a variety of flavour-related devices, including a fork that makes food taste richer. He said he built the TTTV prototype himself over the past year and that a commercial version would cost about 100,000 yen ($875) to make.

[1/5]A demonstrator licks the screen of Taste the TV (TTTV), a prototype lickable TV screen that can imitate the flavours of various foods, during its demonstration at the university in Tokyo, Japan, December 22, 2021. Picture taken December 22, 2021. REUTERS/Kim Kyung-Hoon

Miyashita has also been in talks with companies about using his spray technology for applications like a device that can apply a pizza or chocolate taste to a slice of toasted bread.

makers of mobile tech display screens free sample

The mobile application experience is not just about creating a meaningful solution to a problem but also about producing a delightful experience. In application design, creating a strong and aesthetically pleasing first impression is highly valuable for both onboarding new users and retaining existing users—the equivalent of a good first impression at a job interview.

So how should product designers create a memorable experience for their app design? Think of the splash screen as the door to your application. Just as the front door is a part of your house, the mobile app splash screen is a short introductory section for what to expect. It helps prevent loading delays in the application by making the transition as smooth as possible.

When creating mobile apps, why make a splash screen? There is more to an app splash screen than you may think, so let’s dive deep into why you should use one and some mobile app splash screen design best practices.

Even though splash screens are now commonly used in the tech industry, they originated in the comic industry as the splash page. In the early days of comics, splash pages were used as a full-page illustration to introduce readers to the story. Widely used in various comic books, the main objective of the splash page was to set the time and place for the story. Splash pages are now making a big comeback as splash screens in digital application design.

These days, mobile devices are more powerful than ever, with applications loading in seconds. As a result, mobile app designs are becoming more complex. You might think that app splash screens would be obsolete by now, but they have persisted. Let’s look into why:

A delightful user experience begins the moment a user opens an application. The mobile app splash screen welcomes the user and sets the tone for the in-app experience, helping to create and preserve a positive first impression for the user.

The design can trigger powerful emotions that affect a user’s perception. The app splash screen helps to set an expectation about what type of experience the user is going to have. The biggest problem with mobile apps is that you can’t afford a long waiting time; the longer the user has to wait, the more likely the user will abandon the app. The splash screen makes the waiting time less painful for the user.

According to PsychCentral, if people know how much time they have to wait before they start doing something, tasks seem to run smoothly. If they don’t know how long a task will take, their anxiety increases. For example, imagine you’re waiting in line at the store, and the line is quite long. You may start feeling anxious when you think about how long it will take to get to the front of the line and abandon your cart.

Feeling anxious is common among mobile application users. To reduce app waiting time, developers can use a mobile app splash screen, which gives users a sense of accomplishment even while the application is loading in the background.

The mobile splash screen is only visible for a brief second or two in the complete experience. To master the impact of the splash screen, use these key tips for creating an app splash screen.

The splash screen’s key purpose is to grab the user’s attention quickly with unique and simple designs. Try to use current color trends such as gradients but avoid using too much text since the splash screen only appears for a couple of seconds.

The app splash screen is the user’s first point of interaction. If the application takes more time than expected to load, it should show the current state of the system. It’s a bad idea to use the splash screen for promoting anything that’s not relevant to the product or service.

The image displayed in a mobile app splash screen should showcase the brand. Many organizations use the app splash screen to showcase their mission and vision. Since the splash screen appears for a second or two, the idea of having text to convey messages about the brand does not work. The best option here is to present the brand idea graphically so the users can grab it, memorize it, and understand it quickly and effectively.

If your mobile or web app takes time to load, make the experience more interesting by switching images, showing interactive graphics, or displaying the system’s current state to the user to make them aware of what is going on in the application process.

When designing an app splash screen, take the time to consider a few limitations. A splash screen should be quick, no more than three seconds in total to display. If it takes longer than a few seconds, a user may begin to feel frustrated.

Displaying the mobile app logo directly on the splash screen is a commonly used method to increase brand recognition. The design below uses a common color trend of gradients that uplift the logo in white, which helps direct the user’s eye to the logo. Designers should always select a color scheme that matches the logo and brand.

In the app splash screen example below, the designer uses a single flat color and the logo, which blends into the background color. This splash screen shows what is expected in the mobile app, with a minimalistic design that is mirrored on the splash screen. Using this approach allows you to set expectations for the mobile app experience from the very beginning.

The mobile app splash screen is an essential part of the product that gives users a clear idea about the application. Designers should always look into the possibility of creating a meaningful and understandable app splash screen so that the user experience will be delightful from the very beginning.

makers of mobile tech display screens free sample

In recent years OLED technology has emerged as the leading smartphone display technology, and the world"s most popular phone vendors are all shipping AMOLED smartphones.

In 2018, over 500 million AMOLED screens were produced - mostly to satisfy demand from mobile phones vendors. The smartphone OLED 2018 market was led by Samsung, whohas been using AMOLEDs in its high-end phones for many years, followed by Apple, LG, Xiaomi, Huawei and others. Samsung is branding its smartphone OLED displays as Super AMOLED display.

Most premium phones today adopt flexible OLED displays. Apple for example is using a flexible 5.8" 1125x2436 OLED (made by SDC) in its 2018 iPhone XS (the iPhone XS Max sports a larger 6.5" 1242x2688 flexible AMOLED). Display experts say that the iPhone XS Display is the world"s best smartphone display.

Most display experts and consumers agree that OLED displays are the world"s best smartphone displays. The best smartphone OLED displays are the Super AMOLED displays produced by Samsung Display, but other OLED producers (such as LG and BOE Display) are also producing high quality OLEDs.

makers of mobile tech display screens free sample

A touchscreen or touch screen is the assembly of both an input ("touch panel") and output ("display") device. The touch panel is normally layered on the top of an electronic visual display of an information processing system. The display is often an LCD, AMOLED or OLED display while the system is usually used in a laptop, tablet, or smartphone. A user can give input or control the information processing system through simple or multi-touch gestures by touching the screen with a special stylus or one or more fingers.zooming to increase the text size.

The touchscreen enables the user to interact directly with what is displayed, rather than using a mouse, touchpad, or other such devices (other than a stylus, which is optional for most modern touchscreens).

Touchscreens are common in devices such as game consoles, personal computers, electronic voting machines, and point-of-sale (POS) systems. They can also be attached to computers or, as terminals, to networks. They play a prominent role in the design of digital appliances such as personal digital assistants (PDAs) and some e-readers. Touchscreens are also important in educational settings such as classrooms or on college campuses.

The popularity of smartphones, tablets, and many types of information appliances is driving the demand and acceptance of common touchscreens for portable and functional electronics. Touchscreens are found in the medical field, heavy industry, automated teller machines (ATMs), and kiosks such as museum displays or room automation, where keyboard and mouse systems do not allow a suitably intuitive, rapid, or accurate interaction by the user with the display"s content.

Historically, the touchscreen sensor and its accompanying controller-based firmware have been made available by a wide array of after-market system integrators, and not by display, chip, or motherboard manufacturers. Display manufacturers and chip manufacturers have acknowledged the trend toward acceptance of touchscreens as a user interface component and have begun to integrate touchscreens into the fundamental design of their products.

The prototypeCERNFrank Beck, a British electronics engineer, for the control room of CERN"s accelerator SPS (Super Proton Synchrotron). This was a further development of the self-capacitance screen (right), also developed by Stumpe at CERN

One predecessor of the modern touch screen includes stylus based systems. In 1946, a patent was filed by Philco Company for a stylus designed for sports telecasting which, when placed against an intermediate cathode ray tube display (CRT) would amplify and add to the original signal. Effectively, this was used for temporarily drawing arrows or circles onto a live television broadcast, as described in US 2487641A, Denk, William E, "Electronic pointer for television images", issued 1949-11-08. Later inventions built upon this system to free telewriting styli from their mechanical bindings. By transcribing what a user draws onto a computer, it could be saved for future use. See US 3089918A, Graham, Robert E, "Telewriting apparatus", issued 1963-05-14.

The first version of a touchscreen which operated independently of the light produced from the screen was patented by AT&T Corporation US 3016421A, Harmon, Leon D, "Electrographic transmitter", issued 1962-01-09. This touchscreen utilized a matrix of collimated lights shining orthogonally across the touch surface. When a beam is interrupted by a stylus, the photodetectors which no longer are receiving a signal can be used to determine where the interruption is. Later iterations of matrix based touchscreens built upon this by adding more emitters and detectors to improve resolution, pulsing emitters to improve optical signal to noise ratio, and a nonorthogonal matrix to remove shadow readings when using multi-touch.

The first finger driven touch screen was developed by Eric Johnson, of the Royal Radar Establishment located in Malvern, England, who described his work on capacitive touchscreens in a short article published in 1965Frank Beck and Bent Stumpe, engineers from CERN (European Organization for Nuclear Research), developed a transparent touchscreen in the early 1970s,In the mid-1960s, another precursor of touchscreens, an ultrasonic-curtain-based pointing device in front of a terminal display, had been developed by a team around Rainer Mallebrein[de] at Telefunken Konstanz for an air traffic control system.Einrichtung" ("touch input facility") for the SIG 50 terminal utilizing a conductively coated glass screen in front of the display.

In 1972, a group at the University of Illinois filed for a patent on an optical touchscreenMagnavox Plato IV Student Terminal and thousands were built for this purpose. These touchscreens had a crossed array of 16×16 infrared position sensors, each composed of an LED on one edge of the screen and a matched phototransistor on the other edge, all mounted in front of a monochrome plasma display panel. This arrangement could sense any fingertip-sized opaque object in close proximity to the screen. A similar touchscreen was used on the HP-150 starting in 1983. The HP 150 was one of the world"s earliest commercial touchscreen computers.infrared transmitters and receivers around the bezel of a 9-inch Sony cathode ray tube (CRT).

In 1977, an American company, Elographics – in partnership with Siemens – began work on developing a transparent implementation of an existing opaque touchpad technology, U.S. patent No. 3,911,215, October 7, 1975, which had been developed by Elographics" founder George Samuel Hurst.World"s Fair at Knoxville in 1982.

In 1984, Fujitsu released a touch pad for the Micro 16 to accommodate the complexity of kanji characters, which were stored as tiled graphics.Sega released the Terebi Oekaki, also known as the Sega Graphic Board, for the SG-1000 video game console and SC-3000 home computer. It consisted of a plastic pen and a plastic board with a transparent window where pen presses are detected. It was used primarily with a drawing software application.

Touch-sensitive control-display units (CDUs) were evaluated for commercial aircraft flight decks in the early 1980s. Initial research showed that a touch interface would reduce pilot workload as the crew could then select waypoints, functions and actions, rather than be "head down" typing latitudes, longitudes, and waypoint codes on a keyboard. An effective integration of this technology was aimed at helping flight crews maintain a high level of situational awareness of all major aspects of the vehicle operations including the flight path, the functioning of various aircraft systems, and moment-to-moment human interactions.

In the early 1980s, General Motors tasked its Delco Electronics division with a project aimed at replacing an automobile"s non-essential functions (i.e. other than throttle, transmission, braking, and steering) from mechanical or electro-mechanical systems with solid state alternatives wherever possible. The finished device was dubbed the ECC for "Electronic Control Center", a digital computer and software control system hardwired to various peripheral sensors, servos, solenoids, antenna and a monochrome CRT touchscreen that functioned both as display and sole method of input.stereo, fan, heater and air conditioner controls and displays, and was capable of providing very detailed and specific information about the vehicle"s cumulative and current operating status in real time. The ECC was standard equipment on the 1985–1989 Buick Riviera and later the 1988–1989 Buick Reatta, but was unpopular with consumers—partly due to the technophobia of some traditional Buick customers, but mostly because of costly technical problems suffered by the ECC"s touchscreen which would render climate control or stereo operation impossible.

Multi-touch technology began in 1982, when the University of Toronto"s Input Research Group developed the first human-input multi-touch system, using a frosted-glass panel with a camera placed behind the glass. In 1985, the University of Toronto group, including Bill Buxton, developed a multi-touch tablet that used capacitance rather than bulky camera-based optical sensing systems (see History of multi-touch).

The first commercially available graphical point-of-sale (POS) software was demonstrated on the 16-bit Atari 520ST color computer. It featured a color touchscreen widget-driven interface.COMDEX expo in 1986.

In 1987, Casio launched the Casio PB-1000 pocket computer with a touchscreen consisting of a 4×4 matrix, resulting in 16 touch areas in its small LCD graphic screen.

Touchscreens had a bad reputation of being imprecise until 1988. Most user-interface books would state that touchscreen selections were limited to targets larger than the average finger. At the time, selections were done in such a way that a target was selected as soon as the finger came over it, and the corresponding action was performed immediately. Errors were common, due to parallax or calibration problems, leading to user frustration. "Lift-off strategy"University of Maryland Human–Computer Interaction Lab (HCIL). As users touch the screen, feedback is provided as to what will be selected: users can adjust the position of the finger, and the action takes place only when the finger is lifted off the screen. This allowed the selection of small targets, down to a single pixel on a 640×480 Video Graphics Array (VGA) screen (a standard of that time).

Sears et al. (1990)human–computer interaction of the time, describing gestures such as rotating knobs, adjusting sliders, and swiping the screen to activate a switch (or a U-shaped gesture for a toggle switch). The HCIL team developed and studied small touchscreen keyboards (including a study that showed users could type at 25 wpm on a touchscreen keyboard), aiding their introduction on mobile devices. They also designed and implemented multi-touch gestures such as selecting a range of a line, connecting objects, and a "tap-click" gesture to select while maintaining location with another finger.

In 1990, HCIL demonstrated a touchscreen slider,lock screen patent litigation between Apple and other touchscreen mobile phone vendors (in relation to

An early attempt at a handheld game console with touchscreen controls was Sega"s intended successor to the Game Gear, though the device was ultimately shelved and never released due to the expensive cost of touchscreen technology in the early 1990s.

Touchscreens would not be popularly used for video games until the release of the Nintendo DS in 2004.Apple Watch being released with a force-sensitive display in April 2015.

In 2007, 93% of touchscreens shipped were resistive and only 4% were projected capacitance. In 2013, 3% of touchscreens shipped were resistive and 90% were projected capacitance.

A resistive touchscreen panel comprises several thin layers, the most important of which are two transparent electrically resistive layers facing each other with a thin gap between. The top layer (that which is touched) has a coating on the underside surface; just beneath it is a similar resistive layer on top of its substrate. One layer has conductive connections along its sides, the other along top and bottom. A voltage is applied to one layer and sensed by the other. When an object, such as a fingertip or stylus tip, presses down onto the outer surface, the two layers touch to become connected at that point.voltage dividers, one axis at a time. By rapidly switching between each layer, the position of pressure on the screen can be detected.

Resistive touch is used in restaurants, factories and hospitals due to its high tolerance for liquids and contaminants. A major benefit of resistive-touch technology is its low cost. Additionally, as only sufficient pressure is necessary for the touch to be sensed, they may be used with gloves on, or by using anything rigid as a finger substitute. Disadvantages include the need to press down, and a risk of damage by sharp objects. Resistive touchscreens also suffer from poorer contrast, due to having additional reflections (i.e. glare) from the layers of material placed over the screen.3DS family, and the Wii U GamePad.

Surface acoustic wave (SAW) technology uses ultrasonic waves that pass over the touchscreen panel. When the panel is touched, a portion of the wave is absorbed. The change in ultrasonic waves is processed by the controller to determine the position of the touch event. Surface acoustic wave touchscreen panels can be damaged by outside elements. Contaminants on the surface can also interfere with the functionality of the touchscreen.

A capacitive touchscreen panel consists of an insulator, such as glass, coated with a transparent conductor, such as indium tin oxide (ITO).electrostatic field, measurable as a change in capacitance. Different technologies may be used to determine the location of the touch. The location is then sent to the controller for processing. Touchscreens that use silver instead of ITO exist, as ITO causes several environmental problems due to the use of indium.complementary metal-oxide-semiconductor (CMOS) application-specific integrated circuit (ASIC) chip, which in turn usually sends the signals to a CMOS digital signal processor (DSP) for processing.

Unlike a resistive touchscreen, some capacitive touchscreens cannot be used to detect a finger through electrically insulating material, such as gloves. This disadvantage especially affects usability in consumer electronics, such as touch tablet PCs and capacitive smartphones in cold weather when people may be wearing gloves. It can be overcome with a special capacitive stylus, or a special-application glove with an embroidered patch of conductive thread allowing electrical contact with the user"s fingertip.

A low-quality switching-mode power supply unit with an accordingly unstable, noisy voltage may temporarily interfere with the precision, accuracy and sensitivity of capacitive touch screens.

Some capacitive display manufacturers continue to develop thinner and more accurate touchscreens. Those for mobile devices are now being produced with "in-cell" technology, such as in Samsung"s Super AMOLED screens, that eliminates a layer by building the capacitors inside the display itself. This type of touchscreen reduces the visible distance between the user"s finger and what the user is touching on the screen, reducing the thickness and weight of the display, which is desirable in smartphones.

A simple parallel-plate capacitor has two conductors separated by a dielectric layer. Most of the energy in this system is concentrated directly between the plates. Some of the energy spills over into the area outside the plates, and the electric field lines associated with this effect are called fringing fields. Part of the challenge of making a practical capacitive sensor is to design a set of printed circuit traces which direct fringing fields into an active sensing area accessible to a user. A parallel-plate capacitor is not a good choice for such a sensor pattern. Placing a finger near fringing electric fields adds conductive surface area to the capacitive system. The additional charge storage capacity added by the finger is known as finger capacitance, or CF. The capacitance of the sensor without a finger present is known as parasitic capacitance, or CP.

In this basic technology, only one side of the insulator is coated with a conductive layer. A small voltage is applied to the layer, resulting in a uniform electrostatic field. When a conductor, such as a human finger, touches the uncoated surface, a capacitor is dynamically formed. The sensor"s controller can determine the location of the touch indirectly from the change in the capacitance as measured from the four corners of the panel. As it has no moving parts, it is moderately durable but has limited resolution, is prone to false signals from parasitic capacitive coupling, and needs calibration during manufacture. It is therefore most often used in simple applications such as industrial controls and kiosks.

Although some standard capacitance detection methods are projective, in the sense that they can be used to detect a finger through a non-conductive surface, they are very sensitive to fluctuations in temperature, which expand or contract the sensing plates, causing fluctuations in the capacitance of these plates.

Projected capacitive touch (PCT; also PCAP) technology is a variant of capacitive touch technology but where sensitivity to touch, accuracy, resolution and speed of touch have been greatly improved by the use of a simple form of

Some modern PCT touch screens are composed of thousands of discrete keys,etching a single conductive layer to form a grid pattern of electrodes, by etching two separate, perpendicular layers of conductive material with parallel lines or tracks to form a grid, or by forming an x/y grid of fine, insulation coated wires in a single layer . The number of fingers that can be detected simultaneously is determined by the number of cross-over points (x * y) . However, the number of cross-over points can be almost doubled by using a diagonal lattice layout, where, instead of x elements only ever crossing y elements, each conductive element crosses every other element .

In some designs, voltage applied to this grid creates a uniform electrostatic field, which can be measured. When a conductive object, such as a finger, comes into contact with a PCT panel, it distorts the local electrostatic field at that point. This is measurable as a change in capacitance. If a finger bridges the gap between two of the "tracks", the charge field is further interrupted and detected by the controller. The capacitance can be changed and measured at every individual point on the grid. This system is able to accurately track touches.

Unlike traditional capacitive touch technology, it is possible for a PCT system to sense a passive stylus or gloved finger. However, moisture on the surface of the panel, high humidity, or collected dust can interfere with performance.

These environmental factors, however, are not a problem with "fine wire" based touchscreens due to the fact that wire based touchscreens have a much lower "parasitic" capacitance, and there is greater distance between neighbouring conductors.

This is a common PCT approach, which makes use of the fact that most conductive objects are able to hold a charge if they are very close together. In mutual capacitive sensors, a capacitor is inherently formed by the row trace and column trace at each intersection of the grid. A 16×14 array, for example, would have 224 independent capacitors. A voltage is applied to the rows or columns. Bringing a finger or conductive stylus close to the surface of the sensor changes the local electrostatic field, which in turn reduces the mutual capacitance. The capacitance change at every individual point on the grid can be measured to accurately determine the touch location by measuring the voltage in the other axis. Mutual capacitance allows multi-touch operation where multiple fingers, palms or styli can be accurately tracked at the same time.

Self-capacitance sensors can have the same X-Y grid as mutual capacitance sensors, but the columns and rows operate independently. With self-capacitance, the capacitive load of a finger is measured on each column or row electrode by a current meter, or the change in frequency of an RC oscillator.

Self-capacitive touch screen layers are used on mobile phones such as the Sony Xperia Sola,Samsung Galaxy S4, Galaxy Note 3, Galaxy S5, and Galaxy Alpha.

Capacitive touchscreens do not necessarily need to be operated by a finger, but until recently the special styli required could be quite expensive to purchase. The cost of this technology has fallen greatly in recent years and capacitive styli are now widely available for a nominal charge, and often given away free with mobile accessories. These consist of an electrically conductive shaft with a soft conductive rubber tip, thereby resistively connecting the fingers to the tip of the stylus.

Infrared sensors mounted around the display watch for a user"s touchscreen input on this PLATO V terminal in 1981. The monochromatic plasma display"s characteristic orange glow is illustrated.

An infrared touchscreen uses an array of X-Y infrared LED and photodetector pairs around the edges of the screen to detect a disruption in the pattern of LED beams. These LED beams cross each other in vertical and horizontal patterns. This helps the sensors pick up the exact location of the touch. A major benefit of such a system is that it can detect essentially any opaque object including a finger, gloved finger, stylus or pen. It is generally used in outdoor applications and POS systems that cannot rely on a conductor (such as a bare finger) to activate the touchscreen. Unlike capacitive touchscreens, infrared touchscreens do not require any patterning on the glass which increases durability and optical clarity of the overall system. Infrared touchscreens are sensitive to dirt and dust that can interfere with the infrared beams, and suffer from parallax in curved surfaces and accidental press when the user hovers a finger over the screen while searching for the item to be selected.

A translucent acrylic sheet is used as a rear-projection screen to display information. The edges of the acrylic sheet are illuminated by infrared LEDs, and infrared cameras are focused on the back of the sheet. Objects placed on the sheet are detectable by the cameras. When the sheet is touched by the user, frustrated total internal reflection results in leakage of infrared light which peaks at the points of maximum pressure, indicating the user"s touch location. Microsoft"s PixelSense tablets use this technology.

Optical touchscreens are a relatively modern development in touchscreen technology, in which two or more image sensors (such as CMOS sensors) are placed around the edges (mostly the corners) of the screen. Infrared backlights are placed in the sensor"s field of view on the opposite side of the screen. A touch blocks some lights from the sensors, and the location and size of the touching object can be calculated (see visual hull). This technology is growing in popularity due to its scalability, versatility, and affordability for larger touchscreens.

Introduced in 2002 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.

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. 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 2000s, as described by the patent family EP1852772, and introduced to the market by Tyco International"s Elo division in 2006 as Acoustic Pulse Recognition.

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.

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.

The development of multi-touch screens 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. Touchscreen technology has demonstrated reliability and is found in airplanes, automobiles, gaming consoles, machine control systems, appliances, and handheld display devices including cellphones; the touchscreen market for mobile devices was projected to produce US$5 billion by 2009.

TapSense, announced in October 2011, 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 television-images and the functions of a normal modern PC could be an innovation in the near future: for example "all-live-information" on the internet about a film or the actors on video, a list of other music during a normal video clip of a song or news about a person.

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 2000s, 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 touch devices which use capacitive or resistive touch technology.

From the mid-2000s, 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. The R95 accuracy (required radius for 95% target accuracy) varies from 7 mm (0.28 in) in the center to 12 mm (0.47 in) in the lower corners.

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 0.1 mm (0.004 in).

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:

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. Research from the University of Glasgow (Brewster, Chohan, and Brown, 2007; and more recently Hogan) demonstrates that touchscreen users reduce input errors (by 20%), increase input speed (by 20%), and lower their cognitive load (by 40%) when touchscreens are combined with haptics or tactile feedback. On top of this, a study conducted in 2013 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.

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. 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.

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makers of mobile tech display screens free sample

A smartphone is a portable computer device that combines mobile telephone and computing functions into one unit. They are distinguished from feature phones by their stronger hardware capabilities and extensive mobile operating systems, which facilitate wider software, internet (including web browsing over mobile broadband), and multimedia functionality (including music, video, cameras, and gaming), alongside core phone functions such as voice calls and text messaging. Smartphones typically contain a number of metal–oxide–semiconductor (MOS) integrated circuit (IC) chips, include various sensors that can be leveraged by pre-included and third-party software (such as a magnetometer, proximity sensors, barometer, gyroscope, accelerometer and more), and support wireless communications protocols (such as Bluetooth, Wi-Fi, or satellite navigation).

Early smartphones were marketed primarily towards the enterprise market, attempting to bridge the functionality of standalone personal digital assistant (PDA) devices with support for cellular telephony, but were limited by their bulky form, short battery life, slow analog cellular networks, and the immaturity of wireless data services. These issues were eventually resolved with the exponential scaling and miniaturization of MOS transistors down to sub-micron levels (Moore"s law), the improved lithium-ion battery, faster digital mobile data networks (Edholm"s law), and more mature software platforms that allowed mobile device ecosystems to develop independently of data providers.

In the 2000s, NTT DoCoMo"s i-mode platform, BlackBerry, Nokia"s Symbian platform, and Windows Mobile began to gain market traction, with models often featuring QWERTY keyboards or resistive touchscreen input, and emphasizing access to push email and wireless internet. Following the rising popularity of the iPhone in the late 2000s, the majority of smartphones have featured thin, slate-like form factors, with large, capacitive screens with support for multi-touch gestures rather than physical keyboards, and offer the ability for users to download or purchase additional applications from a centralized store, and use cloud storage and synchronization, virtual assistants, as well as mobile payment services. Smartphones have largely replaced PDAs, handheld/palm-sized PCs, portable media players (PMP)handheld video game consoles.

Improved hardware and faster wireless communication (due to standards such as LTE) have bolstered the growth of the smartphone industry. In the third quarter of 2012, one billion smartphones were in use worldwide.

In the early 1990s, IBM engineer Frank Canova realised that chip-and-wireless technology was becoming small enough to use in handheld devices.COMDEX computer industry trade show.BellSouth under the name Simon Personal Communicator. In addition to placing and receiving cellular calls, the touchscreen-equipped Simon could send and receive faxes and emails. It included an address book, calendar, appointment scheduler, calculator, world time clock, and notepad, as well as other visionary mobile applications such as maps, stock reports and news.

The IBM Simon was manufactured by Mitsubishi Electric, which integrated features from its own wireless personal digital assistant (PDA) and cellular radio technologies.liquid-crystal display (LCD) and PC Card support.battery life,NiCad batteries rather than the nickel–metal hydride batteries commonly used in mobile phones in the 1990s, or lithium-ion batteries used in modern smartphones.

The term "smart phone" was not coined until a year after the introduction of the Simon, appearing in print as early as 1995, describing AT&T"s PhoneWriter Communicator.Ericsson in 1997 to describe a new device concept, the GS88.

Beginning in the mid-late 1990s, many people who had mobile phones carried a separate dedicated PDA device, running early versions of operating systems such as Palm OS, Newton OS, Symbian or Windows CE/Pocket PC. These operating systems would later evolve into early mobile operating systems. Most of the "smartphones" in this era were hybrid devices that combined these existing familiar PDA OSes with basic phone hardware. The results were devices that were bulkier than either dedicated mobile phones or PDAs, but allowed a limited amount of cellular Internet access. PDA and mobile phone manufacturers competed in reducing the size of devices. The bulk of these smartphones combined with their high cost and expensive data plans, plus other drawbacks such as expansion limitations and decreased battery life compared to separate standalone devices, generally limited their popularity to "early adopters" and business users who needed portable connectivity.

In March 1996, Hewlett-Packard released the OmniGo 700LX, a modified HP 200LX palmtop PC with a Nokia 2110 mobile phone piggybacked onto it and