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Definitions
and Distinctions
Continuous
vs. Discrete: An input interface which
allows and senses a graded, infinitesimally changeable range of
the some motor variable – e.g.
the position of a computer mouse, the force on an isometric joystick,
the loudness of a vocal sound, or the breath pressure at a mouth tube – is
called a “continuous” input interface. Two reasonably synonymous
terms are “proportional” and “analog”. If
on the other hand, an input interface offers a countable set of distinct
acts that it will respond to; this is known as a “discrete” interface.
Switch arrays, on-screen keyboards, lapboard buttons, toggle switches,
and joysticks that only recognize eight positions are all examples
of “discrete” interfaces. Interfaces in which each input
target evokes a particular output action of the AT system are said
to be controlled via “direct selection”.
The distinction
between discrete and continuous can get muddy if the action the
user performs is continuous but the sensing scheme is discrete.
The user
of a mouth stick moves it over a continuous volume of space in
front of her/his face, but the interface is still discrete if
it only recognizes
and distinguishes among the activation of, say, sixteen different
keys on a four-by-four grid.
Coding: If
an AT user is capable of using a discrete interface – consisting,
for example, of eight big switches mounted for accessibility to various
parts of her/his body – this may not be enough for all the communication
or control inputs the user needs in order to make use of some AT system.
An English-speaking individual with complete command of conventional
spelling needs to access at least the 26 letter of the alphabet plus
various punctuation and control inputs. Think of the number of items – roughly
seventy – on a standard QWERTY keyboard, for example. One
way to make this possible with, e.g., eight switches would be to
apply
a code. Two strikes of eight switches provide sixty four unique
permutations. Three strikes offer five hundred twelve permutations.
The issues
in design or selection of coded interface may be complex and
certainly
include the cognitive demand imposed by learning a code, and/or
the technological challenge of displaying the code in an intuitive
way
that effectively reminds and prompts the user. Despite these
real issues of strategy, a coded input interface may allow many
unambiguous
selections
with a minimum of distinct acts. A traditional example is the
Morse code which can be implemented with only two switches, one
signifying
dot, and one for dash.
Scanning: This
is a somewhat more commonplace approach and one which requires
an absolute minimum of motor
control. A scanning
interface
is one in which a menu display of possible selections (actions
for controlling home lighting and appliances in an environmental
control
unit, for example) is continuously sequenced or scrolled or
highlighted in view of the user. When a desired item is indicated,
the user
activates a single switch as an “enter” or “activate” or “do
it” command. Most commonly, scanned arrays are arranged
as grids in which one row of items is highlighted at a time.
This row is selected
with one switch closure; subsequently a second closure is needed
to select a single item as that row is scanned.
The obvious
advantage of scanning interfaces is that they can provide unlimited
access
to
language and/or control over many AT outputs with only a
single input act. The disadvantage, when there are other choices,
is
that this interface
strategy may be very slow. It is almost never useful for
input to AT – steering
a power wheelchair, for example – that requires fast and
accurate timing.
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