CHAPTER – 2
Hardware Concepts
2.1 Input Devices
Input device are used to feed data or
information into a computer system. They are usually used to provide input to
the computer upon which reaction, outputs are generated. Data input devices
like keyboards are used to provide additional data to the computers whereas
pointing and selection devices like mouse, light pens, touch panels are used to
provide visual and indication-input to the application.
1.
Tablet
Tablet
A tablet is a digitizer. In general a digitizer is
a device which is used to scan over an object and to put a set of discrete
coordinate positions. These positions can then be joined with straight line
segments to approximate the shape of the original object. A tablet digitizes an
object detecting the position of a movable stylus (pencil-shaped device) or
puck (like mouse with cross hairs for sighting positions) held in the user’s
hand. A tablet is flat surface and its size varies from about 6 by 6 inches up
to 48 by 72 inches or more. The accuracy of the tablets usually falls below 0.2
mm.
There
are three types of tablets
§ Electric tablet: A grid of wires on ¼ to ½ inch centers is embedded
in the tablet surface, and electromagnetic signals generated by electrical
pulses applied in sequence to the wires in the grid induced an electrical
signal in a wire coil in the stylus (or puck). The strength of the signal
induced by each pulse is used to determine roughly how far the stylus is from
the tablet. They cannot digitize the bulky objects because the movement of
stylus over the object cannot sense by the electric tablet surface.

§ Sonic tablet: The sonic tablet uses sound
waves to couple the stylus to microphones positioned on the periphery of the
digitizing area. An electrical spark at the tip of the stylus creates sound
bursts. The position of the stylus or the coordinate values is calculated using
the delay between when spark occurs and when its sound arrives at each
microphone. They can digitize the bulky objects because the position point out
by the stylus by generating the sound wave can easily encounter by the system
with the help of microphones.
§ Resistive tablet: The tablet is transparent and flexible with a thin
layer of conducting material. When a battery-powered stylus is activated at
certain position, it emits high-frequency radio signals which induce the radio
signals on the conducting layer. The strength of the signal received at the
edges of the tablet is used to calculate the position of the stylus. They can
also able to digitize some object of screen.
2. Touch Panel
A touch panel is an input device that accepts user
input by means of a touch sensitive screen directly with a finger to move the cursor around the screen or to select
the icons. Because of their compact
nature and ease-of-use, touch panels are typically deployed for user interfaces
in automation systems, such as high-end residential and industrial control.
1. Polyester Film
2. Upper Resistive Circuit Layer
3. Conductive ITO (Transparent Metal Coating)
4. Lower Resistive Circuit Layer
5. Insulating Dots
6. Glass/Acrylic Substrate
7. Touching the overlay surface causes the (2) Upper
Resistive Circuit Layer to contact the (4) Lower Resistive Circuit Layer,
producing a circuit switch from the activated area.
8. The touch screen controller gets the alternating
voltages between the (7) two circuit layers and converts them into the digital
X and Y coordinates of the activated area.


Followings are mostly
used touch panels:
§ Optical touch panel: It uses a series of infrared light emitting diodes
(LED) along one vertical edge and along one horizontal edge of the panel. The
opposite vertical and horizontal edges contain photo detectors to form a grid
of invisible infrared light beams over the display area. Touching the screen
breaks one or two vertical and horizontal light beams, thereby indicating the
finger’s position. This is low resolution panel, which offers 10 to 50
positions in each direction.
§ Sonic panel: Burst of high-frequency sound waves traveling alternately horizontally and
vertically generated at the edge of the panel. Touching the screen causes part
of each wave to reflected back to its source. The screen position at the point
of contact is then calculated using the time elapsed between when the wave is
emitted and when it arrives back at source. This is a high-resolution touch
pane having about 500 positions in each direction.
§ Electric touch panel: It consists of slightly separated two transparent
plates one coated with a thin layer conducting material and the other with
resistive material. When the panel is touched with finger, the two plates are
forced to touch at the point of contact thereby creating the voltage drop
across the resistive plate which is then used to calculate the co-ordinate of
the touched position. The resolution of this panel is similar to that of sonic
touch panel.
3.
Light pen
Light pen
It is a pencil-shaped device to determine the
coordinate of a point on the screen (i.e. digitizer). In raster display, Y is
set at Ymax and X changes from 0 to Xmax the first scanning line. For second
line, Y decreases by one and X again changes from 0 to Xmax, and so on. When
the activated light pen “sees” a burst of light at certain position as the
electron beam hits the phosphor coating at that position, it generates an
electric pulse, which is used to save the video controller’s X and Y registers
and interrupt the computer. By reading the saved values the graphics package
can determine the coordinates of the positions seen by the light pen. Because of the
following drawbacks the light pens are not popular.
§ Light pen obscures or hides the
screen images as it is pointed to the required spot.
§ Prolong use of it can cause arm fatigue.
§ It cannot report the coordinates of a point that
is completely black.
§ It gives sometimes false reading due to background
lighting in room.
4. Keyboard
A keyboard creates a code such as ASCII uniquely
corresponding to a pressed key (i.e. work on Hall’s effect). It
usually consists of alphanumeric key, function keys, cursor-control keys, and
separate numeric pad.
5. Mouse
A mouse is a small hand held device used to
position the cursor on the screen. Following are the mice, which are mostly
used in computer graphics.
§ Mechanical mouse: It moves the curser position on the screen
according as the moment of the roller in the base of this mechanical mouse.
§ Optical mouse: A LED in the bottom of the mouse directs a beam of light down onto the pad
from which it is reflected and sensed by the detectors.

6. Barcode reader
A barcode reader (or barcode
scanner) is an electronic device for reading printed barcodes. Like a flatbed
scanner, it consists of a light source, a lens and a light sensor translating
optical impulses into electrical ones. Additionally, nearly all barcode readers
contain decoder circuitry analyzing the barcode's image data
provided by the sensor and sending the barcode's content to the scanner's
output port. The barcode reader can be categories as:
§ Pen-type readers
•
Pen-type readers consist of a light source and a
photodiode that are placed next to each other in the tip of a pen or wand.
•
To read a bar code, the tip of the pen moves across the
bars in a steady motion.
•
The photodiode measures the intensity of the light
reflected back from the light source and generates a waveform that is used to
measure the widths of the bars and spaces in the bar code.
•
Dark bars in the bar code absorb light and white spaces
reflect light so that the voltage waveform generated by the photo diode is a
representation of the bar and space pattern in the bar code.
•
This waveform is decoded by the scanner in a manner
similar to the way Morse code dots and dashes are decoded.
§ Laser scanners
•
Laser scanners work the same way as pen type readers
except that they use a laser beam as the light source and typically employ
either a reciprocating mirror or a rotating prism to scan the laser beam back
and forth across the bar code.
•
As with the pen type reader, a photodiode is used to
measure the intensity of the light reflected back from the bar code.
7. Data Glove
A data glove is an interactive device, resembling
a glove worn on the hand, which facilitates physical sensing and fine-motion
control in robotics and virtual reality. Data
gloves are one of several types of electromechanical devices used in haptic
applications. Tactile sensing involves simulation of the sense of
human touch and includes the ability to perceive pressure, linear force,
torque, temperature, and surface texture.


2.2 Display Devices
The devices which can give the user interface of
the inputted data are the display devices. In the case of computer, the monitor
is most common display device that can be categories as the Cathode Ray Tube
(CRT) monitor and the flat panel monitor. To display the image, computers have
some assigned memory called the frame buffer. The graphic cards also have the
memory buffer and the graphics processors so that it can increase the display
strength of the computer graphics.
Notes:
§ Pixel: - Graphic displays are like very large dot matrices. Each dot
in a graphic display is called picture element, pixel or pel.
The capabilities of a graphic display depend on number of pixels horizontally
and vertically.
§ Dpi =Dot per inch
§ Ppi = Point per inch
Typical Term for
Display Devices
§ Fluorescence/ Phosphorescence
When the electron beam strikes the phosphor coated
screen of the CRT, the individual electrons are moving with kinetic energy
proportional to the accelerating voltage. Some of this energy is dissipated as
heat, but rest is transferred to the electrons of phosphor atoms making jump to
higher quantum energy levels. In returning to their previous quantum levels,
these excited electrons give up their extra energy in the form of light of
different frequencies i.e. colored light, predicted by the quantum theory.
§ Phosphorescence is the light given off by the return of the
relatively more stable excited electrons to their unexcited state, once the
electron beam excitation is removed.
§ Most of the phosphors relax back to the ground
state by emitting a photon of light which is called fluorescence
§ Persistence
A phosphor’s persistence is the time for the
emitted light to decay to 10 % of the initial intensity. The persistence may be
varied with different phosphors. The phosphors used for graphics display
usually have persistence of 10 to 60 microseconds. A phosphor with low
persistence is useful for animation; a high persistence phosphor is useful for
high complex static picture.
§ Refresh Rate
The refresh rate is the number of times per second
the image is redrawn to give a feeling of un-flickering pictures and is usually
50 per second. The refresh rate above which a picture stops flickering and
fuses into a steady image is called the critical fusion frequency (CFF).
The factors affecting the CFF are persistence, image intensity, room
light, wave length of light & observer.
§ Resolution
Resolution is defined as the maximum number of
points that can be displayed horizontally and vertically without overlap on the
display device. Factors affecting the resolution are the intensity & spot
profile.
§ Aspect ratio
The ratio of vertical points to horizontal point
necessary to produce equal length line in both directions on screen (as monitor
is rectangular not the square) is called aspect ratio. An aspect ratio of ¾
means that a vertical line is plotted with 3 points has the same length as
horizontal line plotted with 4 points. Generally, the aspect ratio is not one.

§ Retrace procedure
At the end of each scan line in raster scan
display, the electron beam returns to the left side of the screen to begin
displaying the next scan line. The return to the left of the screen, after
refreshing each scan line is called the horizontal retrace of the
electron beam. And at the end of each frame the electron beam returns to the
top left corner of the screen to begin the next frame which is called vertical
retrace.
§
Interlaced
refresh procedure
On some raster scan systems each frame is
displayed in two passes using an interlaced refresh procedure so that
the whole picture should displaced in half time. Here, the first scan does the even
lines 0, 2, 4,... then the second scan does the odd
lines 1, 3, 5,.... Interlacing is primarily used with slower refreshing
rates to avoid the flickering. To show the animation, we have to move 24-frame per
second (fps).

- Color CRT
The cathode ray tube (CRT) technology was first used for computer
displays, video monitors, televisions, radar displays and oscilloscopes. The
CRT is an Evacuated gas tube that uses the filament to produce the electron
beams which are focused in proper position of phosphorous coated screen by the
help of magnetic focusing & deflection coils. Phosphors are organic
compounds characterized by their persistence and their color (blue,
red, green).
A cathode ray
tube (CRT) contains these basic parts:
1. Electron guns
2. Electron beams
3. Focusing coils
4. Deflection coils
5. Anode connection
6. Mask for separating beams for red, green, and blue
part of displayed image
7. Phosphor layer with red, green, and blue zones
8. Close-up of the phosphor-coated inner side of the screen
*
CRTs, or video
monitors, are the most common output device on computers today that
uses the phosphors coated screen. Phosphors are characterized by color (RGB)
and persistence.
*
After the
generation of electrons of weaker negative charge by heating the filament, it
is focused to accelerate it by the repulsion of the inner cylinder walls in
just the way that water is speeds up when its flow though a smaller diameter
pipe.
*
Then, the
electron beam is deflected at proper position by the help of two set of plates
of opposite charge, one positive the other negative.
The first set displaces the beam up and down, and the second displaces the beam left and right. This helps us to focus the electron beam
in proper position.
*
The user can
vary the voltage on the control grid to attenuate the electron flow. The
electron beam causes the phosphor’s atoms to move into higher energy state. The
atoms give off energy as light when they return to their stable state i.e. glow
& decay operation occurs & hence we need to refresh the screen continuously.
*
A refresh
rate of 50 - 60 Hz is usually sufficient to prevent flicker, but some systems
refresh at even higher rates such as 72-76 Hz.




Methods for Color CRT
Two Methods are used in Color CRT for the raster
display method
§ Beam Penetration Method
§ Shadow Mask Method
•
Delta-Delta
CRT
•
Precision
Inline CRT
a.
Beam Penetration Method
The beam penetration
method is for the random scan monitor display where two different layers of
phosphor coating are used, Red (outer) and Green (inner) coated on the CRT
screen. The display of color depends on the depth of penetration of the
electron beam into the phosphor layers. Screen color is controlled by the beam
acceleration voltage. In this method, only four colors possible and hence the
poor picture quality
§ A
beam of slow electrons excites only the outer red layer
§ A
beam of very fast electrons penetrates thru the red phosphor and excites the
inner green layer.
§ Intermediate is a combination of red and green so
two additional colors orange and yellow color.
•
When quantity of red is more than green then color
appears as orange
•
When quantity of green is more than red then color
appears as yellow
b.
Shadow Mask Method
Shadow is a perforated metal sheet that ensures that
the electron beam hits only the correctly colored phosphor dots and does not
illuminate more than one dot. Essentially, the shadow mask "masks"
the electron beam, thereby forming a smaller and more rounded point that can
hit individual phosphor dots. The shadow mask absorbs electrons that are
directed at the wrong color phosphor.
i.
Shadow Mask (Delta-Delta CRT)
•
Normally for
Raster Scan System
•
Inner side of
viewing has several groups of Electron gun closely spaced red, green and blue
phosphor dots called triad in delta fashion
•
Thin metal
plate is perforated with many holes near to inner surface called shadow
mask
•
Shadow mask
mounted in such a way that each hole is aligned with respective triad
•
Triad so
small that, it is perceived as a mixture of color.


ii. Shadow Mask (Precision Inline CRT)
•
Eliminates
drawback of delta-delta CRT at the cost of slight reduction of images sharpness
•
Normally 1000
scan lines
•
Distance
between centers of adjacent triads is called pitch.
•
In very high
resolution pitch=0.21mm (0.61mm for home TV)
•
Diameter of a
electron beam is set at 1.75 * pitch (at which 50% of max)
•
But small
pitch is difficult to manufacture due to small triads too many holes in the
shadow mask
•
Also shadow
mask decreases brightness only 20% electron beam hit the phosphorous
•
No. of
electron increased by increasing beam current (but focusing difficult, generate
more heat & mask wrapping)



NOTE: Types of color models
i.
Abdicative Colors: Additive
color models use light to display color. Colors perceived in these
models are the result of transmitted light. (RGB Color models)
ii.
Subtractive Colors: The overlapping of
additive colors (red, green and blue) results in subtractive colors (cyan,
magenta and yellow).
Subtractive Colors: The overlapping of
additive colors (red, green and blue) results in subtractive colors (cyan,
magenta and yellow).
Time
freeze effect: In the time freeze effect, same action is captured
by 30 camera placed in the semi-circled fashioned below the acting body. Thus,
the time is seems constant and the different view of actor can be seems.
2.3 Raster Graphics
*
A raster
graphics image, digital image, or bitmap, is a data file or
structure representing a generally rectangular grid of pixels, or points of
color, on a computer monitor, paper, or other display device.
*
The color of each
pixel is individually defined; images in the RGB color space, for instance,
often consist of colored pixels defined by three bytes—one byte each for red,
green and blue.
*
Here, the
images are loaded on memory called the frame buffer before they
display on the monitor.
*
Less colorful
images require less information per pixel; for example, an image with only
black and white pixels requires only a single bit for each pixel.
*
Raster
graphics are distinguished from vector graphics in that vector graphics
represent an image through the use of geometric objects such as curves and
polygons.

2.3.1 Raster Display
*
A raster
display device is a large matrix of discrete cells or dots, each of which can
be made bright to show the image on the screen.
*
Our Computer
Televisions uses raster display where the scanning of the pixel is done one row
(scan line or raster line) at a time from the top-left of the
screen to the bottom-right, even if there is change on the
single pixel, in regular time interval as shown in figure.
*
Here, we add
a large continuous piece of special memory, called the frame buffer,
to store the intensity values (define shading & coloring) of each pixel and
this is mapped on the screen using DAC.
*
Frame buffer
is a digital device but raster CRT is an analog device so DAC (Digital to
Analog Converter) is required for reading from frame buffer and displaying on
raster CRT.
*
The bit
plane is the minimum amount of memory for the pixel representation. In
this memory, the bits are placed in continuous fashion as array to place the
bits in matrix order. When there is bit-1, the electron gun strikes for one
pixel & when bit-0, then nothing will happen. The different intensity level
can be described by the number of bit planes.
*
The process
of digitizing the picture definition given in an application program into a set
of pixel intensity values for storage in the frame buffer is called scan
conversion.
*
The display
processor produces the raster image in the frame buffer from the
commands, called scan conversation.
*
The video
controller moves the beam row wise across the pixels setting it on and
off according to the content of the frame buffer
*
The display must be refreshed to avoid flickering (raster image redisplayed
30 to 60 times per second)
The display must be refreshed to avoid flickering (raster image redisplayed
30 to 60 times per second)
2.3.2 Raster Display
Technology
*
When a particular command is called by the
application program the graphics subroutine package sets the appropriate pixels
in the frame buffer.
*
The video controller then cycles thru the
frame buffer, one scan line at a time, typically 50 times per second. It brings
a value of each pixel contained in the buffer and uses it to control the
intensity of the CRT electron beam.
*
So there exists a one to one relationship
between the pixel in the frame buffer and that on the CRT screen
*
640 pixels by 480 lines
is an example of medium resolution raster display & 1600 by 1200 is
a high resolution one.
640 pixels by 480 lines
is an example of medium resolution raster display & 1600 by 1200 is
a high resolution one.
Advantages
§ Ability to fill areas with solid color or patter
§ Refreshing independent of the complexity of the
image
§ If interlaced refresh procedure is used, it draw
picture quickly
§ Can be used for intensity calculation and support
large number of color combination.
§ Can be used in any resolution, i.e., aspect ratio
can be maintained easily.
Limitations
§ Require special algorithm to move a pixels
§ The “stair case effect” is
unavoidable. Since the image are stores on the basis of pixel on the grid like
structure so on making the small image more large, we seems the stair like
image boundary of pixel. This is happen because we cannot draw the image on the
half area of grid.
§ To refresh a single pixel, it has to scan all
frame buffers from top to bottom so is time consuming compared to the vector
scan technology.
§ Require more memory space ( to increase frame
buffer size)
§ Works only with high speed display processor.
2.3.3 Frame Buffer
*
Frame buffer
(bit map) is a large continuous piece of memory that stores the color values of
each pixel & hence the video controller connected to it, map these pixel
intensity value one by one on the screen.
*
Color values
are commonly stored in 1-bit monochrome, 4-bit palletized, 8-bit palletized,
16-bit high color and 24-bit true color formats.
*
An additional
alpha channel is sometimes used to retain information about pixel transparency.
*
The total
amount of the memory required to drive the frame buffer is dependent on the
resolution of the output signal, as well as the color depth and palette size.
Frame
Buffer Architecture of Raster Displays
§ Each pixel requires at least 3 bytes. One byte for
each primary color.
§ Sometimes combined with a look-up table per
primary
§ Each pixel can be one of 224 colors =
16777216 colors.
Frame Buffer Architecture of Indexed-Color
§ Each pixel uses one byte
§
Each byte is an index into a color map
Each byte is an index into a color map
§ If the color map is not updated synchronously then
Color-map flashing may occur.
§ Color-map Animations
§ Each pixel may be one of 224 colors,
but only 256 color be displayed at a time
Simple color frame
buffer
•
Three bit planes required one for each primary color. Each bit plane drives
individual color gun for each 3 colors. These 3 colors are combined at CRT to
yield 8 different colors.
Three bit planes required one for each primary color. Each bit plane drives
individual color gun for each 3 colors. These 3 colors are combined at CRT to
yield 8 different colors.
•
Each RGB
electron beam being able to be set at one of 256 intensity levels.
•
Total color
depth of 24 bits per pixel, referred to as a true color system.
•

Color and intensity are big topics in CRT design.

Color and intensity are big topics in CRT design.
Numerical-1: If the pixels are accessed from the frame buffer
with an average access time of 300ns then will this rate produce a flickering
effect for the screen size: 640 x 480.
Solution
Here,
The size of the screen = 640 x 480
The average access time of one pixel =
300ns
Thus, the time required for total pixel to
show the image on the full screen = 640 x 480 x 300ns
=
640 x 480 x 300 x10-9 sec = 0.09216 sec
Now, The frequency of cycle for image = 1/ 0.09216 sec = 10.86 frame / sec
(since, f = 1/t)
As we know that the minimum number of frame on monitor must be more than
60fps for the un-flicker image display. Hence, we conclude that this monitor
has fickleness.
Numerical-2: If the total intensity achievable for a pixel is 256 and the screen
resolution is 640 x 480. What will be the size of the frame buffer?
Solution
Here,
There is only one frame
buffer of size 265 = 28
Thus, the number of bits
required for the screen of size 640 x 480 x 8 = 2457600 bits = 300 KB.
Problem
To refresh a display of 1024 * 768 pixels at a moderate refresh rate of 60
Hz requires a memory access every 1/(1024 * 768 * 60) seconds = 21 ns.
2.4 Vector Graphics
*
Vector graphics (also called geometric modeling or object
oriented graphics) is the use of geometrical primitives such as points,
lines, curves, and polygons, which are all based upon mathematical equations to
represent images in computer graphics. It has complexity on drawing the complex
images.
Vector graphics (also called geometric modeling or object
oriented graphics) is the use of geometrical primitives such as points,
lines, curves, and polygons, which are all based upon mathematical equations to
represent images in computer graphics. It has complexity on drawing the complex
images.
*
The vector
graphic system is seems on oscillators, medical diagnosis monitors etc.
*
All modern
current computer video displays translate vector representations of an
image to a raster format. The raster image, containing a value for every pixel
on the screen, is stored in memory.

2.4.1
Vector Display
*
Developed in
60’s also called random scan, a stroke, a line
drawing or a calligraphic display.
*
This
technique uses the geometrical shapes for constructing the image & hence if
we require changing some portion of image in screen then it is not necessary to
scan the whole screen as the raster system, we simply perform the change in
that area only. Thus, it is more faster technique.
*
In this
technology we have to change the whole basic geometric shape in same manner so
the special effects like shadowing are not possible.
*
The image on
the CRT's face must be constantly redrawn, refreshed, or updated.
*
The two primary
problems with vector displays are that they required
constant updates to avoid fading, thus limiting the drawn
scene's complexity, and they only drew wire frames.
2.4.2 Vector Display
Technology
§
The architecture of vector display technology
consists of a central processing unit, display processor, a monitor, system
memory and peripheral devices such as mouse and key board.
§
A display processor is also called a display
processing unit or graphics controller, which totally responsible
for picture draw on the screen according to the command line stored on system
memory.
§
The application program and graphics
subroutine package both reside in the system memory. A graphics subroutine
package creates a display list. A portion of the system memory where display
list resides is called a refresh buffer.
§
A display list contains point and line plotting
commands with end point coordinates as well as character plotting commands.
Advantages
•
Can produce
smooth output with high resolution & better time interval.
•
No problem of
stair case effect like raster scan display method because the random or vector
display method use direct line drawing primitive or algorithms not the frame
buffer.
•
Better than
raster for animation, requires only end point information.
Limitations
•
Can’t fill
area with patterns and manipulate bits
•
Refreshing an
image depends upon its complexity (more lines takes, longer time), flicker if
complex image.
2.5 Flat Panel Display
*
The term flat
panel display refers to a class of video display devices that have reduced
volume, weight, and power requirements compared to CRT.
*
Thinner flat
panel display can able to hang on a wall or able to wear on wrist.
*
We can write
on some flat panel displays
*
Can be used
in small TV monitor, calculators, pocket video games, laptop computers, armrest
viewing of movies on airlines, as advertisement hoarding board etc.
*
We can
separate flat panel displays into two categories
•
Emissive
Display
•
Non Emissive
Display (LCD)

2.5.1
Emissive Display
•
Device that
convert electrical energy into light
•
Plasma
panels, thin film electroluminescent display and LED are examples of emissive
display.
•
Plasma
panels, also called gas-discharge
display, where region between two glass plates is filled with a mixture
of gases such as neon, xenon.
•
Picture
definition is stored in a refresh buffer, and the firing voltages are applied
to refresh pixel positions 60 times per second.
•
One
disadvantage of plasma panels has been that they were strictly monochromatic
devices, but systems have been developed that are now capable of displaying
color or gray scale.
•
The
intermediately filling gas is a light emitter as it converts the supplied
voltage energy into the light energy.
2.5.2 Non-Emissive
Display
•
Non emissive
displays (or non-emitters but the orientation of supplied light is changed to
provide the picture pattern on display monitor) use optical effects to convert
sunlight or light from some other source into graphics patterns
•
The most
important example of non-emissive flat panel display is a Liquid Crystal
Display (LCD).
2.6 Liquid Crystal Display (LCD)
*
LCDs are
organic molecules that, in the absence of external forces, tend to align
themselves in crystalline structures.
*
When an
external force is applied they will rearrange themselves as if they were a
liquid.
*
Some liquid
crystals respond to heat (i.e. mood rings), others respond to
electromagnetic forces.
*
In their
unexcited or crystalline state the LCDs rotate the polarization of light by 90
degrees.
*
In the
presence of an electric field, LCDs behave like a liquid and align the small
electrostatic charges of the molecules with the impinging E-field.
*
Two glass
plates, each containing a light polarizer at right angles to the other plate,
sandwich the liquid crystal material
*
Rows of
horizontal transparent conductors are built into one glass plate, and columns
of vertical conductors are put into the other plate
*
The
intersection of two conductors defines a pixel position.
*
Picture
definitions are stored in refresh buffer, and the screen is refreshed at the
rate of 60 frames per second.
*
Back lighting
is also commonly applied using solid state electronic devices, so that the
system is no completely dependent on out light sources.
*
Colors can be
displayed by using different materials or dyes and by placing a triad of color
pixels at each screen location.
2.6.1 LCD operation
*
A very small
electric field is required to excite the crystals into their liquid state.
*
Most of the
energy used by an LCD display system is due to the back lighting.
*
LCD's slowly
transition back to their crystalline state when the E-field is removed.
*
In scanned
displays, with a large number of pixels, the percentage of the time that LCDs
are excited is very small.
*
Thus the
crystals spend most of their time in intermediate states, being neither
"On" or "Off". This behavior is indicative of passive
displays.
*
LCD displays
have a native resolution.