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  2. Keystroke-level model - Wikipedia

    en.wikipedia.org/wiki/Keystroke-level_model

    Keystroke-level model. In human–computer interaction, the keystroke-level model (KLM) predicts how long it will take an expert user to accomplish a routine task without errors using an interactive computer system. [1] It was proposed by Stuart K. Card, Thomas P. Moran and Allen Newell in 1980 in the Communications of the ACM and published in ...

  3. Input lag - Wikipedia

    en.wikipedia.org/wiki/Input_lag

    Input lag or input latency is the amount of time that passes between sending an electrical signal and the occurrence of a corresponding action.. In video games the term is often used to describe any latency between input and the game engine, monitor, or any other part of the signal chain reacting to that input, though all contributions of input lag are cumulative.

  4. Posner cueing task - Wikipedia

    en.wikipedia.org/wiki/Posner_cueing_task

    Posner cueing task. The Posner cueing task, also known as the Posner paradigm, is a neuropsychological test often used to assess attention. Formulated by Michael Posner, [1] it assesses a person's ability to perform an attentional shift. It has been used and modified to assess disorders, focal brain injury, and the effects of both on spatial ...

  5. Keystroke logging - Wikipedia

    en.wikipedia.org/wiki/Keystroke_logging

    Keystroke logging. Keystroke logging, often referred to as keylogging or keyboard capturing, is the action of recording (logging) the keys struck on a keyboard, [1][2] typically covertly, so that a person using the keyboard is unaware that their actions are being monitored. Data can then be retrieved by the person operating the logging program.

  6. Taylor Aggression Paradigm - Wikipedia

    en.wikipedia.org/wiki/Taylor_Aggression_Paradigm

    The loser of the test received a shock predetermined by their opponent. This test was then repeated however many times to find consistent results. In its current form, the TAP is a computerized task in which the participant competes against an ostensible opponent on a reactive time task incorporated within a computer program utilizing a keyboard.

  7. Touch typing - Wikipedia

    en.wikipedia.org/wiki/Touch_typing

    Competitive typist Albert Tangora demonstrating his typing in 1938. finger typing (also called blind typing, or touch keyboarding) is a style of typing.Although the phrase refers to typing without using the sense of sight to find the keys—specifically, a touch typist will know their location on the keyboard through muscle memory—the term is often used to refer to a specific form of touch ...

  8. Serial reaction time - Wikipedia

    en.wikipedia.org/wiki/Serial_reaction_time

    Serial reaction time (SRT) is a commonly used parameter in the measurement of unconscious learning processes. [1] This parameter is operationalised through a SRT task, in which participants are asked to repeatedly respond to a fixed set of stimuli in which each cue signals that a particular response (i.e., button press) needs to be made.

  9. Keyboard technology - Wikipedia

    en.wikipedia.org/wiki/Keyboard_technology

    The technology of computer keyboards includes many elements. Many different keyboard technologies have been developed for consumer demands and optimized for industrial applications. The standard full-size (100%) computer alphanumeric keyboard typically uses 101 to 105 keys; keyboards integrated in laptop computers are typically less comprehensive.