AbstractHigh display resolution technologies with the additional pixels are used for visualization of information, especially where the number of pixels on display is limited. These techniques are becoming accessible to users as they are now cost friendly and their software is highly improved. This report investigates the difference between the high-resolution technologies and visualization on desktop displays. The use of the high-resolution display differs from the use of other visualization technologies in more ways than just the number of pixels present. The author looks at the advantages of using high-resolution devices. Further, they focus on the limitations that emerge from the use of these display technologies depending on where they are used. Through use of this display technologies, automation may be an outcome, and this is where a machine is left to perform a task replacing the human resource that was supposed to do that.
Key words: High-resolution technologies, single/double display desktops
Introduction
The advancing expertise has led to the increased use of the high-resolution technologies in many fields. According to Ni et al. (2006), the typical features of the high display resolution technologies include the extra-big size and very advanced level of resolution power. Worth of mentioning, scientists have come up with wide displays in various hardware; however, they meet numerous challenges when it comes to creating large screens that can allow for high resolution. Good news is that there are ways that people can employ to address those fundamental problems for the best high-resolution technologies with minimal challenges.
Considering high-resolution display technologies and single or dual desktops, one realizes that the former is way more efficient than the latter is (Ball & North, 2005). Bi & Balakrishnan (2009) capture the difference between the two when used in real estates, and they outline that high-resolution display technology is better than desktops. Following a weeks research, the duals results show that most people prefer to use the high-resolution display since one can have multiple windows and the information offered is of a broader range as compared to that provided by the single desktop (Bi & Balakrishnan, 2009). This technology is used in a wide range of computerized equipment including televisions, cameras, and computers, among others. If the resolution is high, then the images or data provided would be of high quality. Cameras that have a higher resolution take pictures of a better quality as compared to other cameras in the market. Prices of the high-resolution equipment vary depending on what it is one is purchasing and the number of pixels in it. The high-resolution technology is also used in organizations for various day to day activities. It is a useful tool in business when it comes to presentations since it can be used to illustrate and even show graphical images. Organizations are now adopting this technology for groupware and group projects.
Applications of High Resolution Display Technologies.
High-resolution display technology can be used in various ways. According to Guthart (2000), this type of technology can be applied in architecture and clinical applications. In support of Guthart's (2000) hypothesis, Bellona et al. (2000) explain in details the use of high-resolution technology in acute renal failure. According to the article, the disease is a common condition, and its patients often undergo dialysis that requires high-resolution technology (Bellona et al., 2000). In addition, the technology can also be used in radiology. Scarfe, Farman, & Sukovic (2006) explain the advantages of a CBCT and how a high-resolution CT scanner produces image accuracy, reduces the dose of radiation by up to 98%, and displays modes unique to maxillofacial imaging. That is, the trio advocate for the use of high-resolution technology in the field of medicine.
High display resolution technology is also used in architecture. The "Internet of Things" explains that with the advancement of technology, in the future use of the high-speed internet, RFID, and WI-FI will be more common (Gubbi et al., 2013). This kind of technology will require a high-resolution display, and it will be used to conduct day to day activities such as communication among others. The radio frequency identification mostly involves that kind of high-resolution technology for its effectiveness.
High resolution display technology can be used by an organization as a groupware where groups are to develop projects and work on them. It can also be used in organization when presentation needs to be done and demonstration is required. Grudin (1994) states some challenges that scientists face while coming up with groupware applications which are also applicable when it comes to developing the large high resolution displays (Huang, 2005).
Benefits of Using High-Resolution Display Technologies
Ball & North (2005) experimented to confirm whether people use large tiles in their daily tasks such as reading. Though the bi did not put up a control experiment for their test, they found out that people who use a bezel adaptation strategy can separate different multiple applications and tasks (Ball & North, 2005). For that reason, people can use large tiles to do various functions or view different applications. The large wall displays were initially used for group meetings where demonstrations would be required. The large screen was preferred as it was visible to all. However, with the pen-based interface that "Guimbretiere, Stone, and Winograd tested using professional product design groups, which engaged in brainstorming tasks," the need for extensive tiles has gone down significantly (Guimbretiere, Stone, & Winograd, 2001). That only shows the fact that high-resolution displays have taken over the role of tiles in presentations.
Limitations of High Resolution Display Technologies
With the physical size of the screen, users accelerate the mouse movement. However, with the mouse moving so fast, it becomes difficult for the operator to keep track of it. In cases of presentation, when the speaker wants to get the attention of their audience, it becomes difficult since the screen is large and the cursor is small. A technique known as Vacuum, which brings the objects so closer that the user can physically reach them, then they return to their previous positions, can be used to solve that problem (Bezerianos & Balakrishnan, 2005). The screen real estate of the high-resolution display is large, and that makes it harder to trace objects that are scattered all over the display. It also becomes difficult to use traditional methods of moving icons, that is, the drag-and-drop method.
Research ChallengesAccording to Ni et al. (2006), building a large high-display head-tracked stereoscopic display is a big challenge in producing a high resolution immersive virtual environment. However, one can resolve that challenge by developing the "Varrrier autostereoscopic display," which is developed at EVL-UIC and a few projectors based high-resolution solution like Cyvizs Vizwall (Sandin et al., 2005; Cyviz).
There is also a challenge when it comes to scalability. Currently, a majority of the tile display installations in use utilize only twenty tiles. The prevailing cluster rendering and display data software support these systems. However, with the massively tiled displays of up to 55 tiles, a challenge is likely to arise.
The large display software is appealing in design, and it helps in collaborative interactions such as groupware (Robertson et al., 2005). It, however, becomes difficult to design the groupware application that exploits all their potentials (Huang, 2005). Large display has up to accommodate a semi-public or public context hence affecting the privacy of the interactions.
The mouse and the keyboard offer interaction techniques with the desktop. That cannot be used when it comes to the high display screens (Olsen et al., 2009). Alternative methods such as the use of gestures, voice recognition, and multi-handed techniques are some of the methods that have been developed to help to interact with the high-resolution screens. The method also needs updating to make it more tasks specific.
ConclusionA comprehensive detail on the high resolution display technologies is discussed in the report. Evidently, it has numerous uses in different disciplines, such as medicine and businesses. However, its applicability comes with various limitations such as the need for larger screens. However, that does not mean that its applicability does not benefit the users positively; for instance, users can now display a clearer views, thanks to high-resolution technologies. Besides, scientists have come up with solutions to the challenges associated with high-resolution technology such as the use of mouse. Therefore, it is only advisable for people to employ high-resolution technology where possible as scientists look for better solutions to the challenges associated with the devices.
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References
Ball R., & North C. (2005). Analysis of User Behavior on High-Resolution Tiled Displays. In: Costabile M.F., Paterno F. (eds) Human-Computer Interaction - INTERACT 2005. INTERACT 2005. Lecture Notes in Computer Science, vol 3585. Retrieved from https://link.springer.com/chapter/10.1007/11555261_30
Bellona, R., Ronco, C., Kellum, J., Mehta, R., Pelevysky, P., & The ADQI group (2004, May 24). Acute renal failure definition, outcome measures, animal models, fluid therapy and information technology needs: the Second International Consensus Conference of the Acute Dialysis Quality Initiative (ADQI) Group. Retrieved from https://www.ncbi.nlm.nih.gov/pmc/articles/PMC522841/
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Gubbi, J., Buyya, R., Marusic, S. & Palaniswami, M. (2013). Internet of things (IoT): A vision, architectural elements and future directions. Future Generation Computer Systems, 29(7), pp. 1645-1660. Retrieved from http://www.sciencedirect.com/science/article/pii/S0167739X1300024
Guimbretiere, F., Stone, M., & Winograd, T. (2001). Fluid Interaction with High-resolution Wall-size Displays. Computer Science Department. Stanford: Stanford University. Retrieved from https://graphics.stanford.edu/papers/Mural/PostBrainstorm.pdf
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