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computer mouse (plural mice, also mouses)[nb 1] is a hand-held pointing device that


detects two-dimensional motion relative to a surface. This motion is typically translated
into the motion of a pointer on a display, which allows a smooth control of the graphical
user interface of a computer.
The first public demonstration of a mouse controlling a computer system was in 1968.
Mice originally used two separate wheels to track movement across a surface: one in
the X-dimension and one in the Y. Later, the standard design shifted to utilize a ball
rolling on a surface to detect motion. Most modern mice use optical sensors that have
no moving parts. Though originally all mice were connected to a computer by a cable,
many modern mice are cordless, relying on short-range radio communication with the
connected system.
In addition to moving a cursor, computer mice have one or more buttons to allow
operations such as the selection of a menu item on a display. Mice often also feature
other elements, such as touch surfaces and scroll wheels, which enable additional
control and dimensional input.

Etymology[edit]

A computer mouse is named for its resemblance to the rodent.

The earliest known written use of the term mouse in reference to a computer pointing
device is in Bill English's July 1965 publication, "Computer-Aided Display Control".[1] This
likely originated from its resemblance to the shape and size of a mouse, with the cord
resembling its tail.[2][3] The popularity of wireless mice without cords makes the
resemblance less obvious.
According to Roger Bates, a hardware designer under English, the term also came
about because the cursor on the screen was for some unknown reason referred to as
"CAT" and was seen by the team as if it would be chasing the new desktop device.[4][5]
The plural for the small rodent is always "mice" in modern usage. The plural for a
computer mouse is either "mice" or "mouses" according to most dictionaries, with "mice"
being more common.[6] The first recorded plural usage is "mice"; the online Oxford
Dictionaries cites a 1984 use, and earlier uses include J. C. R. Licklider's "The
Computer as a Communication Device" of 1968.[7]

History[edit]
Stationary trackballs[edit]
The trackball, a related pointing device, was invented in 1946 by Ralph Benjamin as
part of a post-World War II-era fire-control radar plotting system called
the Comprehensive Display System (CDS). Benjamin was then working for the
British Royal Navy Scientific Service. Benjamin's project used analog computers to
calculate the future position of target aircraft based on several initial input points
provided by a user with a joystick. Benjamin felt that a more elegant input device was
needed and invented what they called a "roller ball" for this purpose.[8][9]
The device was patented in 1947,[9] but only a prototype using a metal ball rolling on two
rubber-coated wheels was ever built, and the device was kept as a military secret.[8]
Another early trackball was built by Kenyon Taylor, a British electrical engineer working
in collaboration with Tom Cranston and Fred Longstaff. Taylor was part of the
original Ferranti Canada, working on the Royal Canadian Navy's DATAR (Digital
Automated Tracking and Resolving) system in 1952.[10]
DATAR was similar in concept to Benjamin's display. The trackball used four disks to
pick up motion, two each for the X and Y directions. Several rollers provided mechanical
support. When the ball was rolled, the pickup discs spun and contacts on their outer rim
made periodic contact with wires, producing pulses of output with each movement of the
ball. By counting the pulses, the physical movement of the ball could be determined.
A digital computer calculated the tracks and sent the resulting data to other ships in a
task force using pulse-code modulation radio signals. This trackball used a standard
Canadian five-pin bowling ball. It was not patented, since it was a secret military project.
[11][12]

Engelbart's first "mouse"[edit]

Inventor Douglas Engelbart holding the first computer mouse,[13] showing the wheels that make contact with the
working surface

Douglas Engelbart of the Stanford Research Institute (now SRI International) has been
credited in published books by Thierry Bardini,[14] Paul Ceruzzi,[15] Howard Rheingold,
[16]
 and several others[17][18][19] as the inventor of the computer mouse. Engelbart was also
recognized as such in various obituary titles after his death in July 2013.[20][21][22][23]
By 1963, Engelbart had already established a research lab at SRI, the Augmentation
Research Center (ARC), to pursue his objective of developing both hardware and
software computer technology to "augment" human intelligence. That November, while
attending a conference on computer graphics in Reno, Nevada, Engelbart began to
ponder how to adapt the underlying principles of the planimeter to inputting X- and Y-
coordinate data.[14] On 14 November 1963, he first recorded his thoughts in his personal
notebook about something he initially called a "bug", which in a "3-point" form could
have a "drop point and 2 orthogonal wheels".[4][14] He wrote that the "bug" would be
"easier" and "more natural" to use, and unlike a stylus, it would stay still when let go,
which meant it would be "much better for coordination with the keyboard".[14]

The Engelbart mouse

In 1964, Bill English joined ARC, where he helped Engelbart build the first mouse
prototype.[3][24] They christened the device the mouse as early models had a cord
attached to the rear part of the device which looked like a tail, and in turn resembled the
common mouse.[25] According to Roger Bates, a hardware designer under English,
another reason for choosing this name was because the cursor on the screen was also
referred to as "CAT" at this time.[4][5]
As noted above, this "mouse" was first mentioned in print in a July 1965 report, on
which English was the lead author.[2][3][1] On 9 December 1968, Engelbart publicly
demonstrated the mouse at what would come to be known as The Mother of All Demos.
Engelbart never received any royalties for it, as his employer SRI held the patent, which
expired before the mouse became widely used in personal computers.[26] In any event,
the invention of the mouse was just a small part of Engelbart's much larger project of
augmenting human intellect.[27][28]

Early mouse patents. From left to right: Opposing track wheels by Engelbart, November 1970, U.S. Patent
3,541,541. Ball and wheel by Rider, September 1974, U.S. Patent 3,835,464. Ball and two rollers with spring by
Opocensky, October 1976, U.S. Patent 3,987,685

Several other experimental pointing-devices developed for Engelbart's oN-Line System


(NLS) exploited different body movements – for example, head-mounted devices
attached to the chin or nose – but ultimately the mouse won out because of its speed
and convenience.[29] The first mouse, a bulky device (pictured) used
two potentiometers perpendicular to each other and connected to wheels: the rotation of
each wheel translated into motion along one axis.[30] At the time of the "Mother of All
Demos", Engelbart's group had been using their second generation, 3-button mouse for
about a year.
First rolling-ball mouse[edit]
The ball-based Telefunken Rollkugelsteuerung RKS  100-86 from 1968

On 2 October 1968, three years after Engelbart's prototype but more than two months
before his public demo, a mouse device named Rollkugelsteuerung (German for "rolling
ball control") was shown in a sales brochure by the German company AEG-
Telefunken as an optional input device for the SIG 100 vector graphics terminal, part of
the system around their process computer TR 86 and the TR 440 [de] main frame.[31][32][33]
[34]
 Based on an even earlier trackball device, the mouse device had been developed by
the company since 1966 in what had been a parallel and independent discovery.[34][35] As
the name suggests and unlike Engelbart's mouse, the Telefunken model already had a
ball (diameter 40 mm, weight 40 g[36]) and two mechanical 4-bit[36][37] rotational position
transducers[36][38][37] with Gray code-like[36][37][nb 2] states, allowing easy movement in any
direction.[39] The bits remained stable for at least two successive states to
relax debouncing requirements.[36][37] This arrangement was chosen so that the data could
also be transmitted to the TR 86 front end process computer and over longer
distance telex lines with c. 50 baud.[38] Weighing 465 g, the device with a total height of
about 7 cm came in a c. 12 cm diameter hemispherical injection-molded thermoplastic
casing featuring one central push button.[36]

Bottom side of the Telefunken Rollkugel RKS 100-86 showing the ball

As noted above, the device was based on an earlier trackball-like device (also
named Rollkugel) that was embedded into radar flight control desks.[35] This trackball had
been originally developed by a team led by Rainer Mallebrein [de] at
Telefunken Konstanz for the German Bundesanstalt für Flugsicherung [de] (Federal Air
Traffic Control). It was part of the corresponding work station system SAP 300 and the
terminal SIG 3001, which had been designed and developed since 1963.
[38]
 Development for the TR 440 main frame began in 1965.[40][38] This led to the
development of the TR 86 process computer system with its SIG 100-86[34][32] terminal.
Inspired by a discussion with a university customer, Mallebrein came up with the idea of
"reversing" the existing Rollkugel trackball into a moveable mouse-like device in 1966,
[38]
 so that customers did not have to be bothered with mounting holes for the earlier
trackball device. The device was finished in early 1968,[38] and together with light
pens and trackballs, it was commercially offered as an optional input device for their
system starting later that year.[31][32][33][41] Not all customers opted to buy the device, which
added costs of DM 1,500 per piece to the already up to 20-million DM deal for the main
frame, of which only a total of 46 systems were sold or leased.[34][42] They were installed at
more than 20 German universities including RWTH Aachen, Technical University
Berlin, University of Stuttgart[43][44] and Konstanz.[39] Several Rollkugel mice installed at
the Leibniz Supercomputing Centre in Munich in 1972 are well preserved in a museum,
[34][45][35]
 two others survived in a museum at Stuttgart university,[43][36][35] two in Hamburg, the
one from Aachen at the Computer History Museum in the US,[46][35] and yet another
sample was recently donated to the Heinz Nixdorf MuseumsForum (HNF) in Paderborn.
[47][42]
 Anecdotal reports claim that Telefunken's attempt to patent the device was rejected
by the German Patent Office due to lack of inventiveness.[35][39][42][38] For the air traffic
control system, the Mallebrein team had already developed a precursor to touch
screens in form of an ultrasonic-curtain-based pointing device in front of the display.[38] In
1970, they developed a device named "Touchinput-Einrichtung" ("touch input facility")
based on a conductively coated glass screen.[39][38]
First mice on personal computers and workstations[edit]

HP-HIL Mouse from 1984

The Xerox Alto was one of the first computers designed for individual use in 1973 and is
regarded as the first modern computer to use a mouse.[48] Inspired by PARC's Alto,
the Lilith, a computer which had been developed by a team around Niklaus
Wirth at ETH Zürich between 1978 and 1980, provided a mouse as well. The third
marketed version of an integrated mouse shipped as a part of a computer and intended
for personal computer navigation came with the Xerox 8010 Star in 1981.
By 1982, the Xerox 8010 was probably the best-known computer with a mouse.
The Sun-1 also came with a mouse, and the forthcoming Apple Lisa was rumored to
use one, but the peripheral remained obscure; Jack Hawley of The Mouse House
reported that one buyer for a large organization believed at first that his company
sold lab mice. Hawley, who manufactured mice for Xerox, stated that "Practically, I have
the market all to myself right now"; a Hawley mouse cost $415.[49] In
1982, Logitech introduced the P4 Mouse at the Comdex trade show in Las Vegas, its
first hardware mouse.[50] That same year Microsoft made the decision to make the MS-
DOS program Microsoft Word mouse-compatible, and developed the first PC-
compatible mouse. Microsoft's mouse shipped in 1983, thus beginning the Microsoft
Hardware division of the company.[51] However, the mouse remained relatively obscure
until the appearance of the Macintosh 128K (which included an updated version of the
single-button[52] Lisa Mouse) in 1984,[53] and of the Amiga 1000 and the Atari ST in 1985.

Operation[edit]
Further information: Point and click
A mouse typically controls the motion of a pointer in two dimensions in a graphical user
interface (GUI). The mouse turns movements of the hand backward and forward, left
and right into equivalent electronic signals that in turn are used to move the pointer.
The relative movements of the mouse on the surface are applied to the position of the
pointer on the screen, which signals the point where actions of the user take place, so
hand movements are replicated by the pointer.[54] Clicking or pointing (stopping
movement while the cursor is within the bounds of an area) can select files, programs or
actions from a list of names, or (in graphical interfaces) through small images called
"icons" and other elements. For example, a text file might be represented by a picture of
a paper notebook and clicking while the cursor points at this icon might cause a text
editing program to open the file in a window.
Different ways of operating the mouse cause specific things to happen in the GUI:[54]

 Point: stop the motion of the pointer while it is inside the boundaries of what
the user wants to interact with. This act of pointing is what the "pointer" and
"pointing device" are named after. In web design lingo, pointing is referred to
as "hovering." This usage spread to web programming and Android
programming, and is now found in many contexts.
 Click: pressing and releasing a button.
o (left) Single-click: clicking the main button.
o (left) Double-click: clicking the button two times in quick succession
counts as a different gesture than two separate single clicks.
o (left) Triple-click: clicking the button three times in quick succession
counts as a different gesture than three separate single clicks.
Triple clicks are far less common in traditional navigation.
o Right-click: clicking the secondary button. In modern applications,
this frequently opens a context menu.
o Middle-click: clicking the tertiary button.
 Drag: pressing and holding a button, and moving the mouse before releasing
the button. This is frequently used to move or copy files or other objects
via drag and drop; other uses include selecting text and drawing in graphics
applications.
 Mouse button chording or chord clicking:
o Clicking with more than one button simultaneously.
o Clicking while simultaneously typing a letter on the keyboard.
o Clicking and rolling the mouse wheel simultaneously.
 Clicking while holding down a modifier key.
 Moving the pointer a long distance: When a practical limit of mouse
movement is reached, one lifts up the mouse, brings it to the opposite edge
of the working area while it is held above the surface, and then lowers it back
onto the working surface. This is often not necessary, because acceleration
software detects fast movement, and moves the pointer significantly faster in
proportion than for slow mouse motion.
 Multi-touch: this method is similar to a multi-touch touchpad on a laptop with
support for tap input for multiple fingers, the most famous example being the
Apple Magic Mouse.
Gestures[edit]
Main article: Pointing device gesture
Users can also employ mice gesturally, meaning that a stylized motion of the mouse
cursor itself, called a "gesture", can issue a command or map to a specific action. For
example, in a drawing program, moving the mouse in a rapid "x" motion over a shape
might delete the shape.
Gestural interfaces occur more rarely than plain pointing-and-clicking, and people often
find them more difficult to use because they require finer motor control from the user.
However, a few gestural conventions have become widespread, including the drag and
drop gesture, in which:

1. The user presses the mouse button while the mouse cursor points at an
interface object
2. The user moves the cursor to a different location while holding the button
down
3. The user releases the mouse button
For example, a user might drag-and-drop a picture representing a file onto a picture of
a trash can, thus instructing the system to delete the file.
Standard semantic gestures include:

 Crossing-based goal
 Drag and drop
 Menu traversal
 Pointing
 Mouseover (pointing or hovering)
 Selection
Specific uses[edit]
Other uses of the mouse's input occur commonly in special application domains. In
interactive three-dimensional graphics, the mouse's motion often translates directly into
changes in the virtual objects' or camera's orientation. For example, in the first-person
shooter genre of games (see below), players usually employ the mouse to control the
direction in which the virtual player's "head" faces: moving the mouse up will cause the
player to look up, revealing the view above the player's head. A related function makes
an image of an object rotate so that all sides can be examined. 3D design and
animation software often modally chord many different combinations to allow objects
and cameras to be rotated and moved through space with the few axes of movement
mice can detect.
When mice have more than one button, the software may assign different functions to
each button. Often, the primary (leftmost in a right-handed configuration) button on the
mouse will select items, and the secondary (rightmost in a right-handed) button will
bring up a menu of alternative actions applicable to that item. For example, on platforms
with more than one button, the Mozilla web browser will follow a link in response to a
primary button click, will bring up a contextual menu of alternative actions for that link in
response to a secondary-button click, and will often open the link in a
new tab or window in response to a click with the tertiary (middle) mouse button.

Types[edit]
Mechanical mice[edit]

Operating an opto-mechanical mouse

1. Moving the mouse turns the ball.

2. X and Y rollers grip the ball and transfer

movement.

3. Optical encoding disks include light holes.

4. Infrared LEDs shine through the disks.

5. Sensors gather light pulses to convert to X and Y

vectors.

The German company Telefunken published on their early ball mouse on 2 October


1968.[34] Telefunken's mouse was sold as optional equipment for their computer
systems. Bill English, builder of Engelbart's original mouse,[55] created a ball mouse in
1972 while working for Xerox PARC.[56]
The ball mouse replaced the external wheels with a single ball that could rotate in any
direction. It came as part of the hardware package of the Xerox Alto computer.
Perpendicular chopper wheels housed inside the mouse's body chopped beams of light
on the way to light sensors, thus detecting in their turn the motion of the ball. This
variant of the mouse resembled an inverted trackball and became the predominant form
used with personal computers throughout the 1980s and 1990s. The Xerox PARC
group also settled on the modern technique of using both hands to type on a full-size
keyboard and grabbing the mouse when required.

Mechanical mouse, shown with the top cover removed. The scroll wheel is gray, to the right of the ball.

The ball mouse has two freely rotating rollers. These are located 90 degrees apart. One
roller detects the forward-backward motion of the mouse and the other the left-right
motion. Opposite the two rollers is a third one (white, in the photo, at 45 degrees) that is
spring-loaded to push the ball against the other two rollers. Each roller is on the same
shaft as an encoder wheel that has slotted edges; the slots interrupt infrared light
beams to generate electrical pulses that represent wheel movement. Each wheel's disc
has a pair of light beams, located so that a given beam becomes interrupted or again
starts to pass light freely when the other beam of the pair is about halfway between
changes.
Simple logic circuits interpret the relative timing to indicate which direction the wheel is
rotating. This incremental rotary encoder scheme is sometimes called quadrature
encoding of the wheel rotation, as the two optical sensors produce signals that are in
approximately quadrature phase. The mouse sends these signals to the computer
system via the mouse cable, directly as logic signals in very old mice such as the Xerox
mice, and via a data-formatting IC in modern mice. The driver software in the system
converts the signals into motion of the mouse cursor along X and Y axes on the
computer screen.

Hawley Mark II Mice from the Mouse House

The ball is mostly steel, with a precision spherical rubber surface. The weight of the ball,
given an appropriate working surface under the mouse, provides a reliable grip so the
mouse's movement is transmitted accurately. Ball mice and wheel mice were
manufactured for Xerox by Jack Hawley, doing business as The Mouse House in
Berkeley, California, starting in 1975.[57][58] Based on another invention by Jack Hawley,
proprietor of the Mouse House, Honeywell produced another type of mechanical mouse.
[59][60]
 Instead of a ball, it had two wheels rotating at off axes. Key Tronic later produced a
similar product.[61]
Modern computer mice took form at the École Polytechnique Fédérale de
Lausanne (EPFL) under the inspiration of Professor Jean-Daniel Nicoud and at the
hands of engineer and watchmaker André Guignard.[62] This new design incorporated a
single hard rubber mouseball and three buttons, and remained a common design until
the mainstream adoption of the scroll-wheel mouse during the 1990s.[63] In 1985, René
Sommer added a microprocessor to Nicoud's and Guignard's design.[64] Through this
innovation, Sommer is credited with inventing a significant component of the mouse,
which made it more "intelligent";[64] though optical mice from Mouse Systems had
incorporated microprocessors by 1984.[65]
Another type of mechanical mouse, the "analog mouse" (now generally regarded as
obsolete), uses potentiometers rather than encoder wheels, and is typically designed to
be plug compatible with an analog joystick. The "Color Mouse", originally marketed
by RadioShack for their Color Computer (but also usable on MS-DOS machines
equipped with analog joystick ports, provided the software accepted joystick input) was
the best-known example.
Optical and laser mice[edit]

The underside of an optical mouse

Main article: Optical mouse


Early optical mice relied entirely on one or more light-emitting diodes (LEDs) and an
imaging array of photodiodes to detect movement relative to the underlying surface,
eschewing the internal moving parts a mechanical mouse uses in addition to its optics.
A laser mouse is an optical mouse that uses coherent (laser) light.
The earliest optical mice detected movement on pre-printed mousepad surfaces,
whereas the modern LED optical mouse works on most opaque diffuse surfaces; it is
usually unable to detect movement on specular surfaces like polished stone. Laser
diodes provide good resolution and precision, improving performance on opaque
specular surfaces. Later, more surface-independent optical mice use an optoelectronic
sensor (essentially, a tiny low-resolution video camera) to take successive images of
the surface on which the mouse operates. Battery powered, wireless optical mice flash
the LED intermittently to save power, and only glow steadily when movement is
detected.
Inertial and gyroscopic mice[edit]
Often called "air mice" since they do not require a surface to operate, inertial mice use a
tuning fork or other accelerometer (US Patent 4787051[66]) to detect rotary movement for
every axis supported. The most common models (manufactured by Logitech and
Gyration) work using 2 degrees of rotational freedom and are insensitive to spatial
translation. The user requires only small wrist rotations to move the cursor, reducing
user fatigue or "gorilla arm".
Usually cordless, they often have a switch to deactivate the movement circuitry between
use, allowing the user freedom of movement without affecting the cursor position. A
patent for an inertial mouse claims that such mice consume less power than optically
based mice, and offer increased sensitivity, reduced weight and increased ease-of-use.
[67]
 In combination with a wireless keyboard an inertial mouse can offer alternative
ergonomic arrangements which do not require a flat work surface, potentially alleviating
some types of repetitive motion injuries related to workstation posture.
3D mice[edit]
"SpaceBall" redirects here. For other uses, see Spaceball (disambiguation).
A 3D mouse is a computer input device for viewport interaction with at least three
degrees of freedom (DoF), e.g. in 3D computer graphics software for manipulating
virtual objects, navigating in the viewport, defining camera paths, posing, and
desktop motion capture. To perform such different tasks the used transfer function and
the device stiffness are essential for efficient interaction.
Transfer function[edit]
The virtual motion is connected to the 3D mouse control handle via a transfer function.
Position control means that the virtual position and orientation is proportional to the
mouse handle's deflection whereas velocity control means
that translation and rotation velocity of the controlled object is proportional to the handle
deflection. A further essential property of a transfer function is its interaction metaphor:

 Object-in-hand metaphor: An exterocentrical metaphor whereby the scene


moves in correspondence with the input device. If the handle of the input
device is twisted clockwise the scene rotates clockwise. If the handle is
moved left the scene shifts left, and so on.
 Camera-in-hand metaphor: An egocentrical metaphor whereby the user's
view is controlled by direct movement of a virtual camera. If the handle is
twisted clockwise the scene rotates counter-clockwise. If the handle is moved
left the scene shifts right, and so on.
Ware and Osborne performed an experiment investigating these metaphors whereby it
was shown that there is no single best metaphor. For manipulation tasks, the object-in-
hand metaphor was superior, whereas for navigation tasks the camera-in-hand
metaphor was superior.
Device stiffness[edit]
Zhai used and the following three categories for device stiffness:
 Isotonic Input: An input device with zero stiffness, that is, there is no self-
centering effect.
 Elastic Input: A device with some stiffness, that is, the forces on the handle
are proportional to the deflections.
 Isometric Input: An elastic input device with infinite stiffness, that is, the
device handle does not allow any deflection but records force and torque.
Isotonic 3D mice[edit]
Logitech 3D Mouse (1990) was the first ultrasonic mouse, is an example of an isotonic
3D mouse having six degrees of freedom (6DoF). Isotonic devices have also been
developed with less than 6DoF, e.g. the Inspector at Technical University of Denmark
(5DoF input).
Other examples of isotonic 3D mice are motion controllers, i.e. is a type of game
controller that typically uses accelerometers to track motion. Motion tracking systems
are also used for motion capture e.g. in the film industry, although that these tracking
systems are not 3D mice in a strict sense, because motion capture only means
recording 3D motion and not 3D interaction.
Isometric 3D mice[edit]
Early 3D mice for velocity control were almost ideally isometric, e.g. SpaceBall 1003,
2003, 3003, and a device developed at Deutsches Zentrum für Luft und
Raumfahrt (DLR), cf. US patent US4589810A.
Elastic 3D mice[edit]
At DLR an elastic 6DoF sensor was developed that was used in Logitech's
SpaceMouse and in the products of 3DConnexion. SpaceBall 4000 FLX has a
maximum deflection of approximately 3 mm at a maximum force of approximately 10N,
that is, a stiffness of approximately 33N/cm. SpaceMouse has a maximum deflection of
1.5 mm at a maximum force of 4.4N, that is, a stiffness of approximately 30N/cm.
Taking this development further, the softly elastic Sundinlabs SpaceCat was developed.
SpaceCat has a maximum translational deflection of approximately 15 mm and
maximum rotational deflection of approximately 30° at a maximum force less than 2N,
that is, a stiffness of approximately 1.3N/cm. With SpaceCat Sundin and Fjeld reviewed
five comparative experiments performed with different device stiffness and transfer
functions and performed a further study comparing 6DoF softly elastic position control
with 6DoF stiffly elastic velocity control in a positioning task. They concluded that for
positioning tasks position control is to be preferred over velocity control. They could
further conjecture the following two types of preferred 3D mouse usage:

 Positioning, manipulation, and docking using isotonic or softly elastic position


control and an object-in-hand metaphor.
 Navigation using softly or stiffly elastic rate control and a camera-in-hand
metaphor.
3DConnexion’s 3D mice have been commercially successful over decades. They are
used in combination with the conventional mouse for CAD. The Space Mouse is used to
orient the target object or change the viewpoint with the non-dominant hand, whereas
the dominant hand operates the computer mouse for conventional CAD GUI operation.
This is a kind of space-multiplexed input where the 6 DoF input device acts as a
graspable user interface that is always connected to the view port.
This section may require cleanup to meet Wikipedia's quality standards. The
specific problem is: conflation of devices that you wave around above the desk
with devices that remain on the desk while you apply forces and torques to
them. Please help improve this section if you can. (April 2020)  (Learn how and
when to remove this template message)

3D mice with different stiffness for different DoF[edit]


In November 2010 a German Company called Axsotic introduced a new concept of 3D
mouse called 3D Spheric Mouse. This new concept of a true six degree-of-freedom
input device uses a ball to rotate isometrically in 3 axes and an elastic polymer
anchored tetrahedron inspired suspension for translating the ball without any limitations.
[68]
 A contactless sensor design uses a magnetic sensor array for sensing three aches
translation and two optical mouse sensors for three aches rotation. The special
tetrahedron suspension allows a user to rotate the ball with the fingers while input
translations with the hand-wrist motion.[69]
Force feedback[edit]
With force feedback the device stiffness can dynamically be adapted to the task just
performed by the user, e.g. performing positioning tasks with less stiffness than
navigation tasks.

Logitech spacemouse 3D. On display at the Bolo Computer Museum, EPFL, Lausanne


 

Silicon Graphics SpaceBall model 1003 (1988), allowing manipulation of objects with six degrees
of freedom
 

Logitech 3D Mouse (1990), the first ultrasonic mouse


 

A modern six-degrees-of-freedom (6 DOF) 3D mouse (2007)


 

Mechanism of the modern 6 DOF mouse consisting of infrared LEDs and detectors with
occluders that move with the ball
 

The Axsotic 3D-Spheric-Mouse (6D) is the first 3D-Mouse that separates rotation and translation
in finger and hand-wrist movements.

Tactile mice[edit]
In 2000, Logitech introduced a "tactile mouse" known as the "iFeel Mouse" developed
by Immersion Corporation that contained a small actuator to enable the mouse to
generate simulated physical sensations.[70][71] Such a mouse can augment user-interfaces
with haptic feedback, such as giving feedback when crossing a window boundary. To
surf the internet by touch-enabled mouse was first developed in 1996[72] and first
implemented commercially by the Wingman Force Feedback Mouse.[73] It requires the
user to be able to feel depth or hardness; this ability was realized with the first
electrorheological tactile mice[74] but never marketed.
Pucks[edit]
Tablet digitizers are sometimes used with accessories called pucks, devices which rely
on absolute positioning, but can be configured for sufficiently mouse-like relative
tracking that they are sometimes marketed as mice.[75]
Ergonomic mice[edit]

A vertical mouse

As the name suggests, this type of mouse is intended to provide optimum comfort and
avoid injuries such as carpal tunnel syndrome, arthritis, and other repetitive strain
injuries. It is designed to fit natural hand position and movements, to reduce discomfort.
When holding a typical mouse, the ulna and radius bones on the arm are crossed.
Some designs attempt to place the palm more vertically, so the bones take more natural
parallel position.[76] Some limit wrist movement, encouraging arm movement instead, that
may be less precise but more optimal from the health point of view. A mouse may be
angled from the thumb downward to the opposite side – this is known to reduce wrist
pronation.[77] However such optimizations make the mouse right or left hand specific,
making more problematic to change the tired hand. Time has criticized manufacturers
for offering few or no left-handed ergonomic mice: "Oftentimes I felt like I was dealing
with someone who'd never actually met a left-handed person before."[78]

Keyboard with roller bar mouse

Another solution is a pointing bar device. The so-called roller bar mouse is positioned
snugly in front of the keyboard, thus allowing bi-manual accessibility.[79]
Gaming mice[edit]
A Logitech G402 gaming mouse, with multiple additional buttons

These mice are specifically designed for use in computer games. They typically employ
a wider array of controls and buttons and have designs that differ radically from
traditional mice. They may also have decorative monochrome or programmable RGB
LED lighting. The additional buttons can often be used for changing the sensitivity of the
mouse[80] or they can be assigned (programmed) to macros (i.e., for opening a program
or for use instead of a key combination).[81] It is also common for game mice, especially
those designed for use in real-time strategy games such as StarCraft, or in multiplayer
online battle arena games such as League of Legends to have a relatively high
sensitivity, measured in dots per inch (DPI),[82] which can be as high as 25,600.[83] DPI
and CPI are the same values that refer to the mouse's sensitivity. DPI is a misnomer
used in the gaming world, and many manufacturers use it to refer to CPI, counts per
inch.[84] Some advanced mice from gaming manufacturers also allow users to adjust the
weight of the mouse by adding or subtracting weights to allow for easier control.
[85]
 Ergonomic quality is also an important factor in gaming mouse, as extended
gameplay times may render further use of the mouse to be uncomfortable. Some mice
have been designed to have adjustable features such as removable and/or elongated
palm rests, horizontally adjustable thumb rests and pinky rests. Some mice may include
several different rests with their products to ensure comfort for a wider range of target
consumers.[86] Gaming mice are held by gamers in three styles of grip:[87][88]

1. Palm Grip: the hand rests on the mouse, with extended fingers.[89][90]
2. Claw Grip: palm rests on the mouse, bent fingers.[91][90]
3. Finger-Tip Grip: bent fingers, palm does not touch the mouse.[92][90]

Connectivity and communication protocols[edit]

A Microsoft wireless Arc Mouse, marketed as "travel-friendly" and foldable but otherwise operated exactly like
other 3-button wheel-based optical mice
To transmit their input, typical cabled mice use a thin electrical cord terminating in a
standard connector, such as RS-232C, PS/2, ADB, or USB. Cordless mice instead
transmit data via infrared radiation (see IrDA) or radio (including Bluetooth), although
many such cordless interfaces are themselves connected through the aforementioned
wired serial buses.
While the electrical interface and the format of the data transmitted by commonly
available mice is currently standardized on USB, in the past it varied between different
manufacturers. A bus mouse used a dedicated interface card for connection to an IBM
PC or compatible computer.
Mouse use in DOS applications became more common after the introduction of
the Microsoft Mouse, largely because Microsoft provided an open standard for
communication between applications and mouse driver software. Thus, any application
written to use the Microsoft standard could use a mouse with a driver that implements
the same API, even if the mouse hardware itself was incompatible with Microsoft's. This
driver provides the state of the buttons and the distance the mouse has moved in units
that its documentation calls "mickeys".[93]
Early mice[edit]

Xerox Alto mouse

In the 1970s, the Xerox Alto mouse, and in the 1980s the Xerox optical mouse, used
a quadrature-encoded X and Y interface. This two-bit encoding per dimension had the
property that only one bit of the two would change at a time, like a Gray
code or Johnson counter, so that the transitions would not be misinterpreted when
asynchronously sampled.[94]
The earliest mass-market mice, such as on the original Macintosh, Amiga, and Atari
ST mice used a D-subminiature 9-pin connector to send the quadrature-encoded X and
Y axis signals directly, plus one pin per mouse button. The mouse was a simple
optomechanical device, and the decoding circuitry was all in the main computer.
The DE-9 connectors were designed to be electrically compatible with
the joysticks popular on numerous 8-bit systems, such as the Commodore 64 and
the Atari 2600. Although the ports could be used for both purposes, the signals must be
interpreted differently. As a result, plugging a mouse into a joystick port causes the
"joystick" to continuously move in some direction, even if the mouse stays still, whereas
plugging a joystick into a mouse port causes the "mouse" to only be able to move a
single pixel in each direction.
Serial interface and protocol[edit]
Signals XA and XB in quadrature convey X-direction motion, while YA and YB convey Y-dimension motion;
here the pointer (cursor) is shown drawing a small curve.

Because the IBM PC did not have a quadrature decoder built in, early PC mice used
the RS-232C serial port to communicate encoded mouse movements, as well as
provide power to the mouse's circuits. The Mouse Systems Corporation version used a
five-byte protocol and supported three buttons. The Microsoft version used a three-byte
protocol and supported two buttons. Due to the incompatibility between the two
protocols, some manufacturers sold serial mice with a mode switch: "PC" for MSC
mode, "MS" for Microsoft mode.[95]
Apple Desktop Bus[edit]

Apple Macintosh Plus mice: beige mouse (left), platinum mouse (right), 1986

In 1986 Apple first implemented the Apple Desktop Bus allowing the daisy chaining of


up to 16 devices, including mice and other devices on the same bus with no
configuration whatsoever. Featuring only a single data pin, the bus used a purely polled
approach to device communications and survived as the standard on mainstream
models (including a number of non-Apple workstations) until 1998 when
Apple's iMac line of computers joined the industry-wide switch to using USB. Beginning
with the Bronze Keyboard PowerBook G3 in May 1999, Apple dropped the external
ADB port in favor of USB, but retained an internal ADB connection in the PowerBook
G4 for communication with its built-in keyboard and trackpad until early 2005.
PS/2 interface and protocol[edit]
Further information: PS/2 connector
Color-coded PS/2 connection ports; purple for keyboard and green for mouse

With the arrival of the IBM PS/2 personal-computer series in 1987, IBM introduced


the eponymous PS/2 port for mice and keyboards, which other manufacturers rapidly
adopted. The most visible change was the use of a round 6-pin mini-DIN, in lieu of the
former 5-pin MIDI style full sized DIN 41524 connector. In default mode (called stream
mode) a PS/2 mouse communicates motion, and the state of each button, by means of
3-byte packets.[96] For any motion, button press or button release event, a PS/2 mouse
sends, over a bi-directional serial port, a sequence of three bytes, with the following
format:

Bit
Bit 7 Bit 6 Bit 5 Bit 4 Bit 3 Bit 1 Bit 0
2

Byte
YV XV YS XS 1 MB RB LB
1

Byte
X movement
2

Byte
Y movement
3

Here, XS and YS represent the sign bits of the movement vectors, XV and YV indicate
an overflow in the respective vector component, and LB, MB and RB indicate the status
of the left, middle and right mouse buttons (1 = pressed). PS/2 mice also understand
several commands for reset and self-test, switching between different operating modes,
and changing the resolution of the reported motion vectors.
A Microsoft IntelliMouse relies on an extension of the PS/2 protocol: the ImPS/2 or
IMPS/2 protocol (the abbreviation combines the concepts of "IntelliMouse" and "PS/2").
It initially operates in standard PS/2 format, for backward compatibility. After the host
sends a special command sequence, it switches to an extended format in which a fourth
byte carries information about wheel movements. The IntelliMouse Explorer works
analogously, with the difference that its 4-byte packets also allow for two additional
buttons (for a total of five).[97]
Mouse vendors also use other extended formats, often without providing public
documentation. The Typhoon mouse uses 6-byte packets which can appear as a
sequence of two standard 3-byte packets, such that an ordinary PS/2 driver can handle
them.[98] For 3-D (or 6-degree-of-freedom) input, vendors have made many extensions
both to the hardware and to software. In the late 1990s, Logitech created ultrasound
based tracking which gave 3D input to a few millimeters accuracy, which worked well as
an input device but failed as a profitable product. In 2008, Motion4U introduced its
"OptiBurst" system using IR tracking for use as a Maya (graphics software) plugin.[relevant?]

A USB connector soon superseded the PS/2 keyboard and computer mouse connectors shown above.

USB[edit]
This section needs expansion with:
information on how USB is used by
mice, such as details of the USB
protocol. You can help by adding to
it. (April 2020)

The industry-standard USB (Universal Serial Bus) protocol and its connector have


become widely used for mice; it is among the most popular types.[99]
Cordless or wireless[edit]
Cordless or wireless mice transmit data via radio.[100] Some mice connect to the computer
through Bluetooth or Wi-Fi, while others use a receiver that plugs into the computer, for
example through a USB port.
Many mice that use a USB receiver have a storage compartment for it inside the
mouse. Some "nano receivers" are designed to be small enough to remain plugged into
a laptop during transport, while still being large enough to easily remove.[101]

The Logitech Metaphor, the first wireless mouse (1984). On display at the Musée Bolo, EPFL


 

An older Microsoft wireless mouse made for notebook computers


 

Microsoft Bluetooth Mobile Mouse 3600


 


A wireless Apple mouse

Operating system support[edit]


MS-DOS and Windows 1.0 support connecting a mouse such as a Microsoft Mouse via
multiple interfaces: BallPoint, Bus (InPort), Serial port or PS/2.[102]
Windows 98 added built-in support for USB Human Interface Device class (USB HID),
[103]
 with native vertical scrolling support.[104] Windows 2000 and Windows Me expanded
this built-in support to 5-button mice.[105]
Windows XP Service Pack 2 introduced a Bluetooth stack, allowing Bluetooth mice to
be used without any USB receivers.[106] Windows Vista added native support for
horizontal scrolling and standardized wheel movement granularity for finer scrolling.[104]
Windows 8 introduced BLE (Bluetooth Low Energy) mouse/HID support.[107]

Multiple-mouse systems[edit]
Some systems allow two or more mice to be used at once as input devices. Late-1980s
era home computers such as the Amiga used this to allow computer games with two
players interacting on the same computer (Lemmings and The Settlers for example).
The same idea is sometimes used in collaborative software, e.g. to simulate
a whiteboard that multiple users can draw on without passing a single mouse around.
Microsoft Windows, since Windows 98, has supported multiple simultaneous pointing
devices. Because Windows only provides a single screen cursor, using more than one
device at the same time requires cooperation of users or applications designed for
multiple input devices.
Multiple mice are often used in multi-user gaming in addition to specially designed
devices that provide several input interfaces.
Windows also has full support for multiple input/mouse configurations for multi-user
environments.
Starting with Windows XP, Microsoft introduced an SDK for developing applications that
allow multiple input devices to be used at the same time with independent cursors and
independent input points. However, it no longer appears to be available.[108]
The introduction of Windows Vista and Microsoft Surface (now known as Microsoft
PixelSense) introduced a new set of input APIs that were adopted into Windows 7,
allowing for 50 points/cursors, all controlled by independent users. The new input points
provide traditional mouse input; however, they were designed with other input
technologies like touch and image in mind. They inherently offer 3D coordinates along
with pressure, size, tilt, angle, mask, and even an image bitmap to see and recognize
the input point/object on the screen.
As of 2009, Linux distributions and other operating systems that use X.Org, such
as OpenSolaris and FreeBSD, support 255 cursors/input points through Multi-Pointer X.
However, currently no window managers support Multi-Pointer X leaving it relegated to
custom software usage.
There have also been propositions of having a single operator use two mice
simultaneously as a more sophisticated means of controlling various graphics and
multimedia applications.[109]

Buttons[edit]
Main article: Mouse button

Razer Mouse with additional buttons

Mouse buttons are microswitches which can be pressed to select or interact with an


element of a graphical user interface, producing a distinctive clicking sound.
Since around the late 1990s, the three-button scrollmouse has become the de facto
standard. Users most commonly employ the second button to invoke a contextual
menu in the computer's software user interface, which contains options specifically
tailored to the interface element over which the mouse cursor currently sits. By default,
the primary mouse button sits located on the left-hand side of the mouse, for the benefit
of right-handed users; left-handed users can usually reverse this configuration via
software.

Scrolling[edit]
Main article: Scroll wheel
Nearly all mice now have an integrated input primarily intended for scrolling on top,
usually a single-axis digital wheel or rocker switch which can also be depressed to act
as a third button. Though less common, many mice instead have two-axis inputs such
as a tiltable wheel, trackball, or touchpad. Those with a trackball may be designed to
stay stationary, using the trackball instead of moving the mouse.[110]

Speed[edit]
Mickeys per second is a unit of measurement for the speed and movement direction of
a computer mouse,[93] where direction is often expressed as "horizontal" versus "vertical"
mickey count. However, speed can also refer to the ratio between how many pixels the
cursor moves on the screen and how far the mouse moves on the mouse pad, which
may be expressed as pixels per mickey, pixels per inch, or pixels per centimeter.
The computer industry often measures mouse sensitivity in terms of counts per inch
(CPI), commonly expressed as dots per inch (DPI) – the number of steps the mouse will
report when it moves one inch. In early mice, this specification was called pulses per
inch (ppi).[57] The mickey originally referred to one of these counts, or one resolvable step
of motion. If the default mouse-tracking condition involves moving the cursor by one
screen-pixel or dot on-screen per reported step, then the CPI does equate to DPI: dots
of cursor motion per inch of mouse motion. The CPI or DPI as reported by
manufacturers depends on how they make the mouse; the higher the CPI, the faster the
cursor moves with mouse movement. However, software can adjust the mouse
sensitivity, making the cursor move faster or slower than its CPI. As of 2007, software
can change the speed of the cursor dynamically, taking into account the mouse's
absolute speed and the movement from the last stop-point. In most software, an
example being the Windows platforms, this setting is named "speed", referring to
"cursor precision". However, some operating systems name this setting "acceleration",
the typical Apple OS designation. This term is incorrect. Mouse acceleration in most
mouse software refers to the change in speed of the cursor over time while the mouse
movement is constant.[clarification needed][citation needed]
For simple software, when the mouse starts to move, the software will count the number
of "counts" or "mickeys" received from the mouse and will move the cursor across the
screen by that number of pixels (or multiplied by a rate factor, typically less than 1). The
cursor will move slowly on the screen, with good precision. When the movement of the
mouse passes the value set for some threshold, the software will start to move the
cursor faster, with a greater rate factor. Usually, the user can set the value of the
second rate factor by changing the "acceleration" setting.
Operating systems sometimes apply acceleration, referred to as "ballistics", to the
motion reported by the mouse. For example, versions of Windows prior to Windows
XP doubled reported values above a configurable threshold, and then optionally
doubled them again above a second configurable threshold. These doublings applied
separately in the X and Y directions, resulting in very nonlinear response.[111]

Mousepads[edit]
Main article: Mousepad
Engelbart's original mouse did not require a mousepad;[112] the mouse had two large
wheels which could roll on virtually any surface. However, most subsequent mechanical
mice starting with the steel roller ball mouse have required a mousepad for optimal
performance.
The mousepad, the most common mouse accessory, appears most commonly in
conjunction with mechanical mice, because to roll smoothly the ball requires more
friction than common desk surfaces usually provide. So-called "hard mousepads" for
gamers or optical/laser mice also exist.
Most optical and laser mice do not require a pad, the notable exception being early
optical mice which relied on a grid on the pad to detect movement (e.g. Mouse
Systems). Whether to use a hard or soft mousepad with an optical mouse is largely a
matter of personal preference. One exception occurs when the desk surface creates
problems for the optical or laser tracking, for example, a transparent or reflective
surface, such as glass.
Some mice also come with small "pads" attached to the bottom surface, also called
mouse feet or mouse skates, that help the user slide the mouse smoothly across
surfaces.[113]

In the marketplace[edit]

Computer mice built between 1986 and 2007

Around 1981, Xerox included mice with its Xerox Star, based on the mouse used in the
1970s on the Alto computer at Xerox PARC. Sun Microsystems, Symbolics, Lisp
Machines Inc., and Tektronix also shipped workstations with mice, starting in about
1981. Later, inspired by the Star, Apple Computer released the Apple Lisa, which also
used a mouse. However, none of these products achieved large-scale success. Only
with the release of the Apple Macintosh in 1984 did the mouse see widespread use.[114]
The Macintosh design,[115] commercially successful and technically influential, led many
other vendors to begin producing mice or including them with their other computer
products (by 1986, Atari ST, Amiga, Windows 1.0, GEOS for the Commodore 64, and
the Apple IIGS).[116]
The widespread adoption of graphical user interfaces in the software of the 1980s and
1990s made mice all but indispensable for controlling computers. In November
2008, Logitech built their billionth mouse.[117]

Use in games[edit]

Logitech G5 laser mouse designed for games, with adjustable weights (on left)
The device often functions as an interface for PC-based computer games and
sometimes for video game consoles. The Classic Mac OS Desk Accessory Puzzle in
1984 was the first game designed specifically for a mouse.[118]
First-person shooters[edit]
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remove this template message)

FPSs naturally lend themselves to separate and simultaneous control of the player's


movement and aim, and on computers this has traditionally been achieved with a
combination of keyboard and mouse. Players use the X-axis of the mouse for looking
(or turning) left and right, and the Y-axis for looking up and down; the keyboard is used
for movement and supplemental inputs.
Many shooting genre players prefer a mouse over a gamepad analog stick because the
wide range of motion offered by a mouse allows for faster and more varied control.
Although an analog stick allows the player more granular control, it is poor for certain
movements, as the player's input is relayed based on a vector of both the stick's
direction and magnitude. Thus, a small but fast movement (known as "flick-shotting")
using a gamepad requires the player to quickly move the stick from its rest position to
the edge and back again in quick succession, a difficult maneuver. In addition the stick
also has a finite magnitude; if the player is currently using the stick to move at a non-
zero velocity their ability to increase the rate of movement of the camera is further
limited based on the position their displaced stick was already at before executing the
maneuver. The effect of this is that a mouse is well suited not only to small, precise
movements but also to large, quick movements and immediate, responsive movements;
all of which are important in shooter gaming.[119] This advantage also extends in varying
degrees to similar game styles such as third-person shooters.
Some incorrectly ported games or game engines have acceleration and interpolation
curves which unintentionally produce excessive, irregular, or even negative acceleration
when used with a mouse instead of their native platform's non-mouse default input
device. Depending on how deeply hardcoded this misbehavior is, internal user patches
or external 3rd-party software may be able to fix it.[120] Individual game engines will also
have their own sensitivities.[121] This often restricts one from taking a game's existing
sensitivity, transferring it to another, and acquiring the same 360 rotational
measurements. A sensitivity converter is required in order to translate rotational
movements properly.[122]
Due to their similarity to the WIMP desktop metaphor interface for which mice were
originally designed, and to their own tabletop game origins, computer strategy
games are most commonly played with mice. In particular, real-time
strategy and MOBA games usually require the use of a mouse.
The left button usually controls primary fire. If the game supports multiple fire modes,
the right button often provides secondary fire from the selected weapon. Games with
only a single fire mode will generally map secondary fire to aim down the weapon
sights. In some games, the right button may also invoke accessories for a particular
weapon, such as allowing access to the scope of a sniper rifle or allowing the mounting
of a bayonet or silencer.
Players can use a scroll wheel for changing weapons (or for controlling scope-zoom
magnification, in older games). On most first person shooter games, programming may
also assign more functions to additional buttons on mice with more than three controls.
A keyboard usually controls movement (for example, WASD for moving forward, left,
backward, and right, respectively) and other functions such as changing posture. Since
the mouse serves for aiming, a mouse that tracks movement accurately and with less
lag (latency) will give a player an advantage over players with less accurate or slower
mice. In some cases the right mouse button may be used to move the player forward,
either in lieu of, or in conjunction with the typical WASD configuration.
Many games provide players with the option of mapping their own choice of a key or
button to a certain control. An early technique of players, circle strafing, saw a player
continuously strafing while aiming and shooting at an opponent by walking in circle
around the opponent with the opponent at the center of the circle. Players could achieve
this by holding down a key for strafing while continuously aiming the mouse toward the
opponent.
Games using mice for input are so popular that many manufacturers make mice
specifically for gaming. Such mice may feature adjustable weights, high-resolution
optical or laser components, additional buttons, ergonomic shape, and other features
such as adjustable CPI. Mouse Bungees are typically used with gaming mice because it
eliminates the annoyance of the cable.
Many games, such as first- or third-person shooters, have a setting named "invert
mouse" or similar (not to be confused with "button inversion", sometimes performed
by left-handed users) which allows the user to look downward by moving the mouse
forward and upward by moving the mouse backward (the opposite of non-inverted
movement). This control system resembles that of aircraft control sticks, where pulling
back causes pitch up and pushing forward causes pitch down; computer joysticks also
typically emulate this control-configuration.
After id Software's commercial hit of Doom, which did not support vertical aiming,
competitor Bungie's Marathon became the first first-person shooter to support using the
mouse to aim up and down.[123] Games using the Build engine had an option to invert the
Y-axis. The "invert" feature actually made the mouse behave in a manner that users
now regard as non-inverted (by default, moving mouse forward resulted in looking
down). Soon after, id Software released Quake, which introduced the invert feature as
users now know it.
Home consoles[edit]
Sega Dreamcast mouse

In 1988, the VTech Socrates educational video game console featured a wireless


mouse with an attached mouse pad as an optional controller used for some games. In
the early 1990s, the Super Nintendo Entertainment System video game system featured
a mouse in addition to its controllers. A mouse was also released for the Nintendo 64,
although it was only released in Japan. The 1992 game Mario Paint in particular used
the mouse's capabilities,[124] as did its Japanese-only successor Mario Artist on the N64
for its 64DD disk drive peripheral in 1999. Sega released official mice for
their Genesis/Mega Drive, Saturn and Dreamcast consoles. NEC sold official mice for
its PC Engine and PC-FX consoles. Sony released an official mouse product for
the PlayStation console, included one along with the Linux for PlayStation 2 kit, as well
as allowing owners to use virtually any USB mouse with the PS2, PS3, and PS4.
Nintendo's Wii also had this feature implemented in a later software update, and this
support was retained on its successor, the Wii U. Microsoft's Xbox line of game
consoles (which used operaring systems based on modified versions of Windows NT)
also had universal-wide mouse support using USB.

See also[edit]

 Electronics portal

 Computer accessibility
 Footmouse
 Graphics tablet
 Gesture recognition
 Human–computer interaction (HCI)
 Mouse keys
 Mouse tracking
 Optical trackpad
 Pointing stick
 Rotational mouse
Notes[edit]
1. ^ General dictionaries usually mention mouses as a possible alternative plural, but technical
dictionaries usually omit this rare form, e.g. Webopedia, FOLDOC, Netlingo.
2. ^ The 4-bit[A][B] rotary encoders (MCB CC27E08[A][B]) used in the Telefunken Rollkugel RKS 100-
86 provide 14 states repeated either 4[A] or 5[B] times per revolution for an effectively resulting
resolution of c. 35.6 dpi[A] or c. 43.5 dpi[B], respectively. Mallebrein erroneously remembers
them even as 5-bit encoders.[C] The 14-cyclic unit-distance codes described in the first two
sources are identical to a 4-bit Gray code with the two outmost states (0, 15) eliminated. At
first glance the documented codes seem to differ between the two sources; in fact they are
identical, but use inverted definitions of the 0/1 states and the direction of rotation:

4-bit 14-cyclic unit-distance Rollkugel code

Bi 1
0 1 2 3 4 5 6 7 8 9 10 11 12 13 15
t 4

4 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1

3 0 0 0 0 1 1 1 1 1 1 1 1 0 0 0 0

2 0 0 1 1 1 1 0 0 0 0 1 1 1 1 0 0

1 0 1 1 0 0 1 1 0 0 1 1 0 0 1 1 0

References[edit]
1. ^ Jump up to:a b English, William Kirk;  Engelbart, Douglas C.; Huddart, Bonnie (July
1965). Computer-Aided Display Control  (Final Report). Menlo Park: Stanford Research
Institute. p.  6. Retrieved  2017-01-03.
2. ^ Jump up to:a b Oxford English Dictionary, "mouse", sense 13
3. ^ Jump up to:a b c Bardini, Thierry (2000).  Bootstrapping: Douglas Engelbart, Coevolution, and
the Origins of Personal Computing. Stanford:  Stanford University Press. p. 98.  ISBN  978-0-
8047-3871-2.
4. ^ Jump up to:a b c Markoff, John Gregory  (2005) [2004-06-11].  "2. Augmentation". What the
Dormouse Said: How the Sixties Counterculture Shaped the Personal Computer
Industry. Penguin Books  /  Penguin Random House LLC. pp. 123–124. ISBN 978-1-101-
20108-4. Retrieved  2021-08-26. pp. 123–124: […] Although it is commonly believed that the
story of how the mouse got its name has been lost in history, Roger Bates, who was a young
hardware designer working for  Bill English, has a clear recollection of how the name was
chosen. […] He remembers that what today is called the cursor on the screen was at the time
called a "CAT". Bates has forgotten what CAT stood for, and no one else seems to
remember either, but in hindseight, it seems obvious that a CAT would chase the tailed
mouse on the desktop. […] (336 pages)
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term "the mouse" arose is hard to pin down, but one hardware designer, Roger Bates, has
contended that it happened under  Mr. English's watch. Mr. Bates was a college sophomore
and Mr. English was his mentor at the time. Mr. Bates said the name was a logical extension
of the term then used for the cursor on a screen: CAT. Mr. Bates did not remember what CAT
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elektronisch eingeblendete Marke "von Hand" an jede beliebige Stelle des Bildschirms zu
schieben. Mit ihrer Hilfe ist es möglich, an der gekennzeichneten Stelle eine neue
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code  alternating between 14 possible configurations while only changing one bit each […]
The commitment to a Gray code with only 14 possible configurations instead of one with 16
configurations may be caused by limitations on the part of the encoders. Within a full rotation,
the encoders cycle through the Gray code for four times, resulting in 56 signals per turn. To
rotate the encoders by 90° (14 signals), the RKS needs to be moved by around 10 mm.
While modern encoders use a 2-bit (i.e. 4 configurations) Gray code, the advantage of this 4-
bit encoder lies in the detection of missed bit changes. If up to 6 bit changes would pass
undetected, it would still be possible to find out the direction the encoder rotated in and then
interpolate the movement of the mouse cursor. The Encoders work completely passive and
simply connect or disconnect the four data cables from an input cable that can be connected
to either ground or a power supply. The button of the RKS works in a similar way using one
cable for input and one for output and connecting those while pressed. […] In total, 12 cables
are used to connect the RKS to the  TR-440 [de]  – four data cables for each encoder, one
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value for at least two successive states; that allows for a somewhat slower time constant on
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controllers in a three-dimensional environment. Proceedings of Graphics Interface 2006. pp.
73–79. Canadian Information Processing Society. ISBN 1-56881-308-2
120. ^ "Glossary:Mouse acceleration – PCGamingWiki PCGW – bugs, fixes, crashes,
mods, guides and improvements for every PC game".  PCGamingWiki. Retrieved  2015-07-
26.
121. ^ "Why does every game use a different sensitivity?". 2020-11-23.
122. ^ "Mouse Sensitivity Converter & Calculator". GamingSmart. 2020-11-23.
123. ^ "First Use of Freelook in a FPS". Guinness World Records. Retrieved 2015-10-17.
124. ^ Phillips, Casey (2011-08-19).  "Super Nostalgia: Local Gamers Fondly Remember
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Further reading[edit]
 Roch, Axel  [at Wikidata]. "Fire-Control and Human-Computer Interaction:
Towards a History of the Computer Mouse (1940–1965)"  (PDF). Mindell,
David. Massachusetts Institute of Technology, Program in Science,
Technology, and Society. Archived  (PDF) from the original on 2021-06-28.
Retrieved 2021-08-24. (11 pages) (NB. This is based on an earlier German
article published in 1996 in Lab. Jahrbuch 1995/1996 für Künste und
Apparate (350 pages) by Kunsthochschule für Medien Köln mit dem Verein
der Freunde der Kunsthochschule für Medien Köln; Verlag der Buchhandlung
Walther König [de] in Cologne, Germany. ISBN 3-88375-245-2.)
 Pang, Alex Soojung-Kim (March–April 2002). Candland, Kevin (ed.). "Mighty
Mouse – In 1980, Apple Computer asked a group of guys fresh from
Stanford's product design program to take a $400 device and make it mass-
producible, reliable and cheap. Their work transformed personal
computing". Stanford Magazine. Stanford, California, USA: Stanford Alumni
Association, Stanford University. Archived from the original on 2021-08-24.
Retrieved 2021-08-23.

External links[edit]

Wikiversity has learning resources about Mouse (computing)


Wikimedia Commons has media related to Computer mice.

 Doug Engelbart Institute mouse resources page includes stories and links


 The video segment of The Mother of All Demos with Doug Engelbart showing
the device from 1968
show
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Basic computer components

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Video game controllers

 France

 BnF data
Authority control:
 Germany
National 
 Israel

 United States
Categories: 
 American inventions
 Computer mice
 Computing input devices
 History of human–computer interaction
 Pointing devices
 Video game control methods
 Computer-related introductions in 1964
 This page was last edited on 25 May 2023, at 21:55 (UTC).
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