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Computer mouse
A computer mouse 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. The first public demonstration of a mouse controlling
a computer system was in 1968. Originally wired to a computer, modern mice
are often cordless, relying on short-range radio communication with the
connected system. Mice originally used a ball rolling on a surface to detect
motion, but modern mice often have optical sensors that have no moving parts.
In addition to moving a cursor, computer mice have one or more buttons to
allow operations such as selection of a menu item on a display. Mice often also
feature other elements, such as touch surfaces and "wheels", which enable A computer mouse with the most
additional control and dimensional input. common features: two buttons (left
and right) and a scroll wheel, which
can also act as a third button.

Contents
1 Naming
2 History
3 Operation
3.1 Mouse gestures
3.2 Specific uses
4 Variants
4.1 Mechanical mice
4.2 Optical and laser mice
4.3 Inertial and gyroscopic mice
4.4 3D mice
4.5 Tactile mice
4.6 Pucks
4.7 Ergonomic mice
4.8 Gaming mice
5 Connectivity and communication protocols
5.1 Early mice
5.2 Serial interface and protocol
5.3 Apple Desktop Bus
5.4 PS/2 interface and protocol
5.5 USB
5.6 Cordless or wireless
6 Multiple-mouse systems
7 Buttons
8 Scrolling
9 Mouse speed
10 Mousepads
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11 In the marketplace
12 Use in games
12.1 First-person shooters
12.2 Home consoles
13 See also
14 References
15 Further reading
16 External links

Naming
The earliest known publication of the term mouse as referring to a computer pointing device is in Bill English's July 1965
publication, "Computer-Aided Display Control".[1][2][3]

The plural for the small rodent is always "mice" in modern usage. The plural of a computer mouse is "mouses" and "mice"
according to most dictionaries, but "mice" being more common.[4] 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.[5]

History
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 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.[6][7]

The device was patented in 1947,[7] 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.[6]

Another early trackball was built by British electrical engineer Kenyon Taylor 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.[8]

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.[9][10]

Douglas Engelbart of the Stanford Research Institute (now SRI International) has been credited in published books by
Thierry Bardini,[11] Paul Ceruzzi,[12] Howard Rheingold,[13] and several others[14][15][16] as the inventor of the mouse.
Engelbart was also recognized as such in various obituary titles after his death in July 2013.[17][18][19][20]

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
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the underlying principles of the planimeter to X-Y coordinate input.[11] On


November 14, 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."[11] He wrote that the "bug" would
Early mouse patents. From left to be "easier" and "more natural" to use, and unlike a stylus, it would stay still
right: Opposing track wheels by when let go, which meant it would be "much better for coordination with the
Engelbart, November 1970, U.S.
keyboard."[11]
Patent 3,541,541 (https://www.googl
e.com/patents/US3541541). Ball In 1964, Bill English joined ARC, where he helped Engelbart build the first
and wheel by Rider, September
mouse prototype.[2][21] They christened the device the mouse as early models
1974, U.S. Patent 3,835,464 (http
had a cord attached to the rear part of the device which looked like a tail, and
s://www.google.com/patents/US383
5464). Ball and two rollers with in turn resembled the common mouse.[22] As noted above, this "mouse" was
spring by Opocensky, October 1976, first mentioned in print in a July 1965 report, on which English was the lead
U.S. Patent 3,987,685 (https://www. author.[1][2][3] On 9 December 1968, Engelbart publicly demonstrated the
google.com/patents/US3987685) 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.[23] In any event, the invention of the mouse was just a small part of Engelbart's much larger project of
augmenting human intellect.[24][25]

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.[27] 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.[28]
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.
Inventor Douglas Engelbart holding
On October 2, 1968, a mouse device named Rollkugel (German for "rolling the first computer mouse,[26]
ball") was described as an optional device for its SIG-100 terminal was showing the wheels that make
contact with the working surface
developed by the German company Telefunken.[29] As the name suggests and
unlike Engelbart's mouse, the Telefunken model already had a ball. It was
based on an earlier trackball-like device (also named Rollkugel) that was
embedded into radar flight control desks. This trackball had been developed by
a team led by Rainer Mallebrein at Telefunken Konstanz for the German
Bundesanstalt fr Flugsicherung as part of their TR 86 process computer
system with its SIG 100-86[29][30] vector graphics terminal.

When the development for the Telefunken main frame TR 440 began in 1965,
Mallebrein and his team came up with the idea of "reversing" the existing
Rollkugel into a moveable mouse-like device, so that customers did not have to
be bothered with mounting holes for the earlier trackball device. Together with
light pens and trackballs, it was offered as an optional input device for their
The Engelbart mouse
system since 1968. Some Rollkugel mouses installed at the Leibniz-
Rechenzentrum in Munich in 1972 are well preserved in a museum.[29][31]
Telefunken considered the invention too unimportant to apply for a patent on it.

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The Xerox Alto was one of the first computers designed for individual use in
1973 and is regarded as the first modern computer to utilize a mouse.[32]
Inspired by PARC's Alto, the Lilith, a computer which had been developed by a
team around Niklaus Wirth at ETH Zrich 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.

The ball-based computer mouse By 1982 the Xerox 8010 was probably the best-known computer with a mouse.
with a Telefunken Rollkugel RKS The Sun-1 also came with a mouse, and the forthcoming Apple Lisa was
100-86 for the TR 86 computer rumored to use one, but the peripheral remained obscure; Jack Hawley of The
system 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.[33] That 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.[34] However, the mouse remained relatively obscure until the appearance of
the Macintosh 128K (which included an updated version of the Lisa Mouse) in 1984,[35] and of the Amiga 1000 and the
Atari ST in 1985.

Operation
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.[36] Clicking or hovering
(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 hovers 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:[36]

Click: pressing and releasing a button.

(left) Single-click: clicking the main button.


(left) Double-click: clicking the button two times in quick succession counts as a different gesture than two
separate single clicks.
(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.
Right-click: clicking the secondary button, or clicking with two fingers. (This brings a menu with different options
depending on the software)
Middle-click: clicking the tertiary button.
Drag and drop: pressing and holding a button, then moving the mouse without releasing. (Using the command "drag
with the right mouse button" instead of just "drag" when one instructs a user to drag an object while holding the right
mouse button down instead of the more commonly used left mouse button.)
Mouse button chording (a.k.a. Rocker navigation).

Combination of right-click then left-click.

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Combination of left-click then right-click or keyboard letter.


Combination of left or right-click and the mouse wheel.
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 replaces it down 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 trackpad on a laptop with support for tap input for multiple fingers,
the most famous example being the Apple Magic Mouse.

Mouse gestures
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 hovers over 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
Rollover (Mouseover)
Selection

Specific uses
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 chords 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

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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.

Variants

Mechanical mice
The German company Telefunken published on their early ball mouse on 2
October 1968.[29] Telefunken's mouse was sold as optional equipment for their
computer systems. Bill English, builder of Engelbart's original mouse,[37]
created a ball mouse in 1972 while working for Xerox PARC.[38]

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 Operating an opto-mechanical
trackball and became the predominant form used with personal computers mouse
throughout the 1980s and 1990s. The Xerox PARC group also settled on the
1. Moving the mouse turns the ball.
modern technique of using both hands to type on a full-size keyboard and
grabbing the mouse when required. 2. X and Y rollers grip the ball and
transfer movement.
The ball mouse has two freely 3. Optical encoding disks include
rotating rollers. These are located light holes.
90 degrees apart. One roller detects
4. Infrared LEDs shine through the
the forwardbackward motion of
disks.
the mouse and other the leftright
5. Sensors gather light pulses to
motion. Opposite the two rollers is
convert to X and Y vectors.
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
Mechanical mouse, shown with the
an encoder wheel that has slotted edges; the slots interrupt infrared light
top cover removed. The scroll wheel
is gray, to the right of the ball. 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.

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

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in 1975.[39][40] Based on another invention by Jack Hawley, proprietor of the


Mouse House, Honeywell produced another type of mechanical mouse.[41][42]
Instead of a ball, it had two wheels rotating at off axes. Key Tronic later
produced a similar product.[43]

Modern computer mice took form at the cole Polytechnique Fdrale de


Lausanne (EPFL) under the inspiration of Professor Jean-Daniel Nicoud and
at the hands of engineer and watchmaker Andr Guignard.[44] This new design
Hawley Mark II Mice from the incorporated a single hard rubber mouseball and three buttons, and remained
Mouse House a common design until the mainstream adoption of the scroll-wheel mouse
during the 1990s.[45] In 1985, Ren Sommer added a microprocessor to
Nicoud's and Guignard's design.[46] Through this innovation, Sommer is
credited with inventing a significant component of the mouse, which made it more "intelligent";[46] though optical mice
from Mouse Systems had incorporated microprocessors by 1984.[47]

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


Optical mice rely 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


The underside of an optical mouse 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 are also used for better resolution and
precision, improving performance on opaque specular surfaces. Battery powered, wireless optical mice flash the LED
intermittently to save power, and only glow steadily when movement is detected.

Inertial and gyroscopic mice


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,[48] published in 1988) 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.[49] 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.

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3D mice
Also known as bats,[50] flying mice, or wands,[51] these devices generally function through ultrasound and provide at least
three degrees of freedom. Probably the best known example would be 3Dconnexion/Logitech's SpaceMouse from the early
1990s. In the late 1990s Kantek introduced the 3D RingMouse. This wireless mouse was worn on a ring around a finger,
which enabled the thumb to access three buttons. The mouse was tracked in three dimensions by a base station.[52]
Despite a certain appeal, it was finally discontinued because it did not provide sufficient resolution.

One example of a 2000s consumer 3D pointing device is the Wii Remote. While primarily a motion-sensing device (that is,
it can determine its orientation and direction of movement), Wii Remote can also detect its spatial position by comparing
the distance and position of the lights from the IR emitter using its integrated IR camera (since the nunchuk accessory
lacks a camera, it can only tell its current heading and orientation). The obvious drawback to this approach is that it can
only produce spatial coordinates while its camera can see the sensor bar. More accurate consumer devices have since been
released, including the PlayStation Move, the Razer Hydra and the controllers part of the HTC Vive virtual reality system.
All of these devices can accurately detect position and orientation in 3D space regardless of angle relative to the sensor
station.

A mouse-related controller called the SpaceBall[53] has a ball placed above the work surface that can easily be gripped.
With spring-loaded centering, it sends both translational as well as angular displacements on all six axes, in both
directions for each. 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 in 3 axes without
any limitations.[54]

Various setups for 3D mice

Logitech spacemouse 3D. Silicon Graphics SpaceBall Logitech 3D Mouse (1990),


On display at the Bolo model 1003 (1988), the first ultrasonic mouse
Computer Museum, EPFL, allowing manipulation of
Lausanne objects with six degrees of
freedom.

Tactile mice
In 2000, Logitech introduced a "tactile mouse" that contained a small actuator to make the mouse vibrate. Such a mouse
can augment user-interfaces with haptic feedback, such as giving feedback when crossing a window boundary. To surf by
touch requires the user to be able to feel depth or hardness; this ability was realized with the first electrorheological tactile
mice[55] but never marketed.

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Pucks
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.[56]

Ergonomic mice
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, 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.[57] Some limit wrist movement, encouraging to
use arm instead that may be less precise but more optimal from the health A vertical mouse
point of view. A mouse may be angled from the thumb downward to the
opposite side this is known to reduce wrist pronation.[58] However such
optimizations make the mouse right or left hand specific, making more problematic to change the tired hand. Time
magazine has criticized manufacturers for offering few or no left-handed ergonomic mice: "Oftentimes I felt like I was
dealing with someone whod never actually met a left-handed person before."[59]

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.[60]

Gaming mice
These mice are specifically designed for use in computer games. They typically
employ a wide array of controls and buttons and have designs that differ
radically from traditional mice. It is also common for gaming mice, especially
Keyboard with roller bar mouse
those designed for use in real-time strategy games such as StarCraft, or in
multiplayer online battle arena games such as Dota 2 to have a relatively high
sensitivity, measured in dots per inch (DPI).[61] Some advanced mice from gaming manufacturers also allow users to
customize the weight of the mouse by adding or subtracting weights to allow for easier control.[62] Ergonomic quality is
also an important factor in gaming mice, 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.[63] Gaming mice are held by gamers in three styles of
grip:[64][65]

1. Palm Grip: the hand rests on the mouse, with extended fingers.[66]
2. Claw Grip: palm rests on the mouse, bent fingers.[67]
3. Finger-Tip Grip: bent fingers, palm doesn't touch the mouse.[68]

Connectivity and communication protocols

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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 A Microsoft wireless Arc Mouse,
varied between different manufacturers. A bus mouse used a dedicated marketed as "travel-friendly" and
interface card for connection to an IBM PC or compatible computer. foldable but otherwise operated
exactly like other 3-button wheel-
Mouse use in DOS applications became more common after the introduction of based optical mice
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",[69] as does the Allegro library.[70]

Early mice
The earliest mass-market mice, such as on the original Macintosh, Amiga, and Atari ST 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 deciding 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


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.[71]

Apple Desktop Bus


In 1986 Apple first implemented the Apple Desktop Bus allowing the daisy-chaining together of up to 16 devices, including
arbitrarily many 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 computer/mouse communications and survived as the standard on
mainstream models (including a number of non-Apple workstations) until 1998 when iMac 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.

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PS/2 interface and protocol


With the arrival of the IBM PS/2 personal-computer series in 1987, IBM
introduced the eponymous PS/2 interface 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 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.[72] 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: Apple Macintosh Plus mice: beige
mouse (left), platinum mouse (right),
Bit 7 Bit 6 Bit 5 Bit 4 Bit 3 Bit 2 Bit 1 Bit 0 1986
Byte 1 YV XV YS XS 1 MB RB LB
Byte 2 X movement
Byte 3 Y movement

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). Color-coded PS/2 connection ports;
purple for keyboard and green for
PS/2 mice also understand several commands for reset and self-test, switching
mouse
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 backwards
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).[73]

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.[74] 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.

USB
The industry-standard USB (Universal Serial Bus) protocol and its connector have become widely used for mice; it is
among the most popular types.[75]

Cordless or wireless
Cordless or wireless mice transmit data via infrared radiation (see IrDA) or radio (including Bluetooth and Wi-Fi). The
receiver is connected to the computer through a serial or USB port, or can be built in (as is sometimes the case with
Bluetooth and WiFi[76]). Modern non-Bluetooth and non-WiFi wireless mice use USB receivers. Some of these can be

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stored inside the mouse for safe transport while not in use, while other, newer mice use newer "nano" receivers, designed
to be small enough to remain plugged into a laptop during transport, while still being large enough to easily remove.[77]

The Logitech Metaphor, the A Microsoft wireless mouse


first wireless mouse (1984). made for notebook
On display at the Muse computers
Bolo, EPFL

Multiple-mouse systems
Some systems allow two or more mice to be used at once as input devices. 16-bit 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 a SDK for developing applications that allow multiple input devices to be
used at the same time with independent cursors and independent input points.[78]

The introduction of 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.[79]

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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
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.

Mouse speed
Mickeys per second is a unit of measurement for the speed and movement direction of a computer mouse,[69] 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).[39] 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.
Current 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.

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.[80]

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Mousepads
Engelbart's original mouse did not require a mousepad;[81] 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. 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.

In the marketplace
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.[82]

The Macintosh design,[83] 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
Computer mice built between 1986
the Commodore 64, and the Apple IIGS).[84]
and 2007

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.[85]

Use in games
The Classic Mac OS Desk Accessory Puzzle in 1984 was the first game designed
specifically for a mouse.[86] The device often functions as an interface for PC-
based computer games and sometimes for video game consoles.

First-person shooters
FPSs naturally lend themselves to separate and simultaneous control of the
player's movement and aim, and on computers this has traditionally been
Logitech G5 laser mouse designed
achieved with a combination of keyboard and mouse. Players use the X-axis of for gaming
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.

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Many shooting genre players prefer a mouse over a gamepad analog stick because the mouse is a linear input device,
which allows for fast and precise control. Holding a stick in a given position produces a corresponding constant movement
or rotation, i.e. the output is an integral of the user's input, and requires that time be spent moving to or from its null
position before this input can be given; in contrast, the output of a mouse directly and instantaneously corresponds to how
far it is moved in a given direction (often multiplied by an "acceleration" factor derived from how quickly the mouse is
moved). The effect of this is that a mouse is well suited to small, precise movements; large, quick movements; and
immediate, responsive movements; all of which are important in shooter gaming.[87] 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.[88]

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
ironsights. 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.

Gamers 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 towards 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.

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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.[89] 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
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. The Mario Paint game in particular used the mouse's
capabilities[90] as did its successor on the N64. 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 added on in a later software update,
retained on the Wii U.

See also
Computer accessibility
Footmouse
Graphics tablet
Gesture recognition
Humancomputer interaction (HCI)
List of wireless mice with nano receivers
Mouse keys
Mouse tracking
Pointing stick
Rotational mouse
Computer

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Further reading
https://en.wikipedia.org/wiki/Computer_mouse 20/21
11/22/2017 Computer mouse - Wikipedia

Pang, Alex Soojung-Kim, "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" (http://alumni.stanford.edu/get/page/magazine/article/?article_id=37694), Stanford
University Alumni Magazine, March/April 2002.
Stanford University MouseSite (http://sloan.stanford.edu/MouseSite/) with stories and annotated archives from Doug
Engelbart's work
Doug Engelbart Institute mouse resources page (http://dougengelbart.org/firsts/mouse.html) includes stories and links
Fire-Control and Human-Computer Interaction: Towards a History of the Computer Mouse (19401965) (http://web.st
anford.edu/dept/SUL/library/prod//siliconbase/wip/control.html), by Axel Roch
50 Jahre Computer mit der Maus - ffentliche Veranstaltung am 5. Dezember auf dem Campus Vaihingen (https://ww
w.visus.uni-stuttgart.de/presse-und-medien/news/detailansicht/article/50-jahre-computer-mit-der-maus.html)
(Invitation to a plenum discussion) (in German), Informatik-Forum Stuttgart (infos e.V.), GI- / ACM-Regionalgruppe
Stuttgart / Bblingen, Institut fr Visualisierung und Interaktive Systeme der Universitt Stuttgart and SFB-TRR 161,
2016-11-28, archived (https://web.archive.org/web/20171115204824/https://www.visus.uni-stuttgart.de/presse-und-me
dien/news/detailansicht/article/50-jahre-computer-mit-der-maus.html) from the original on 2017-11-15, retrieved
2017-11-15
Borchers, Detlef (2016-12-10), 50 Jahre Mensch-Maschine-Interaktion: Finger oder Kugel? (https://www.heise.de/new
sticker/meldung/50-Jahre-Mensch-Maschine-Interaktion-Finger-oder-Kugel-3567899.html) (in German), Heise Online,
archived (https://web.archive.org/web/20171115234257/https://www.heise.de/newsticker/meldung/50-Jahre-Mensch-
Maschine-Interaktion-Finger-oder-Kugel-3567899.html) from the original on 2017-11-15, retrieved 2017-11-15
Yacoub, Mousa; Turfa, Majd; Maurer, Fabian (2016-08-19). Reverse Engineering of the Computer Mouse RKS 100 (h
ttps://www.informatik.uni-stuttgart.de/studium/interessierte/bsc-studiengaenge/informatik/projekt-inf/2016-08-19/Proje
kt-INF-YacoubTurfaMaurer.pdf) (PDF). Archived (https://web.archive.org/web/20171115205037/https://www.informati
k.uni-stuttgart.de/studium/interessierte/bsc-studiengaenge/informatik/projekt-inf/2016-08-19/Projekt-INF-YacoubTurfa
Maurer.pdf) (PDF) from the original on 2017-11-15. Retrieved 2017-11-15. (NB. Contains some historical photos.)

External links
The video segment (https://www.youtube.com/watch?v=yJDv-zdhzMY&t=33m37s) of The Mother of All Demos with
Doug Engelbart showing the device from 1968

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