lcd touch screen wiki pricelist

A touchscreen or touch screen is the assembly of both an input ("touch panel") and output ("display") device. The touch panel is normally layered on the top of an electronic visual display of an electronic device.

A user can give input or control the information processing system through simple or multi-touch gestures by touching the screen with a special stylus or one or more fingers.zooming to increase the text size.

The touchscreen enables the user to interact directly with what is displayed, rather than using a mouse, touchpad, or other such devices (other than a stylus, which is optional for most modern touchscreens).

Touchscreens are common in devices such as smartphones, handheld game consoles, personal computers, electronic voting machines, automated teller machines and point-of-sale (POS) systems. They can also be attached to computers or, as terminals, to networks. They play a prominent role in the design of digital appliances such as personal digital assistants (PDAs) and some e-readers. Touchscreens are also important in educational settings such as classrooms or on college campuses.

The popularity of smartphones, tablets, and many types of information appliances is driving the demand and acceptance of common touchscreens for portable and functional electronics. Touchscreens are found in the medical field, heavy industry, automated teller machines (ATMs), and kiosks such as museum displays or room automation, where keyboard and mouse systems do not allow a suitably intuitive, rapid, or accurate interaction by the user with the display"s content.

Historically, the touchscreen sensor and its accompanying controller-based firmware have been made available by a wide array of after-market system integrators, and not by display, chip, or motherboard manufacturers. Display manufacturers and chip manufacturers have acknowledged the trend toward acceptance of touchscreens as a user interface component and have begun to integrate touchscreens into the fundamental design of their products.

The prototypeCERNFrank Beck, a British electronics engineer, for the control room of CERN"s accelerator SPS (Super Proton Synchrotron). This was a further development of the self-capacitance screen (right), also developed by Stumpe at CERN

One predecessor of the modern touch screen includes stylus based systems. In 1946, a patent was filed by Philco Company for a stylus designed for sports telecasting which, when placed against an intermediate cathode ray tube display (CRT) would amplify and add to the original signal. Effectively, this was used for temporarily drawing arrows or circles onto a live television broadcast, as described in US 2487641A, Denk, William E, "Electronic pointer for television images", issued 1949-11-08. Later inventions built upon this system to free telewriting styli from their mechanical bindings. By transcribing what a user draws onto a computer, it could be saved for future use. See US 3089918A, Graham, Robert E, "Telewriting apparatus", issued 1963-05-14.

The first version of a touchscreen which operated independently of the light produced from the screen was patented by AT&T Corporation US 3016421A, Harmon, Leon D, "Electrographic transmitter", issued 1962-01-09. This touchscreen utilized a matrix of collimated lights shining orthogonally across the touch surface. When a beam is interrupted by a stylus, the photodetectors which no longer are receiving a signal can be used to determine where the interruption is. Later iterations of matrix based touchscreens built upon this by adding more emitters and detectors to improve resolution, pulsing emitters to improve optical signal to noise ratio, and a nonorthogonal matrix to remove shadow readings when using multi-touch.

The first finger driven touch screen was developed by Eric Johnson, of the Royal Radar Establishment located in Malvern, England, who described his work on capacitive touchscreens in a short article published in 1965Frank Beck and Bent Stumpe, engineers from CERN (European Organization for Nuclear Research), developed a transparent touchscreen in the early 1970s,In the mid-1960s, another precursor of touchscreens, an ultrasonic-curtain-based pointing device in front of a terminal display, had been developed by a team around Rainer Mallebrein[de] at Telefunken Konstanz for an air traffic control system.Einrichtung" ("touch input facility") for the SIG 50 terminal utilizing a conductively coated glass screen in front of the display.

In 1972, a group at the University of Illinois filed for a patent on an optical touchscreenMagnavox Plato IV Student Terminal and thousands were built for this purpose. These touchscreens had a crossed array of 16×16 infrared position sensors, each composed of an LED on one edge of the screen and a matched phototransistor on the other edge, all mounted in front of a monochrome plasma display panel. This arrangement could sense any fingertip-sized opaque object in close proximity to the screen. A similar touchscreen was used on the HP-150 starting in 1983. The HP 150 was one of the world"s earliest commercial touchscreen computers.infrared transmitters and receivers around the bezel of a 9-inch Sony cathode ray tube (CRT).

In 1977, an American company, Elographics – in partnership with Siemens – began work on developing a transparent implementation of an existing opaque touchpad technology, U.S. patent No. 3,911,215, October 7, 1975, which had been developed by Elographics" founder George Samuel Hurst.World"s Fair at Knoxville in 1982.

In 1984, Fujitsu released a touch pad for the Micro 16 to accommodate the complexity of kanji characters, which were stored as tiled graphics.Sega released the Terebi Oekaki, also known as the Sega Graphic Board, for the SG-1000 video game console and SC-3000 home computer. It consisted of a plastic pen and a plastic board with a transparent window where pen presses are detected. It was used primarily with a drawing software application.

Touch-sensitive control-display units (CDUs) were evaluated for commercial aircraft flight decks in the early 1980s. Initial research showed that a touch interface would reduce pilot workload as the crew could then select waypoints, functions and actions, rather than be "head down" typing latitudes, longitudes, and waypoint codes on a keyboard. An effective integration of this technology was aimed at helping flight crews maintain a high level of situational awareness of all major aspects of the vehicle operations including the flight path, the functioning of various aircraft systems, and moment-to-moment human interactions.

In the early 1980s, General Motors tasked its Delco Electronics division with a project aimed at replacing an automobile"s non-essential functions (i.e. other than throttle, transmission, braking, and steering) from mechanical or electro-mechanical systems with solid state alternatives wherever possible. The finished device was dubbed the ECC for "Electronic Control Center", a digital computer and software control system hardwired to various peripheral sensors, servos, solenoids, antenna and a monochrome CRT touchscreen that functioned both as display and sole method of input.stereo, fan, heater and air conditioner controls and displays, and was capable of providing very detailed and specific information about the vehicle"s cumulative and current operating status in real time. The ECC was standard equipment on the 1985–1989 Buick Riviera and later the 1988–1989 Buick Reatta, but was unpopular with consumers—partly due to the technophobia of some traditional Buick customers, but mostly because of costly technical problems suffered by the ECC"s touchscreen which would render climate control or stereo operation impossible.

Multi-touch technology began in 1982, when the University of Toronto"s Input Research Group developed the first human-input multi-touch system, using a frosted-glass panel with a camera placed behind the glass. In 1985, the University of Toronto group, including Bill Buxton, developed a multi-touch tablet that used capacitance rather than bulky camera-based optical sensing systems (see History of multi-touch).

The first commercially available graphical point-of-sale (POS) software was demonstrated on the 16-bit Atari 520ST color computer. It featured a color touchscreen widget-driven interface.COMDEX expo in 1986.

In 1987, Casio launched the Casio PB-1000 pocket computer with a touchscreen consisting of a 4×4 matrix, resulting in 16 touch areas in its small LCD graphic screen.

Touchscreens had a bad reputation of being imprecise until 1988. Most user-interface books would state that touchscreen selections were limited to targets larger than the average finger. At the time, selections were done in such a way that a target was selected as soon as the finger came over it, and the corresponding action was performed immediately. Errors were common, due to parallax or calibration problems, leading to user frustration. "Lift-off strategy"University of Maryland Human–Computer Interaction Lab (HCIL). As users touch the screen, feedback is provided as to what will be selected: users can adjust the position of the finger, and the action takes place only when the finger is lifted off the screen. This allowed the selection of small targets, down to a single pixel on a 640×480 Video Graphics Array (VGA) screen (a standard of that time).

Sears et al. (1990)human–computer interaction of the time, describing gestures such as rotating knobs, adjusting sliders, and swiping the screen to activate a switch (or a U-shaped gesture for a toggle switch). The HCIL team developed and studied small touchscreen keyboards (including a study that showed users could type at 25 wpm on a touchscreen keyboard), aiding their introduction on mobile devices. They also designed and implemented multi-touch gestures such as selecting a range of a line, connecting objects, and a "tap-click" gesture to select while maintaining location with another finger.

In 1990, HCIL demonstrated a touchscreen slider,lock screen patent litigation between Apple and other touchscreen mobile phone vendors (in relation to

An early attempt at a handheld game console with touchscreen controls was Sega"s intended successor to the Game Gear, though the device was ultimately shelved and never released due to the expensive cost of touchscreen technology in the early 1990s.

Touchscreens would not be popularly used for video games until the release of the Nintendo DS in 2004.Apple Watch being released with a force-sensitive display in April 2015.

In 2007, 93% of touchscreens shipped were resistive and only 4% were projected capacitance. In 2013, 3% of touchscreens shipped were resistive and 90% were projected capacitance.

A resistive touchscreen panel comprises several thin layers, the most important of which are two transparent electrically resistive layers facing each other with a thin gap between. The top layer (that which is touched) has a coating on the underside surface; just beneath it is a similar resistive layer on top of its substrate. One layer has conductive connections along its sides, the other along top and bottom. A voltage is applied to one layer and sensed by the other. When an object, such as a fingertip or stylus tip, presses down onto the outer surface, the two layers touch to become connected at that point.voltage dividers, one axis at a time. By rapidly switching between each layer, the position of pressure on the screen can be detected.

Resistive touch is used in restaurants, factories and hospitals due to its high tolerance for liquids and contaminants. A major benefit of resistive-touch technology is its low cost. Additionally, as only sufficient pressure is necessary for the touch to be sensed, they may be used with gloves on, or by using anything rigid as a finger substitute. Disadvantages include the need to press down, and a risk of damage by sharp objects. Resistive touchscreens also suffer from poorer contrast, due to having additional reflections (i.e. glare) from the layers of material placed over the screen.3DS family, and the Wii U GamePad.

Surface acoustic wave (SAW) technology uses ultrasonic waves that pass over the touchscreen panel. When the panel is touched, a portion of the wave is absorbed. The change in ultrasonic waves is processed by the controller to determine the position of the touch event. Surface acoustic wave touchscreen panels can be damaged by outside elements. Contaminants on the surface can also interfere with the functionality of the touchscreen.

The Casio TC500 Capacitive touch sensor watch from 1983, with angled light exposing the touch sensor pads and traces etched onto the top watch glass surface.

A capacitive touchscreen panel consists of an insulator, such as glass, coated with a transparent conductor, such as indium tin oxide (ITO).electrostatic field, measurable as a change in capacitance. Different technologies may be used to determine the location of the touch. The location is then sent to the controller for processing. Touchscreens that use silver instead of ITO exist, as ITO causes several environmental problems due to the use of indium.complementary metal–oxide–semiconductor (CMOS) application-specific integrated circuit (ASIC) chip, which in turn usually sends the signals to a CMOS digital signal processor (DSP) for processing.

Unlike a resistive touchscreen, some capacitive touchscreens cannot be used to detect a finger through electrically insulating material, such as gloves. This disadvantage especially affects usability in consumer electronics, such as touch tablet PCs and capacitive smartphones in cold weather when people may be wearing gloves. It can be overcome with a special capacitive stylus, or a special-application glove with an embroidered patch of conductive thread allowing electrical contact with the user"s fingertip.

A low-quality switching-mode power supply unit with an accordingly unstable, noisy voltage may temporarily interfere with the precision, accuracy and sensitivity of capacitive touch screens.

Some capacitive display manufacturers continue to develop thinner and more accurate touchscreens. Those for mobile devices are now being produced with "in-cell" technology, such as in Samsung"s Super AMOLED screens, that eliminates a layer by building the capacitors inside the display itself. This type of touchscreen reduces the visible distance between the user"s finger and what the user is touching on the screen, reducing the thickness and weight of the display, which is desirable in smartphones.

In this basic technology, only one side of the insulator is coated with a conductive layer. A small voltage is applied to the layer, resulting in a uniform electrostatic field. When a conductor, such as a human finger, touches the uncoated surface, a capacitor is dynamically formed. The sensor"s controller can determine the location of the touch indirectly from the change in the capacitance as measured from the four corners of the panel. As it has no moving parts, it is moderately durable but has limited resolution, is prone to false signals from parasitic capacitive coupling, and needs calibration during manufacture. It is therefore most often used in simple applications such as industrial controls and kiosks.

This diagram shows how eight inputs to a lattice touchscreen or keypad creates 28 unique intersections, as opposed to 16 intersections created using a standard x/y multiplexed touchscreen .

Projected capacitive touch (PCT; also PCAP) technology is a variant of capacitive touch technology but where sensitivity to touch, accuracy, resolution and speed of touch have been greatly improved by the use of a simple form of

Some modern PCT touch screens are composed of thousands of discrete keys,etching a single conductive layer to form a grid pattern of electrodes, by etching two separate, perpendicular layers of conductive material with parallel lines or tracks to form a grid, or by forming an x/y grid of fine, insulation coated wires in a single layer . The number of fingers that can be detected simultaneously is determined by the number of cross-over points (x * y) . However, the number of cross-over points can be almost doubled by using a diagonal lattice layout, where, instead of x elements only ever crossing y elements, each conductive element crosses every other element .

In some designs, voltage applied to this grid creates a uniform electrostatic field, which can be measured. When a conductive object, such as a finger, comes into contact with a PCT panel, it distorts the local electrostatic field at that point. This is measurable as a change in capacitance. If a finger bridges the gap between two of the "tracks", the charge field is further interrupted and detected by the controller. The capacitance can be changed and measured at every individual point on the grid. This system is able to accurately track touches.

Unlike traditional capacitive touch technology, it is possible for a PCT system to sense a passive stylus or gloved finger. However, moisture on the surface of the panel, high humidity, or collected dust can interfere with performance.

These environmental factors, however, are not a problem with "fine wire" based touchscreens due to the fact that wire based touchscreens have a much lower "parasitic" capacitance, and there is greater distance between neighbouring conductors.

This is a common PCT approach, which makes use of the fact that most conductive objects are able to hold a charge if they are very close together. In mutual capacitive sensors, a capacitor is inherently formed by the row trace and column trace at each intersection of the grid. A 16×14 array, for example, would have 224 independent capacitors. A voltage is applied to the rows or columns. Bringing a finger or conductive stylus close to the surface of the sensor changes the local electrostatic field, which in turn reduces the mutual capacitance. The capacitance change at every individual point on the grid can be measured to accurately determine the touch location by measuring the voltage in the other axis. Mutual capacitance allows multi-touch operation where multiple fingers, palms or styli can be accurately tracked at the same time.

Self-capacitive touch screen layers are used on mobile phones such as the Sony Xperia Sola,Samsung Galaxy S4, Galaxy Note 3, Galaxy S5, and Galaxy Alpha.

Self capacitance is far more sensitive than mutual capacitance and is mainly used for single touch, simple gesturing and proximity sensing where the finger does not even have to touch the glass surface.

Capacitive touchscreens do not necessarily need to be operated by a finger, but until recently the special styli required could be quite expensive to purchase. The cost of this technology has fallen greatly in recent years and capacitive styli are now widely available for a nominal charge, and often given away free with mobile accessories. These consist of an electrically conductive shaft with a soft conductive rubber tip, thereby resistively connecting the fingers to the tip of the stylus.

Infrared sensors mounted around the display watch for a user"s touchscreen input on this PLATO V terminal in 1981. The monochromatic plasma display"s characteristic orange glow is illustrated.

An infrared touchscreen uses an array of X-Y infrared LED and photodetector pairs around the edges of the screen to detect a disruption in the pattern of LED beams. These LED beams cross each other in vertical and horizontal patterns. This helps the sensors pick up the exact location of the touch. A major benefit of such a system is that it can detect essentially any opaque object including a finger, gloved finger, stylus or pen. It is generally used in outdoor applications and POS systems that cannot rely on a conductor (such as a bare finger) to activate the touchscreen. Unlike capacitive touchscreens, infrared touchscreens do not require any patterning on the glass which increases durability and optical clarity of the overall system. Infrared touchscreens are sensitive to dirt and dust that can interfere with the infrared beams, and suffer from parallax in curved surfaces and accidental press when the user hovers a finger over the screen while searching for the item to be selected.

A translucent acrylic sheet is used as a rear-projection screen to display information. The edges of the acrylic sheet are illuminated by infrared LEDs, and infrared cameras are focused on the back of the sheet. Objects placed on the sheet are detectable by the cameras. When the sheet is touched by the user, frustrated total internal reflection results in leakage of infrared light which peaks at the points of maximum pressure, indicating the user"s touch location. Microsoft"s PixelSense tablets use this technology.

Optical touchscreens are a relatively modern development in touchscreen technology, in which two or more image sensors (such as CMOS sensors) are placed around the edges (mostly the corners) of the screen. Infrared backlights are placed in the sensor"s field of view on the opposite side of the screen. A touch blocks some lights from the sensors, and the location and size of the touching object can be calculated (see visual hull). This technology is growing in popularity due to its scalability, versatility, and affordability for larger touchscreens.

Introduced in 2002 by 3M, this system detects a touch by using sensors to measure the piezoelectricity in the glass. Complex algorithms interpret this information and provide the actual location of the touch.

The key to this technology is that a touch at any one position on the surface generates a sound wave in the substrate which then produces a unique combined signal as measured by three or more tiny transducers attached to the edges of the touchscreen. The digitized signal is compared to a list corresponding to every position on the surface, determining the touch location. A moving touch is tracked by rapid repetition of this process. Extraneous and ambient sounds are ignored since they do not match any stored sound profile. The technology differs from other sound-based technologies by using a simple look-up method rather than expensive signal-processing hardware. As with the dispersive signal technology system, a motionless finger cannot be detected after the initial touch. However, for the same reason, the touch recognition is not disrupted by any resting objects. The technology was created by SoundTouch Ltd in the early 2000s, as described by the patent family EP1852772, and introduced to the market by Tyco International"s Elo division in 2006 as Acoustic Pulse Recognition.

There are several principal ways to build a touchscreen. The key goals are to recognize one or more fingers touching a display, to interpret the command that this represents, and to communicate the command to the appropriate application.

Dispersive-signal technology measures the piezoelectric effect—the voltage generated when mechanical force is applied to a material—that occurs chemically when a strengthened glass substrate is touched.

There are two infrared-based approaches. In one, an array of sensors detects a finger touching or almost touching the display, thereby interrupting infrared light beams projected over the screen. In the other, bottom-mounted infrared cameras record heat from screen touches.

The development of multi-touch screens facilitated the tracking of more than one finger on the screen; thus, operations that require more than one finger are possible. These devices also allow multiple users to interact with the touchscreen simultaneously.

With the growing use of touchscreens, the cost of touchscreen technology is routinely absorbed into the products that incorporate it and is nearly eliminated. Touchscreen technology has demonstrated reliability and is found in airplanes, automobiles, gaming consoles, machine control systems, appliances, and handheld display devices including cellphones; the touchscreen market for mobile devices was projected to produce US$5 billion by 2009.

The ability to accurately point on the screen itself is also advancing with the emerging graphics tablet-screen hybrids. Polyvinylidene fluoride (PVDF) plays a major role in this innovation due its high piezoelectric properties, which allow the tablet to sense pressure, making such things as digital painting behave more like paper and pencil.

TapSense, announced in October 2011, allows touchscreens to distinguish what part of the hand was used for input, such as the fingertip, knuckle and fingernail. This could be used in a variety of ways, for example, to copy and paste, to capitalize letters, to activate different drawing modes, etc.

For touchscreens to be effective input devices, users must be able to accurately select targets and avoid accidental selection of adjacent targets. The design of touchscreen interfaces should reflect technical capabilities of the system, ergonomics, cognitive psychology and human physiology.

Guidelines for touchscreen designs were first developed in the 2000s, based on early research and actual use of older systems, typically using infrared grids—which were highly dependent on the size of the user"s fingers. These guidelines are less relevant for the bulk of modern touch devices which use capacitive or resistive touch technology.

Much more important is the accuracy humans have in selecting targets with their finger or a pen stylus. The accuracy of user selection varies by position on the screen: users are most accurate at the center, less so at the left and right edges, and least accurate at the top edge and especially the bottom edge. The R95 accuracy (required radius for 95% target accuracy) varies from 7 mm (0.28 in) in the center to 12 mm (0.47 in) in the lower corners.

This user inaccuracy is a result of parallax, visual acuity and the speed of the feedback loop between the eyes and fingers. The precision of the human finger alone is much, much higher than this, so when assistive technologies are provided—such as on-screen magnifiers—users can move their finger (once in contact with the screen) with precision as small as 0.1 mm (0.004 in).

Users of handheld and portable touchscreen devices hold them in a variety of ways, and routinely change their method of holding and selection to suit the position and type of input. There are four basic types of handheld interaction:

Touchscreens are often used with haptic response systems. A common example of this technology is the vibratory feedback provided when a button on the touchscreen is tapped. Haptics are used to improve the user"s experience with touchscreens by providing simulated tactile feedback, and can be designed to react immediately, partly countering on-screen response latency. Research from the University of Glasgow (Brewster, Chohan, and Brown, 2007; and more recently Hogan) demonstrates that touchscreen users reduce input errors (by 20%), increase input speed (by 20%), and lower their cognitive load (by 40%) when touchscreens are combined with haptics or tactile feedback. On top of this, a study conducted in 2013 by Boston College explored the effects that touchscreens haptic stimulation had on triggering psychological ownership of a product. Their research concluded that a touchscreens ability to incorporate high amounts of haptic involvement resulted in customers feeling more endowment to the products they were designing or buying. The study also reported that consumers using a touchscreen were willing to accept a higher price point for the items they were purchasing.

Unsupported touchscreens are still fairly common in applications such as ATMs and data kiosks, but are not an issue as the typical user only engages for brief and widely spaced periods.

Touchscreens can suffer from the problem of fingerprints on the display. This can be mitigated by the use of materials with optical coatings designed to reduce the visible effects of fingerprint oils. Most modern smartphones have oleophobic coatings, which lessen the amount of oil residue. Another option is to install a matte-finish anti-glare screen protector, which creates a slightly roughened surface that does not easily retain smudges.

Touchscreens do not work most of the time when the user wears gloves. The thickness of the glove and the material they are made of play a significant role on that and the ability of a touchscreen to pick up a touch.

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lcd touch screen wiki pricelist

Certified resistive, projected capacitive (PCAP) touch screens and PenMount touch screen controllers meeting international standards, ISO, UL E331240-A1-UL, REACH, and RoHS. All touch screen products are supplied with flexible production quantity and long term support. Over 20 year experience in touch panel industry. Supplies resistive and projected capacitive touch panels, touch controllers, LCDs, optical bonding, open frame touch monitors, touch display products. Based in Taiwan, AMT is a manufacturer of resistive and projected capacitive (PCAP) touch screens, and PenMount touch screen controllers for the industrial, medical, and commercial sectors. since 1998.

lcd touch screen wiki pricelist

The default A20-OLinuXino image is set for a HDMI display and 720p resolution. To use LCD with A20-OLinuXino you need to set proper display settings. Explanation of how to do it via the default script might be found in the wiki article for A20-OLinuXino: https://www.olimex.com/wiki/A20-OLinuXino-MICRO

You would need to change the configuration file via the ./change_display* script. Detailed information might be found at the wiki article of your OLinuXino board.

lcd touch screen wiki pricelist

Yes. You can tap on the screen to select titles or pause music. Or, swipe from the left edge to the right to go back, or swipe up from the bottom edge to access settings.

Yes. Google Assistant on Lenovo Smart Display is there to be helpful to all. At the most basic level, it has graphical/text content for many of its features. For example, it displays text for Search answers. In addition, for those who are hard of hearing, they can activate closed-captions style voice transcriptions in order to be able to read exactly what the Google Assistant is saying. There are also other additional accessibility features, including a screen reader, color inversion, and screen magnification.

lcd touch screen wiki pricelist

The displays have rounded corners. When measured diagonally as a rectangle, the iPad Pro 12.9‑inch screen is 12.9 inches, the iPad Pro 11‑inch screen is 11 inches, the iPad Air screen is 10.86 inches, the iPad screen is 10.86 inches, and the iPad mini screen is 8.3 inches. Actual viewable area is less.

lcd touch screen wiki pricelist

Working on a computer at an early age helps build fundamental skills needed later on in life. At a young age a child can learn how to fully operate the basic external hardware of a computer like the screen, keyboard, or mouse. With enough exposure to computers and their components, a student can become more efficient for the following years of school and even their future career.

Phablets, a portmanteau of "Phone" and "Tablet", were first pioneered in 2007 by HTC. The concept was an original hybridization, borrowing the large, touchscreen display from a tablet computer and the functionality and size from a mobile cellular phone. The idea was eventually adopted by other large manufacturers including LG (GW990) and Nokia (N810), and underwent several different phases. The early generations had, in addition to a touchscreen, physical keyboards whereas the later ones do not. The Verizon Streak, produced and carried by the network, was released in 2009. Unlike most others at the time, it was restricted to phone and internet use within the household only. The current style of phablets was not popularized until 2011, after the launch of the Samsung Galaxy Note, (Android) which featured a 5.3" inch display and a removable stylus.

Laptops are thin computers that contain a keyboard and monitor folded on top of each other so that the top half is the visual display and the bottom half is the input. Laptops are commonly called "notebooks" do to this folding feature and their thin appearance. Recently, touch screens have been introduced into some laptops allowing some operating systems like Windows 8 to open applications with the touch of a finger. While laptops are comparable to desktops in their use, their smaller size results in some small amounts of the computing power and functionality being lost. However, their compact size allows them to be stored when not in use and the familiar "nest" of wires associated with linking up a desktop is reduced to a single power cord. Laptops are also better at "creating" fully functional content when compared to a Tablet or Mobile Device (such as a cell phone). If you require the ability to write reports or long e-mails, to use a spreadsheet in order to crunch numbers, to create a "PowerPoint" presentation, to rearrange music libraries or photo albums, or to edit pictures then you will need a desktop, laptop or a netbook. Tablets and Mobile Devices are more designed to consume content than to create.

Tablets are smaller than laptop PCs, very lightweight, and extremely easy to carry, but they lack the processing power of a laptop as well as a keyboard input. They rely, instead, on a stylus and touch screen. For those who are hardcore gamers, giving business presentations, or conducting heavy research a tablet doesn"t offer the speed and efficiency that is needed to complete these tasks. However, if a person is more of a casual internet surfer or "lightweight" game player then a tablet can handle what computing is needed to do this. They can browse the web relatively easy and stream movies or Youtube videos too. It should also be noted that tablets have become handy for other lightweight tasks involved with simple music/DJ production like FX and mixing as well as live sequencing. Some artists and designers are now using their tablets for preliminary sketches that they transfer into design software and programs on a full powered laptop later on as well.

Netbooks are similar to laptops but differ in size as well as processing. While netbooks are smaller versions of laptops, they have been designed, to the best of their ability, to have the same functionality as laptops and PCs. A netbook"s computer display will rarely reach above 10" or 12", and are more commonly smaller than this, whereas some laptops can contain up to 15.5" of display screen. Netbooks have been around since 2008, roughly, and have revolved around their ability to connect to mobile networks such as the wifi at your local cafe or restaurant. Because of this feature, it has changed the laptop industry and has been heralded as a revolutionary and pivotal focal point in the production of laptops and netbooks. Since then this capability has now become a standard among both. Even though they don"t maintain some of the functionality and computing power as their desktop and laptop counterparts, they are still capable of word processing, mathematical computation, and other productivity programs that businessmen and students use. On top of that, they are also extremely durable and affordable which make them perfect for educational tools. Students will find them easy to manage, organize, and carry around as well as a "distraction free" resource because of their minimalistic capabilities. Couple these advantages with internet access to mobile hotspots such as school libraries and it can be easily seen why this device had dominated the market for so long. It has only been a recent trend for individuals to pick up the tablet despite it"s rudimentary processing power and it has been speculated that this is due to the tablet"s sleek design and effective marketing strategy toward the younger generation.

Now that you know the history of how the internet came to be, it"s time to start exploring. You double-click your browser of choice, the screen opens up... and you start drawing blanks. "Where do I go from here?" you might start asking yourself. Just take a deep breath; using the internet isn"t as complicated as you might think. The most important thing to understand before you start browsing through the cornucopia of online resources is the URL, (Uniform Resource Locator.) The URL uniquely identifies a specific Web page. The URL is composed of a communication protocol, (typically HTTP or HTTPS,) a domain, and a page. If you want to have your own website, you have to buy the domain name and then build upon your address.

Due to the relative ease of accessing virtually any sort of information on the internet, every user will encounter the scenario of verifying the credibility of that piece of information. It is estimated that there are over 200 billion web pages, yet search engines cover less than a quarter of that figure. This leads to the fact that the internet is bound to provide both accurate and inaccurate information, which therefore places the responsibility of validating what was found on the user. For example, because Wikipedia provides such an extensive database of human knowledge freely and the ability for any person to edit many of the articles, it became apparent early on that there was a sort of “vandalism” taking place. Users would purposefully make false claims relating to that article for entertainment, and this constant abuse of the system inevitably led to a somewhat damaged reputation for the reliability of the site. However, over the years, Wikipedia has improved itself with updated methods of deterring vandalism to provide for more accurate information.

Wikipedia is only one site of billions, though. To obtain reliable information means for a user of the internet to question literally every site. According to Virginia Tech, this “questioning” is composed of five fundamental aspects: authority, coverage, objectivity, accuracy, and currency. Authority relates directly to the source of the information on that page. A user must take into consideration who is creating the information and the associations of the author(s) to other persons or groups (e.g. URL, reputation, expertise). Next, coverage questions the depth of the relevant information. This requires the user to examine the page and determine whether the information is actually useful or not. Objectivity is another crucial component because it examines inherent bias that authors use to further their goals. The information must be factual instead of distorted to persuade the user into taking a side. Accuracy is arguably the most important because it tests the validity of the information. For example, if the page contains a claim that completely contradicts the scientific community, it might be good reason to determine that everything else be read with a skeptical mindset. Lastly, currency examines how up-to-date the page is compared to the present time. If there are multiple updates frequently with links that are still alive (that is, they do not redirect the user to a dead page) then the user can feel confident that the author is providing information that is relevant to today.

9) Before a computer can execute any program instruction, such as requesting input from the user, moving a file from one storage device to another, or opening a new window on the screen, it must convert the instruction into a binary code known as ____________.

While not all computing devices have keyboards they do have supplements, such as a on-screen touch keyboard. Many phones used to have a slide out keyboard for those who prefer an actual physical keyboard. But technology has moved toward touch screen phones which don"t require the slide out keyboard. Examples include the Apple iPhone and the Samsung Galaxy. Furthermore, you can purchase physical keyboards to connect into tablets. All of these additional keyboards that you could add to devices are most likely membrane keyboards. Membrane keyboards are the cheapest and most common types of keyboards. The other growing type of keyboards are mechanical keyboards. When you type on a membrane keyboard you complete a circuit which produces the data on screen, which generally makes little to no sound and gives no tactile feedback. For many gamers and avid typist, they would use a mechanical keyboard, which has the point of contact directly beneath the each key. This gives a better tactile feedback along with a faster typing speed, but generally cost much more than membrane keyboards.

Lastly, there are keyboards made simply to be more convenient for the consumer. These include the wireless keyboard, which connects to a computer via Bluetooth, the compact keyboard, made for laptops and other portable devices, and the virtual (or touch screen) keyboard which is found mostly on mobile devices and tablets.

The first keyboards were called QWERTY keyboards named after the six letters in sequential order on the top left hand side of the keyboard. Surprisingly, the keyboard was actually designed to make typing as slow and difficult as possible. This is due to the fact that the very first design of the first typing machine developed by a man named Christopher Latham Scholes back in 1873 was originally set up in alphabetical order. After some time, it was typical for keys to get jammed together due to fast typing. This prompted Scholes to redesign the machine with the letters most commonly used as far away from each other as possible to avoid jamming. By making the user slow down, his new design became a success. It wasn’t until the 1960’s that a couple by the name of Bob and Joan Crozier came up with the idea that there was a need to integrate computer technology into business. At that time, there were only large mainframe computers available. The couple came up with a device that had keyboard switches, which led to more understanding about the growing need for such a device. By the 1970’s, the first keyboards were born. They had to be put together one switch at a time which was a lengthy process. Later in this decade, the first ever personal computers were developed. The keyboard was not attached to these computers so they required an IBM electric typewriter to be attached. By the 1980’s, IBM launched its first personal computers with their famous model M keyboards attached. This model came with some problems as it was criticized for its Enter and Shift keys being too small. IBM came up with keyboard expanders to fit the keyboard and enlarge the keys. By the 1990’s, Membrane switches became available to replace individual keys. This was also the decade that the laptop computer became available, making Membrane Switches to increase in popularity. The last decade has seen advancement in the design of the keyboard with the release of ergonomic keyboards that lessen the chance for a user to be injured due to overuse. Today, the modern keyboard faces extinction as the use of touch screen devices and voice recognition are taking the center stage of computer input.

In addition to using a mouse, many computing devices allow for the use of a pen or stylus. The pens input could be drawing, writing, or tapping on the screen. The stylus is often just a piece of plastic solely used to touch the screen, and that’s it. However, other stylus pens can detect the amount of pressure that is applied to the screen allowing you to have a more precise input. The stylus has a smooth rounded tip so it would not harm the screen it is used with, and may also contain buttons so it could be similar to a mouse and execute similar functions. The stylus is used in a way similar to using pen and paper. It is used in areas like photography, graphic design, animation, industrial design, and healthcare. There are even certain gestures that a pen can read to complete a task. Flicking the pen up, for instance, could delete something, print, or copy. Stylus pens are beneficial for people with long nails, or are wearing gloves; there"s nothing more annoying than having to take off gloves in the winter to have to use a touch screen device. Many smartphones like the Samsung Galaxy Note 3 have a pen stylus included. These phones allow the user to use the screen to its fullest since the screen is so large, the phone embraces being able to use two hands while doing something on the phone.

Touch screens are electronic visual displays which allow a user to interact with programs by using simple touch-based movements. Through the use of a special stylus/pen and/or one or multiple fingers, the user can interact with the content being displayed in multiple ways allowing actions such as scrolling, zooming, rotating, dragging, and dropping items to be handled with ease without the need for a pointer or mouse. Because the touch screen interface can be used with practically any PC software and is useful in a variety of applications, mobile phones, tablets, desktops, laptops, and surface computers have taken advantage of this technology. It can be found in museums, consumer kiosks, newsrooms, automated teller machines (ATMs), medical field, etc. There are many touch screen technologies that have different methods of sensing touch, such as resistive, surface acoustic wave (SAW), capacitive, infrared grid, infrared acrylic projection, optical imaging, dispersive signal, and acoustic pulse recognition. They can recognize multiple inputs allowing for more than one person to operate the device at the same time as well as verify and pinpoint multiple objects that are place on them or near. Systems that use a stylus can recognize the differences in pressure applied to the screen and may even contain buttons to aid in "right-clicking" on an object.

A popular security option, which is now becoming standard on laptops and certain external hard drives, is fingerprint scanners. Small "touch screens" are placed adjacent to keyboards (or in the case of hard drives, on top of the hard drive) to prompt users to use their finger print as a means of secure login. Until recently, such hardware was expensive and unreliable. This means of input has been adapted by certain companies to increase security measures and provide peace of mind to clients (often in the case of physical cloud security). This technology was science fiction until recently and it has caught on in government use all the way down to the individual.

Examples of other pointing devices can be seen in gaming. A popular pointing device in video games is the joystick. Joysticks are moved by hand to point to an on-screen object, such as a character, and then a button or buttons are pressed to execute an action, for example jumping. Gamepads are also examples of pointing devices, performing similar functions to the joystick but held fully in hand instead. Another example of a pointing gaming device is a proprietary controller, such as the Wii remote. These devices are motion sensitive and require the controller to point into a sensor, which will move accordingly with an on-screen pointer. A trackball is a pointing device consisting of a ball in a socket, similar to an upside-down mouse, that the user rolls with the thumb, fingers, or palm. Trackballs are commonly seen on CAD workstations for ease of use. Control buttons and wheels are pointing devices commonly found on handheld gaming devices or portable digital media players. For instance, on an ipod, the user can spin the wheel to scroll through songs, and then click on the desired track. Touch pads are generally rectangular pads that a user can slide a thumb or fingertips across. Tapping the touchpad executes the same action clicking a mouse would. Touch pads are typically found on laptops and notebook computers.

Depending on the device and applications being used, pointing devices can become quite specialized. Theater lighting boards have several different ways to input information due to the vast amount of equipment they can control. These can vary from joysticks to the more common control wheels. These wheels tell the lighting fixture to cycle between colors, change effects, and move on at x/y axis graph displayed on a screen. Besides lighting boards, flight simulators can have numerous input devices, most of which are customized to do a certain task. A number of manufacturers build throttle quadrants and aircraft yokes for use in home simulators. These devices can be set up in minutes, and mimic the movements of the actual aircraft controls. Airlines and colleges take this a step further, using immersive simulator that enclose the operator and mimic the movements of an aircraft in flight. In these simulators, the entire enclosure is one large input device, with each button and knob controlling some function. In addition, an instructor has a workstation where they can input commands and load scenarios to test the person flying the simulator. The full motion simulators used by airlines to train flight crews are perhaps the most complicated computer input devices.

There are many different characteristics of display devices. These include display colors, monitor styles, resolutions, video compatibilities, and the extra abilities these devices may have. Most devices today have color displays but there are a few which still follow a monochromatic color scheme. The Nook eReader is one of these devices. There is also a difference in the type of monitor in the way it is illuminated. The older style devices such as the large, clunky, heavy tv"s and computer screens are lot with cathode-ray tubes (CRT) and because the tubes take up so much room, the devices needed to be much larger. Today most of our devices are flat-panel displays. These displays use a chemical or gas reaction between two thin clear pieces of material to create their display; this is why they are able to be much thinner and lighter than CRT devices.

While your computer has many talents and uses, sometimes it might seem as if there"s not enough of it to go around. Let"s say that there"s a hilarious cat video on Youtube that you"d like to share among thirty of your best friends but there"s not enough room for them all to huddle close before your glowing monitor. Instead of splitting the viewing party up in groups, you can use a data projector. A data projector lets you display what"s on your computer monitor onto a wall or projection screen.pico projectors that can provide a lesser quality but more accessible presentation.

Without even realizing it, we are constantly surrounded by items containing an LCD since they are much thinner and lighter than other displays. Laptop computers, digital clocks, microwave ovens, watches, and many other everyday items all have an LCD. A liquid crystal display works by blocking light as it uses charged liquid crystals that are located between two glass sheets to light up the appropriate pixels using a backlight provided by fluorescent lamps. Conveniently, LCD panels typically already contain those lamps at the rear of the display, hence the term backlight. However, to preserve more energy, today’s new technology has invented light emitting diode displays (LEDs), which are now replacing the fluorescent lamps that were previously used.

LEDs are another flat-panel technology seen in many objects around us like alarm clocks, Christmas lights, and car headlights, etc. An advantage of an LED over an LCD is that they are a lot thinner, have brighter images, color, and quality than an LCD, or even Plasma. Also, since an LED does not require backlighting from fluorescent bulbs, which have a relatively short lifespan, it tends to have a much longer lifespan. As fluorescent lamps burn out more quickly, LEDs are better to use for applications that require turning on and off frequently. Another benefit of LED monitors is the fact that they consume much less power compared to LCDs; LEDs actually consume almost half as much power than an LCD consumes!

The graphics processing unit (GPU) is the chip devoted to rendering images on a display device. Devices either have a video card or an integrated graphics component built directly into the motherboard or the CPU. The GPU is located in the video card or the graphics component of the computing device. This is what determines the quality of the image that can be shown on a monitor. Video cards will usually contain a fan to cool the card. Video cards will either have a memory chip or they are designed to use a portion of the computer’s regular RAM as video RAM instead. Video cards contain between 256 MB and 2 GB of video RAM. The two most common types of interfaces used to connect a monitor to a computer are HDMI (High-Definition Multimedia Interface) and DP (DisplayPort). However, there are still the use of older connectors which include VGA (Video Graphics Array), and DVI (Digital Visual Interface). These are the ports that can be found on a computer to connect it another device, such as a TV screen or a projector. Today, HDMI and DP are widely used not only by large companies, but also by the general public. This allows for high quality connections and single wire capability for interconnect devices, regardless of who makes the computer.

One of the recent advancements is that of Virtual Reality and Augmented Reality devices. These devices display information by immersion rather than by just displaying it on a screen. First, the distinction between Virtual Reality and Augmented Reality is that the former completely immerses the user in a different “virtual” environment while the latter adds or displays information to the current and existing environment. So while virtual reality brings you into a theatre, augmented reality brings the movie to your wall. Both of these are implemented through various devices. There are head-mounted displays. These are displays that are usually worn by the user and are seen through in order to experience either virtual or augmented reality. Those that do virtual reality usually cover the eyes so that the user is completely blocked out of the real world and can be fully immersed in virtual reality. Those that make use of augmented reality are usually see through since the objects are displayed in the real world environment. Then there are hand-held displays which usually only do augmented reality. These usually make use of the devices camera and screen in order to show virtual objects in the real world.

Printers today can be divided into two main categories: impact printers and nonimpact printers. Impact printers (known as dot matrix printers) are the traditional printers that actually strike the paper with ink. Their primary uses are for the production of business forms like packing slips and receipts. On the other side are nonimpact printers. These printers do not touch the paper like impact printers, and there are two common types: laser and inkjet. Laser printers use ink powder or toner and inkjet printers use liquid ink, which both create the images with dots (similar to pixels on a monitor). These dots make up the print resolution, which is known as the dpi (dots per inch). The higher the resolution the sharper the image. General ranges for a dot matrix printer are 60-90 dpi, an inkjet 300-720 dpi, and a laser printer 600-2400 dpi.

A small rectangular-shaped input device, often found on notebook and netbook computers, that is touched with the finger or thumb to control an on-screen pointer and make selections.

The BlackBerry operating system has all of the same features a smart phone does: email access, web browsing, phone calls, play music and video, and send and receive text messages. Most models are not touch screen, with the exception of the Storm and the Torch. Instead of a touch screen, a trackball or track pad is the hardware used for navigation. Because there is no touch screen, the operating system does not require that much battery life to process so the phone stays on longer than others.

Android: Android was created by a group of 30+ mobile technology companies and is based on the Linux operating system. These devices offer the ability to multitask with a split thing (doing two things on the same screen verses switching between tasks). The screen will contain multiple applications that can be bought and downloaded (some for free) from the Android Market.

The PowerPoint presentation graphics program provides the user with several assortment tools and operations for creating and editing slides. With those tools, one is able to add new or delete old slides that are previewed in the slide thumbnail tab area, usually found on the left side of the screen. One is also able to switch to the slide outline tab, which contains only the title and the main text included in the slide. If desired, using the Insert tab, the user can perform additional operations like exporting images, along with adding formatted tables, shapes, symbols, charts, and much more to better express their message. Additionally, to customize the PowerPoint to make it even more dynamic and presentable, text can be animated, and a unique transition can be added to the slides. With animation, text can be set to appear in a specific way in the slide during a slide show. Tons of special effects are provided for the user, including animations to make the text to fly, dissolve, fly, float, or bounce in. Similarly, one is also able to apply special effects to specific slides to transition from one slide to another in a specific manner.

Prezi is one of those free presentation methods. It is Internet based, and similar to PowerPoint. However, it is much more user friendly, as well as interactive. PowerPoint seems to have a set order you have to follow. It goes slide to slide in a single order. With Prezi, if you decide you want to go in a different order or go back to something 6 slides back you simply zoom out a little and click the slide you wanted to return to. Prezi slides are set in a "path" and as you present, the presentation will zoom in and out of each slide which are all present on one master screen. This is much different from PowerPoint"s single slide screens. Prezi has the ability to integrate many different forms of information into your presentation. You can upload YouTube videos, PDFs, Excel spreadsheets, photos, music, and voice overs. You can also time your slides and have them move to the next one automatically like in PowerPoint. However, these things are input through a much simpler process. Instead of all the clicks you have to do in PowerPoint to insert things such as a YouTube video, Prezi has a button labeled "Insert YouTube video" and once you click it, it asks for the video URL. After you ente