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Context sensitivity is ubiquitous in current graphical user interfaces, often in context menus. A user-interface may also provide context sensitive feedback, such as changing the appearance of the mouse pointer or cursor, changing the menu color, or with auditory or tactile feedback.
Razer gaming headsets, keyboard and mouse in 2022 Razer Inc. is an American-Singaporean [ 4 ] [ 5 ] [ 6 ] multinational corporation and technology company that makes, develops, and sells consumer electronics , financial services , and gaming hardware .
The first Razer Naga was announced at Gamescom 2009 [1] and released in August 2009. [2] The first version of the Naga had a total of seventeen buttons, [3] with twelve being on the left side of the mouse, and a switch on the underside of the mouse that maps them to the keyboard's top number buttons or its numeric keypad. [2]
The Razer THX Spatial Audio app will let any Windows user tap into THX's special 3D audio tech.
In general, ergonomic keyboards are designed to keep the user's arms and wrists in a near-neutral position, which means the slant angle (the lateral rotation angle for the keys in each half relative to the axis of the home row in a conventional keyboard) is approximately 10 to 12.5°, the slope (the angle of the keytop surfaces starting from the front edge closer to the user towards the top of ...
Dynamic range is therefore the signal-to-noise ratio (SNR) for the case where the signal is the loudest possible for the system. For example, if the ceiling of a device is 5 V (rms) and the noise floor is 10 μV (rms) then the dynamic range is 500000:1, or 114 dB:
InScript (short for Indic Script) is the decreed standard keyboard layout for Indian scripts using a standard 104- or 105-key layout.This keyboard layout was standardised by the Government of India for inputting text in languages of India written in Brahmic scripts, as well as the Santali language, written in the non-Brahmic Ol Chiki script. [1]
Dynamic game difficulty balancing (DGDB), also known as dynamic difficulty adjustment (DDA), adaptive difficulty or dynamic game balancing (DGB), is the process of automatically changing parameters, scenarios, and behaviors in a video game in real-time, based on the player's ability, in order to avoid making the player bored (if the game is too easy) or frustrated (if it is too hard).