In computers, the X-Y Position Indicator for a Display System is now known as what?
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Computer_mouse.txt Douglas_Engelbart.txt
Computer mouse Douglas Engelbart
A computer mouse is a pointing device (hand control) 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.

Physically, a mouse consists of an object held in one's hand, with one or more buttons. Mice often also feature other elements, such as touch surfaces and "wheels", which enable additional control and dimensional input.

Naming 

The earliest known publication of the term mouse as a computer pointing device is in Bill English's 1965 publication "Computer-Aided Display Control". 

The online Oxford Dictionaries entry for mouse states the plural for the small rodent is mice, while the plural for the small computer connected device is either mice or mouses. The dictionary's usage section states that the more common plural is mice and claims the first recorded use of the plural is mice  (though it cites a 1984 use of mice when there were actually several earlier ones, such as J. C. R. Licklider's "The Computer as a Communication Device" of 1968 ). According to the fifth edition of The American Heritage Dictionary of the English Language the plural can be either "mice" or "mouses". 

History 

The trackball, a related pointing device, was invented in 1941 by Ralph Benjamin as part of a 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.

The device was patented in 1947,  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. 

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. 

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, as it was a secret military project as well.  

On 2 October 1968, a mouse device named ' (German for "rolling ball") was released that had been developed and published by the German company Telefunken. 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 ') that was embedded into radar flight control desks. This had been developed around 1965 by a team led by Rainer Mallebrein at Telefunken  for the German Bundesanstalt für Flugsicherung as part of their TR 86 process computer system with its SIG 100-86  vector graphics terminal.

When the development for the Telefunken main frame  began in 1965,  and his team came up with the idea of "reversing" the existing  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 optional input device for their system since 1968. Some samples, installed at the  in Munich in 1972, are still well preserved.   Telefunken considered the invention too small to apply for a patent on their device.

A few months after Telefunken started to sell the Rollkugel, Engelbart released his demo on 9 December 1968.
Independently, Douglas Engelbart at the Stanford Research Institute (now SRI International) invented his first mouse prototype in the 1960s with the assistance of his lead engineer Bill English.  They christened the device the mouse as early models had a cord attached to the rear part of the device looking like a tail and generally resembling the common mouse.  Engelbart never received any royalties for it, as his employer SRI held the patent, which ran out before it became widely used in personal computers.  The invention of the mouse was just a small part of Engelbart's much larger project, aimed at augmenting human intellect via the Augmentation Research Center.  

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.  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.  At the time of the "Mother of All Demos", Englebart's group had been using their second generation, 3-button mouse for about a year.

The Xerox Alto was one of the first computers designed for individual use in 1973, and is regarded as the grandfather of computers that utilize the mouse.  Inspired by PARC's Alto, the Lilith, a computer which had been developed by a team around  at ETH Zürich between 1978 and 1980, provided a mouse as well. The third marketed version of an integrated mouse shipped as a part of a computer and intended for personal computer navigation came with the Xerox 8010 Star Information System in 1981.

By 1982 the Xerox 8010 was probably the best-known computer with a mouse, and the forthcoming Apple Lisa was rumored to use one, but the peripheral remained obscure; Jack Hawley of The Mouse House reported that one buyer for a large organization believed at first that his company sold lab mice. Hawley, who manufactured mice for Xerox, stated that "Practically, I have the market all to myself right now"; a Hawley mouse cost $415.  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 Microsoft hardware.  However, the mouse remained relatively obscure until the 1984 appearance of the Macintosh 128K, which included an updated version of the Lisa Mouse  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 that the hand movements are replicated by the pointer.  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:
* 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.
** Right-click: clicking the secondary button, or clicking with two fingers. (This brings a menu with different options depending on the site/app)
** 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.
** 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:

# The user presses the mouse button while the mouse cursor hovers over an interface object
# The user moves the cursor to a different location while holding the button down
# 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, software may assign different functions to each button. Often, the primary (leftmost in a right-handed configuration) button on the mouse will select items, and the secondary (rightmost in a right-handed) button will bring up a menu of alternative actions applicable to that item. For example, on platforms with more than one button, the Mozilla web browser will follow a link in response to a primary button click, will bring up a contextual menu of alternative actions for that link in response to a secondary-button click, and will often open the link in a new tab or window in response to a click with the tertiary (middle) mouse button.

Variants 

Mechanical mice 

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

The ball mouse replaced the external wheels with a single ball that could rotate in any direction. It came as part of the hardware package of the Xerox Alto computer. Perpendicular chopper wheels housed inside the mouse's body chopped beams of light on the way to light sensors, thus detecting in their turn the motion of the ball. This variant of the mouse resembled an inverted trackball and became the predominant form used with personal computers throughout the 1980s and 1990s. The Xerox PARC group also settled on the modern technique of using both hands to type on a full-size keyboard and grabbing the mouse when required.

The ball mouse has two freely rotating rollers. They are located 90 degrees apart. One roller detects the forward–backward motion of the mouse and other the left–right motion. Opposite the two rollers is a third one (white, in the photo, at 45 degrees) that is spring-loaded to push the ball against the other two rollers. Each roller is on the same shaft as an encoder wheel that has slotted edges; the slots interrupt infrared light beams to generate electrical pulses that represent wheel movement. Each wheel's disc, however, 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 sensor 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 in 1975.  Based on another invention by Jack Hawley, proprietor of the Mouse House, Honeywell produced another type of mechanical mouse.  Instead of a ball, it had two wheels rotating at off axes. Key Tronic later produced a similar product. 

Modern computer mice took form at the École Polytechnique Fédérale de Lausanne (EPFL) under the inspiration of Professor Jean-Daniel Nicoud and at the hands of engineer and watchmaker André Guignard.  This new design incorporated a single hard rubber mouseball and three buttons, and remained a common design until the mainstream adoption of the scroll-wheel mouse during the 1990s.  In 1985, René Sommer added a microprocessor to Nicoud's and Guignard's design. Through this innovation, Sommer is credited with inventing a significant component of the mouse, which made it more "intelligent"; though optical mice from Mouse Systems had incorporated microprocessors by 1984. 

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 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 ([http://www.freepatentsonline.com/4787051.html US Patent 4787051], 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.  In combination with a wireless keyboard an inertial mouse can offer alternative ergonomic arrangements which do not require a flat work surface, potentially alleviating some types of repetitive motion injuries related to workstation posture.

3D mice 

Also known as bats,  flying mice, or wands,  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.  Despite a certain appeal, it was finally discontinued because it did not provide sufficient resolution.

A recent 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.

A mouse-related controller called the SpaceBall  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. 

File:Logitech spacemouse 3D-IMG 8429-black.jpg|Logitech spacemouse 3D. On display at the Bolo computer Museum, EPFL, Lausanne.
File:Silicon Graphics Ball-IMG 4192.jpg|Silicon Graphics SpaceBall model 1003 (1988), allowing manipulation of objects with 6 degrees of freedom. On display at the Musée Bolo, EPFL.

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 but never marketed.

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. 

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

Another solution is a pointing bar device. The so-called roller bar mouse is positioned snuggly in front of the keyboard, thus allowing bi-manual accessibility. 

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 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).  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.  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.  Gaming mice are held by gamers in three styles of grip:  
# Palm Grip: the hand rests on the mouse, with extended fingers. 
# Claw Grip: palm rests on the mouse, bent fingers. 
# Finger-Tip Grip: bent fingers, palm doesn't touch the mouse. 

Connectivity and communication protocols 

To transmit their input, typical cabled mice use a thin electrical cord terminating in a standard connector, such as RS-232C, PS/2, ADB or USB. Cordless mice instead transmit data via infrared radiation (see IrDA) or radio (including Bluetooth), although many such cordless interfaces are themselves connected through the aforementioned wired serial buses.

While the electrical interface and the format of the data transmitted by commonly available mice is currently standardized on USB, in the past it varied between different manufacturers. A bus mouse used a dedicated interface card for connection to an IBM PC or compatible computer.

Mouse use in DOS applications became more common after the introduction of the Microsoft mouse, largely because Microsoft provided an open standard for communication between applications and mouse driver software. Thus, any application written to use the Microsoft standard could use a mouse with a driver that implements the same API, even if the mouse hardware itself was incompatible with Microsoft's. This driver provides the state of the buttons and the distance the mouse has moved in units that its documentation calls "mickeys",  as does the Allegro library. 

Serial interface and protocol 

Standard PC mice once used the RS-232C serial port via a D-subminiature connector, which provided power to run the mouse's circuits as well as data on mouse movements. 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. 

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.  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:

Here, XS and YS represent the sign bits of the movement vectors, XV and YV indicate an overflow in the respective vector component, and LB, MB and RB indicate the status of the left, middle and right mouse buttons (1 = pressed). PS/2 mice also understand several commands for reset and self-test, switching between different operating modes, and changing the resolution of the reported motion vectors.

A Microsoft IntelliMouse relies on an extension of the PS/2 protocol: the ImPS/2 or IMPS/2 protocol (the abbreviation combines the concepts of "IntelliMouse" and "PS/2"). It initially operates in standard PS/2 format, for 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). 

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.  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 millimetres 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.

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.

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. 

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 ).
Modern non-Bluetooth and non-WiFi wireless mice use USB receivers. Some of these can be 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. 

Atari standard joystick connectivity 

The Amiga and the Atari ST use an Atari standard DE-9 connector for mice, the same connector that is used for joysticks on the same computers and numerous 8-bit systems, such as the Commodore 64 and the Atari 2600. However, the signals used for mice are different from those used for joysticks. 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.

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 multiuser 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. 

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, are designed for more advanced input technology like touch and image. 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.

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., 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).  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.  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. 

Mousepads 

Engelbart's original mouse did not require a mousepad;  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. 

The Macintosh design,  commercially successful and technically influential, led many other vendors to begin producing mice or including them with their other computer products (by 1986, Atari ST, Amiga, Windows 1.0, GEOS for the Commodore 64, and the Apple IIGS). 

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. 

Use in games 

The Mac OS Desk Accessory Puzzle in 1984 was the first game designed specifically for a mouse.  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 achieved with a combination of keyboard and mouse. Players use the X-axis of the mouse for looking (or turning) left and right, and the Y-axis for looking up and down; the keyboard is used for movement and supplemental inputs.

Many shooting genre players prefer a mouse over a gamepad analog stick because the 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.Chris Klochek and I. Scott MacKenzie (2006). [http://www.yorku.ca/mack/GI2006.pdf Performance measures of game controllers in a three-dimensional environment]. Proceedings of Graphics Interface 2006. pp. 73–79. Canadian Information Processing Society. ISBN 1-56881-308-2 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.

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.

Many games, such as first- or third-person shooters, have a setting named "invert mouse" or similar (not to be confused with "button inversion", sometimes performed by left-handed users) which allows the user to look downward by moving the mouse forward and upward by moving the mouse backward (the opposite of non-inverted movement). This control system resembles that of aircraft control sticks, where pulling back causes pitch up and pushing forward causes pitch down; computer joysticks also typically emulate this control-configuration.

After id Software's commercial hit of Doom, which did not support vertical aiming, competitor Bungie's Marathon became the first first-person shooter to support using the mouse to aim up and down.  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  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  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  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. Douglas Carl Engelbart (January 30, 1925 – July 2, 2013) was an American engineer and inventor, and an early computer and Internet pioneer. He is best known for his work on founding the field of human–computer interaction, particularly while at his Augmentation Research Center Lab in SRI International, which resulted in the invention of the computer mouse, and the development of hypertext, networked computers, and precursors to graphical user interfaces. These were demonstrated at The Mother of All Demos in 1968. Engelbart's Law, the observation that the intrinsic rate of human performance is exponential, is named after him.

In the early 1950s, he decided that instead of "having a steady job" – such as his position at NASA's Ames Research Center – he would focus on making the world a better place.  He reasoned that because the complexity of the world's problems were increasing, and that any effort to improve the world would require the coordination of groups of people, the most effective way to solve problems was to augment human intelligence and develop ways of building collective intelligence.  He believed that the computer, which was at the time thought of only as a tool for automation, would be an essential tool for future knowledge workers to solve such problems. He was a committed, vocal proponent of the development and use of computers and computer networks to help cope with the world’s increasingly urgent and complex problems. Engelbart embedded a set of organizing principles in his lab, which he termed "bootstrapping". His belief was that when human systems and tool systems were aligned, such that workers spent time "improving their tools for improving their tools" it would lead to an accelerating rate of progress.

Under Engelbart's guidance, the Augmentation Research Center developed, with funding primarily from DARPA, the NLS to demonstrate numerous technologies, most of which are now in widespread use; this included the computer mouse, bitmapped screens, hypertext; all of which were displayed at The Mother of All Demos in 1968. The lab was transferred from SRI to Tymshare in the late 1970s, which was acquired by McDonnell Douglas in 1984, and NLS was renamed Augment. At both Tymshare and McDonnell Douglas, Engelbart was limited by a lack of interest in his ideas and funding to pursue them, and retired in 1986.

In 1988, Engelbart and his daughter Christina launched the Bootstrap Institute – later known as The Doug Engelbart Institute – to promote his vision, especially at Stanford University; this effort did result in some DARPA funding to modernize the user interface of Augment. In December 2000, United States President Bill Clinton awarded Engelbart the National Medal of Technology, the United States' highest technology award. In December 2008, Engelbart was honored by SRI at the 40th Anniversary celebration of the 1968 "Mother of All Demos".

Early life and education 

Engelbart was born in Portland, Oregon on January 30, 1925, to Carl Louis Engelbart and Gladys Charlotte Amelia Munson Engelbart. His ancestors were of German, Swedish and Norwegian descent. 

He was the middle of three children, with a sister Dorianne (three years older), and a brother David (14 months younger). The family lived in Portland, Oregon, in his early years, and moved to the surrounding countryside along Johnson Creek when he was 8. His father died one year later. He graduated from Portland's Franklin High School in 1942. 

Midway through his college studies at Oregon State College at Corvallis, near the end of World War II, he was drafted into the United States Navy, serving two years as a radar technician in the Philippines. On a small island, in a tiny hut on stilts, he read Vannevar Bush's article "As We May Think", which greatly inspired him. He returned to Oregon State College and completed his bachelor's degree in electrical engineering in 1948. While at Oregon State College, he was a member of Sigma Phi Epsilon social fraternity.   He was hired by the National Advisory Committee for Aeronautics at the Ames Research Center, where he worked in wind tunnel maintenance.  In his off hours he enjoyed hiking, camping, and folk dancing. It was there he met Ballard Fish (August 18, 1928 – June 18, 1997 ) who was just completing her training as an Occupational Therapist. They were married on May 5, 1951 in Portola State Park. Soon after, Engelbart left NACA to pursue a PhD at UC Berkeley. 

Career and accomplishments 

Guiding philosophy 

Engelbart's career was inspired in December 1950 when he was engaged to be married and realized he had no career goals other "than a steady job, getting married and living happily ever after". Over several months he reasoned that:
# he would focus his career on making the world a better place 
# any serious effort to make the world better requires some kind of organized effort
# harnessing the collective human intellect of all the people contributing to effective solutions was the key
# if you could dramatically improve how we do that, you'd be boosting every effort on the planet to solve important problems — the sooner the better
# computers could be the vehicle for dramatically improving this capability.

In 1945, Engelbart had read with interest Vannevar Bush's article "As We May Think",  a call to action for making knowledge widely available as a national peacetime grand challenge. He had also read something about the recent phenomenon of computers, and from his experience as a radar technician, he knew that information could be analyzed and displayed on a screen. He envisioned intellectual workers sitting at display "working stations", flying through information space, harnessing their collective intellectual capacity to solve important problems together in much more powerful ways. Harnessing collective intellect, facilitated by interactive computers, became his life's mission at a time when computers were viewed as number crunching tools. 

He enrolled in graduate school in electrical engineering at University of California, Berkeley, graduating with a Master of Science degree in 1953, and a Ph.D. in 1955. As a graduate student at Berkeley he assisted in the construction of the California Digital Computer project CALDIC. His graduate work led to several patents.  After completing his PhD, Engelbart stayed on at Berkeley as an assistant professor to teach for a year, and left when it was clear he could not pursue his vision there. Engelbart then formed a startup company, Digital Techniques, to commercialize some of his doctorate research on storage devices, but after a year decided instead to pursue the research he had been dreaming of since 1951.

SRI and the Augmentation Research Center 

Engelbart took a position at SRI International (known then as Stanford Research Institute) in Menlo Park, California in 1957. He worked for Hewitt Crane on magnetic devices and miniaturization of electronics; Engelbart and Crane became close friends.  At SRI, Engelbart gradually obtained over a dozen patents (some resulting from his graduate work), and by 1962 produced a report about his vision and proposed research agenda titled Augmenting Human Intellect: A Conceptual Framework.

This led to funding from ARPA to launch his work. Engelbart recruited a research team in his new Augmentation Research Center (ARC, the lab he founded at SRI). Engelbart embedded a set of organizing principles in his lab, which he termed "bootstrapping strategy". He designed the strategy to accelerate the rate of innovation of his lab.    

The ARC became the driving force behind the design and development of the oN-Line System (NLS). He and his team developed computer interface elements such as bitmapped screens, the mouse, hypertext, collaborative tools, and precursors to the graphical user interface.  He conceived and developed many of his user interface ideas in the mid-1960s, long before the personal computer revolution, at a time when most computers were inaccessible to individuals who could only use computers through intermediaries (see batch processing), and when software tended to be written for vertical applications in proprietary systems.

Engelbart applied for a patent in 1967 and received it in 1970, for the wooden shell with two metal wheels (computer mouse – ), which he had developed with Bill English, his lead engineer, a few years earlier.  In the patent application it is described as an "X-Y position indicator for a display system". Engelbart later revealed that it was nicknamed the "mouse" because the tail came out the end. His group also called the on-screen cursor a "bug", but this term was not widely adopted. 

He never received any royalties for his mouse invention. During an interview, he said "SRI patented the mouse, but they really had no idea of its value. Some years later it was learned that they had licensed it to Apple Computer for something like $40,000."  Engelbart showcased the chorded keyboard and many more of his and ARC's inventions in 1968 at The Mother of All Demos. 

Tymshare and McDonnell Douglas 

Engelbart slipped into relative obscurity after 1976. Several of his researchers became alienated from him and left his organization for Xerox PARC, in part due to frustration, and in part due to differing views of the future of computing. Engelbart saw the future in collaborative, networked, timeshare (client-server) computers, which younger programmers rejected in favor of the personal computer. The conflict was both technical and ideological: the younger programmers came from an era where centralized power was highly suspect, and personal computing was just barely on the horizon.

Engelbart served on the board of directors of Erhard Seminars Training (EST). Several key ARC personnel were also involved. Although EST had been recommended by other researchers, the controversial nature of EST and other social experiments reduced the morale and social cohesion of the ARC community.

The 1969 Mansfield Amendment, which ended military funding of non-military research, the end of the Vietnam War, and the end of the Apollo program reduced ARC's funding from ARPA and NASA. SRI's management, which disapproved of Engelbart's approach to running the center, placed the remains of ARC under the control of artificial intelligence researcher Bertram Raphael, who negotiated the transfer of the laboratory to a company called Tymshare. Engelbart's house in Atherton, California burned down during this period, causing him and his family further problems. Tymshare took over NLS and the lab that Engelbart had founded, hired most of the lab's staff including its creator as a Senior Scientist, renamed the software Augment, and offered it as a commercial service via its new Office Automation Division. Tymshare was already somewhat familiar with NLS; when ARC was still operational, it had experimented with its own local copy of the NLS software on a minicomputer called OFFICE-1, as part of a joint project with ARC.

At Tymshare, Engelbart soon found himself marginalized and relegated to obscurity. Operational concerns at Tymshare overrode Engelbart's desire to do further research. Various executives, first at Tymshare and later at McDonnell Douglas, which acquired Tymshare in 1984, expressed interest in his ideas, but never committed the funds or the people to further develop them. His interest inside of McDonnell Douglas was focused on the enormous knowledge management and IT requirements involved in the life cycle of an aerospace program, which served to strengthen Engelbart's resolve to motivate the information technology arena toward global interoperability and an open hyperdocument system.  Engelbart retired from McDonnell Douglas in 1986, determined to pursue his work free from commercial pressure.

Bootstrap and the Doug Engelbart Institute 

Teaming with his daughter, Christina Engelbart, in 1988 he founded the Bootstrap Institute to coalesce his ideas into a series of three-day and half-day management seminars offered at Stanford University 1989–2000. By the early 1990s there was sufficient interest among his seminar graduates to launch a collaborative implementation of his work, and the Bootstrap Alliance was formed as a non-profit home base for this effort. Although the invasion of Iraq and subsequent recession spawned a rash of belt-tightening reorganizations which drastically redirected the efforts of their alliance partners, they continued with the management seminars, consulting, and small-scale collaborations. In the mid-1990s they were awarded some DARPA funding to develop a modern user interface to Augment, called Visual AugTerm (VAT),  while participating in a larger program addressing the IT requirements of the Joint Task Force.

Engelbart was Founder Emeritus of the Doug Engelbart Institute, which he founded in 1988 with his daughter Christina Engelbart, who is Executive Director. The Institute promotes Engelbart's philosophy for boosting Collective IQ—the concept of dramatically improving how we can solve important problems together—using a strategic bootstrapping approach for accelerating our progress toward that goal.  In 2005 Engelbart received a National Science Foundation grant to fund the open source HyperScope project.  The Hyperscope team built a browser component using Ajax and Dynamic HTML designed to replicate Augment's multiple viewing and jumping capabilities (linking within and across various documents). 

Later years and death 

Engelbart attended the Program for the Future 2010 Conference where hundreds of people convened at The Tech Museum in San Jose and online to engage in dialog about how to pursue his vision to augment collective intelligence. 

The most complete coverage of Engelbart's bootstrapping ideas can be found in Boosting Our Collective IQ, by Douglas C. Engelbart, 1995.  This includes three of Engelbart's key papers, edited into book form by Yuri Rubinsky and Christina Engelbart to commemorate the presentation of the 1995 SoftQuad Web Award to Doug Engelbart at the World Wide Web conference in Boston in December 1995. Only 2,000 softcover copies were printed, and 100 hardcover, numbered and signed by Engelbart and Tim Berners-Lee. Engelbart's book is now being republished by the Doug Engelbart Institute.

Two comprehensive histories of Engelbart's laboratory and work are in What the Dormouse Said: How the Sixties Counterculture Shaped the Personal Computer Industry by John Markoff and A Heritage of Innovation: SRI's First Half Century by Donald Neilson.  Other books on Engelbart and his laboratory include Bootstrapping: Douglas Engelbart, Coevolution, and the Origins of Personal Computing by Thierry Bardini and The Engelbart Hypothesis: Dialogs with Douglas Engelbart, by Valerie Landau and Eileen Clegg in conversation with Douglas Engelbart.  All four of these books are based on interviews with Engelbart as well as other contributors in his laboratory.

Engelbart served on the Advisory Boards of the University of Santa Clara Center for Science, Technology, and Society, Foresight Institute, Computer Professionals for Social Responsibility, The Technology Center of Silicon Valley, and The Liquid Information Company. 

Engelbart had four children, Gerda, Diana, Christina and Norman with his first wife Ballard, who died in 1997 after 47 years of marriage. He remarried on January 26, 2008 to writer and producer Karen O'Leary Engelbart.   An 85th birthday celebration was held at the Tech Museum of Innovation.  Engelbart died at his home in Atherton, California on July 2, 2013, due to kidney failure.   According to the Doug Engelbart Institute, his death came after a long battle with Alzheimer's disease, which he was diagnosed with in 2007.  Engelbart was 88 and was survived by his second wife, the four children from his first marriage, and nine grandchildren.

Anecdotal notes 

Historian of science Thierry Bardini argues that Engelbart's complex personal philosophy (which drove all his research) foreshadowed the modern application of the concept of coevolution to the philosophy and use of technology.  Bardini points out that Engelbart was strongly influenced by the principle of linguistic relativity developed by Benjamin Lee Whorf. Where Whorf reasoned that the sophistication of a language controls the sophistication of the thoughts that can be expressed by a speaker of that language, Engelbart reasoned that the state of our current technology controls our ability to manipulate information, and that fact in turn will control our ability to develop new, improved technologies. He thus set himself to the revolutionary task of developing computer-based technologies for manipulating information directly, and also to improve individual and group processes for knowledge-work.

Honors 

Since the late 1980s, prominent individuals and organizations have recognized the seminal importance of Engelbart's contributions.  In December 1995, at the Fourth WWW Conference in Boston, he was the first recipient of what would later become the Yuri Rubinsky Memorial Award. In 1997 he was awarded the Lemelson-MIT Prize of $500,000, the world's largest single prize for invention and innovation, and the ACM Turing Award. To mark the 30th anniversary of Engelbart's 1968 demo, in 1998 the Stanford Silicon Valley Archives and the Institute for the Future hosted Engelbart's Unfinished Revolution, a symposium at Stanford University's Memorial Auditorium, to honor Engelbart and his ideas.  He was inducteed into National Inventors Hall of Fame in 1998. 

Also in 1998, Association for Computing Machinery (ACM) SIGCHI awarded Engelbart the CHI Lifetime Achievement Award. ACM SIGCHI later inducted Engelbart into the CHI Academy in 2002. Engelbart was awarded The Franklin Institute's Certificate of Merit in 1996 and the Benjamin Franklin Medal in 1999 in Computer and Cognitive Science. In early 2000 Engelbart produced, with volunteers and sponsors, what was called The Unfinished Revolution – II, also known as the Engelbart Colloquium at Stanford University, to document and publicize his work and ideas to a larger audience (live, and online).  

In December 2000, United States President Bill Clinton awarded Engelbart the National Medal of Technology, the United States' highest technology award.  In 2001 he was awarded the British Computer Society's Lovelace Medal.  In 2005, he was made a Fellow of the Computer History Museum "for advancing the study of human-computer interaction, developing the mouse input device, and for the application of computers to improving organizational efficiency." He was honored with the Norbert Wiener Award, which is given annually by Computer Professionals for Social Responsibility.  Robert X. Cringely did an hour-long interview with Engelbart on December 9, 2005 in his NerdTV video podcast series. 

On December 9, 2008, Engelbart was honored at the 40th Anniversary celebration of the 1968 "Mother of All Demos".  This event, produced by SRI International, was held at Memorial Auditorium at Stanford University. Speakers included several members of Engelbart's original Augmentation Research Center (ARC) team including Don Andrews, Bill Paxton, Bill English, and Jeff Rulifson, Engelbart's chief government sponsor Bob Taylor, and other pioneers of interactive computing, including Andy van Dam and Alan Kay. In addition, Christina Engelbart spoke about her father's early influences and the ongoing work of the Doug Engelbart Institute.

In June 2009, the New Media Consortium recognized Engelbart as an NMC Fellow for his lifetime of achievements.  In 2011, Engelbart was inducted into IEEE Intelligent Systems' AI's Hall of Fame.   Engelbart received an honorary doctorate from Yale University in May 2011, their first Doctor of Engineering and Technology.
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