A mouse helps you use a computer. 
A computer mouse helps you talk to a computer. 

A pointing device helps you talk to a computer. 
There are many ways to move a pointer. A mouse moves by sliding across a surface. This is called translational movement. 
Devices can also be in different states. A device might be tracking. This means it is moving the cursor. It might also be dragging. This happens when you hold a button while moving. 
A pointing device is a tool that helps humans talk to computers. 
These tools work in different ways. Some are called direct-input devices. A finger on a touch screen is a direct device. This means the pointer stays under your finger. Other tools are indirect-input devices. A computer mouse is an indirect device. You move the mouse on a desk, but the pointer is elsewhere. Some devices use absolute movement. This means a specific spot on the tool always matches a specific spot on the screen. Other tools use relative movement. This means the tool only tracks how far you move it from its start.
Scientists use rules to understand how we use these tools. One important rule is called Fitts's law. This law helps predict how fast a person can move to a target. It says that distance and width matter a lot. A large button that is close to your cursor is easy to hit. A small button that is far away takes more time to reach.
Different devices have different levels of freedom. A standard mouse has two degrees of freedom. It can move along the x-axis and the y-axis. A device like a Wiimote is much more complex. It has six degrees of freedom. This means it tracks movement on three axes and also tracks rotation. 

Pointing devices also exist in different states. Bill Buxton described a model with three common states. The first state is out of range. This means the device is not currently affecting the screen. The second state is tracking. This happens when you move the device without pressing a button. The third state is dragging. This occurs when you hold a button while moving the device. 
A pointing device is a human interface device used to input spatial data.
Scientists and engineers classify these devices using several specific features. One way to group them is by direct versus indirect input. A direct-input device, like a finger on a touch screen, places the pointer at the same physical position as the input. 
Pointing devices also differ in how they handle force and movement. An isotonic device is movable and measures its displacement, such as a pen or a human arm. An isometric device is fixed and measures the force acting upon it, such as a trackpoint. 
Complexity can be measured by degrees of freedom (DOF). This term refers to the number of independent ways a device can move or rotate. A standard computer mouse has two degrees of freedom, moving along the x- and y-axes. In contrast, a Wiimote has six degrees of freedom. It tracks movement along the x, y, and z-axes, as well as rotation around those axes. 

Bill Buxton introduced a taxonomy to classify devices by their dimensions and sensed properties. This model is rooted in the human motor and sensory systems. It distinguishes between mechanical intermediary devices, like a stylus, and touch-sensitive devices. 
Fitts's law is a predictive model used to understand human-computer interaction. This law predicts the time required to move to a target area. It states that time is a function of the ratio between the distance to the target and the width of the target. In other words, a large button near the cursor is faster to click than a small button far away.
Understanding these devices involves managing the Control-Display (CD) gain. The CD gain is the proportion between movements in the control space and the display space. For example, a physical mouse might move a different distance than the cursor on the screen. Users can often adjust these settings. High gains make it easier to reach distant targets, but they make selecting specific targets harder. Low gains make selection easier but take more time. Modern operating systems, like macOS and Windows, use mechanisms to adapt this gain to the user's movement velocity.
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