Portal:Human–computer interaction
The Human–computer interaction portal
Human–computer interaction (HCI) is research in the design and the use of computer technology, which focuses on the interfaces between people (users) and computers. HCI researchers observe the ways humans interact with computers and design technologies that allow humans to interact with computers in novel ways. A device that allows interaction between human being and a computer is known as a "Human-computer Interface (HCI)".
As a field of research, human–computer interaction is situated at the intersection of computer science, behavioral sciences, design, media studies, and several other fields of study. The term was popularized by Stuart K. Card, Allen Newell, and Thomas P. Moran in their 1983 book, The Psychology of Human–Computer Interaction. The first known use was in 1975 by Carlisle. The term is intended to convey that, unlike other tools with specific and limited uses, computers have many uses which often involve an open-ended dialogue between the user and the computer. The notion of dialogue likens human–computer interaction to human-to-human interaction: an analogy that is crucial to theoretical considerations in the field. (Full article...)
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General images
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algorithm (from Gesture recognition)A child's hand location and movement being detected by a gesture recognition
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View-Master, a stereoscopic visual simulator, was introduced in 1939.
- In theory, VR represents a participant's field of view (yellow area). (from
- An Omni treadmill being used at a VR convention (from
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Oculus Rift Crescent Bay prototype headset (from Virtual reality)An inside view of the
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Mobile World Congress 2018 (from Virtual reality)HTC Vive headsets worn at
- A computer monitor provides a visual interface between the machine and the user. (from
- Paramount for the sensation of
- An operator controlling The Virtual Interface Environment Workstation (VIEW) at
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NASA Ames's 1985 VIEW headset (from Virtual reality)
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European Space Agency in Darmstadt, Germany, equipped with a VR headset and motion controllers, demonstrating how astronauts might use virtual reality in the future to train to extinguish a fire inside a lunar habitat (from Virtual reality)Researchers with the
- Middleware usually processes gesture recognition, then sends the results to the user. (from
- Some alternative methods of tracking and analyzing gestures, and their respective relationships (from
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Missouri National Guardsman looks into a VR training head-mounted display at Fort Leonard Wood in 2015. (from Virtual reality)A
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Virtual Fixtures immersive AR system developed in 1992. Picture features Dr. Louis Rosenberg interacting freely in 3D with overlaid virtual objects called 'fixtures'. (from Virtual reality)
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displays, e.g. through a graphical user interface. The user interacts with the computer over this software interface using the given input and output (I/O) hardware.The user interacts directly with hardware for the human input and output such as
Software and hardware are matched so that the processing of the user input is fast enough, and the latency of the computer output is not disruptive to the workflow. (from Human–computer interaction) -
PlayStation VR) headset worn at Gamescom 2015The Project Morpheus (
- These binary silhouette(left) or contour(right) images represent typical input for appearance-based algorithms. They are compared with different hand templates and if they match, the correspondent gesture is inferred. (from
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- Robinson R22 Virtual Reality Training Device developed by VRM Switzerland (from
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VPL Research DataSuit, a full-body outfit with sensors for measuring the movement of arms, legs, and trunk. Developed c. 1989. Displayed at the Nissho Iwai showroom in Tokyo (from Virtual reality)A
- The skeletal version (right) is effectively modeling the hand (left). This has fewer parameters than the volumetric version and it's easier to compute, making it suitable for real-time gesture analysis systems. (from
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U.S. Navy Hospital Corpsman demonstrating a VR parachute simulator at the Naval Survival Training Institute in 2006 (from Virtual reality)
- A real hand (left) is interpreted as a collection of vertices and lines in the 3D mesh version (right), and the software uses their relative position and interaction in order to infer the gesture. (from
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- Usability
- Design
- User Experience
- Technology
- Psychology
- Concepts and Theory
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