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The [[Association for Computing Machinery]] (ACM) defines human–computer interaction as "a discipline that is concerned with the design, evaluation, and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them".<ref name="ACM SIGCHI"/> A key aspect of HCI is user satisfaction, also referred to as End-User Computing Satisfaction. It goes on to say:
 
"Because human–computer interaction studies a human and a machine in communication, it draws from supporting knowledge on both the machine and the human side. On the machine side, techniques in [[computer graphics]], [[operating system]]s, [[programming language]]s, and development environments are relevant. On the human side, [[communication theory]], [[graphic design|graphic]] and [[industrial design]] disciplines, [[linguistics]], [[social science]]s, [[cognitive psychology]], [[social psychology]], and [[human factors]] such as [[computer user satisfaction]] are relevant. And, of course, engineering and design methods are relevant."<ref name="ACM SIGCHI" /> HCI ensures that humans can safely and efficiently interact with complex technologies in fields like aviation and healthcare.<ref>{{Cite journal |lastlast1=Carroll |firstfirst1=Meredith |last2=Dahlstrom |first2=Nicklas |date=2021-04-21 |title=Human Computer Interaction on the Modern Flight Deck |url=https://www.tandfonline.com/doi/full/10.1080/10447318.2021.1890495 |journal=International Journal of Human–Computer Interaction |language=en |volume=37 |issue=7 |pages=585–587 |doi=10.1080/10447318.2021.1890495 |issn=1044-7318}}</ref>
 
Due to the multidisciplinary nature of HCI, people with different backgrounds contribute to its success.
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===Human–AI Interaction===
Human-AI Interaction explores how users engage with artificial intelligence systems, particularly focusing on usability, trust, and interpretability. The research mainly aims to design AI-driven interfaces that are transparent, explainable, and ethically responsible.<ref name=shneiderman2022>{{cite book|last1=Shneiderman|first1=Ben|title=Human-Centered AI|year=2022|publisher=Oxford University Press|isbn=978-0192845290}}</ref> Studies highlight the importance of explainable AI (XAI) and human-in-the-loop decision-making, ensuring that AI outputs are understandable and trustworthy.<ref name=doshi2017>{{cite arxivarXiv|last1=Doshi-Velez|first1=Finale|last2=Kim|first2=Been|title=Towards a rigorous science of interpretable machine learning| eprint=1702.08608|year=2017|class=stat.ML }}</ref> Researchers also develop design guidelines for human-AI interaction, improving the collaboration between users and AI systems.<ref name=amershi2019>{{cite book|last1=Amershi|first1=Saleema|chapter=Guidelines for Human-AI Interaction |title=Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems|year=2019|pages=1–13|doi=10.1145/3290605.3300233|isbn=978-1-4503-5970-2 }}</ref>
 
===Augmented reality (AR)===
{{main|Augmented reality}}
Augmented reality (AR) integrates digital content with the real world. It enhances human perception and interaction with physical environments. AR research mainly focuses on adaptive user interfaces, multimodal input techniques, and real-world object interaction.<ref name=azuma1997>{{cite journal|last1=Azuma|first1=Ronald T.|title=A Survey of Augmented Reality|journal=Presence: Teleoperators & Virtual Environments|year=1997|volume=6|issue=4|pages=355-385355–385|doi=10.1162/pres.1997.6.4.355|url=http://elartu.tntu.edu.ua/handle/lib/46680 }}</ref> Advances in wearable AR technology improve usability, enabling more natural interaction with AR applications.<ref name=billinghurst2015>{{cite journal|last1=Billinghurst|first1=Mark|last2=Clark|first2=Andrew|last3=Lee|first3=Gun|title=A survey of augmented reality|journal=Foundations and Trends in Human-Computer Interaction|year=2015|volume=8|issue=2-32–3|pages=73-27273–272|doi=10.1561/1100000049 }}</ref>
 
===Virtual reality (VR)===
{{main|Virtual reality}}
Virtual reality (VR) creates a fully immersive digital environment, allowing users to interact with computer-generated worlds through sensory input devices. Research focuses on user presence, interaction techniques, and cognitive effects of immersion.<ref name=slater2009>{{cite journal|last1=Slater|first1=Mel|title=Place Illusion and Plausibility Can Lead to Realistic Behavior in Immersive Virtual Environments|journal=Philosophical Transactions of the Royal Society B|year=2009|volume=364|issue=1535|pages=3549-35573549–3557|doi=10.1098/rstb.2009.0138|pmid=19884149 |pmc=2781884 |hdl=2445/53086|hdl-access=free}}</ref> A key area of study is the impact of VR on cognitive load and user adaptability, influencing how users process information in virtual spaces.<ref name=cummings2016>{{cite journal|last1=Cummings|first1=James J.|last2=Bailenson|first2=Jeremy N.|title=How immersive is enough? A meta-analysis of the effect of immersive technology on user presence|journal=Media Psychology|year=2016|volume=19|issue=2|pages=272-309272–309|doi=10.1080/15213269.2015.1015740}}</ref>
 
===Mixed reality (MR)===
{{main|Mixed reality}}
Mixed reality (MR) blends elements of both augmented reality (AR) and virtual reality (VR). It enables real-time interaction with both physical and digital objects. HCI research in MR concentrates on spatial computing, real-world object interaction, and context-aware adaptive interfaces.<ref name=milgram1999>{{cite journalbook|last1=Milgram|first1=Paul|titleeditor-first1=Hari |editor-last1=Das |chapter=Augmented Realityreality: A Classclass of Displaysdisplays on the Realityreality-Virtualityvirtuality continuum Continuum|date=1995 |title=Telemanipulator and Telepresence Technologies|journal=SPIE Proceedings on Telemanipulator and Telepresence Technologies|year=1999|volume=2351|pages=282-292282–292|doi=10.1117/12.197321}}</ref> MR technologies are increasingly applied in education, training simulations, and healthcare, enhancing learning outcomes and user engagement.<ref name=speiginer2015>{{cite journal|last1=Speiginer|first1=Grant|title=Mixed reality in education: A review of current and future trends|journal=Educational Technology Research & Development|year=2015|volume=63|issue=6|pages=855-873855–873|doi=10.1007/s11423-015-9381-7|doi-broken-date=14 April 2025 }}</ref>
 
===Extended reality (XR)===
{{main|Extended reality}}
Extended reality (XR) is an umbrella term encompassing AR, VR, and MR, offering a continuum between real and virtual environments. Research investigates user adaptability, interaction paradigms, and ethical implications of immersive technologies.<ref name=milgram1994>{{cite journal|last1=Milgram|first1=Paul|title=A Taxonomy of Mixed Reality Visual Displays|journal=IEICE Transactions on Information and Systems|year=1994|volume=77|issue=12|pages=1321-13291321–1329}}</ref> Recent studies highlight how AI-driven personalization and adaptive interfaces improve the usability of XR applications.<ref name=buhalis2022>{{cite journal|last1=Buhalis|first1=Dimitrios|last2=Karatay|first2=Natali|title=Extended reality (XR) and artificial intelligence (AI) revolutionizing the hospitality industry|journal=Journal of Hospitality & Tourism Research|year=2022|volume=46|issue=3|pages=489-508489–508|doi=10.1177/10963480211037322|doi-broken-date=14 April 2025 }}</ref>
 
===Accessibility===
{{main|Accessibility}}
Accessibility in human–computer interaction (HCI) focuses on designing inclusive digital experiences, ensuring usability for people with diverse abilities. Research in this area is related to assistive technologies, adaptive interfaces, and universal design principles.<ref name=lazar2017>{{cite book|last1=Lazar|first1=Jonathan|title=Research Methods in Human-Computer Interaction|year=2017|publisher=Morgan Kaufmann|isbn=978-0128053904}}</ref> Studies indicate that accessible design benefits not only people with disabilities but also enhances usability for all users.<ref name=shinohara2011>{{cite journalbook|last1=Shinohara|first1=Kristen|last2=Wobbrock|first2=Jacob O.|titlechapter=In the shadow of misperception: Assistive technology use and social interactions |journaltitle=Proceedings of the SIGCHI Conference on Human Factors in Computing Systems|year=2011|pages=705-714705–714|doi=10.1145/1978942.1979044|isbn=978-1-4503-0228-9 }}</ref>
 
===Social computing===