Content deleted Content added
short description |
GreenC bot (talk | contribs) Rescued 1 archive link; reformat 1 link. Wayback Medic 2.5 per Category:All articles with dead external links - pass 3 |
||
(17 intermediate revisions by 13 users not shown) | |||
Line 1:
{{
{{other uses|Human-centered computing (disambiguation)}}▼
{{Use American English|date=March 2021}}
{{Use mdy dates|date=March 2021}}
▲{{other uses|Human-centered computing (disambiguation)}}
'''Human-centered computing''' ('''HCC''') studies the design, development, and deployment of mixed-initiative human-computer systems. It is emerged from the convergence of multiple disciplines that are concerned both with understanding human beings and with the design of computational artifacts.<ref name=":2">{{cite journal | url=https://www.researchgate.net/publication/242103770 | title=Human-centered computing: toward a human revolution | journal=Computer | volume=40 | issue=5 | pages=30–34 | date=Nov 20, 2007 |author1=Alejandro Jaimes |author2=Daniel Gatica-Perez |author3=Nicu Sebe |author4=Thomas S. Huang | doi=10.1109/MC.2007.169 | s2cid=2180344 }}</ref> Human-centered computing is closely related to [[human-computer interaction]] and [[information science]]. Human-centered computing is usually concerned with systems and practices of technology use while human-computer interaction is more focused on [[ergonomics]] and the [[usability]] of computing artifacts and information science is focused on practices surrounding the collection, manipulation, and use of [[information]].
Human-centered computing researchers and practitioners usually come from one or more
== Overview ==
Line 13:
HCC aims at bridging the existing gaps between the various disciplines involved with the design and implementation of computing systems that support human's activities.<ref name=":2"/> Meanwhile, it is a set of methodologies that apply to any field that uses computers in applications in which people directly interact with devices or systems that use computer technologies.
HCC facilitates the design of effective computer systems that take into account personal, social, and cultural aspects and addresses issues such as information design, [[human information interaction]], human-computer interaction, human-human interaction, and the relationships between computing technology and art, social, and cultural issues.<ref name=":2"/>
=== HCC topics ===
The [[National Science Foundation]] (NSF) defines
==== List of topics in the HCC field ====
* Problem-solving in distributed environments, ranging across Internet-based information systems, grids, sensor-based information networks, and mobile and wearable information appliances.
* Multimedia and [[Multimodal interaction|multi-modal]] interfaces in which combinations of speech, text, graphics, gesture, movement, touch, sound, etc. are used by people and machines to communicate with one another.
* Intelligent interfaces and user modeling, information visualization, and adaptation of content to accommodate different display capabilities, modalities, bandwidth, and latency.
* Multi-agent systems that control and coordinate actions and solve complex problems in distributed environments in a wide variety of domains, such as disaster response teams, e-commerce, education, and successful aging.
* Models for effective computer-mediated human-human interaction under a variety of constraints, (e.g., video conferencing, collaboration across high vs. low bandwidth networks, etc.).
Line 29:
* Novel methods to support and enhance social interaction, including innovative ideas like social orthotics, affective computing, and experience capture.
* Studies of how social organizations, such as government agencies or corporations, respond to and shape the introduction of new information technologies, especially with the goal of improving scientific understanding and technical design.
* Knowledge-driven human-computer interaction that uses ontologies to address the semantic ambiguities between human and computer's understandings towards mutual behaviors<ref>{{Cite journal|last=Dong|first=Hai, Hussain, Farookh, and Chang, Elizabeth|date=2010|title=A human-centered semantic service platform for the digital ecosystems environment|url=https://www.researchgate.net/publication/220301904|journal=World Wide Web|volume=13|issue=1–2|pages=75–103|doi=10.1007/s11280-009-0081-5|hdl=20.500.11937/29660|s2cid=10746264|hdl-access=free}}</ref>
* Human-centered semantic relatedness measure that employs human power to measure the semantic relatedness between two concepts<ref>{{Cite book|chapter-url=https://www.researchgate.net/publication/280775027|title=UCOSAIS: A Framework for User-Centered Online Service Advertising Information Search, Web Information Systems Engineering – WISE 2013|volume=8180|last=Dong|first=Hai, Hussain, Farookh, Chang, Elizabeth|publisher=Springer-Verlag Berlin Heidelberg|year=2013|isbn=978-3-642-41229-5|pages=267–276|doi=10.1007/978-3-642-41230-1_23|chapter=UCOSAIS: A Framework for User-Centered Online Service Advertising Information Search|series=Lecture Notes in Computer Science}}</ref>
== Human-centered systems ==
'''Human-centered systems''' ('''HCS
# based on the analysis of the human tasks the system is aiding
# monitored for performance in terms of human benefits
Line 39:
# adaptable easily to changing human needs."<ref name=":0" />
In addition, Kling et al. defines four dimensions of human-centeredness that should be taken into account when classifying a system:
== Human-computer interaction ==
Within the field of [[human-computer interaction]] (HCI), the term "user-centered" is commonly used. The main focus of this approach is to thoroughly understand and address user needs to drive the design process. However, human-centered computing (HCC) goes beyond conventional areas like [[usability engineering]], human-computer interaction, and human factors which primarily deal with [[user interface]]s and interactions. Experts define HCC as a discipline that integrates disciplines such as learning sciences, [[social science]]s, [[cognitive science]]s, and intelligent systems more extensively compared to traditional HCI practices.
The concept of human-centered computing (HCC) is regarded as an essential aspect within the realm of computer-related research, extending beyond being just a subset discipline of computer science. The HCC perspective acknowledges that "computing" encompasses tangible technologies that enable diverse tasks while also serving as a significant social and economic influence.
In addition, Dertouzos elaborates on how HCC goes beyond the notion of interfaces that are easy for users to navigate by strategically incorporating five technologies: natural interaction, automation, personalized information retrieval, collaborative capabilities, and customization.
While the scope of HCC is extensive, three fundamental factors are proposed to constitute the core of HCC system and algorithm design processes:
# Social and culturally aware considerations.
# Direct augmentation and/or consideration of human abilities.
# Adaptability is a key feature.
Adherence to these factors in system and algorithm design for HCC applications is anticipated to yield qualities such as:
# Responsive actions aligned with the social and cultural context of deployment.
# Integration of input from various sensors, with communication through diverse media as output.
# Accessibility for a diverse range of individuals.
== Human-centered activities in multimedia ==
[[File:Wikimania Human Centered Design Visualization.jpg|thumb|Wikimania human-centered design visualization, created by ''[[Myriapoda]]''.]]
The '''human-centered activities in multimedia''', or '''HCM''', can be considered as follows according to:<ref>{{Cite journal|title = Human-centered multimedia: culture, deployment, and access|last =Jaimes |first =A. |journal = IEEE
=== Multimedia production ===
Multimedia production is the human task of creating media.<ref>{{Cite book
=== Multimedia analysis ===
Multimedia analysis can be considered as a type of HCM applications which is the automatic analysis of human activities and social behavior in general. There is a broad area of potential relevant uses from facilitating and enhancing human communications, to allowing for improved information access and retrieval in the professional, entertainment, and personal domains. The field of Multimedia Analysis in Human-Centered Multimedia (HCM), involves automatically analyzing human activities and social behavior. This application area covers a wide range of domains, including improving communication between individuals and enhancing information access in professional, entertainment, and personal contexts. The possibilities for utilizing multimedia analysis are extensive, as it goes beyond simple categorization to achieve a nuanced understanding of human behavior. By doing so, system functionalities can be enhanced while providing users with improved experiences.
=== Multimedia interaction ===
Line 56 ⟶ 75:
== Human-Centered Design Process ==
The [[Human-centered design|Human-Centered Design]] Process is a method to problem-solving used in design. The process involves, first, empathizing with the user to learn about the target audience of the product and understand their needs. Empathizing will then lead to research, and asking the target audience specific question to further understand their goals for the product at hand. This researching stage may also involve [[competitor analysis]] to find more design opportunities in the product's market. Once the designer has compiled data on the user and the market for their product design, they will then move on to the [[Ideation (creative process)|ideation]] stage, in which they will brainstorm design solutions through sketches and wireframes. Wireframing is a digital or physical illustration of a user interface, focusing on information architecture, space allocation, and content functionality. Consequently, a [[wire-frame model|wireframe]] typically
To conclude the Human-Centered Design Process, there are two final steps. Upon wireframing or sketching, the designer will usually turn their paper sketches or low-fidelity wireframes into high-fidelity [[prototype]]s. Prototyping allows the designer to explore their design ideas further and focus on the overall design concept.<ref
== Career ==
Line 80 ⟶ 99:
[[File:NASA Mars Rover.jpg|thumb|NASA Mars Project]]
The Human-Centered Computing (HCC) group at NASA/Ames Computational Sciences Division is conducting research at Haughton as members of the Haughton-Mars Project (HMP) to determine, via an analog study, how we will live and work on Mars.<ref>{{Cite web|url=https://www.nasa.gov/centers/ames/research/technology-onepagers/hc-computing.html|title=NASA - Human Centered Computing|website=www.nasa.gov|language=en|access-date=2017-03-10}}</ref>
# '''HMP/Carnegie Mellon University (CMU) Field Robotics Experiments'''—HCC is collaborating with researchers on the HMP/CMU field robotics research program at Haughton to specify opportunities for robots assisting scientists. Researchers in this project
# '''Ethnography of Human Exploration of Space'''—HCC lab is carrying out an ethnographic study of scientific field work, covering all aspects of a scientist's life in the field. This study involves observing as participants at Haughton and writing about HCC lab`s experiences. HCC lab then look for patterns in how people organize their time, space, and objects and how they relate to each other to accomplish their goals. In this study, HCC lab is focusing on learning and conceptual change.
Line 87 ⟶ 106:
Based on the principles of human-centered computing, the Center for Cognitive Ubiquitous Computing (CUbiC)<ref>{{cite web |url=https://cubic.asu.edu/ |access-date=28 December 2018|title=Home | Center for Cognitive Ubiquitous Computing}}</ref> at [[Arizona State University]] develops assistive, rehabilitative and healthcare applications. Founded by [[Sethuraman Panchanathan]] in 2001, CUbiC research spans three main areas of multimedia computing: sensing and processing, recognition and learning, and interaction and delivery. CUbiC places an emphasis on transdisciplinary research and positions individuals at the center of technology design and development. Examples of such technologies include the Note-Taker,<ref>{{cite news |last1=Kullman |first1=Joe |title=Note-Taker device promises to help students overcome visual impairments |url=https://asunow.asu.edu/content/note-taker-device-promises-help-students-overcome-visual-impairments |access-date=28 December 2018 |publisher=ASU Now |date=23 August 2011}}</ref> a device designed to aid students with low vision to follow classroom instruction and take notes, and VibroGlove,<ref>{{cite web |last1=Panchanathan |first1=Sethuraman |last2=Krishna |first2=Sreekar |last3=Bala |first3=Shantanu |title=VibroGlove |url=https://cubic.asu.edu/content/vibroglove |website=CUbiC.asu.edu |access-date=28 December 2018}}</ref> which conveys facial expressions via haptic feedback to people with visual impairments.
In 2016, researchers at CUbiC introduced
==See also==
Line 153 ⟶ 172:
| publisher = [[University of Pittsburgh Medical Center|UPMC]]
| year = 2013
| url = http://www.upmctdc.com/Pages/Careers.aspx
| archive-url = https://web.archive.org/web/20101226065618/http://www.upmctdc.com/Pages/Careers.aspx
| url-status = dead
| archive-date = December 26, 2010
}}
* "[http://home.comcast.net/~WJClancey/HMP99/hcc.html HMP-99 Science Field Report]" NASA Ames Research Center
|