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{{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 of disciplines such as [[computer science]], [[human factors]], [[sociology]], [[psychology]], [[cognitive science]], [[anthropology]], [[communication studies]], [[graphic design]] and [[industrial design]]. Some researchers focus on understanding humans, both as individuals and in social groups, by focusing on the ways that human beings adopt and organize their lives around computational technologies. Others focus on designing and developing new computational artifacts.
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* 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>
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[[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 |volume=13 |issue=1 |pages=12–19 |year=2006 |doi = 10.1109/MMUL.2006.8|s2cid =8169985 }}</ref> media production, annotation, organization, archival, retrieval, sharing, analysis, and communication, which can be clustered into three areas: production, analysis, and interaction.
=== Multimedia production ===
Multimedia production is the human task of creating media.<ref>{{Cite book|title = Human-Centered Computing: A Multimedia Perspective|journal = Jaimes, Alejandro, Nicu Sebe, and Daniel Gatica-Perez. "Human-centered Computing: A Multimedia Perspective." Proceedings of the 14th Annual ACM International Conference on Multimedia. ACM, 2006.|pages = 855|doi = 10.1145/1180639.1180829|year = 2006|last1 = Jaimes|first1 = Alejandro|last2 = Sebe|first2 = Nicu|last3 = Gatica-Perez|first3 = Daniel|isbn = 978-1595934475|s2cid = 4412002}}</ref> For instance, photographing, recording audio, remixing, etc. It is important that all aspects of media production concerned should directly involve humans in HCM. There are two main characteristics of multimedia production. The first is culture and social factors. HCM production systems should consider cultural differences and be designed according to the culture in which they will be deployed. The second is to consider human abilities. Participants involved in HCM production should be able to complete the activities during the production process.
=== Multimedia analysis ===
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