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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
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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=== Scope ===
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">{{cite
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"/>
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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 addresss 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/
* 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/
== Human-centered systems ==
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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|url = http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=1580429|title = Human-centered multimedia: culture, deployment, and access|last =Jaimes |first =A. |journal = IEEE Multimedia Magazine |volume=, 13 |issue=1 |pages=12–19 |year=2006 |doi = 10.1109/MMUL.2006.8|pmid = |access-date = }}</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
=== Multimedia analysis ===
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=== Center for Cognitive Ubiquitous Computing (CUbiC) at Arizona State University ===
[[File:Note-Taker device and David Hayden.jpg|thumb|Note-Taker device with initial inventor David Hayden]]
Based on the principles of human-centered computing, the Center for Cognitive Ubiquitous Computing (CUbiC)<ref>{{cite web |url=https://cubic.asu.edu/ |accessdate=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 |accessdate=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 |accessdate=28 December 2018}}</ref> which conveys facial expressions via haptic feedback to people with visual impairments.
In 2016, researchers at CUbiC introduced “Person-Centered Multimedia Computing,"<ref>{{cite journal |last1=Panchanathan |first1=S. |last2=Chakraborty |first2=S. |last3=McDaniel |first3=T. |last4=Tadayon |first4=R. |title=Person-Centered Multimedia Computing: A New Paradigm Inspired by Assistive and Rehabilitative Applications |journal=IEEE Multimedia Magazine |date=July-September 2016 |volume=23 |issue=3 |page=
==See also==
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