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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"
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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== Human-centered systems ==
'''Human-centered systems (HCS)''' are systems designed for human-centered computing. This approach was developed by [[Mike Cooley (engineer)|Mike Cooley]] in his book ''[[Architect or Bee?]]'' <ref>
# based on the analysis of the human tasks the system is aiding
# monitored for performance in terms of human benefits
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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
=== Multimedia production ===
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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
==See also==
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