Human-centered computing: Difference between revisions

Content deleted Content added
Citation bot (talk | contribs)
m Alter: url, template type, doi, isbn, journal, page. Add: title, isbn, year, series, chapter, chapter-url, doi, pages, issue, volume, journal, author pars. 1-3. Removed parameters. Formatted dashes. | You can use this bot yourself. Report bugs here. | User-activated.
m clean up, replaced: IEEE Multimedia Magazine → IEEE Multimedia (2)
Line 7:
 
=== 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 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 }}</ref> 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"/>
Line 29:
 
== 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> http://www.spokesmanbooks.com/Spokesman/PDF/131OGrady.pdf | Architect or Bee? The human price of technology </ref> drawing on his experience working with the [[Lucas_IndustriesLucas Industries#Lucas_Plan_Lucas Plan (1976)|Lucas Plan]]. HCS focuses on the design of interactive systems as they relate to human activities.<ref>{{Cite web|title = Human-Centered Systems &#124; Research Areas &#124; Research {{!}} Computer Science & Engineering {{!}} College of Engineering|url = http://engineering.tamu.edu/cse/research/areas/human-centered-systems|website = engineering.tamu.edu|accessdate = 2015-04-17|first = Texas|last = Communications}}</ref> According to Kling et al., the Committee on Computing, Information, and Communication of the [[National Science and Technology Council]], identified human-centered systems, or HCS, as one of five components for a High Performance Computing Program.<ref name=":0">{{Cite web|title = Human Centered Systems in the Perspective of Organizational and Social Informatics|url = http://philfeldman.com/Human_centered_systems_in_the_perspective_of_organizational_and_social_informatics.pdf|website = philfeldman.com|accessdate = 2015-04-17}}</ref> Human-centered systems can be referred to in terms of human-centered automation. According to Kling et al., HCS refers to "systems that are:
# based on the analysis of the human tasks the system is aiding
# monitored for performance in terms of human benefits
Line 40:
[[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 ===
Line 78:
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 &#124; 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-SeptemberJuly–September 2016 |volume=23 |issue=3 |pagepages=12–19 |url=https://ieeexplore.ieee.org/stamp/stamp.jsp?arnumber=7535120&tag=1 |accessdate=28 December 2018|doi=10.1109/MMUL.2016.51 }}</ref> a new paradigm adjacent to HCC, which aims to understand a user’s needs, preferences, and mannerisms including cognitive abilities and skills to design ego-centric technologies. Person-centered multimedia computing stresses the multimedia analysis and interaction facets of HCC to create technologies that can adapt to new users despite being designed for an individual.
 
==See also==