Human-centered computing: Difference between revisions

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=== HCC topics ===
The [[National Science Foundation]] (NSF) defines the trends of HCC research as "a three dimensional space comprising human, computer, and environment."<ref name=":1">{{Cite web|title = US NSF - CISE - IIS|url = https://www.nsf.gov/cise/iis/hcc_pgm.jsp|website = www.nsf.gov|accessdateaccess-date = 2015-04-17}}</ref> According to the NSF, the human dimension ranges from research that supports individual needs, through teams as goal-oriented groups, to society as an unstructured collection of connected people. The computer dimension ranges from fixed computing devices, through mobile devices, to computational systems of visual/audio devices that are embedded in the surrounding physical environment. The environment dimension ranges from discrete physical computational devices, through mixed reality systems, to immersive virtual environments.<ref name=":1" /> Some examples of topics in the field are listed below.
 
==== List of topics in HCC field ====
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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|pmid=|access-date=|hdl=20.500.11937/29660|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|___location=|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)''' 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 Industries#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|accessdateaccess-date = 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|accessdateaccess-date = 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
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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|pmid = }}</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|url = |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|pmid = |access-date = |year = 2006|last1 = Jaimes|first1 = Alejandro|last2 = Sebe|first2 = Nicu|last3 = Gatica-Perez|first3 = Daniel|isbn = 978-1595934475}}</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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=== 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/ |accessdateaccess-date=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 |accessdateaccess-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 |accessdateaccess-date=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 |date=July–September 2016 |volume=23 |issue=3 |pages=12–19 |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.
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| last = Jaimes |author2=Nicu Sebe |author3=Daniel Gatica-Perez
| title = Human-Centered Computing: A Multimedia Perspective
| booktitlebook-title = Proceedings of the 14th annual ACM international conference on Multimedia
| pages = 855–864
| publisher = ACM Press
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| ___location = Santa Barbara, CA, USA
| url = http://www.idiap.ch/~gatica/publications/JaimesSebeGatica-acmmm06.pdf
| accessdateaccess-date = 2006-11-30
| isbn = 1-59593-447-2
| doi = 10.1145/1180639.1180829
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| date = 2006-05-31
| url = https://www.nsf.gov/pubs/2006/nsf06572/nsf06572.htm#pgm_desc_txt
| accessdateaccess-date = 2007-01-07 }}
*{{cite conference
| first = James
| last = Foley
| authorlinkauthor-link = James D. Foley
|author2=Michel Beaudouin-Lafon | author3-link = Jonathan Grudin
|author3=Jonathan Grudin |author4=James Hollan |author5=Scott Hudson |author6=Judy Olson |author7= Bill Verplank
| title = Graduate Education in Human-Computer Interaction
| booktitlebook-title = CHI '05 Extended Abstracts on Human Factors in Computing Systems
| pages = 2113–2114
| publisher = ACM Press