Human–computer interaction (HCI) is research in the design and the use of computer technology, which focuses on the interfaces between people (users) and computers. HCI researchers observe the ways humans interact with computers and design technologies that allow humans to interact with computers in novel ways. A device that allows interaction between human being and a computer is known as a "Human-computer Interface (HCI)".
As a field of research, human–computer interaction is situated at the intersection of computer science, behavioral sciences, design, media studies, and several other fields of study. The term was popularized by Stuart K. Card, Allen Newell, and Thomas P. Moran in their 1983 book, The Psychology of Human–Computer Interaction. The first known use was in 1975 by Carlisle. The term is intended to convey that, unlike other tools with specific and limited uses, computers have many uses which often involve an open-ended dialogue between the user and the computer. The notion of dialogue likens human–computer interaction to human-to-human interaction: an analogy that is crucial to theoretical considerations in the field.
Humans interact with computers in many ways, and the interface between the two is crucial to facilitating this interaction. HCI is also sometimes termed human–machine interaction (HMI), man-machine interaction (MMI) or computer-human interaction (CHI). Desktop applications, internet browsers, handheld computers, and computer kiosks make use of the prevalent graphical user interfaces (GUI) of today. Voice user interfaces (VUI) are used for speech recognition and synthesizing systems, and the emerging multi-modal and Graphical user interfaces (GUI) allow humans to engage with embodied character agents in a way that cannot be achieved with other interface paradigms. The growth in human–computer interaction field has led to an increase in the quality of interaction, and resulted in many new areas of research beyond.
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The objective is to enable students to critically apprehend the Human Computer Interaction (HCI) challenges associated with the design and the exploitation of social media platforms.
Mettre en pratique les bases de la programmation vues au semestre précédent. Développer un logiciel structuré. Méthode de debug d'un logiciel. Introduction à la programmation scientifique. Introductio
The Communication A module of the course on Global Issues tackles challenges
related to instantaneous communication and social media. The interdisciplinary
approach implemented integrates SHS and engi
A touch user interface (TUI) is a computer-pointing technology based upon the sense of touch (haptics). Whereas a graphical user interface (GUI) relies upon the sense of sight, a TUI enables not only the sense of touch to innervate and activate computer-based functions, it also allows the user, particularly those with visual impairments, an added level of interaction based upon tactile or Braille input. Generally, the TUI requires pressure or presence with a switch located outside of the printed paper.
Gesture recognition is a topic in computer science and language technology with the goal of interpreting human gestures via mathematical algorithms. It is a subdiscipline of computer vision. Gestures can originate from any bodily motion or state, but commonly originate from the face or hand. Focuses in the field include emotion recognition from face and hand gesture recognition since they are all expressions. Users can make simple gestures to control or interact with devices without physically touching them.
Eye tracking is the process of measuring either the point of gaze (where one is looking) or the motion of an eye relative to the head. An eye tracker is a device for measuring eye positions and eye movement. Eye trackers are used in research on the visual system, in psychology, in psycholinguistics, marketing, as an input device for human-computer interaction, and in product design. In addition, eye trackers are increasingly being used for assistive and rehabilitative applications such as controlling wheelchairs, robotic arms, and prostheses.
Examines default images of human interaction and their impact on scientific inquiry, theories of agency, cognition, participation, and the political implications of embedded elements.
Designing novel materials is greatly dependent on understanding the design principles, physical mechanisms, and modeling methods of material microstructures, requiring experienced designers with expertise and several rounds of trial and error. Although rec ...
The rise of robotic body augmentation brings forth new developments that will transform robotics, human-machine interaction, and wearable electronics. Extra robotic limbs, although building upon restorative technologies, bring their own set of challenges i ...
Computer simulations are often used as support material for science education, as they can engage students through inquiry-based learning, promote their active interaction in the experimentation phase, and help them visualize abstract concepts. For instanc ...