Portal:Human–computer interaction
Wikipedia portal for content related to Human–computer interaction / From Wikipedia, the free encyclopedia
Portal maintenance status: (September 2018)
|
The Human–computer interaction portal
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. (Full article...)
Selected article - show another
WikiProject
Need help?
Do you have a question about Human–computer interaction that you can't find the answer to?
Consider asking it at the Wikipedia reference desk.
General images
- Image 1The skeletal version (right) is effectively modeling the hand (left). This has fewer parameters than the volumetric version and it's easier to compute, making it suitable for real-time gesture analysis systems. (from Gesture recognition)
- Image 2An operator controlling The Virtual Interface Environment Workstation (VIEW) at NASA Ames (from Virtual reality)
- Image 3An Omni treadmill being used at a VR convention (from Virtual reality)
- Image 4Middleware usually processes gesture recognition, then sends the results to the user. (from Gesture recognition)
- Image 5A VPL Research DataSuit, a full-body outfit with sensors for measuring the movement of arms, legs, and trunk. Developed c. 1989. Displayed at the Nissho Iwai showroom in Tokyo (from Virtual reality)
- Image 6The user interacts directly with hardware for the human input and output such as displays, e.g. through a graphical user interface. The user interacts with the computer over this software interface using the given input and output (I/O) hardware.
Software and hardware are matched so that the processing of the user input is fast enough, and the latency of the computer output is not disruptive to the workflow. (from Human–computer interaction) - Image 7Robinson R22 Virtual Reality Training Device developed by VRM Switzerland (from Virtual reality)
- Image 8View-Master, a stereoscopic visual simulator, was introduced in 1939.
- Image 9A computer monitor provides a visual interface between the machine and the user. (from Human–computer interaction)
- Image 10Paramount for the sensation of immersion into virtual reality are a high frame rate and low latency.
- Image 12Virtual Fixtures immersive AR system developed in 1992. Picture features Dr. Louis Rosenberg interacting freely in 3D with overlaid virtual objects called 'fixtures'. (from Virtual reality)
- Image 13These binary silhouette(left) or contour(right) images represent typical input for appearance-based algorithms. They are compared with different hand templates and if they match, the correspondent gesture is inferred. (from Gesture recognition)
- Image 14A child's hand location and movement being detected by a gesture recognition algorithm (from Gesture recognition)
- Image 16A real hand (left) is interpreted as a collection of vertices and lines in the 3D mesh version (right), and the software uses their relative position and interaction in order to infer the gesture. (from Gesture recognition)
- Image 17U.S. Navy Hospital Corpsman demonstrating a VR parachute simulator at the Naval Survival Training Institute in 2006 (from Virtual reality)
- Image 18Some alternative methods of tracking and analyzing gestures, and their respective relationships (from Gesture recognition)
- Image 19In theory, VR represents a participant's field of view (yellow area). (from Virtual reality)
- Image 21A Missouri National Guardsman looks into a VR training head-mounted display at Fort Leonard Wood in 2015. (from Virtual reality)
- Image 22Researchers with the European Space Agency in Darmstadt, Germany, equipped with a VR headset and motion controllers, demonstrating how astronauts might use virtual reality in the future to train to extinguish a fire inside a lunar habitat (from Virtual reality)
Related portals
Subcategories
Subtopics
- Usability
- Design
- User Experience
- Technology
- Psychology
- Concepts and Theory
Associated Wikimedia
The following Wikimedia Foundation sister projects provide more on this subject:
-
Commons
Free media repository -
Wikibooks
Free textbooks and manuals -
Wikidata
Free knowledge base -
Wikinews
Free-content news -
Wikiquote
Collection of quotations -
Wikisource
Free-content library -
Wikiversity
Free learning tools -
Wiktionary
Dictionary and thesaurus