Human-Error Identification in Human–Computer Interaction
Unknown authors
About 5,843,285 results
Unknown authors
David Benyon
When system developers design a computer system (or other information artefact), they must inevitably make judgements as to how to abstract the domain and how to represent this abstraction in their designs. Over the years human–computer interaction, or more generally information systems design, has had a history of developing competing methods and models for both the process and products of its development. Various paradigms have been suggested, often trying to keep pace with the changing nature of the design problem; from batch processing to interactive systems to work situations andmost recently to designing for household environments. It appears timely, then, to review the nature of the design problem that faces the developers of human–computer systems and to consider some of the impact that different representations and different conceptualisations may have on their activities. Green (1998) has suggested that a single model of developing human–computer systems is not desirable, instead arguing for a number of limited theorieseach of which provides a useful perspective. The aim of this paper is to place competing methods side by side in order to see their strengths and weaknesses more clearly. The central tenet of the paper is that different views of both the human–computer system design process and the different abstractions, or models, that are produced during the design process have varying degrees of utility for designers. It is unlikely that any single method or modelling approach will be optimal in all circumstances. Designers need to be aware of the range of views that exist and of the impact that taking a particular approach may have on the design solution
Tarek Toumi, Abdelmadjid Zidani
Human-Robot Social Interaction became one of active research fields in which researchers from different areas propose solutions and directives leading robots to improve their interactions with humans. In this paper we propose to introduce works in both human robot interaction and human computer interaction and to make a bridge between them, i.e. to integrate emotions and capabilities concepts of the robot in human computer model to become adequate for human robot interaction and discuss challenges related to the proposed model. Finally an illustration through real case of this model will be presented.
Unknown authors
Louise Matjeka, Steve Benford, Nathan Semertzidis, Yash Mehta +4 more
Human–computer integration is an HCI trend in which computational machines can have agency, i.e., take control. Our work focuses on a particular form of integration in which the user and the computational machine share agency over the user’s body, that is, can simultaneously (in contrast to a traditional turn-taking approach) control the user’s body. The result is a user experiencewhere the agency of the user and the computational machine is so intertwined that it is often no more discernable who contributed what to what extent; we call this “intertwined integration”. Due to the recency of advanced technologies enabling intertwined integration systems, we find that little understanding and documented design knowledge exist. To begin constructing such an understanding, we use three case studies to propose two key dimensions (“awareness of machine’s agency” and “alignment of machine’s agency”) to articulate a design space for intertwined integration systems. We differentiate four roles that computational machines can assume in this design space (angel, butler, influencer, and adversary). Based on our craft knowledge gained through designing such intertwined integration systems, we discuss strategies to help designers create future systems. Ultimately, we aim at advancing the HCI field’s emerging understanding of sharing agency
Umer Farooq, M. Aqeel Iqbal, Sohail Nazir
Computers have a direct impact on our lives nowadays. Human's interaction with the computer has modified with the passage of time as improvement in technology occurred the better the human computer interaction became. Today we are facilitated by the operating system that has reduced all the complexity of hardware and we undergo our computation in a very convenient way irrespective of the process occurring at the hardware level. Though the human computer interaction has improved but it's not done yet. If we come to the future the computer's role in our lives would be a lot more rather our life would be of the artificial intelligence. In our future the biggest resource would be component of time and wasting time for a key board entry or a mouse input would be unbearable so the need would be of the computer interaction environment that along with the complexity reduction also minimizes the time wastage in the human computer interaction. Accordingly in our future the computation would also be increased it would not be a simple operating system limited to a computer it would be computers managing our entire life activities hence fall out of domain of present computers electronic based architecture .In this research paper we propose a model that shall be meeting the future human computer interaction needs possessing linguistic human computer interference environment based on surface technology, automation and photonic computing, which would be reliable, efficient and quicker satisfying all the future artificial intelligence pre requisites.
Unknown authors
Umer Farooq, M. Aqeel Iqbal, Sohail Nazir
Computers have a direct impact on our lives nowadays. Human's interaction with the computer has modified with the passage of time as improvement in technology occurred the better the human computer interaction became. Today we are facilitated by the operating system that has reduced all the complexity of hardware and we undergo our computation in a very convenient way irrespective of the process occurring at the hardware level. Though the human computer interaction has improved but it's not done yet. If we come to the future the computer's role in our lives would be a lot more rather our life would be of the artificial intelligence. In our future the biggest resource would be component of time and wasting time for a key board entry or a mouse input would be unbearable so the need would be of the computer interaction environment that along with the complexity reduction also minimizes the time wastage in the human computer interaction. Accordingly in our future the computation would also be increased it would not be a simple operating system limited to a computer it would be computers managing our entire life activities hence fall out of domain of present computers electronic based architecture .In this research paper we propose a model that shall be meeting the future human computer interaction needs possessing linguistic human computer interference environment based on surface technology, automation and photonic computing, which would be reliable, efficient and quicker satisfying all the future artificial intelligence pre requisites.
Unknown authors
Dimitris Kalles, Ilias Fykouras
This paper reviews an experiment in human-computer interaction, where interaction takes place when humans attempt to teach a computer to play a strategy board game. We show that while individually learned models can be shown to improve the playing performance of the computer, their straightforward composition results in diluting what was earlier learned. This observation suggests that interaction cannot be easily distributed when one hopes to harness multiple human experts to develop a quality computer player. This is related to similar approaches in robot task learning and to classic approaches to human learning and reinforces the need to develop tools that facilitate the mix of human-based tuition and computer self-learning.
Unknown authors
Eluyefa Olanrewaju Andrew
Human Computer Symbiosis is similar to Human Computer Interaction in the sense that it is about how humans and computer interact with each other. For this interaction to be made there needs to be a symbiotic relationship between man and computer. Man can interact with computer in many ways, either just by typing with the keyboard or surfing the web. The cyber-physical-socio space is an important aspect to be looked into when referring to the interaction between man and computer. This paper investigates various aspects related to human computer symbiosis. Alongside the aspects related to the topic, this paper would also look into the limitations of Human Computer Symbiosis and evaluate some previously proposed solutions.
Dariush Salami
Roderick Murray-Smith, John H. Williamson, Sebastian Stein
Active Inference is a closed-loop computational theoretical basis for understanding behaviour, based on agents with internal probabilistic generative models that encode their beliefs about how hidden states in their environment cause their sensations. We review Active Inference and how it could be applied to model the human-computer interaction loop. Active Inference provides a coherent framework for managing generative models of humans, their environments, sensors and interface components. It informs off-line design and supports real-time, online adaptation. It provides model-based explanations for behaviours observed in HCI, and new tools to measure important concepts such as agency and engagement. We discuss how Active Inference offers a new basis for a theory of interaction in HCI, tools for design of modern, complex sensor-based systems, and integration of artificial intelligence technologies, enabling it to cope with diversity in human users and contexts. We discuss the practical challenges in implementing such Active Inference-based systems.
Matthew Turk
Kaushik Ranade, Tanmay Khule, Riddhi More
Human-computer interaction (HCI) has been a widely researched area for many years, with continuous advancements in technology leading to the development of new techniques that change the way we interact with computers. With the recent advent of powerful computers, we recognize human actions and interact accordingly, thus revolutionizing the way we interact with computers. The purpose of this paper is to provide a comparative analysis of various algorithms used for recognizing user faces and gestures in the context of computer vision and HCI. This study aims to explore and evaluate the performance of different algorithms in terms of accuracy, robustness, and efficiency. This study aims to provide a comprehensive analysis of algorithms for face and gesture recognition in the context of computer vision and HCI, with the goal of improving the design and development of interactive systems that are more intuitive, efficient, and user-friendly.
Wolfgang Hürst
Amiraj Dhawan, Vipul Honrao
The computer industry is developing at a fast pace. With this development almost all of the fields under computers have advanced in the past couple of decades. But the same technology is being used for human computer interaction that was used in 1970s. Even today the same type of keyboard and mouse is used for interacting with computer systems. With the recent boom in the mobile segment touchscreens have become popular for interaction with cell phones. But these touchscreens are rarely used on traditional systems. This paper tries to introduce methods for human computer interaction using the users hand which can be used both on traditional computer platforms as well as cell phones. The methods explain how the users detected hand can be used as input for applications and also explain applications that can take advantage of this type of interaction mechanism.
Dariush Salami
Kristian Lukander
The application of psychophysiologicy in human-computer interaction is a growing field with significant potential for future smart personalised systems. Working in this emerging field requires comprehension of an array of physiological signals and analysis techniques. Human speech affords, alongside linguistic content, rich information in the intonation, voice quality, prosody, and rhythmic variation of utterances, allowing listeners to recognise numerous distinct emotional states in the speaker. Several types of factors affect speech, ranging from emotions to cognitive load and pathological conditions, providing a promising non-intrusive source for online understanding of context and psychophysiological state. This paper aims to serve as a primer for the novice, enabling rapid familiarisation with the latest core concepts. We put special emphasis on everyday human-computer interface applications to distinguish from the more common clinical or sports uses of psychophysiology. This paper is an extract from a comprehensive review of the entire field of ambulatory psychophysiology, including 12 similar chapters, plus application guidelines and systematic review. Thus any citation should be made using the following reference: B. Cowley, M. Filetti, K. Lukander, J. Torniainen, A. Henelius, L. Ahonen, O. Barral, I. Kosunen, T. Valtonen, M. Huotilainen, N. Ravaja, G. Jacucci. The Psychophysiology Primer: a guide to methods and a broad review with a focus on human-computer interaction. Foundations and Trends in Human-Computer Interaction, vol. 9, no. 3-4, pp. 150--307, 2016.
Unknown authors
S. Thuseethan, S. Kuhanesan
In this research, a literature in human-computer interaction is reviewed and the technology aspect of human computer interaction related with digital academic supportive devices is also analyzed. According to all these concerns, recommendations to design good human-computer digital academic supportive devices are analyzed and proposed. Due to improvements in both hardware and software, digital devices have unveiled continuous advances in efficiency and processing capacity. However, many of these systems are also becoming larger and increasingly more complex. Although such complexity usually poses no difficulties for many users, it often creates barriers for academic users while using digital devices. Usually, in designing those digital devices, the human-computer interaction is left behind without consideration. To achieve dependable, usable, and well-engineered interactive digital academic supportive devices requires applied human computer interaction research and awareness of its issues.