This document discusses input and output channels in human-computer interaction. It describes the five human senses - sight, hearing, touch, taste and smell - and how they provide input. It then discusses the major effectors like limbs, fingers and vocal systems that provide human output. The document focuses on how vision, hearing and touch are used as input channels in interacting with computers, primarily through the eyes, fingers and voice. It provides details on the physiological mechanisms and processing involved in each sense.
The document discusses various topics related to interaction design basics including goals and constraints of design, understanding users through personas and scenarios, prototyping and iteration, navigation design, screen design principles, and more. It emphasizes the importance of an user-centered design approach and provides examples and guidelines to help design intuitive interactions.
HCI is the study, planning, design of the interaction between humans and computers. A human’s interaction with the outside world occurs through information being received and sent: input and output. In an interaction with a computer the user
receives information that is output by the computer, and responds by providing input to the computer.
HCI 3e - Ch 14: Communication and collaboration modelsAlan Dix
Chapter 14: Communication and collaboration models
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
The document discusses models of interaction between users and computer systems. It describes Norman's seven-stage model of interaction which focuses on the user's perspective when interacting with an interface. It also discusses Abowd and Beale's framework which identifies the major components involved in interaction, including user input and system output. Different styles of interaction are examined, such as command line interfaces, menus, and WIMP interfaces.
Memory can be defined as the ability to store, retain, and recall information and experiences. There are different types of memory based on how long information is retained. Sensory memory only lasts up to 500 milliseconds. Short-term or working memory briefly stores information for up to 20 seconds through rehearsal before transferring it to long-term memory. Long-term memory can store information for lifetimes and is divided into explicit and implicit memory. Explicit memory includes episodic memory of personal experiences and semantic memory of facts, while implicit memory involves unconscious procedural skills and habits. Information is retrieved from long-term memory through processes like recall, recognition and relearning. There are several theories for why we forget, including decay, interference, encoding and
The document discusses principles and patterns for designing web interfaces, including making interactions direct, lightweight, and keeping users on the page. It covers various techniques for inline and overlay editing, direct selection of objects, drag and drop interactions, and using contextual tools near content to improve usability. The document provides examples and guidelines for implementing these patterns and principles in web design.
The document discusses key aspects of the software engineering design process including requirements specification, architectural design, detailed design, coding and testing. It emphasizes that usability engineering should occur throughout the design lifecycle. The document also discusses iterative design and prototyping techniques which help address limitations of incomplete requirements specifications. Design rationale is presented as an important part of the process to explain and communicate the reasons behind design decisions.
The document discusses various topics related to interaction design basics including goals and constraints of design, understanding users through personas and scenarios, prototyping and iteration, navigation design, screen design principles, and more. It emphasizes the importance of an user-centered design approach and provides examples and guidelines to help design intuitive interactions.
HCI is the study, planning, design of the interaction between humans and computers. A human’s interaction with the outside world occurs through information being received and sent: input and output. In an interaction with a computer the user
receives information that is output by the computer, and responds by providing input to the computer.
HCI 3e - Ch 14: Communication and collaboration modelsAlan Dix
Chapter 14: Communication and collaboration models
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
The document discusses models of interaction between users and computer systems. It describes Norman's seven-stage model of interaction which focuses on the user's perspective when interacting with an interface. It also discusses Abowd and Beale's framework which identifies the major components involved in interaction, including user input and system output. Different styles of interaction are examined, such as command line interfaces, menus, and WIMP interfaces.
Memory can be defined as the ability to store, retain, and recall information and experiences. There are different types of memory based on how long information is retained. Sensory memory only lasts up to 500 milliseconds. Short-term or working memory briefly stores information for up to 20 seconds through rehearsal before transferring it to long-term memory. Long-term memory can store information for lifetimes and is divided into explicit and implicit memory. Explicit memory includes episodic memory of personal experiences and semantic memory of facts, while implicit memory involves unconscious procedural skills and habits. Information is retrieved from long-term memory through processes like recall, recognition and relearning. There are several theories for why we forget, including decay, interference, encoding and
The document discusses principles and patterns for designing web interfaces, including making interactions direct, lightweight, and keeping users on the page. It covers various techniques for inline and overlay editing, direct selection of objects, drag and drop interactions, and using contextual tools near content to improve usability. The document provides examples and guidelines for implementing these patterns and principles in web design.
The document discusses key aspects of the software engineering design process including requirements specification, architectural design, detailed design, coding and testing. It emphasizes that usability engineering should occur throughout the design lifecycle. The document also discusses iterative design and prototyping techniques which help address limitations of incomplete requirements specifications. Design rationale is presented as an important part of the process to explain and communicate the reasons behind design decisions.
This Document by Daroko blog,this describe the human computer interface in use today,to read More about Notes on human computer intrface,kindly go to daroko blog,this is ust a section of those notes,go to daroko blog and read all the Notes,check on the tutorials part on that blog and then choose human computer interafec
Human-Computer Interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them” -ACM/IEEE
Chapter 12: Cognitive models
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
HCI 3e - Ch 13: Socio-organizational issues and stakeholder requirementsAlan Dix
Chapter 13: Socio-organizational issues and stakeholder requirements
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
The document discusses the mobile ecosystem and its various layers. It describes how the mobile ecosystem consists of operators who build cellular networks, mobile platforms that software runs on, application frameworks that apps are created with, and different types of mobile apps like games and web widgets. It also covers topics like mobile design, information architecture, and trends like Mobile 2.0.
The document discusses the history and evolution of paradigms in human-computer interaction (HCI). It describes several paradigm shifts in interactive technologies including: batch processing, time-sharing, interactive computing, graphical displays, personal computing, the World Wide Web, ubiquitous computing. Each new paradigm created a new perception of the human-computer relationship.
Human-computer interaction (HCI) is a multidisciplinary field of study focusing on the design of computer technology and, in particular, the interaction between humans (the users) and computers. While initially concerned with computers, HCI has since expanded to cover almost all forms of information technology design
Design process interaction design basicsPreeti Mishra
This document provides an introduction to interaction design basics and terms. It discusses that interaction design involves creating technology-based interventions to achieve goals within constraints. The design process has several stages and is iterative. Interaction design starts with understanding users through methods like talking to and observing them. Scenarios are rich stories used throughout design to illustrate user interactions. Basic terms in interaction design include goals, constraints, trade-offs, and the design process. Usability and user-centered design are also discussed.
HCI 3e - Ch 6: HCI in the software processAlan Dix
Chapter 6: HCI in the software process
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
This document provides an overview of human information processing and cognition. It discusses how humans receive and interpret visual and auditory information. It describes short-term and long-term memory, including different memory models. It also covers topics like problem solving, reasoning, decision making, and how emotion can influence cognitive abilities.
Human Computer Interaction evaluation techniques are used to test usability and functionality. They can occur in laboratories, fields, or collaboratively with users. Common evaluation methods include cognitive walkthroughs, heuristic evaluations, experimental evaluations, observational methods like think aloud protocols, and questionnaires. Choosing an appropriate technique depends on factors like the design or implementation stage, desired objectivity, and available resources.
This document discusses human-computer interfaces (HCI). It defines HCI as the process of information transfer between users and machines, and how users see and interact with computer systems. The document outlines different types of interfaces like command line, menu driven, and graphical user interfaces. It also discusses advances in HCI including wearable, wireless, and virtual devices. Multimodal interfaces that combine multiple input modes are presented as beneficial for disabled users.
The document discusses various input and output devices used in computer systems. It describes keyboards, mice, touchscreens, displays, printers and scanners. It explains how these devices work and how they allow interaction with computers. Different interaction techniques are suitable depending on the devices used, such as direct interaction with touchscreens versus indirect interaction with mice.
This document provides an overview of human-computer interaction (HCI). It begins with early computing in 1945, which involved large specialized machines. As computers developed, they became smaller, cheaper, and more widely used. HCI emerged as a field to study the interaction between humans and computers. Key aspects of HCI include understanding human abilities and limitations as well as the computer system components that enable interaction such as input devices, output displays, and memory. The document explores various interaction paradigms that have developed over time including command lines, menus, natural language interfaces, and graphical user interfaces. It provides examples of how interaction involves both the human and computer systems working together.
The document discusses several models of human-computer interaction, including predictive models, Guiard's model of bimanual skill, and the Key-Action Model (KAM) of keyboard interaction. Guiard's model describes the different roles of the preferred and non-preferred hands in tasks. The KAM categorizes keyboard keys as symbol, executive, or modifier keys. Both models provide insights for interaction design, such as implementing scrolling with the non-preferred hand and distributing executive keys for both hands. Microsoft keyboards are cited as an example of applying these insights.
This document outlines the syllabus for a course on Human Computer Interaction taught by Dr. Latesh Malik. The course objectives are to introduce students to concepts of HCI and how to design and evaluate interactive technologies. The syllabus covers topics like principles of interface design, the design process, screen design, interface components, and tools. The course aims to help students understand considerations for interface design and methods in HCI to design effective user interfaces.
Chapter 3: The interaction
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
The document discusses hypertext, multimedia, and the World Wide Web. It covers understanding hypertext and how it differs from linear text by allowing non-sequential navigation through links. It also covers finding information on the web through navigation structures, bookmarks, and search engines. Finally, it discusses web technologies including protocols, servers, browsers, and issues around bandwidth and latency.
Human Computer Interaction Unit 1 Chapter 1 Presentation.pptsomeonehacked553
Human-computer interaction (HCI) is the study of how people interact with computers and related technology. HCI aims to improve interactions by making computers more usable and responsive to user needs. HCI is a multidisciplinary field that involves designing, implementing, and evaluating interactive systems used by people. Key aspects of HCI include understanding human cognitive abilities, limitations, and preferences, as well as designing systems using input/output devices that match human capabilities and expectations. The ultimate goal of HCI is to minimize barriers between what users want to accomplish and the computer's understanding of the user's task.
The document discusses human information processing systems and their components of input-output, memory, and processing. It describes the human eye and vision, including the retina, rods, cones, and blind spot. It also covers interpreting visual signals related to brightness, color, expectations, and optical illusions. The document discusses reading processes, hearing mechanisms and sound perception, touch receptors, human movement and Fitts' Law, and the different types of human memory including sensory, short-term, and long-term memory.
This Document by Daroko blog,this describe the human computer interface in use today,to read More about Notes on human computer intrface,kindly go to daroko blog,this is ust a section of those notes,go to daroko blog and read all the Notes,check on the tutorials part on that blog and then choose human computer interafec
Human-Computer Interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them” -ACM/IEEE
Chapter 12: Cognitive models
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
HCI 3e - Ch 13: Socio-organizational issues and stakeholder requirementsAlan Dix
Chapter 13: Socio-organizational issues and stakeholder requirements
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
The document discusses the mobile ecosystem and its various layers. It describes how the mobile ecosystem consists of operators who build cellular networks, mobile platforms that software runs on, application frameworks that apps are created with, and different types of mobile apps like games and web widgets. It also covers topics like mobile design, information architecture, and trends like Mobile 2.0.
The document discusses the history and evolution of paradigms in human-computer interaction (HCI). It describes several paradigm shifts in interactive technologies including: batch processing, time-sharing, interactive computing, graphical displays, personal computing, the World Wide Web, ubiquitous computing. Each new paradigm created a new perception of the human-computer relationship.
Human-computer interaction (HCI) is a multidisciplinary field of study focusing on the design of computer technology and, in particular, the interaction between humans (the users) and computers. While initially concerned with computers, HCI has since expanded to cover almost all forms of information technology design
Design process interaction design basicsPreeti Mishra
This document provides an introduction to interaction design basics and terms. It discusses that interaction design involves creating technology-based interventions to achieve goals within constraints. The design process has several stages and is iterative. Interaction design starts with understanding users through methods like talking to and observing them. Scenarios are rich stories used throughout design to illustrate user interactions. Basic terms in interaction design include goals, constraints, trade-offs, and the design process. Usability and user-centered design are also discussed.
HCI 3e - Ch 6: HCI in the software processAlan Dix
Chapter 6: HCI in the software process
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
This document provides an overview of human information processing and cognition. It discusses how humans receive and interpret visual and auditory information. It describes short-term and long-term memory, including different memory models. It also covers topics like problem solving, reasoning, decision making, and how emotion can influence cognitive abilities.
Human Computer Interaction evaluation techniques are used to test usability and functionality. They can occur in laboratories, fields, or collaboratively with users. Common evaluation methods include cognitive walkthroughs, heuristic evaluations, experimental evaluations, observational methods like think aloud protocols, and questionnaires. Choosing an appropriate technique depends on factors like the design or implementation stage, desired objectivity, and available resources.
This document discusses human-computer interfaces (HCI). It defines HCI as the process of information transfer between users and machines, and how users see and interact with computer systems. The document outlines different types of interfaces like command line, menu driven, and graphical user interfaces. It also discusses advances in HCI including wearable, wireless, and virtual devices. Multimodal interfaces that combine multiple input modes are presented as beneficial for disabled users.
The document discusses various input and output devices used in computer systems. It describes keyboards, mice, touchscreens, displays, printers and scanners. It explains how these devices work and how they allow interaction with computers. Different interaction techniques are suitable depending on the devices used, such as direct interaction with touchscreens versus indirect interaction with mice.
This document provides an overview of human-computer interaction (HCI). It begins with early computing in 1945, which involved large specialized machines. As computers developed, they became smaller, cheaper, and more widely used. HCI emerged as a field to study the interaction between humans and computers. Key aspects of HCI include understanding human abilities and limitations as well as the computer system components that enable interaction such as input devices, output displays, and memory. The document explores various interaction paradigms that have developed over time including command lines, menus, natural language interfaces, and graphical user interfaces. It provides examples of how interaction involves both the human and computer systems working together.
The document discusses several models of human-computer interaction, including predictive models, Guiard's model of bimanual skill, and the Key-Action Model (KAM) of keyboard interaction. Guiard's model describes the different roles of the preferred and non-preferred hands in tasks. The KAM categorizes keyboard keys as symbol, executive, or modifier keys. Both models provide insights for interaction design, such as implementing scrolling with the non-preferred hand and distributing executive keys for both hands. Microsoft keyboards are cited as an example of applying these insights.
This document outlines the syllabus for a course on Human Computer Interaction taught by Dr. Latesh Malik. The course objectives are to introduce students to concepts of HCI and how to design and evaluate interactive technologies. The syllabus covers topics like principles of interface design, the design process, screen design, interface components, and tools. The course aims to help students understand considerations for interface design and methods in HCI to design effective user interfaces.
Chapter 3: The interaction
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
The document discusses hypertext, multimedia, and the World Wide Web. It covers understanding hypertext and how it differs from linear text by allowing non-sequential navigation through links. It also covers finding information on the web through navigation structures, bookmarks, and search engines. Finally, it discusses web technologies including protocols, servers, browsers, and issues around bandwidth and latency.
Human Computer Interaction Unit 1 Chapter 1 Presentation.pptsomeonehacked553
Human-computer interaction (HCI) is the study of how people interact with computers and related technology. HCI aims to improve interactions by making computers more usable and responsive to user needs. HCI is a multidisciplinary field that involves designing, implementing, and evaluating interactive systems used by people. Key aspects of HCI include understanding human cognitive abilities, limitations, and preferences, as well as designing systems using input/output devices that match human capabilities and expectations. The ultimate goal of HCI is to minimize barriers between what users want to accomplish and the computer's understanding of the user's task.
The document discusses human information processing systems and their components of input-output, memory, and processing. It describes the human eye and vision, including the retina, rods, cones, and blind spot. It also covers interpreting visual signals related to brightness, color, expectations, and optical illusions. The document discusses reading processes, hearing mechanisms and sound perception, touch receptors, human movement and Fitts' Law, and the different types of human memory including sensory, short-term, and long-term memory.
Unit1 17-08-2020 HUMAN COMPUTER INTERACTIONRoselin Mary S
This document provides an overview of human-computer interaction (HCI). It discusses why HCI is important, defining HCI and describing the user, computer, and interaction. It then covers the different input and output channels humans use, including the senses of vision, hearing, touch, and motor control. For each input channel, it describes the anatomical structures and processing involved. The document emphasizes that understanding human factors is crucial for designing intuitive and effective interfaces.
This document provides an overview of key concepts in sensation and perception from a lecture on chapter three. It discusses the six major human senses of vision, hearing, touch, taste, smell, and pain. It then explains the basic principles of sensation, which is the detection of stimuli, and perception, which is the interpretation of sensations. Sensory thresholds, adaptation, and transduction are defined. The structures and processes of vision and hearing are described in more detail.
This document discusses human-computer interaction (HCI) and provides information on various related topics:
1. It outlines the objectives and goals of HCI, which include producing usable and safe systems that are easy to learn, remember, use effectively and efficiently.
2. It describes factors that influence HCI such as the user, task, system functionality and constraints. Input and output channels like vision, hearing and touch are also discussed.
3. Guidelines for interface design are provided regarding arrangement of controls, physical environment, lighting and noise. Frameworks for assessing interaction and concepts from ergonomics are also covered.
This document provides an overview of key concepts related to sensation and perception. It discusses topics like sensation and the sense organs, sensory thresholds, subliminal perception, habituation and sensory adaptation, the structure and function of the eye and ear, color vision, depth perception, and Gestalt principles of perception. The document is divided into sections covering light, sound, taste, sight, hearing, and perceptual processes.
The document discusses different I/O channels for human-computer interaction. It describes the five main human senses and notes that vision, hearing, and touch are most relevant for HCI, while taste and smell currently play a smaller role. It then provides more detail on visual perception including color, the human eye, and visual processing limitations. It also discusses hearing and the outer, middle, and inner ear. Finally, it covers the sense of touch and the different receptor types in skin.
Physical processes employed in artificial lighting sources include incandescence, luminescence, fluorescence, and phosphorescence. Incandescence uses heat to produce light from materials like tungsten filaments. Luminescence produces light through chemical or electrical excitation of gases and vapors. Fluorescence absorbs light at one wavelength and re-emits it at another, making UV light visible. Phosphorescence stores light energy and releases it later as glow. Efficient lighting combines luminescence and fluorescence.
The human visual system begins when light enters the eye and forms an image on the retina. The retina contains light-sensitive rods and cones that detect light and color. The optic nerve then sends this visual information to the brain's visual cortex for processing into perceptions of the external world. While the eyes provide sensory input, the brain constructs our experience of vision through complex cognitive and perceptual processes. Our perceptions depend on the interactions between low-level visual detection and higher-level recognition abilities in the brain.
The document summarizes the five basic human sense organs - eyes, ears, tongue, skin, and nose. It describes the main receptors in each sense organ and how they detect stimuli like light, sound, taste, touch, and smell and relay this information to the brain. It provides details on key structures and functions of the eye, ear, tongue, and skin in sensory detection and perception.
This document discusses sensation and perception. It defines sensation as the process by which the senses receive sensory stimuli and transmit them to the brain, while perception is the interpretation of sensory information by the brain. It then focuses on describing sensation in more detail, including the role of sensory receptors, thresholds, adaptation, and transduction. Finally, it provides an in-depth overview of vision and the anatomy of the eye, describing the external structures, internal structures like the retina, and processes like accommodation and adaptation.
The document summarizes how vision and hearing work. It describes how light enters the eye through the cornea and pupil, is focused by the lens, and stimulates light-sensitive cells in the retina which send signals through the optic nerve to the brain. Stereoscopic vision from both eyes allows depth perception. Hearing is described as sound waves causing the eardrum and middle ear bones to vibrate, stimulating sensory neurons in the inner ear which also help with balance through fluid-filled semicircular canals that detect movement.
The document discusses the process of visual sensation and perception. It begins by defining sensation as the biological detection of stimulus information through receptors. It then describes the key components of the human eye that are involved in visual sensation, including the cornea, iris, lens, retina with rods and cones, as well as the role of the brain in processing visual information. The document emphasizes that understanding visual sensation is important for artists and designers to effectively present and manipulate visual material.
The Eye notes physiology notes for medical studentskenosewe1
The document provides an outline on the special senses. It discusses the anatomy of the eye, including its accessory structures like the eyebrows and eyelids. It describes the three tunics that make up the eyeball: the outer fibrous layer, middle vascular layer, and inner neural layer. It also discusses the optical components that admit and focus light, including the cornea, aqueous humor, lens, and vitreous body. The document outlines the physiology of vision including image formation and the visual pathway in the brain.
This document discusses the psychological and physiological attributes of the human user that are relevant to designing computer systems. It covers the various human senses used for input and output, the different types of memory, and how information is processed, including reasoning, problem solving and the influence of emotion. The goal is to understand human capabilities and limitations in order to create successful designs.
The document discusses the human as an information processing system with three main components: input-output channels, memory, and processing. It describes the human senses of vision, hearing, touch, and movement. It covers the different types of human memory including sensory memory, short-term memory, and long-term memory. It also discusses reasoning, problem solving, errors, emotion, and individual differences in human capabilities. The overall message is that understanding human cognition and capabilities is important for designing effective interactive computer systems.
Sensation is the process of detecting stimuli through the senses, while perception involves interpreting and organizing those sensory inputs. Sensation is bottom-up processing, while perception involves top-down processing using memories and experiences. The document defines key concepts like absolute threshold, difference threshold, and signal detection theory, and describes how the different senses of vision, hearing, taste, smell and touch detect and process stimuli.
- The human attributes that are important for computer interaction include vision, hearing, touch, movement, and memory.
- Vision is the primary sense but has limitations in visual acuity, color perception, and ability to interpret signals. The eye physically receives images which the brain then interprets.
- Hearing provides environmental information and has limitations in distinguishing high frequencies. Sound is processed in the inner ear.
- Touch provides feedback through receptors in the skin and some areas are more sensitive than others.
- Movement abilities like reaction time and accuracy are important considerations in interface design. Fitts' law describes time to hit targets based on distance and size.
- Memory includes sensory, short-term, and long-
This document provides an overview of human-computer interaction (HCI) and the fundamentals of how humans interact and process information. It discusses the key input and output channels between humans and computers, including vision, hearing, and touch. For vision, it describes the human eye and visual processing, including photoreceptors, image formation, and the perception of size, depth, brightness, and color. For hearing, it outlines the structure of the human ear and processing of sound characteristics. It also discusses the touch receptors in skin and haptic perception. The document concludes with an overview of human memory systems, including sensory memory, short-term memory, long-term memory and different models of long-term memory organization.
The document provides an overview of sensation and perception. It discusses the six major human senses of vision, hearing, touch, taste, smell, and balance. It then examines principles of sensation such as thresholds and adaptation. Specific sections cover the anatomy and physiology of vision, including light reception, color vision, and depth perception. Hearing is reviewed including sound waves, ear anatomy, and pitch and loudness perception. Other senses like smell, taste, touch, pain, and kinesthesia are introduced. The document concludes with topics in perception such as perceptual organization, figure-ground relationships, constancies, and influences of expectations.
Similar to Human computer interaction -Input output channel with Scenario (20)
Human computer interaction-web interface design and mobile eco systemN.Jagadish Kumar
This document discusses various contextual tools and patterns that support virtual pages for designing rich web user interfaces.
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The document discusses the process of interactive design for human-computer interaction (HCI). It begins by defining design as achieving goals within constraints. It notes that goals for a wireless personal movie player may include young users wanting to watch and share movies on the go, while constraints could be withstanding rain or using existing video standards. The core of HCI design involves understanding users and technology through requirements analysis, prototyping and evaluating designs through iterations to achieve the best possible design within time and budget constraints. The process aims to incorporate user research and usability from the beginning of design through implementation.
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The document compares existing local file systems to HDFS. Local file systems like EXT4 store files in fixed size blocks but have no awareness of or ability to distribute blocks across multiple nodes. This exposes data to loss if a node fails. HDFS addresses this by spreading blocks across multiple nodes and replicating each block for redundancy. It divides files into blocks which are distributed and tracked across the cluster, allowing easy management of large volumes of data in a fault-tolerant manner. HDFS provides a distributed file system view across all nodes while local file systems remain for each node's operating system.
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reserves and the ancient silk trade route, along with China's diplomatic endeavours in the area, has been
referred to as the "New Great Game." This research centres on the power struggle, considering
geopolitical, geostrategic, and geoeconomic variables. Topics including trade, political hegemony, oil
politics, and conventional and nontraditional security are all explored and explained by the researcher.
Using Mackinder's Heartland, Spykman Rimland, and Hegemonic Stability theories, examines China's role
in Central Asia. This study adheres to the empirical epistemological method and has taken care of
objectivity. This study analyze primary and secondary research documents critically to elaborate role of
china’s geo economic outreach in central Asian countries and its future prospect. China is thriving in trade,
pipeline politics, and winning states, according to this study, thanks to important instruments like the
Shanghai Cooperation Organisation and the Belt and Road Economic Initiative. According to this study,
China is seeing significant success in commerce, pipeline politics, and gaining influence on other
governments. This success may be attributed to the effective utilisation of key tools such as the Shanghai
Cooperation Organisation and the Belt and Road Economic Initiative.
Presentation of IEEE Slovenia CIS (Computational Intelligence Society) Chapte...University of Maribor
Slides from talk presenting:
Aleš Zamuda: Presentation of IEEE Slovenia CIS (Computational Intelligence Society) Chapter and Networking.
Presentation at IcETRAN 2024 session:
"Inter-Society Networking Panel GRSS/MTT-S/CIS
Panel Session: Promoting Connection and Cooperation"
IEEE Slovenia GRSS
IEEE Serbia and Montenegro MTT-S
IEEE Slovenia CIS
11TH INTERNATIONAL CONFERENCE ON ELECTRICAL, ELECTRONIC AND COMPUTING ENGINEERING
3-6 June 2024, Niš, Serbia
A review on techniques and modelling methodologies used for checking electrom...nooriasukmaningtyas
The proper function of the integrated circuit (IC) in an inhibiting electromagnetic environment has always been a serious concern throughout the decades of revolution in the world of electronics, from disjunct devices to today’s integrated circuit technology, where billions of transistors are combined on a single chip. The automotive industry and smart vehicles in particular, are confronting design issues such as being prone to electromagnetic interference (EMI). Electronic control devices calculate incorrect outputs because of EMI and sensors give misleading values which can prove fatal in case of automotives. In this paper, the authors have non exhaustively tried to review research work concerned with the investigation of EMI in ICs and prediction of this EMI using various modelling methodologies and measurement setups.
A SYSTEMATIC RISK ASSESSMENT APPROACH FOR SECURING THE SMART IRRIGATION SYSTEMSIJNSA Journal
The smart irrigation system represents an innovative approach to optimize water usage in agricultural and landscaping practices. The integration of cutting-edge technologies, including sensors, actuators, and data analysis, empowers this system to provide accurate monitoring and control of irrigation processes by leveraging real-time environmental conditions. The main objective of a smart irrigation system is to optimize water efficiency, minimize expenses, and foster the adoption of sustainable water management methods. This paper conducts a systematic risk assessment by exploring the key components/assets and their functionalities in the smart irrigation system. The crucial role of sensors in gathering data on soil moisture, weather patterns, and plant well-being is emphasized in this system. These sensors enable intelligent decision-making in irrigation scheduling and water distribution, leading to enhanced water efficiency and sustainable water management practices. Actuators enable automated control of irrigation devices, ensuring precise and targeted water delivery to plants. Additionally, the paper addresses the potential threat and vulnerabilities associated with smart irrigation systems. It discusses limitations of the system, such as power constraints and computational capabilities, and calculates the potential security risks. The paper suggests possible risk treatment methods for effective secure system operation. In conclusion, the paper emphasizes the significant benefits of implementing smart irrigation systems, including improved water conservation, increased crop yield, and reduced environmental impact. Additionally, based on the security analysis conducted, the paper recommends the implementation of countermeasures and security approaches to address vulnerabilities and ensure the integrity and reliability of the system. By incorporating these measures, smart irrigation technology can revolutionize water management practices in agriculture, promoting sustainability, resource efficiency, and safeguarding against potential security threats.
Comparative analysis between traditional aquaponics and reconstructed aquapon...bijceesjournal
The aquaponic system of planting is a method that does not require soil usage. It is a method that only needs water, fish, lava rocks (a substitute for soil), and plants. Aquaponic systems are sustainable and environmentally friendly. Its use not only helps to plant in small spaces but also helps reduce artificial chemical use and minimizes excess water use, as aquaponics consumes 90% less water than soil-based gardening. The study applied a descriptive and experimental design to assess and compare conventional and reconstructed aquaponic methods for reproducing tomatoes. The researchers created an observation checklist to determine the significant factors of the study. The study aims to determine the significant difference between traditional aquaponics and reconstructed aquaponics systems propagating tomatoes in terms of height, weight, girth, and number of fruits. The reconstructed aquaponics system’s higher growth yield results in a much more nourished crop than the traditional aquaponics system. It is superior in its number of fruits, height, weight, and girth measurement. Moreover, the reconstructed aquaponics system is proven to eliminate all the hindrances present in the traditional aquaponics system, which are overcrowding of fish, algae growth, pest problems, contaminated water, and dead fish.
3. Input – Output Channels
• Input and Output
– A person’s interaction with the outside world
occurs through information being received
and sent- Input and output
4. In an interaction with a computer the user receives
information that is output by the computer,
and responds by providing input to the computer – the
user’s output becomes the computer’s input and vice versa.
5. Input & output in Human
• Input in the human occurs mainly through the
senses .
• output through the motor control of the
effectors
6. ……
There are five major senses:
• Sight
• hearing
• touch
• taste
• smell.
• Of these, the first three are the most
important to HCI
7. …
Similarly there are a number of effectors
• limbs
• fingers
• Eyes
• head
• vocal system
8. …..
• In the interaction with the computer, the
fingers play the primary role, through typing
or mouse control.
• with some use of voice, and eye, head and
body position.
• Imagine using a personal computer (PC) with
a mouse and a keyboard.
• The application you are using has a graphical
interface, with menus, icons and windows
9. In your interaction with the Computer
• you receive information primarily by sight
( what appears on the screen)
• you may also receive information by ear
(computer beep to draw your attention)
• Touch plays a part too in that you will feel the
orientation of the mouse
10. Vision
• Human Vision it is the primary source of
information for the average person.
• We can roughly divide visual perception into
two stages:
Visual
Perception
Physical reception of the
stimulus from the outside
world
Processing and
interpretation of that
stimulus
Stimulus is
anything that
causes respond.
11. Vision – The Eye
• Eye - receives light and transforms it to electrical
energy and then transmitted to the brain.
• Components of Eye
– Cornea
– Lens
– Retina
• Rods
• Cones
12. Vision – The Eye
• Light passes through the front of the eye
(cornea) to the lens.
• The cornea and the lens help to focus the
light rays onto the back of the eye (retina).
• The cells in the retina absorb and convert
the light to electrochemical impulses which
are transferred along the optic nerve and
then to the brain.
13. Vision – The Eye
Rods Cones
• Second type of receptor
• Less sensitive to light
• Tolerate more light
• 6 million cones per eye
• Allows colour vision
• 3 types of cones according
to the wavelength of the
light (blue, red and green)
• First type of receptor
• Highly sensitive to light
• Doesn’t tolerate more light
• 120 million rods per eye
• Dominate peripheral vision
• Temporary blindness
15. Two stages in vision
1. Physical Perception
• Vision begins with light.
• The eye is a mechanism for receiving light and
transforming it into electrical energy.
• Light is reflected from objects in the world
and their image is focused upside- down on
retina.
• The receptors in the eye transform it into
electrical signals which are passed to the
brain.
16. ….
• retina contains rods for low light vision and
cones for colour vision
• The retina also has specialized nerve cells
called ganglion cells (brain!) detect pattern
and movement
17. 2. Interpreting the signal
• Perceiving size and depth (First factor)
How the eyes perceive, size ,depth and
relative distance?
• We know that reflected light from the object
forms an upside-down image on the retina.
• The size of that image is specified as a visual
angle
18. ….
How to calculate visual angle?
• If we were to draw a line from the top of the
object to a central point on the front of the
eye and a second line from the bottom of the
object to the same point, the visual angle of
the object is the angle between these two
lines.
• Visual angle is affected by both the size of the
object and its distance from the eye.
19. …..
The visual angle measurement is given in either degrees or minutes of arc,
where 1 degree is equivalent to 1 minute of arc to 60 seconds of arc.
20. ….
• if the visual angle of an object i.e. the degree of
arc is too small we will be unable to perceive it at
all.
• Visual acuity is the ability of a person to perceive
fine detail.
• Generally for eye testing in labs they will test for
visual acuity for Normal vision.
• For example, a person with normal vision can
detect a single line if it has a visual angle of 0.5
seconds of arc
21. …..
• Perceiving brightness (second factor)
• Brightness is in fact a subjective reaction to
levels of light.
• It is affected by luminance which is the
amount of light emitted by an object.
• The luminance of an object is dependent on
the amount of light falling on the object’s
surface and its reflective properties.
• Luminance is a physical characteristic and can
be measured using a photometer.
22. …
Perceiving color (third factor)
• Color is usually regarded as being made up of
three components: hue, intensity and saturation.
• Hue is determined by the spectral wavelength of
the light.
• Blues have short wavelengths
• greens medium
• reds long.
23. …
• Intensity is the brightness of the color, and
saturation is the amount of whiteness in the
color.
• The eye perceives color because the cones are
sensitive to light of different wavelengths.
• There are three different types of cone, each
sensitive to a different color (blue, green and
red).
24. The capabilities and limitations of
visual processing
• Visual processing involves the transformation
and interpretation of a complete image, from
the light that is thrown onto the retina.
• As we have already noted, our expectations
affect the way an image is perceived.
• For example, if we know that an
object(Elephant) is a particular size, we will
perceive it as that size no matter how far it is
from us.
25. …
• This ability to interpret and exploit our
expectations can be used to resolve ambiguity.
For example, consider the image
What do you perceive?
It’s an Ambiguous shape
28. …..
• Most people when presented with this will say
that the top line is longer than the bottom.
• In fact, the two lines are the same length.
• This may be due to the top line appears like a
concave edge, the bottom like a convex edge.
29. Ponzo illusion
Here the top line
appears longer, owing to
the distance effect,
although both lines are
the same length
These illusions
demonstrate that our
perception of size is not
completely reliable.
30. Is this text correct?
Another illusion created by our expectations compensating an image is the
proof reading illusion
31. ….
• Most people reading this rapidly will read it
correctly, although closer inspection shows
that the word ‘the’ is repeated in the second
and third line.
• These are just a few examples of how the
visual system compensates, and sometimes
overcompensates, to allow us to perceive the
world around us.
32. Design Focus
Optical illusions highlight the differences
between the way things are and the way we
perceive them .
And in interface design we need to be aware
that we will not always perceive things exactly
as they are.
33. Reading
• There are several stages in the reading
process.
• First, the visual pattern of the word on the
page is perceived.
• Second is decoded with reference to an
internal representation of language.
• Third is syntactic and semantic analysis and
operate on phrases or sentences.
34. …..
• Adults read approximately 250 words a
minute.
• The speed at which text can be read is a
measure of its legibility. ----> Thelivu
• Experiments have shown that standard font
sizes of 9 to 12 points are equally legible,
given proportional spacing between lines.
• Similarly line lengths of between 2.3 and 5.2
inches (58 and 132 mm) are equally legible
35. ….
• A final word about the use of contrast in visual
display: a negative contrast (dark characters
on a light screen) provides higher luminance
and, therefore, increased acuity, than a
positive contrast.
• This will in turn increase legibility.
36. Hearing
• The sense of hearing is often considered
secondary to sight, but we tend to
underestimate the amount of information that
we receive through our ears.
• Just as vision begins with light, hearing begins
with vibrations in the air or sound waves.
• The ear receives these vibrations and
transmits them, through various stages, to the
auditory nerves.
37. The human ear
• The ear comprises three sections
• outer ear
• middle ear
• inner ear.
• The outer ear is the visible part of the ear. It
has two parts.
Pinna
auditory canal
38. ….
• The outer ear serves two purposes.
• First, it protects the sensitive middle ear from
damage.
• The auditory canal contains wax which prevents
dust, dirt and insects reaching the middle ear.
• It also maintains the middle ear at a constant
temperature.
• Secondly, the pinna and auditory canal serve to
amplify some sounds.
39. …….
• The middle ear is a small cavity connected to the
outer ear by ear drum, and to the inner ear by
the cochlea.
• Within the cavity are the ossicles, the smallest
bones in the body.
• Sound waves pass along the auditory canal and
vibrate the ear drum which in turn vibrates the
ossicles, which transmit the vibrations to the
cochlea, and so into the inner ear.
40.
41. …..
• This ‘relay’ is required because,
• outer and middle ears are filled with air, the
inner ear is filled with a denser cochlean
liquid.
• If passed directly from the air to the liquid, the
transmission of the sound waves would be
poor.
• By transmitting them via the ossicles the
sound waves are concentrated and amplified.
42. …..
• The waves are passed into the liquid-filled
cochlea in the inner ear.
• Within the cochlea there is cilia that bend
because of the vibrations in the cochlean
liquid and release a chemical transmitter
which causes impulses in the auditory nerve.
43. Processing Sound
• Sound is changes or vibrations in air pressure
• The human ear can hear frequencies from
about 20 Hz to 15 kHz.
• Pitch is the frequency of the sound.
– A low frequency produces a low pitch
– A high frequency produces a high pitch.
• Loudness is proportional to the amplitude of
the sound; the frequency remains constant.
• Timbre relates to the type of the sound:
44. Sound
1
2
3
P i t c h
F req u en cy
of th e
s ou n d .
L o u d n e s s
proportional to
the amplitude of
the sound
T i m b r e
Type of
the
sound
45. Touch
• The third and last of the senses that we will
consider is touch or haptic perception.
• Touch provides us with vital information about our
environment.
• The apparatus of touch differs from that of sight and
hearing in that it is not localized.
• We receive stimuli through the skin.
46. …
• The skin contains three types of sensory
receptor:
• thermoreceptors respond to heat and cold
• nociceptors respond to intense pressure, heat
and pain
• mechanoreceptors respond to pressure.
• we are concerned with mechanoreceptors in
relation to human–computer interaction
47. ….
• There are two kinds of mechanoreceptor,
which respond to different types of pressure.
• Rapidly adapting mechanoreceptors- These
receptors react more quickly with increased pressure.
• Slowly adapting mechanoreceptors- respond to
continuously applied pressure.
48. ……
• Although the whole of the body contains such
receptors, some areas have greater sensitivity
or acuity than others.
• It is possible to measure the acuity of different
areas of the body using the two-point
threshold test
50. …
• When you can feel two points, measure the
distance between them.
• The greater the distance, the lower the
sensitivity.
• You can repeat this test on different parts of
your body
51. kinesthesis
• A second aspect of haptic perception is kinesthesis:
• Awareness of the position of the body and limbs.
• This is due to receptors in the joints.
• Again there are three types:
• rapidly adaptingwhich respond when a limb is
moved in a particular direction
• slowly adaptingwhich respond to both movement
and static position
• positional receptorswhich only respond when a limb
is in a static position.
52. …..
• This perception affects both comfort and
performance.
• For example, for a touch typist, awareness of
the relative positions of the fingers and
feedback from the keyboard are very
important.
53. Realtime Scenario
• E-commerce has become very successful in
some areas of sales, such as travel services,
books and CDs, and food. However, in some
retail areas, such as clothes shopping, e-
commerce has been less successful. Why?
54. ….
• With clothes, the experience of shopping is far
more important.
• We need to be able to handle the goods
• feel the texture of the material
• check the weight to test quality.
• Even if we know that something will fit us we
still want to be able to handle it before
buying.
55. Research into haptic interaction is looking
at ways of solving this problem.
• For example, a demonstration environment
called TouchCity allows people to walk around
a virtual shopping mall, pick up products and
feel their texture and weight.
• A key problem with the commercial use of
such an application, however, is that the
haptic experience requires expensive
hardware not yet available to the average e-
shopper