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...)
In human–computer interaction, the keystroke-level model (KLM) predicts how long it will take an expert user to accomplish a routine task without errors using an interactive computer system. It was proposed by Stuart K. Card, Thomas P. Moran and Allen Newell in 1980 in the Communications of the ACM and published in their book The Psychology of Human-Computer Interaction in 1983, which is considered as a classic in the HCI field. The foundations were laid in 1974, when Card and Moran joined the Palo Alto Research Center (PARC) and created a group named Applied Information-Processing Psychology Project (AIP) with Newell as a consultant aiming to create an applied psychology of human-computer interaction. The keystroke-level model is still relevant today, which is shown by the recent research about mobile phones and touchscreens (see Adaptions). (Full article...)
The following are images from various human–computer interaction-related articles on Wikipedia.
Image 1Paramount for the sensation of immersion into virtual reality are a high frame rate and low latency.
Image 2A computer monitor provides a visual interface between the machine and the user. (from Human–computer interaction)
Image 3These 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 4Some alternative methods of tracking and analyzing gestures, and their respective relationships (from Gesture recognition)
Image 6View-Master, a stereoscopic visual simulator, was introduced in 1939.
Image 7A 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 8The 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 9Virtual 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 11A 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 12Middleware usually processes gesture recognition, then sends the results to the user. (from Gesture recognition)
Image 21A CAVE system at IDL's Center for Advanced Energy Studies in 2010 (from Virtual reality)
Image 22An operator controlling The Virtual Interface Environment Workstation (VIEW) at NASAAmes around 1990 (from Virtual reality)
Image 23The 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)