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...)
Mobile interaction is the study of interaction between mobile users and computers. Mobile interaction is an aspect of human–computer interaction that emerged when computers became small enough to enable mobile usage, around the 1990s.
Mobile devices are a pervasive part of people's everyday lives. People use mobile phones, PDAs, and portable media players almost everywhere. These devices are the first truly pervasive interaction devices that are currently used for a huge variety of services and applications. Mobile devices affect the way people interact, share, and communicate with others. They are growing in diversity and complexity, featuring new interaction paradigms, modalities, shapes, and purposes (e.g., e-readers, portable media players, handheld game consoles). The strong differentiating factors that characterize mobile devices from traditional personal computing (e.g., desktop computers), are their ubiquitous use, usual small size, and mixed interaction modalities. (Full article...)
The following are images from various human–computer interaction-related articles on Wikipedia.
Image 1The 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 3An operator controlling The Virtual Interface Environment Workstation (VIEW) at NASAAmes (from Virtual reality)
Image 4A 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 5A computer monitor provides a visual interface between the machine and the user. (from Human–computer interaction)
Image 6A CAVE system at IDL's Center for Advanced Energy Studies in 2010 (from Virtual reality)
Image 7Middleware usually processes gesture recognition, then sends the results to the user. (from Gesture recognition)
Image 12A 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 13In theory, VR represents a participant's field of view (yellow area). (from Virtual reality)
Image 15These 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 18A child's hand location and movement being detected by a gesture recognition algorithm (from Gesture recognition)
Image 19View-Master, a stereoscopic visual simulator, was introduced in 1939.
Image 20The 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 21Paramount for the sensation of immersion into virtual reality are a high frame rate and low latency.
Image 24Some alternative methods of tracking and analyzing gestures, and their respective relationships (from Gesture recognition)
Image 25Virtual 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)