scholarly journals Understanding Human-Computer Interaction Patterns: A Systematic Analysis of Past and Future Innovations

Webology ◽  
2021 ◽  
Vol 18 (2) ◽  
pp. 261-272
Author(s):  
Erlina Puspitaloka Mahadewi ◽  
Sudar mo ◽  
Elkana Timotius ◽  
Doharman Lumban Tungkup ◽  
Chairul Insani Ilham

The paper's aim was to further understand the human-computer interaction complexities of past and future advances that have profoundly altered the human development period. After doing a detailed review of many international journals on a similar subject, we decided to take this method. We depend on current data gleaned from Google Scholar searches performed between the years 2-010 and 2021 to resolve this problem. Then we investigate it using a phenomenological approach, beginning with coding, calculation, and interpretation to arrive at precise and reliable final findings. We may infer from the data review that human-computer contact is a sequence of protocols, dialogues, and actions that humans participate in in order to communicate with machines, all of which include input and guidance via a gui in order to obtain the desired outcome.

Author(s):  
Carl Smith

The contribution of this research is to argue that truly creative patterns for interaction within cultural heritage contexts must create situations and concepts that could not have been realised without the intervention of those interaction patterns. New forms of human-computer interaction and therefore new tools for navigation must be designed that unite the strengths, features, and possibilities of both the physical and the virtual space. The human-computer interaction techniques and mixed reality methodologies formulated during this research are intended to enhance spatial cognition while implicitly improving pattern recognition. This research reports on the current state of location-based technology including Mobile Augmented Reality (MAR) and GPS. The focus is on its application for use within cultural heritage as an educational and outreach tool. The key questions and areas to be investigated include: What are the requirements for effective digital intervention within the cultural heritage sector? What are the affordances of mixed and augmented reality? What mobile technology is currently being utilised to explore cultural heritage? What are the key projects? Finally, through a series of case studies designed and implemented by the author, some broad design guidelines are outlined. The chapter concludes with an overview of the main issues to consider when (re)engineering cultural heritage contexts.


Author(s):  
Ashraf Gaffar ◽  
Ahmed Seffah

Patterns are widely used in several domains and are rapidly growing in numbers as an effective way of communicating knowledge between designers (Erickson, 2000). Currently, there are hundreds of HCI (human-computer interaction) patterns that are published in books and on the Internet (HCI Patterns, 2003). The sheer number of HCI patterns and the lack of a delivery system can confuse and overwhelm a novice pattern user, even when they are meant to help novice users in the first place.


2014 ◽  
pp. 1489-1499
Author(s):  
Carl Smith

The contribution of this research is to argue that truly creative patterns for interaction within cultural heritage contexts must create situations and concepts that could not have been realised without the intervention of those interaction patterns. New forms of human-computer interaction and therefore new tools for navigation must be designed that unite the strengths, features, and possibilities of both the physical and the virtual space. The human-computer interaction techniques and mixed reality methodologies formulated during this research are intended to enhance spatial cognition while implicitly improving pattern recognition. This research reports on the current state of location-based technology including Mobile Augmented Reality (MAR) and GPS. The focus is on its application for use within cultural heritage as an educational and outreach tool. The key questions and areas to be investigated include: What are the requirements for effective digital intervention within the cultural heritage sector? What are the affordances of mixed and augmented reality? What mobile technology is currently being utilised to explore cultural heritage? What are the key projects? Finally, through a series of case studies designed and implemented by the author, some broad design guidelines are outlined. The chapter concludes with an overview of the main issues to consider when (re)engineering cultural heritage contexts.


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