scholarly journals Human Computer Interaction, Cognitive Cybernetic & Captological Education

Author(s):  
Zdenko Balaž 1* ◽  
Borna-Ivan Balaž 2

This paper was inspired by the topics by Marshal McLuhan about cibernetisation media understanding, associated with new findings in intelligent systems that lead towards technological anthropomorphisation, and Larsen's model of cognitive controller mood. The results of research conducted from 1990 to the present day outlining the issues associated with captology are presented, and their transfer to specific areas in education outlined. The objective of the theory is to comprehend, interpret and describe the appearance of various disciplines in the natural and social sciences relating to cognitive cybernetics and Human Computer Interaction. In accordance with the unique principles, multidisciplinarity is replaced by pluriperspectivity, and an approach to integrating research methods with engineering design. The theory answers questions using cognitive cybernetics and its recognition and transformation of Descartes's saying: "cogito ergo sum", (I think, therefore I am). Work presents the relationship and correlation between man and technology as Human computer interaction with technological definitions Intelligent Systems and Captology. Special attention is focused on today's modern education with the use of virtual media and the cultural matrix within which the particular media is active. For intelligent educations systems to become more useful and acceptable, we need to consider the “system” as a synergistic composition of software behaviors, and the human interacting.  Human interaction must be dominant and having considered the ruling. This cannot be achieved with today's captological educational media. Captological educational media stifles people, casts their most important, (social), role in education and makes them unhappy? Human Computer Interaction, as a strategy and philosophy, is the future of education!

Author(s):  
Francisco V. Cipolla-Ficarra ◽  
Jaqueline Alma ◽  
Miguel Cipolla-Ficarra ◽  
Jim Carré

The first studies of the social sciences aimed at the videogames of the 80s and the methods to evaluate the usability engineering of the 90s have highlighted a set of positive and negative aspects in the human-computer interaction which go from the ergonomic aspects of the devices down to the motivations to draw the attention of the users in the interaction process. In this research we present the results reached with adult users in relation to the communicability and the usability in a classical videogame for PC. We also present the elements of interactive design which boost the poiesis in cultural heritage that the analyzed videogame contains.


Author(s):  
Shirley Ann Becker

The study of computing technology and user interfaces was initiated during the 1970s when industrial research laboratories began to focus on human-computer interaction (HCI) (Badre, 2002). In the 1980s, the personal computer was introduced, thus expanding the need for designing effective user interfaces. HCI became a discipline during this time, and the Association for Computing Machinery (ACM) established the Special Interest Group in Computer Human Interaction. One of the first textbooks on HCI, Designing the User Interface: Strategies for Effective Human-Computer Interaction (Schneiderman, 19891), was published. Shortly thereafter, HCI became part of the ACM curriculum promoting the development of effective user interfaces. Software tools were developed in order to assist in designing usable interfaces while employing usability engineering methods. Many of these methods focused on usability from the perspective of ease of use, ease of learning, user satisfaction, and zero defects (Nielsen, 1993).


AI Magazine ◽  
2009 ◽  
Vol 30 (4) ◽  
pp. 41 ◽  
Author(s):  
Aaron Spaulding ◽  
Julie Sage Weber

The field of Human-Computer Interaction (HCI) offers designers and developers of interactive systems a large repertoire of methods for ensuring that their systems will be both usable and useful. This article offers a brief introduction to these methods, focusing on the ways in which they sometimes need to be adapted and extended to take into account the characteristic properties of systems that include some sort of AI. The discussion is organized around three types of activity: understanding users needs, interaction design, and evaluation. 


2009 ◽  
Vol 5 (4) ◽  
pp. 1-15 ◽  
Author(s):  
Peter Rittgen

Collaborative business and information systems design touches a number of issues that lie within the realm of different research areas. It deals with design as such, and in particular with design in and for groups. It is also concerned with socio-technical systems and hence with human-computer interaction as well as IT-mediated human-human interaction. This introduces collaboration issues. The significant complexity of the business and information systems that are in the focus of the design endeavor calls for modeling as an instrument for managing this complexity. This article maps the terrain of collaborative business and information systems design by surveying the contributions that are made by related areas of research.


Author(s):  
Peter Rittgen

The collaborative design of business and information systems touches a number of issues that lie within the realm of different research areas. It deals with design as such and in particular with design in and for groups. It is also concerned with socio-technical systems and hence with human-computer interaction as well as IT-mediated human-human interaction. This introduces collaboration issues. The significant complexity of the business and information systems that are in the focus of the design endeavor calls for modeling as an instrument for managing this complexity. This paper maps the terrain of collaborative design of business and information systems by surveying the contributions that are made by related areas of research.


Author(s):  
Shawren Singh

In this article we will examine some important issues related to human-computer interaction (HCI). This will be followed by a discussion of usability and its underlying principles and properties. The dependability of computer systems is intrinsically multi-faceted. Dependable hardware is patently of limited value unless accompanied by dependable software. Neither helps greatly if human interaction with the hardware and software system is fault-prone and the dependable socio-technical performance of an inappropriate task may cause wider damage (MacKenzie, 2000).


2017 ◽  
Vol 59 (6) ◽  
Author(s):  
Anna Luusua ◽  
Johanna Ylipulli ◽  
Emilia Rönkkö

AbstractWhile the smart city agenda is critiqued for its focus on technology and business led solutions, a new approach to design has been introduced: nonanthropocentric design aims to decenter the human as the focus of design. We build on relevant works in Human-Computer Interaction (HCI) through discussing and comparing relevant theories in the social sciences and by analyzing design examples. This approach to HCI is necessary if humanity is to meet the challenges of the Anthropocene, the era in which human activity affects the Earth on a geological scale.


2017 ◽  
Vol 23 (1/2) ◽  
pp. 96-108 ◽  
Author(s):  
Dale Richards

Purpose The increasing use of robotics within modern factories and workplaces not only sees us becoming more dependent on this technology but it also introduces innovative ways by which humans interact with complex systems. As agent-based systems become more integrated into work environments, the traditional human team becomes more integrated with agent-based automation and, in some cases, autonomous behaviours. This paper discusses these interactions in terms of team composition and how a human-agent collective can share goals via the delegation of authority between human and agent team members. Design/methodology/approach This paper highlights the increasing integration of robotics in everyday life and examines the nature of how new novel teams may be constructed with the use of intelligent systems and autonomous agents. Findings Areas of human factors and human-computer interaction are used to discuss the benefits and limitations of human-agent teams. Research limitations/implications There is little research in (human–robot) (H–R) teamwork, especially from a human factors perspective. Practical implications Advancing the author’s understanding of the H–R team (and associated intelligent agent systems) will assist in the integration of such systems in everyday practices. Social implications H–R teams hold a great deal of social and organisational issues that need further exploring. Only through understanding this context can advanced systems be fully realised. Originality/value This paper is multidisciplinary, drawing on areas of psychology, computer science, robotics and human–computer Interaction. Specific attention is given to an emerging field of autonomous software agents that are growing in use. This paper discusses the uniqueness of the human-agent teaming that results when human and agent members share a common goal within a team.


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