J.C.R. Licklider and the Rise of Interactive and Networked Computing

Author(s):  
Tami K. Tomasello

This chapter examines J.C.R. Licklider’s legacy as a contributor to the development of modern networked computing. In 1960 Licklider published his seminal “Man-Computer Symbiosis,” the first of three articles that attempted to redefine the human-computer interaction. Licklider outlined a vision for interactive, networked computing and, ultimately, the Internet that we experience today. Providing an overview of Licklider’s role as a visionary of the computerized communication networks of today, this chapter pays particular attention to the main ideas conveyed in “Man-Computer Symbiosis” and the influence of these ideas on academic and professional researchers during the following decades.

Author(s):  
Francisco V. Cipolla-Ficarra ◽  
Alejandra Quiroga ◽  
Valeria M. Ficarra

The possibility that millions of users have a free access to a website to send and receive multimedia messages has contributed to the democratization of the Internet since 1995 in the south of Europe. We present how those websites in the second decade of the new millennium tend to a radial and vertical structure of online services. A heuristic and diachronical analysis of the main design categories of Yahoo Spain has been carried out in a human-computer interaction lab whose results are presented in the current research work. The informative aspects of the dynamic and/or static media have also been analyzed, especially in the content and also in the presentation of the online information, on the PC and tablet screens.


2017 ◽  
Vol 11 (3) ◽  
pp. 177
Author(s):  
Brav Deva Bernadhi ◽  
Singgih Saptadi

Pertumbuhan akses informasi pada saat sekarang ini berjalan secara pesat. Masyarakat atau user untuk mendapatkan data atau informasi yang akurat, aktual, serta cepat dan mudah sekarang bukanlah hal sulit. Perkembangan internet pada saat ini semakin pesat dan tidak dapat dipisahkan dari dunia pendidikan. Terdapatnya sistem informasi dan internet yang terus berkembang, maka diciptakan suatu cara penyampaian pendidikan secara elektronik dengan bantuan internet. Sistem informasi yang dimaksud pada saat sekarang lebih dikenal dengan istilah elektronik learning (e-learning). E-learning adalah suatu sistem informasi yang membantu pembelajaran manual menjadi pembelajaran secara elektronik. Pada dunia pendidikan untuk membantu dosen dan mahasiswa untuk memanajemen mata kuliah, saat sekarang ini terdapat Sistem Informasi Akademik yang lebih disingkat dengan SIA. SIA adalah suatu sistem informasi yang mengelola dan mengolah semua data-data akademik yang berada di bidang akademik. KRS online yang berada di SIA berhubungan erat dengan mata kuliah yang akan terisi pada e-learning. Dari pandangan kebutuhan tersebut, ada baiknya kedua sistem informasi tersebut digabungkan sehingga dengan user mengisi SIA, maka sistem e-learning yang berhubungan dengan mata kuliah yang diikuti akan terupdate dengan sendirinya dan perlu didesain sedemikian rupa agar kedua sistem informasi tersebut dapat berjalan dengan baik dan dapat digunakan oleh para user. Pendekatan ergonomis yang diperlukan untuk sistem tersebut adalah Human Computer Interaction (HCI) sehingga sistem yang dikembangkan akan nyaman, mudah dan aman digunakan oleh user atau dengan kata lain adalah user friendly. Jurnal ini disusun dengan tujuan untuk mengembangkan suatu sistem integrasi SIA dengan e-learning sehingga dapat membantu dan mempermudah aktifitas pembelajaran di Perguruan Tinggi.   ABSTRACT Growth of access to information at the present time is running fast. Public or the user to obtain data or information that is accurate, current, and a quick and easy right now is not difficult. The development of the Internet in today's increasingly rapidly and can not be separated from the world of education. Presence information systems and the Internet continues to grow, then created a way of delivering education electronically with the help of internet. The information system is at present better known as electronic learning (e-learning). E-learning is an information system that helps instructional manual to electronic learning. In the world of education to enable faculty and students to manage course, nowadays there are more Academic Information System shortened by SIA. SIA is an information system that manages and processes all the data of academic residing in the academic field. KRS SIA online that are closely related to the subjects that will be filled in e-learning. From the view of these needs, it helps both information systems are combined so that the user fills in SIA, the e-learning systems relating to subjects who follow will update itself and needs to be designed so that both the information system can run well and can used by the user. Ergonomic approach is needed for these systems is the Human Computer Interaction (HCI) so that the developed system will be convenient, easy and safe to use by the user, or in      other words is user friendly. These journals are intended to develop a system AIS integration with e-learning in order to assist and facilitate the activities of learning in Higher Education.


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.


2021 ◽  
Vol 2021 ◽  
pp. 1-12
Author(s):  
Kang Wang

With the development of science and technology, human-computer interaction technology has also been more applied. This article aims to use the Internet of Things technology to apply human-computer interaction technology to smart car products to improve the realism and immersion of the user's human-computer interaction experience. This paper deeply studies the concept of networking technology and frame composition and analyzes the intelligent vehicle product development strengths and weaknesses. Then, from the perspective of human-computer interaction design, the training response and training learning situation of human-computer interaction are proposed, and the human-computer interaction system of intelligent vehicle-mounted products based on the Internet of Things is constructed. The user experience is improved from this perspective, and the breadth of applications is increased. This article first analyzes and predicts the market size of smart car products and then analyzes the scene elements of car products. When designing car products, the driver's control range should be fully considered. Finally, the user's human-computer interaction experience analysis for smart car products is analyzed. In the execution of navigation and telephone tasks, there is no significant difference in user satisfaction with tasks and the P values are all less than 0.05.


2019 ◽  
pp. 147737081988730
Author(s):  
Andrew Goldsmith ◽  
David S. Wall

This article offers a socio-technical framework for better understanding youthful attraction to, and engagement in, online transgressions and delinquencies. Specifically, it takes the concept of ‘seduction’ from the work of Katz, as well as ‘affordance theory’ and insights from software and human–computer interaction studies, to analyse the affordances of the Internet that tempt and invite youthful transgressions such as digital piracy, viewing illegal pornography and hacking. We argue that Internet affordances not only enable transgressions to occur but can also precipitate them. The implications for youth crime policy are briefly addressed. Policy needs to reckon with the power of these factors in adolescent lives and thus minimize reliance on punitive responses. The article also contributes to the development of the concept of digital drift, by showing how Internet features and affordances foster drift into cyber delinquency.


Author(s):  
Zhe Xu ◽  
David John ◽  
Anthony C. Boucouvalas

As the popularity of the Internet has expanded, an increasing number of people spend time online. More than ever, individuals spend time online reading news, searching for new technologies, and chatting with others. Although the Internet was designed as a tool for computational calculations, it has now become a social environment with computer-mediated communication (CMC). Picard and Healey (1997) demonstrated the potential and importance of emotion in human-computer interaction, and Bates (1992) illustrated the roles that emotion plays in user interactions with synthetic agents. Is emotion communication important for human-computer interaction? Scott and Nass (2002) demonstrated that humans extrapolate their interpersonal interaction patterns onto computers. Humans talk to computers, are angry with them, and even make friends with them. In our previous research, we demonstrated that social norms applied in our daily life are still valid for human-computer interaction. Furthermore, we proved that providing emotion visualisation in the human-computer interface could significantly influence the perceived performances and feelings of humans. For example, in an online quiz environment, human participants answered questions and then a software agent judged the answers and presented either a positive (happy) or negative (sad) expression. Even if two participants performed identically and achieved the same number of correct answers, the perceived performance for the one in the positive-expression environment is significantly higher than the one in the negative-expression environment (Xu, 2005). Although human emotional processes are much more complex than in the above example and it is difficult to build a complete computational model, various models and applications have been developed and applied in human-agent interaction environments such as the OZ project (Bates, 1992), the Cathexis model (Velasquez, 1997), and Elliot’s (1992) affective reasoner. We are interested in investigating the influences of emotions not only for human-agent communication, but also for online human-human communications. The first question is, can we detect a human’s emotional state automatically and intelligently? Previous works have concluded that emotions can be detected in various ways—in speech, in facial expressions, and in text—for example, investigations that focus on the synthesis of facial expressions and acoustic expression including Kaiser and Wehrle (2000), Wehrle, Kaiser, Schmidt, and Scherer (2000), and Zentner and Scherer (1998). As text is still dominating online communications, we believe that emotion detection in textual messages is particularly important.


Author(s):  
Zhe Xu ◽  
David John ◽  
Anthony C. Boucouvalas

As the popularity of the Internet has expanded, an increasing number of people spend time online. More than ever, individuals spend time online reading news, searching for new technologies, and chatting with others. Although the Internet was designed as a tool for computational calculations, it has now become a social environment with computer-mediated communication (CMC). Picard and Healey (1997) demonstrated the potential and importance of emotion in human-computer interaction, and Bates (1992) illustrated the roles that emotion plays in user interactions with synthetic agents. Is emotion communication important for human-computer interaction? Scott and Nass (2002) demonstrated that humans extrapolate their interpersonal interaction patterns onto computers. Humans talk to computers, are angry with them, and even make friends with them. In our previous research, we demonstrated that social norms applied in our daily life are still valid for human-computer interaction. Furthermore, we proved that providing emotion visualisation in the human-computer interface could significantly influence the perceived performances and feelings of humans. For example, in an online quiz environment, human participants answered questions and then a software agent judged the answers and presented either a positive (happy) or negative (sad) expression. Even if two participants performed identically and achieved the same number of correct answers, the perceived performance for the one in the positive-expression environment is significantly higher than the one in the negative-expression environment (Xu, 2005). Although human emotional processes are much more complex than in the above example and it is difficult to build a complete computational model, various models and applications have been developed and applied in human-agent interaction environments such as the OZ project (Bates, 1992), the Cathexis model (Velasquez, 1997), and Elliot’s (1992) affective reasoner. We are interested in investigating the influences of emotions not only for human-agent communication, but also for online human-human communications. The first question is, can we detect a human’s emotional state automatically and intelligently? Previous works have concluded that emotions can be detected in various ways—in speech, in facial expressions, and in text—for example, investigations that focus on the synthesis of facial expressions and acoustic expression including Kaiser and Wehrle (2000), Wehrle, Kaiser, Schmidt, and Scherer (2000), and Zentner and Scherer (1998). As text is still dominating online communications, we believe that emotion detection in textual messages is particularly important.


Author(s):  
Maja Pantic

We seem to be entering an era of enhanced digital connectivity. Computers and the Internet have become so embedded in the daily fabric of people’s lives that they simply cannot live without them (Hoffman et al., 2004). We use this technology to work, to communicate, to shop, to seek out new information, and to entertain ourselves. With this ever-increasing diffusion of computers in society, human-computer interaction (HCI) is becoming increasingly essential to our daily lives.


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