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Human–computer Interaction
Human–computer interaction (HCI) is the process through which people operate and engage with computer systems. Research in HCI covers 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. These include visual, auditory, and tactile (haptic) feedback systems, which serve as channels for interaction in both traditional interfaces and mobile computing contexts. A device that allows interaction between human being and a computer is known as a "human–computer interface". 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 Hum ...
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Computer Monitor Screen Image Simulated
A computer is a machine that can be Computer programming, programmed to automatically Execution (computing), carry out sequences of arithmetic or logical operations (''computation''). Modern digital electronic computers can perform generic sets of operations known as Computer program, ''programs'', which enable computers to perform a wide range of tasks. The term computer system may refer to a nominally complete computer that includes the Computer hardware, hardware, operating system, software, and peripheral equipment needed and used for full operation; or to a group of computers that are linked and function together, such as a computer network or computer cluster. A broad range of Programmable logic controller, industrial and Consumer electronics, consumer products use computers as control systems, including simple special-purpose devices like microwave ovens and remote controls, and factory devices like industrial robots. Computers are at the core of general-purpose devices ...
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Graphic Design
Graphic design is a profession, academic discipline and applied art that involves creating visual communications intended to transmit specific messages to social groups, with specific objectives. Graphic design is an interdisciplinary branch of design and of the fine arts. Its practice involves creativity, innovation and lateral thinking using manual or Computer-aided design, digital tools, where it is usual to use text and graphics to communicate visually. The role of the graphic designer in the communication process is that of the encoder or interpreter of the message. They work on the interpretation, ordering, and presentation of visual messages. In its nature, design pieces can be philosophical, aesthetic, emotional and political. Usually, graphic design uses the aesthetics of typography and the compositional arrangement of the text, ornamentation, and imagery to convey ideas, feelings, and attitudes beyond what language alone expresses. The design work can be based on a cust ...
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Activity Theory
Activity theory (AT; ) is an umbrella term for a line of eclectic social-sciences theories and research with its roots in the Soviet psychological activity theory pioneered by Sergei Rubinstein in the 1930s. It was later advocated for and popularized by Aleksei N. Leontiev, Alexei Leont'ev. Some of the traces of the theory in its inception can also be found in a few works of Lev Vygotsky.Yasnitsky, A. (2018)Vygotsky: An Intellectual Biography London and New York: RoutledgBOOK PREVIEW/ref> These scholars sought to understand human activities as Systems thinking, systemic and socially situated phenomena and to go beyond paradigms of reflexology (the teaching of Vladimir Bekhterev and his followers) and classical conditioning (the teaching of Ivan Pavlov and his school), psychoanalysis and behaviorism. It became one of the major psychological approaches in the former USSR, being widely used in both theoretical and applied psychology, and in education, professional training, ergonomic ...
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Cognitivism (psychology)
In psychology, cognitivism is a theoretical framework for understanding the mind that gained credence in the 1950s. The movement was a response to behaviorism, which cognitivists said neglected to explain cognition. Cognitive psychology derived its name from the Latin ''cognoscere'', referring to knowing and information, thus cognitive psychology is an information-processing psychology derived in part from earlier traditions of the investigation of thought and problem solving. Behaviorists acknowledged the existence of thinking but identified it as a behavior. Cognitivists argued that the way people think impacts their behavior and therefore cannot be a behavior in and of itself. Cognitivists later claimed that thinking is so essential to psychology that the study of thinking should become its own field. However, cognitivists typically presuppose a specific form of mental activity, of the kind advanced by computationalism. Cognitivism has more recently been challenged by po ...
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Library (computing)
In computing, a library is a collection of System resource, resources that can be leveraged during software development to implement a computer program. Commonly, a library consists of executable code such as compiled function (computer science), functions and Class (computer programming), classes, or a library can be a collection of source code. A resource library may contain data such as images and Text string, text. A library can be used by multiple, independent consumers (programs and other libraries). This differs from resources defined in a program which can usually only be used by that program. When a consumer uses a library resource, it gains the value of the library without having to implement it itself. Libraries encourage software reuse in a Modular programming, modular fashion. Libraries can use other libraries resulting in a hierarchy of libraries in a program. When writing code that uses a library, a programmer only needs to know how to use it not its internal d ...
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Flight Instruments
Flight instruments are the instruments in the cockpit of an aircraft that provide the pilot with data about the flight situation of that aircraft, such as altitude, airspeed, vertical speed, heading and much more other crucial information in flight. They improve safety by allowing the pilot to fly the aircraft in level flight, and make turns, without a reference outside the aircraft such as the horizon. Visual flight rules (VFR) require an airspeed indicator, an altimeter, and a compass or other suitable magnetic direction indicator. Instrument flight rules (IFR) additionally require a gyroscopic pitch-bank ( artificial horizon), direction (directional gyro) and rate of turn indicator, plus a slip-skid indicator, adjustable altimeter, and a clock. Flight into instrument meteorological conditions (IMC) require radio navigation instruments for precise takeoffs and landings. The term is sometimes used loosely as a synonym for cockpit instruments as a whole, in which context ...
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Three Mile Island Accident
The Three Mile Island accident was a partial nuclear meltdown of the Unit 2 reactor (TMI-2) of the Three Mile Island Nuclear Generating Station, located on the Susquehanna River in Londonderry Township, Dauphin County, Pennsylvania, Londonderry Township near Harrisburg, Pennsylvania. The reactor accident began at 4:00 a.m. on March 28, 1979, and released Radioactive decay, radioactive gases and radioactive iodine-131, iodine into the environment. It is the worst accident in U.S. commercial nuclear power plant history. On the seven-point Logarithmic scale, logarithmic International Nuclear Event Scale, the TMI-2 reactor accident is rated Level5, an "Accident with Wider Consequences". The accident began with failures in the non-nuclear secondary system, followed by a stuck-open pilot-operated relief valve (PORV) in the primary system, which allowed large amounts of water to escape from the pressurized isolated coolant loop. The mechanical failures were compounded by the in ...
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Human-machine Interface
In the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine from the human end, while the machine simultaneously feeds back information that aids the operators' decision-making process. Examples of this broad concept of user interfaces include the interactive aspects of computer operating systems, hand tools, heavy machinery operator controls and process controls. The design considerations applicable when creating user interfaces are related to, or involve such disciplines as, ergonomics and psychology. Generally, the goal of user interface design is to produce a user interface that makes it easy, efficient, and enjoyable (user-friendly) to operate a machine in the way which produces the desired result (i.e. maximum usability). This generally means that the operator needs to provide minimal input to ...
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Computer User Satisfaction
Computer user satisfaction (CUS) is the systematic measurement and evaluation of how well a computer system or application fulfills the needs and expectations of individual users. The measurement of computer user satisfaction studies how interactions with technology can be improved by adapting it to psychological preferences and tendencies. Evaluating user satisfaction helps gauge product stability, track industry trends, and measure overall user contentment. Fields like User Interface (UI) Design and User Experience (UX) Design focus on the direct interactions people have with a system. While UI and UX often rely on separate methodologies, they share the goal of making systems more intuitive, efficient, and appealing. The Problem of Defining Computer User Satisfaction In the literature, there are a variety of terms for computer user satisfaction (CUS): "user satisfaction" and "user information satisfaction," (UIS) "system acceptance," "perceived usefulness," "MIS appreciati ...
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Human Factors
Ergonomics, also known as human factors or human factors engineering (HFE), is the application of psychological and physiological principles to the engineering and design of products, processes, and systems. Primary goals of human factors engineering are to reduce human error, increase productivity and system availability, and enhance safety, health and comfort with a specific focus on the interaction between the human and equipment. The field is a combination of numerous disciplines, such as psychology, sociology, engineering, biomechanics, industrial design, physiology, anthropometry, interaction design, visual design, user experience, and user interface design. Human factors research employs methods and approaches from these and other knowledge disciplines to study human behavior and generate data relevant to previously stated goals. In studying and sharing learning on the design of equipment, devices, and processes that fit the human body and its cognitive abilities, ...
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Social Psychology
Social psychology is the methodical study of how thoughts, feelings, and behaviors are influenced by the actual, imagined, or implied presence of others. Although studying many of the same substantive topics as its counterpart in the field of sociology, psychological social psychology places more emphasis on the individual, rather than society; the influence of social structure and culture on individual outcomes, such as personality, behavior, and one's position in social hierarchies. Social psychologists typically explain human behavior as a result of the relationship between mental states and social situations, studying the social conditions under which thoughts, feelings, and behaviors occur, and how these variables influence social interactions. History 19th century In the 19th century, social psychology began to emerge from the larger field of psychology. At the time, many psychologists were concerned with developing concrete explanations for the different aspe ...
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Cognitive Psychology
Cognitive psychology is the scientific study of human mental processes such as attention, language use, memory, perception, problem solving, creativity, and reasoning. Cognitive psychology originated in the 1960s in a break from behaviorism, which held from the 1920s to 1950s that unobservable mental processes were outside the realm of empirical science. This break came as researchers in linguistics and cybernetics, as well as applied psychology, used models of mental processing to explain human behavior. Work derived from cognitive psychology was integrated into other branches of psychology and various other modern disciplines like cognitive science, linguistics, and economics. History Philosophically, ruminations on the human mind and its processes have been around since the times of the Ancient Greece, ancient Greeks. In 387 BCE, Plato had suggested that the brain was the seat of the mental processes. In 1637, René Descartes posited that humans are born with innate ideas and ...
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