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Human Computer Interaction Human-Computer Interaction HCI Is Essay

Human Computer Interaction Human-Computer Interaction (HCI) is the study, planning and design of the way human beings and modern computing devices interact. It is a renaissance discipline, newer and more necessary now that a significant portion of the population use a computer on a regular basis. The term was actually coined in a book that maintains that unlike other tools that have been developed throughout human civilization, and computer has so many uses that were not even part of its design. Also the idea is that HCI is such a large topic of study because it includes psychology, behavior, computer science, medicine (especially kinesiology), pedagogy, and numerous other adaptive behaviors and studies (Card, et.al., 1986).

HCI and IBM- International Business Machines, IBM, has moved from working with its own PC brand to primarily the design, reinvention, and reinterpretation of research and development on computing issues. Its Center for Social Software, for instance, works with corporations and universities to push the development of cutting edge technology. It also pushes the envelope with its User Sciences Group, Social Computing Group, and Collaboration Technology Group. In Social Culture, for instance, IBM is working to ensure that the modern urban environment is able to utilize computing to ensure that urban problems may be more aggressively addressing using HCI programs. This is accomplished through higher levels of communication with the platform -- Web 3.0 for instance, working on smart grids, and understanding how human population pressures can be mitigated using technology (Social Computing Group, 2011).

HCI and Web 3.0 - In any interaction, there must be dialog. In HCI the dialog is between not just the machine and the individual, but the operating system and the software packages that are used. As the need for that interaction increases in business, education, the public and private sector, and even individually, it is necessary to move from the simply issue of a...

For instance, Web 2.0 promotes three interrelated functions: participation, collaboration, and distribution. The focus of Web 2.0 systems is on content creation rather than content consumption, which is supportive of a constructivist approach to learning (Robertson, 2008). Web 2.0 supports two types of learning environments: asynchronous and synchronous.
Rapidly changing technology is moving human computer interaction toward Web 3.0 systems where users will no longer be dependent upon professional programmers and writers (Cronk, 2007). Web 3.0 simplifies human-computer interaction by "enabling the computer to understand the actual/intended meanings of the content as they process it.." This allows the computer user greater "control over how information is accessed and aggregated to best serve the purpose at hand" (Kamel Boulos & Wheeler, p. 19).

Web 2.0 can facilitate asynchronous online social interaction. Asynchronous online communication is defined as "a text-based human-to-human communication via computer networks that provides a platform for the participants to interact with one another to exchange ideas, insights, and personal experiences" (Cheung, Hew, & Ng, 2008, p. 30). A defining feature of asynchronous communication is that it does not occur simultaneously or concurrently in time. Although a critical tool for distance education, asynchronous discussions are incorporated into the traditional face-to-face classroom environment with increasing frequency and remain preferred over synchronous modes by instructors and institutions (Blankson & Kyei-Blankson, 2008; Cheung et al.).

One very interesting and pervasive use of HCI and Web 3.0 technology is the HelpDesk that occurs within operating system to insure ethical integrity and the ability of the user to have help at the system and software levels. This is…

Sources used in this document:
REFERENCES

Blankson, J. & Kyei-Blankson, L. (2008). Nontraditional students' perceptions of a blended course: integrating synchronous online discussion and face-to-face instruction. Journal of Interactive Learning Research, 19(3), 421-438.

Card, S., et.al., (1998). The Psychology of Human-Computer Interaction. Mahwah, NJ:

Lawrence Erlbaum.

Cheung, W., et.ak., (2008). Toward an understanding of why students contribute in asynchronous online discussions. Journal of Educational Computing Research, 38(1), 29-50.
http://www.visi.com/~snowfall/SocCompAndSmartGrid_v8.pdf
http://www.visi.com/~snowfall/DeathAndLife_essay.pdf
https://researcher.ibm.com/researcher/view_project.php?id=1782
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