background preloader

HCI Bibliography : Human-Computer Interaction Resources

ACM SIGCHI Curricula for Human-Computer Interaction : 2. Definition and Overview of Human-Computer Interaction Last updated: 2009-07-29 Accesses since 1997-04-17: 885,996 Table of Contents 2.1 Definition of HCI {p. 5} There is currently no agreed upon definition of the range of topics which form the area of human-computer interaction. Yet we need a characterization of the field if we are to derive and develop educational materials for it. Therefore we offer a working definition that at least permits us to get down to the practical work of deciding what is to be taught: Human-computer interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them. From a computer science perspective, the focus is on interaction and specifically on interaction between one or more humans and one or more computational machines. Take the notion of machine. Or consider what is meant by the notion human. 2.2 Field of HCI {p. 8} 2.2.1 Historical Roots {p. 8} 2.2.2 Likely Future Developments {p. 10}

Tarkovsky Films Now Free Online Andrei Tarkovsky (1932-1986) firmly positioned himself as the finest Soviet director of the post-War period. But his influence extended well beyond the Soviet Union. The Cahiers du cinéma consistently ranked his films on their top ten annual lists. Ingmar Bergman went so far as to say, "Tarkovsky for me is the greatest [director], the one who invented a new language, true to the nature of film, as it captures life as a reflection, life as a dream." And Akira Kurosawa acknowledged his influence too, adding, "I love all of Tarkovsky's films. I love his personality and all his works. Shot between 1962 and 1986, Tarkovsky's seven feature films often grapple with metaphysical and spiritual themes, using a distinctive cinematic style. You can now watch Tarkovsky's films online – for free. NOTE: If you access the films via YouTube, be sure to click "CC" at the bottom of the videos to access the subtitles. Would you like to support the mission of Open Culture? Related Content:

Designing conference posters » Colin Purrington A one-sentence overview of the poster concept A large-format poster is a big piece of paper (or wall-mounted monitor) that can communicate your research at a conference, and is composed of a short title, an introduction to your burning question, an overview of your novel approach, your amazing results in graphical form, some insightful discussion of aforementioned results, a listing of previously published articles that are important to your research, and some brief acknowledgement of the tremendous assistance and financial support conned from others — if all text is kept to a minimum, a person could fully read your poster in under 5 minutes (really). Why a poster? • Motivational advice • Choosing software • Poster templates • Section content • DOs and DON’Ts • Adding bits of flair • Presenting the poster • Useful internet sites • Useful literature • Printing the poster • Organizing a session • Using this page • Feedback Why a poster is sometimes better than a talk Motivational advice 1.

Media studies, mobile augmented reality, and interaction design Authors: Jay Bolter, Maria Engberg, Blair MacIntyre You are walking in the Sweetwater Creek State Park near Atlanta and using the Augmented Reality (AR) Trail Guide, a mobile application designed by Isaac Kulka for the Argon Browser (Figure 1). The application offers two views: a now familiar Google-style map, with points of interest marked on its surface, and an AR view, which shows these points located in space. You see the map view when you hold the screen parallel to the ground; when you turn the phone up to look at the world, you get the AR view with the points of interest floating in space in front of you. This simple gesture of raising the phone changes your relationship to the information. You pass from a fully symbolic form of representation to a form of perceiving symbolic information as part of your visual environment. Media Studies and Aesthetic Design Media studies is a historical, humanities-based approach to understanding the role of media in our culture. AR Browsers

Sketching User Experiences: Getting the Design Right and the Right Design (Interactive Technologies) (9780123740373): Bill Buxton Computer Science Conference Rankings Disclaimer: The rankings below are for the most prestigious category of paper at a given conference (i.e. mainly the refereed full paper track). They are based on general reputation of the conference in the field, the citation of the papers published in the conference, reputation of program committee members and reputation of the review process. It is not based on scientific measurements and thus can be controversial. While debatable, this ranking could change in time. The University of Alberta and/or The Department of Computing Science do not necessarily endorse this ranking. A Brief History of Human Computer Interaction Technology Brad A. Myers Carnegie Mellon University School of Computer Science Technical Report CMU-CS-96-163and Human Computer Interaction Institute Technical Report CMU-HCII-96-103 December, 1996 Please cite this work as: Brad A. Human Computer Interaction Institute School of Computer Science Carnegie Mellon University Pittsburgh, PA 15213-3891 bam@a.gp.cs.cmu.edu Abstract This article summarizes the historical development of major advances in human-computer interaction technology, emphasizing the pivotal role of university research in the advancement of the field. Copyright (c) 1996 -- Carnegie Mellon University A short excerpt from this article appeared as part of "Strategic Directions in Human Computer Interaction," edited by Brad Myers, Jim Hollan, Isabel Cruz, ACM Computing Surveys, 28(4), December 1996 This research was partially sponsored by NCCOSC under Contract No. Keywords: Human Computer Interaction, History, User Interfaces, Interaction Techniques. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13.

User Experience Institute — The Science of Human Design ITS 2013 » Interactive Tabletops and Surfaces » Authors *new* Information for Presenters now posted Details of the program are going online first with accepted workshops. In August 2013 we will add in details of accepted papers, notes, posters, demos, DC and industry lightening talks. Please visit our program page for these details. This page details the open and now closed calls for the various aspects of ITS 2013. Important Dates May 1: Submission Site Opens Papers and Notes June 14, 5:00 p.m. Demos, Posters July 19, 5:00 p.m. Doctoral Symposium July 19, 5:00 p.m. Workshop Papers and Attendance August 9, 5:00 p.m. Tutorials and Workshop Proposals May 10, 5:00 p.m. Papers and Notes *new* Information for Presenters lots for full papers are 20 minutes long, this means maximum 16 minutes for the presentation itself and 4 minutes for questions and the switching over to the next presenter. These times apply for both application and academic papers. Please, be careful to prepare a presentation that fits within the allocated time. Submissions Topic Areas

Related: