The document discusses various input and output devices used in computer systems. It describes keyboards, mice, touchscreens, displays, printers and scanners. It explains how these devices work and how they allow interaction with computers. Different interaction techniques are suitable depending on the devices used, such as direct interaction with touchscreens versus indirect interaction with mice.
Human-computer interaction (HCI) is a multidisciplinary field of study focusing on the design of computer technology and, in particular, the interaction between humans (the users) and computers. While initially concerned with computers, HCI has since expanded to cover almost all forms of information technology design
The document discusses the mobile ecosystem and its various layers. It describes how the mobile ecosystem consists of operators who build cellular networks, mobile platforms that software runs on, application frameworks that apps are created with, and different types of mobile apps like games and web widgets. It also covers topics like mobile design, information architecture, and trends like Mobile 2.0.
Chapter 12: Cognitive models
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Machine learning helps predict behavior and recognize patterns that humans cannot by learning from data without relying on programmed rules. It is an algorithmic approach that differs from statistical modeling which formalizes relationships through mathematical equations. Machine learning is a part of the broader field of artificial intelligence which aims to develop systems that can act and respond intelligently like humans. The machine learning workflow involves collecting and preprocessing data, selecting algorithms, training models, and evaluating performance. Common machine learning algorithms include supervised learning, unsupervised learning, reinforcement learning, and deep learning. Popular tools for machine learning include Python, R, TensorFlow, and Spark.
1) The document discusses complexity analysis of algorithms, which involves determining the time efficiency of algorithms by counting the number of basic operations performed based on input size.
2) It covers motivations for complexity analysis, machine independence, and analyzing best, average, and worst case complexities.
3) Simple rules are provided for determining the complexity of code structures like loops, nested loops, if/else statements, and switch cases based on the number of iterations and branching.
This document outlines the design process for human-computer interaction. It discusses defining design goals and constraints, understanding users and technology as key materials, and following a process of requirements analysis, design, prototype evaluation, and implementation with iterative improvement. The design process involves understanding stakeholders, capturing requirements through socio-technical modeling and contextual inquiry, then analyzing, designing, prototyping, and implementing an interactive system to meet user needs within constraints.
Human Computer Interaction evaluation techniques are used to test usability and functionality. They can occur in laboratories, fields, or collaboratively with users. Common evaluation methods include cognitive walkthroughs, heuristic evaluations, experimental evaluations, observational methods like think aloud protocols, and questionnaires. Choosing an appropriate technique depends on factors like the design or implementation stage, desired objectivity, and available resources.
The user interface design process involves understanding users and business needs, principles of screen design, and selecting appropriate controls. Key steps include developing navigation, selecting windows and controls, writing clear text, providing feedback, testing, and considering users, tasks, environments, and hardware when choosing controls. Common input devices include mouse, keyboard, touchscreen, graphics tablet, joystick, light pen, and voice recognition. Controls are direct or indirect based on their relationship to screen interaction.
The document discusses several models of human-computer interaction, including predictive models, Guiard's model of bimanual skill, and the Key-Action Model (KAM) of keyboard interaction. Guiard's model describes the different roles of the preferred and non-preferred hands in tasks. The KAM categorizes keyboard keys as symbol, executive, or modifier keys. Both models provide insights for interaction design, such as implementing scrolling with the non-preferred hand and distributing executive keys for both hands. Microsoft keyboards are cited as an example of applying these insights.
This Document by Daroko blog,this describe the human computer interface in use today,to read More about Notes on human computer intrface,kindly go to daroko blog,this is ust a section of those notes,go to daroko blog and read all the Notes,check on the tutorials part on that blog and then choose human computer interafec
The document discusses human-computer interaction design. It notes that good design requires understanding users, their needs and expectations. Common pitfalls include lack of early user analysis, usability testing and team communication. Ambiguous interfaces, limited input and complex navigation cause usability problems. The design process involves understanding business functions, human characteristics like memory and speed, and ensuring the interface matches users' mental models through techniques like task analysis and conceptual modeling.
Usability Engineering Presentation Slideswajahat Gul
Usability: the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use.“
For instance:
• Appropriate for a purpose
• Comprehensible, usable, (learnable), …
• Ergonomic, high-performance, ...
• Reliable, robust, …
Human Computer Interaction (HCI) is an interdisciplinary field that focuses on the design, evaluation and implementation of interactive computing systems for human use, and the study of major phenomena surrounding them. The goal of HCI is to improve the interaction between users and computers by making computers more user-friendly and responsive to user needs. Key aspects of HCI include usability testing interfaces for effectiveness, efficiency and satisfaction. Emerging areas of HCI research include pervasive/ubiquitous computing which embeds technology in everyday objects and ambient intelligence which aims to make technology invisible to users.
HCI is the study, planning, design of the interaction between humans and computers. A human’s interaction with the outside world occurs through information being received and sent: input and output. In an interaction with a computer the user
receives information that is output by the computer, and responds by providing input to the computer.
The document discusses principles and patterns for designing web interfaces, including making interactions direct, lightweight, and keeping users on the page. It covers various techniques for inline and overlay editing, direct selection of objects, drag and drop interactions, and using contextual tools near content to improve usability. The document provides examples and guidelines for implementing these patterns and principles in web design.
Chapter 9: Evaluation techniques
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
The document provides an overview of human-computer interaction (HCI). It discusses that HCI involves the transfer of information from the user to the machine and vice versa. It also describes different types of interfaces like command line interfaces, menu driven interfaces, graphical user interfaces, natural language interfaces, and motion sensor interfaces. Finally, it lists several disciplines that are involved in HCI, including cognitive psychology, neuroscience, ergonomics, engineering, design, anthropology, sociology, philosophy, linguistics, and artificial intelligence.
This document discusses the differences between graphical user interfaces (GUIs) and web interfaces. It describes some key characteristics of GUIs, including direct manipulation through pointing and clicking, visualization of objects and actions, and restricted sets of interface options. The document also outlines advantages and disadvantages of GUIs, such as faster learning but greater design complexity. It then covers characteristics of web interfaces, such as more variable presentation across devices and less constrained navigation compared to GUIs. The document concludes by contrasting interaction styles, response times, visual styles, and consistency between GUIs and web interfaces.
Direct manipulation is a style of human-computer interaction that allows users to physically interact with and directly control objects on the screen. It features a natural representation of tasks and actions, allowing users to perform tasks directly rather than through complex commands. Key aspects include visibility of objects and actions, rapid and reversible incremental actions, and replacing command syntax with visual manipulation. Direct manipulation improves usability by reducing errors and helping users learn software more quickly. While it requires more screen space and computer resources, direct manipulation is widely used in applications from word processing to video games.
Human computer interaction -Input output channel with ScenarioN.Jagadish Kumar
This document discusses input and output channels in human-computer interaction. It describes the five human senses - sight, hearing, touch, taste and smell - and how they provide input. It then discusses the major effectors like limbs, fingers and vocal systems that provide human output. The document focuses on how vision, hearing and touch are used as input channels in interacting with computers, primarily through the eyes, fingers and voice. It provides details on the physiological mechanisms and processing involved in each sense.
I made this with my 3 partners for my CEC marks in 3rd sem of MCA. It includes information about HCI, definition, types, how it works, queries of it etc.
One can get idea easily about HCI after refering this presentation.
The document discusses drag and drop interactions from the perspectives of users, events, actors, and purposes. It outlines key questions about how users perceive draggable objects and valid drop targets. It also lists common drag and drop events like hover, drag initiation, and entering/exiting targets. The actors involved include objects, cursors, and containers. Finally, it describes using drag and drop for rearranging modules, lists, changing object relationships, and invoking actions.
Human Computer Interaction Chapter 4 Implementation Support and Evaluation Te...VijiPriya Jeyamani
Implementation Support:
Introduction
Elements of windowing systems
Programming the application
User interface management systems
4.2 Evaluation Techniques
What is evaluation?
Goals of evaluation
Choosing an evaluation method
Multimodal interaction provides the user with multiple modes of interacting with a system. A multimodal interface provides several distinct tools for input and output of data.
The document discusses human-computer interaction in the software engineering process. It describes the typical lifecycle of software development, including requirements specification, design, implementation, testing, and maintenance. For interactive systems, a linear waterfall model is not suitable due to the need for extensive user testing and feedback. Usability engineering aims to make usability measurable by specifying requirements. Iterative design and prototyping help overcome incomplete requirements through simulations and prototypes to gather user feedback. Design rationale records the reasons for design decisions to aid communication, reuse of knowledge, and evaluation of tradeoffs.
Human computer interaction-web interface design and mobile eco systemN.Jagadish Kumar
This document discusses various contextual tools and patterns that support virtual pages for designing rich web user interfaces.
It begins by explaining different types of contextual tools like always-visible tools, hover-reveal tools, toggle-reveal tools, and multi-level tools. It then discusses overlays and inlays, describing dialog, detail, and input overlays as well as dialog, list, and detail inlays.
Finally, it covers patterns that support virtual pages like virtual scrolling, inline paging, scrolled paging, panning, and zoomable user interfaces. Virtual scrolling creates the illusion of a larger page by dynamically loading more content as the user scrolls. Inline paging updates only part of
The document discusses human-computer interaction and provides details about human input and output channels such as the senses of sight, hearing and touch that provide input and the motor functions that provide output. It then focuses on vision, describing the anatomy of the eye and visual perception, including topics like perceiving size, depth, brightness and color. The document also covers some basic concepts in color theory.
Here are the answers to your questions:
Q1) Developers would need to understand users, involve users in the design process, and balance usability with feasibility given schedule and budget constraints to be successful with their designs.
Q2) Usability is concerned with making systems easy to learn, easy to use, and with limiting error frequency and severity. A usable system is easy to learn, easy to remember how to use, effective to use, efficient to use, and safe and enjoyable to use. Usability is a key goal of human-computer interaction.
Human Computer Interaction evaluation techniques are used to test usability and functionality. They can occur in laboratories, fields, or collaboratively with users. Common evaluation methods include cognitive walkthroughs, heuristic evaluations, experimental evaluations, observational methods like think aloud protocols, and questionnaires. Choosing an appropriate technique depends on factors like the design or implementation stage, desired objectivity, and available resources.
The user interface design process involves understanding users and business needs, principles of screen design, and selecting appropriate controls. Key steps include developing navigation, selecting windows and controls, writing clear text, providing feedback, testing, and considering users, tasks, environments, and hardware when choosing controls. Common input devices include mouse, keyboard, touchscreen, graphics tablet, joystick, light pen, and voice recognition. Controls are direct or indirect based on their relationship to screen interaction.
The document discusses several models of human-computer interaction, including predictive models, Guiard's model of bimanual skill, and the Key-Action Model (KAM) of keyboard interaction. Guiard's model describes the different roles of the preferred and non-preferred hands in tasks. The KAM categorizes keyboard keys as symbol, executive, or modifier keys. Both models provide insights for interaction design, such as implementing scrolling with the non-preferred hand and distributing executive keys for both hands. Microsoft keyboards are cited as an example of applying these insights.
This Document by Daroko blog,this describe the human computer interface in use today,to read More about Notes on human computer intrface,kindly go to daroko blog,this is ust a section of those notes,go to daroko blog and read all the Notes,check on the tutorials part on that blog and then choose human computer interafec
The document discusses human-computer interaction design. It notes that good design requires understanding users, their needs and expectations. Common pitfalls include lack of early user analysis, usability testing and team communication. Ambiguous interfaces, limited input and complex navigation cause usability problems. The design process involves understanding business functions, human characteristics like memory and speed, and ensuring the interface matches users' mental models through techniques like task analysis and conceptual modeling.
Usability Engineering Presentation Slideswajahat Gul
Usability: the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use.“
For instance:
• Appropriate for a purpose
• Comprehensible, usable, (learnable), …
• Ergonomic, high-performance, ...
• Reliable, robust, …
Human Computer Interaction (HCI) is an interdisciplinary field that focuses on the design, evaluation and implementation of interactive computing systems for human use, and the study of major phenomena surrounding them. The goal of HCI is to improve the interaction between users and computers by making computers more user-friendly and responsive to user needs. Key aspects of HCI include usability testing interfaces for effectiveness, efficiency and satisfaction. Emerging areas of HCI research include pervasive/ubiquitous computing which embeds technology in everyday objects and ambient intelligence which aims to make technology invisible to users.
HCI is the study, planning, design of the interaction between humans and computers. A human’s interaction with the outside world occurs through information being received and sent: input and output. In an interaction with a computer the user
receives information that is output by the computer, and responds by providing input to the computer.
The document discusses principles and patterns for designing web interfaces, including making interactions direct, lightweight, and keeping users on the page. It covers various techniques for inline and overlay editing, direct selection of objects, drag and drop interactions, and using contextual tools near content to improve usability. The document provides examples and guidelines for implementing these patterns and principles in web design.
Chapter 9: Evaluation techniques
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
The document provides an overview of human-computer interaction (HCI). It discusses that HCI involves the transfer of information from the user to the machine and vice versa. It also describes different types of interfaces like command line interfaces, menu driven interfaces, graphical user interfaces, natural language interfaces, and motion sensor interfaces. Finally, it lists several disciplines that are involved in HCI, including cognitive psychology, neuroscience, ergonomics, engineering, design, anthropology, sociology, philosophy, linguistics, and artificial intelligence.
This document discusses the differences between graphical user interfaces (GUIs) and web interfaces. It describes some key characteristics of GUIs, including direct manipulation through pointing and clicking, visualization of objects and actions, and restricted sets of interface options. The document also outlines advantages and disadvantages of GUIs, such as faster learning but greater design complexity. It then covers characteristics of web interfaces, such as more variable presentation across devices and less constrained navigation compared to GUIs. The document concludes by contrasting interaction styles, response times, visual styles, and consistency between GUIs and web interfaces.
Direct manipulation is a style of human-computer interaction that allows users to physically interact with and directly control objects on the screen. It features a natural representation of tasks and actions, allowing users to perform tasks directly rather than through complex commands. Key aspects include visibility of objects and actions, rapid and reversible incremental actions, and replacing command syntax with visual manipulation. Direct manipulation improves usability by reducing errors and helping users learn software more quickly. While it requires more screen space and computer resources, direct manipulation is widely used in applications from word processing to video games.
Human computer interaction -Input output channel with ScenarioN.Jagadish Kumar
This document discusses input and output channels in human-computer interaction. It describes the five human senses - sight, hearing, touch, taste and smell - and how they provide input. It then discusses the major effectors like limbs, fingers and vocal systems that provide human output. The document focuses on how vision, hearing and touch are used as input channels in interacting with computers, primarily through the eyes, fingers and voice. It provides details on the physiological mechanisms and processing involved in each sense.
I made this with my 3 partners for my CEC marks in 3rd sem of MCA. It includes information about HCI, definition, types, how it works, queries of it etc.
One can get idea easily about HCI after refering this presentation.
The document discusses drag and drop interactions from the perspectives of users, events, actors, and purposes. It outlines key questions about how users perceive draggable objects and valid drop targets. It also lists common drag and drop events like hover, drag initiation, and entering/exiting targets. The actors involved include objects, cursors, and containers. Finally, it describes using drag and drop for rearranging modules, lists, changing object relationships, and invoking actions.
Human Computer Interaction Chapter 4 Implementation Support and Evaluation Te...VijiPriya Jeyamani
Implementation Support:
Introduction
Elements of windowing systems
Programming the application
User interface management systems
4.2 Evaluation Techniques
What is evaluation?
Goals of evaluation
Choosing an evaluation method
Multimodal interaction provides the user with multiple modes of interacting with a system. A multimodal interface provides several distinct tools for input and output of data.
The document discusses human-computer interaction in the software engineering process. It describes the typical lifecycle of software development, including requirements specification, design, implementation, testing, and maintenance. For interactive systems, a linear waterfall model is not suitable due to the need for extensive user testing and feedback. Usability engineering aims to make usability measurable by specifying requirements. Iterative design and prototyping help overcome incomplete requirements through simulations and prototypes to gather user feedback. Design rationale records the reasons for design decisions to aid communication, reuse of knowledge, and evaluation of tradeoffs.
Human computer interaction-web interface design and mobile eco systemN.Jagadish Kumar
This document discusses various contextual tools and patterns that support virtual pages for designing rich web user interfaces.
It begins by explaining different types of contextual tools like always-visible tools, hover-reveal tools, toggle-reveal tools, and multi-level tools. It then discusses overlays and inlays, describing dialog, detail, and input overlays as well as dialog, list, and detail inlays.
Finally, it covers patterns that support virtual pages like virtual scrolling, inline paging, scrolled paging, panning, and zoomable user interfaces. Virtual scrolling creates the illusion of a larger page by dynamically loading more content as the user scrolls. Inline paging updates only part of
The document discusses human-computer interaction and provides details about human input and output channels such as the senses of sight, hearing and touch that provide input and the motor functions that provide output. It then focuses on vision, describing the anatomy of the eye and visual perception, including topics like perceiving size, depth, brightness and color. The document also covers some basic concepts in color theory.
Here are the answers to your questions:
Q1) Developers would need to understand users, involve users in the design process, and balance usability with feasibility given schedule and budget constraints to be successful with their designs.
Q2) Usability is concerned with making systems easy to learn, easy to use, and with limiting error frequency and severity. A usable system is easy to learn, easy to remember how to use, effective to use, efficient to use, and safe and enjoyable to use. Usability is a key goal of human-computer interaction.
This document discusses human-computer interaction (HCI) and its evolution and future expectations. It covers:
1. How interfaces have evolved from GUIs to gestures and from fixed displays to smart fabrics. Mobiles have also replaced handsets and allow interaction with real-world objects.
2. How increasing technology integration has changed how devices are presented and made people more dependent on computers while also connecting people in new ways.
3. The goals of HCI including influencing research, providing tools and knowledge for designers, and raising public awareness of computers. Good interface design considers users, tasks, environments, and feasibility.
Being human (Human Computer Interaction)Rahul Singh
The presentation describes the increasing dependence of the human kind on the Computer systems. The increased variable usage of the machine and much more.
HCI is the study of how humans interact with computers and how computer systems are designed for successful human interaction. A key aspect of HCI is user interfaces, which allow interaction between users and computers. Good HCI principles are important for designing intuitive systems that are usable for all people regardless of ability or training. HCI considers aspects like usability, accessibility, and how people interact with technology in both personal and professional contexts. Future developments in HCI include more immersive technologies like virtual and augmented reality as well as more integrated, flexible, and easy-to-use interfaces.
The document provides an overview of the key concepts in human-computer interaction (HCI). It defines HCI as the study of how humans interact with computers and how to design interactive systems that are usable by humans. The document outlines the main topics in HCI, including understanding users, designing interactions, prototyping, and evaluation. It discusses the goals of HCI, which include improving the safety, utility, effectiveness, efficiency, usability and appeal of computer systems for users.
Human-computer interaction (HCI) is the study of how humans interact with computers through the design of interfaces, and how interface design affects human interaction. The goal of HCI is to create interfaces that allow effective, efficient and satisfying human use of computer systems. HCI considers the human, computer and their interaction, including input and output devices, processing capabilities and limitations, human memory and cognition, and the joint performance of tasks. Physical factors like vision, hearing and touch also influence interface design.
The document provides an overview of human-computer interaction (HCI), including key definitions and concepts. It discusses how HCI draws from multiple disciplines including computer science, psychology, and ergonomics. The document also describes several HCI design models, including the waterfall model and star life cycle model. It examines different types of interfaces such as graphical user interfaces, virtual reality, and natural language interfaces. Eye tracking research methodology is also briefly discussed as a way to study what users look at when interacting with computers.
The document provides an overview of human-computer interaction (HCI), including key definitions and concepts. It discusses how HCI draws from multiple disciplines including computer science, psychology, and ergonomics. The document also describes several HCI design models, including the waterfall model and star life cycle model. It explores different types of interfaces such as graphical user interfaces, virtual reality, and natural language interfaces. Eye tracking research methodology is also summarized as a way to study what users look at when interacting with computers.
This document provides an overview of the psychology of human-computer interaction. It begins by outlining the learning outcomes, which are to understand why psychologists should be involved in design, consider elements of HCI in relation to psychology, and how new technologies impact people. It then provides definitions of human-computer interaction and discusses relevant disciplines like computer science, psychology, and ergonomics. Examples of incidents involving poor interface design leading to issues like information overload are provided. The document also discusses goals of HCI like usability, effectiveness and different roles in the field like interaction designers.
Human-Computer Interaction (HCI) emerged as an interdisciplinary field in the late 1970s due to developments in computer graphics, information retrieval, and a focus on usability by computer scientists and psychologists. Early interactions included Sketchpad in 1963, the mouse in 1964, and the graphical user interface. HCI involves the study of human-technology interaction through the lenses of computer science and psychology. Key perspectives in HCI include human factors, cognitive ergonomics, user-centered design, and experience-centered design. Studying HCI is important because it can help improve technology design and user experience, enhance productivity and satisfaction, and further our understanding of the role of technology in society.
MODULE 1 Human Computer Interaction. (Engineering)vansh23bai10586
This ppt is about Human Computer Interaction. Its a part of Software development where you get to know how people interacts with the computer and how computer understands and reply to their request.
HCI is the study of how humans interact with computers and how computers can be designed for successful human interaction. HCI involves three main components - the user, the computer, and how they interact. The goals of HCI are to design usable, safe, and functional systems by understanding human factors and developing tools that prioritize people. HCI draws from many disciplines like cognitive psychology, social psychology, ergonomics, and computer science. Key topics in HCI include user customization, embedded computation, augmented reality, and brain-computer interfaces.
This document provides an overview of lecture notes on human-computer interaction. It outlines the course topics which include the design process, usability engineering, interaction design, evaluation methods, and emerging technologies. It also discusses how people interact with computers and defines human-computer interaction as a discipline concerned with designing usable interactive systems. The goals of HCI are outlined as producing usable, safe, and functional systems that prioritize people's needs through user-centered design methodologies. Finally, it covers factors that influence interaction design and fields that contribute to the study of HCI such as computer science, engineering, psychology and more.
HCI involves designing computer systems that support users in carrying out activities productively and safely. Some key aspects of HCI include understanding user needs, designing intuitive user interfaces, and incorporating appropriate input and output devices. Good HCI principles emphasize visibility of controls and perceived affordances so that users easily understand how to interact with the system.
Human computer interaction -Design and software processN.Jagadish Kumar
The document discusses the process of interactive design for human-computer interaction (HCI). It begins by defining design as achieving goals within constraints. It notes that goals for a wireless personal movie player may include young users wanting to watch and share movies on the go, while constraints could be withstanding rain or using existing video standards. The core of HCI design involves understanding users and technology through requirements analysis, prototyping and evaluating designs through iterations to achieve the best possible design within time and budget constraints. The process aims to incorporate user research and usability from the beginning of design through implementation.
This document discusses human-computer interaction (HCI). It defines HCI as the study of how humans interact with computer systems. The history and evolution of HCI is covered, from its origins in the 1970s-1990s to investigate desktop usability, to the modern fields of user experience (UX) design, human-robot interaction, and human data interaction. Key differences between HCI as a field of study and UX as an application of HCI theory are outlined. Finally, potential career paths for HCI graduates such as user researcher, product designer, and interface engineer are presented.
The document compares existing local file systems to HDFS. Local file systems like EXT4 store files in fixed size blocks but have no awareness of or ability to distribute blocks across multiple nodes. This exposes data to loss if a node fails. HDFS addresses this by spreading blocks across multiple nodes and replicating each block for redundancy. It divides files into blocks which are distributed and tracked across the cluster, allowing easy management of large volumes of data in a fault-tolerant manner. HDFS provides a distributed file system view across all nodes while local file systems remain for each node's operating system.
1. The document discusses big data problems faced by various domains like science, government, and private organizations.
2. It defines big data based on the 3Vs - volume, velocity, and variety. Volume alone is not sufficient, and these factors must be considered together.
3. Traditional databases are not suitable for big data problems due to issues with scalability, structure of data, and hardware limitations. Distributed file systems like Hadoop are better solutions as they can handle large and varied datasets across multiple nodes.
This slide covers all the basics of cloud computing with AWS -popular IAAS provider.Each AWS components are explained with a real time example like how NETFLIX using AWS components.
This document discusses computer forensic tools and how to evaluate them. It covers the major tasks performed by forensic tools, including acquisition, validation, extraction, reconstruction, and reporting. Acquisition involves making a copy of the original drive, while validation ensures the integrity of copied data. Extraction recovers data through viewing, searching, decompressing, and other methods. Reconstruction recreates a suspect drive. Reporting generates logs and reports on the examination process and findings. The document examines both software and hardware tools, as well as command-line and graphical user interface options. Maintaining and selecting appropriate tools is important for effective computer investigations.
This document discusses data warehousing and data mining. It defines a data warehouse as a subject-oriented, integrated, time-variant collection of data used to support management decision making. Data is extracted from operational systems, transformed, and loaded into the warehouse. Dimensional modeling approaches like Kimball and Inmon are described. The document outlines data mining techniques like clustering, classification, and regression that can be used to analyze warehouse data and predict trends. Overall, the document presents an overview of data warehousing and mining concepts to provide the right data for improved decision making.
This slide will cover details of evidence collection in cyber forensic which will be more useful for CSE & IT department students studying in engineering colleges.
The document provides an overview of SQL and reasons for learning SQL. It discusses what SQL is, why learn SQL, and provides an overview of SQL functions including retrieving data using SELECT statements, arithmetic expressions, null values, column aliases, concatenation operators, literal character strings, and alternative quote operators. It also covers restricting and sorting data using WHERE clauses, comparison operators, logical operators, pattern matching, and null conditions.
The document discusses the differences between packets and frames, and provides details on the transport layer. It explains that the transport layer is responsible for process-to-process delivery and uses port numbers for addressing. Connection-oriented protocols like TCP use three-way handshaking for connection establishment and termination, and implement flow and error control using mechanisms like sliding windows. Connectionless protocols like UDP are simpler but unreliable, treating each packet independently.
ISO 4020-6.1 – Filter Cleanliness Test Rig: Precision Testing for Fuel Filter Integrity
Explore the design, functionality, and standards compliance of our advanced Filter Cleanliness Test Rig developed according to ISO 4020-6.1. This rig is engineered to evaluate fuel filter cleanliness levels with high accuracy and repeatability—critical for ensuring the performance and durability of fuel systems.
🔬 Inside This Presentation:
Overview of ISO 4020-6.1 testing protocols
Rig components and schematic layout
Test methodology and data acquisition
Applications in automotive and industrial filtration
Key benefits: accuracy, reliability, compliance
Perfect for R&D engineers, quality assurance teams, and lab technicians focused on filtration performance and standard compliance.
🛠️ Ensure Filter Cleanliness — Validate with Confidence.
Structural Health and Factors affecting.pptxgunjalsachin
Structural Health- Factors affecting Health of Structures,
Causes of deterioration in RC structures-Permeability of concrete, capillary porosity, air voids, Micro cracks and macro cracks, corrosion of reinforcing bars, sulphate attack, alkali silica reaction
Causes of deterioration in Steel Structures: corrosion, Uniform deterioration, pitting, crevice, galvanic, laminar, Erosion, cavitations, fretting, Exfoliation, Stress, causes of defects in connection
Maintenance and inspection of structures.
Electrical and Electronics Engineering: An International Journal (ELELIJ)elelijjournal653
Call For Papers...!!!
Electrical and Electronics Engineering: An International Journal (ELELIJ)
Web page link: https://wireilla.com/engg/eeeij/index.html
Submission Deadline: June 08, 2025
Submission link: [email protected]
Contact Us: [email protected]
Video Games and Artificial-Realities.pptxHadiBadri1
🕹️ #GameDevs, #AIteams, #DesignStudios — I’d love for you to check it out.
This is where play meets precision. Let’s break the fourth wall of slides, together.
"The Enigmas of the Riemann Hypothesis" by Julio ChaiJulio Chai
In the vast tapestry of the history of mathematics, where the brightest minds have woven with threads of logical reasoning and flash-es of intuition, the Riemann Hypothesis emerges as a mystery that chal-lenges the limits of human understanding. To grasp its origin and signif-icance, it is necessary to return to the dawn of a discipline that, like an incomplete map, sought to decipher the hidden patterns in numbers. This journey, comparable to an exploration into the unknown, takes us to a time when mathematicians were just beginning to glimpse order in the apparent chaos of prime numbers.
Centuries ago, when the ancient Greeks contemplated the stars and sought answers to the deepest questions in the sky, they also turned their attention to the mysteries of numbers. Pythagoras and his followers revered numbers as if they were divine entities, bearers of a universal harmony. Among them, prime numbers stood out as the cornerstones of an infinite cathedral—indivisible and enigmatic—hiding their ar-rangement beneath a veil of apparent randomness. Yet, their importance in building the edifice of number theory was already evident.
The Middle Ages, a period in which the light of knowledge flick-ered in rhythm with the storms of history, did not significantly advance this quest. It was the Renaissance that restored lost splendor to mathe-matical thought. In this context, great thinkers like Pierre de Fermat and Leonhard Euler took up the torch, illuminating the path toward a deeper understanding of prime numbers. Fermat, with his sharp intuition and ability to find patterns where others saw disorder, and Euler, whose overflowing genius connected number theory with other branches of mathematics, were the architects of a new era of exploration. Like build-ers designing a bridge over an unknown abyss, their contributions laid the groundwork for later discoveries.
This presentation provides a detailed overview of air filter testing equipment, including its types, working principles, and industrial applications. Learn about key performance indicators such as filtration efficiency, pressure drop, and particulate holding capacity. The slides highlight standard testing methods (e.g., ISO 16890, EN 1822, ASHRAE 52.2), equipment configurations (such as aerosol generators, particle counters, and test ducts), and the role of automation and data logging in modern systems. Ideal for engineers, quality assurance professionals, and researchers involved in HVAC, automotive, cleanroom, or industrial filtration systems.
This research presents a machine learning (ML) based model to estimate the axial strength of corroded RC columns reinforced with fiber-reinforced polymer (FRP) composites. Estimating the axial strength of corroded columns is complex due to the intricate interplay between corrosion and FRP reinforcement. To address this, a dataset of 102 samples from various literature sources was compiled. Subsequently, this dataset was employed to create and train the ML models. The parameters influencing axial strength included the geometry of the column, properties of the FRP material, degree of corrosion, and properties of the concrete. Considering the scarcity of reliable design guidelines for estimating the axial strength of RC columns considering corrosion effects, artificial neural network (ANN), Gaussian process regression (GPR), and support vector machine (SVM) techniques were employed. These techniques were used to predict the axial strength of corroded RC columns reinforced with FRP. When comparing the results of the proposed ML models with existing design guidelines, the ANN model demonstrated higher predictive accuracy. The ANN model achieved an R-value of 98.08% and an RMSE value of 132.69 kN which is the lowest among all other models. This model fills the existing gap in knowledge and provides a precise means of assessment. This model can be used in the scientific community by researchers and practitioners to predict the axial strength of FRP-strengthened corroded columns. In addition, the GPR and SVM models obtained an accuracy of 98.26% and 97.99%, respectively.
UNIT-4-PPT UNIT COMMITMENT AND ECONOMIC DISPATCHSridhar191373
Statement of unit commitment problem-constraints: spinning reserve, thermal unit constraints, hydro constraints, fuel constraints and other constraints. Solution methods: priority list methods, forward dynamic programming approach. Numerical problems only in priority list method using full load average production cost. Statement of economic dispatch problem-cost of generation-incremental cost curve –co-ordination equations without loss and with loss- solution by direct method and lamda iteration method (No derivation of loss coefficients)
2. Unit-1 Foundation of HCI
Session-I
• Principles of Human Computer Interaction
• I/O Channels
3. What is HCI?
• Human-computer interaction (HCI) is a
multidisciplinary field of study focusing on
the design of computer technology and, in
particular, the interaction between humans
(the users) and computers.
• HCI is about designing computer systems
that support people so that they can carry
out their activities productively and safely.
4. HCI
• An Academic Discipline
• Studying people interacting with (computer)
technology
• A Design Discipline
• Design interventions for systems involving
people and technology
5. Why HCI is important?
“As interaction designers, we need to remember that it is
not about the interface, it’s about what people want to
do. To come up with great designs, you need to know who
those people are and what they are really trying to
accomplish.”
~ Cordell Ratzlaff, Designing Interactions, 2007.
7. HCI
HCI is a broad field which overlaps with
areas such as user-centered design
(UCD), user interface (UI) design and user
experience (UX) design. In many ways, HCI
was the forerunner to UX design.
HCI UX Design
8. HCI and UX
• HCI – academically focussed and involved in scientific
research and developing empirical understandings of
users.
• UX - invariably industry-focused and involved in
building products or services—e.g., smartphone apps
and websites.
• User-centered design (UCD) - iterative design process
in which designers focus on the users and their needs
in each phase of the design process.
• In user-centered design, designers use a mixture
of investigative methods and tools (e.g., surveys and
interviews) and generative ones (e.g., brainstorming)
to develop an understanding of user needs.
9. HCI and UX
• User interface (UI) design is the process designers use
to build interfaces in software or computerized
devices, focusing on looks or style. Designers aim to
create interfaces which users find easy to use and
pleasurable.
• User experience (UX) design is the process design
teams use to create products that provide meaningful
and relevant experiences to users. This involves the
design of the entire process of acquiring and
integrating the product, including aspects of branding,
design, usability and function.
10. Technological change :
different design needs
• For computer to be widely accepted and used effectively
they need to be well designed.
• Computers should be designed for the needs and
capabilities of the people for whom they are intended.
• The designer should think beyond merely what
capabilities the system should have.
• The designer needs to consider the interaction that
goes on between users and a computer system.
11. Technological change :
different design needs
• It means:
• An input language for user
• An output language for the machine
• A protocol for interaction
• In 1970s, a new term for user interface –
• Man-Machine Interaction. Moran defined as ‘those
aspects of the system that the users comes in
contact with’
12. Technological change :
different design needs
• The term Human-Computer Interaction was adopted
in 1980s – describing the new field of study.
• It concerns not just the interface design but all
aspects that relate to the interaction between
humans and computers.
13. Technological change :
different design needs
• Two key principles that help to ensure good HCI:
(Donald Norman,1988)
• Visibility
• Affordance
• Visibility – range in which we can see clearly in any
conditions
• Affordance – the design suggest their functionality
14. Interaction must be easy and
understanding
Usable, effective and safe
systems
Enhance Quality and
Efficiency
Technology easier to learn
and use
Understand users
(processes and capabilities)
Understand what the
computer can do for Users
Understand the User’s task
Best Communication
Goals of HCI
15. Goals of HCI
• Provide an understanding of both the human
user and the computer system, means the
interaction must be easy and satisfying.
• To produce usable, effective, efficient and safe
systems as well as functional systems.
• Enhance the quality and efficiency of
interaction between human and computers
• To make technology easier to learn and use.
16. Goals of HCI
• To understand users, it is necessary to
understand the processes, capabilities and
predilections that they might bring to the tasks
they perform.
• To understand what the computer can do for
users and how it might best communicate with
them.
• To understand the user’s task and how it might
best be accomplished using the computer
system.
18. Evolution of HCI
• Electronic computers first appeared in the 1950s and
60s – extremely expensive
• Things began to change in the late 1970s and early 80s
– the size became smaller and cheaper
• In 1981 –first IBM Personal Computer - costs less and
more purchase.
NEW PHENOMENON
Non-experts began
using computers
19. Evolution of HCI
• For this group of people,
• computers were similar to cars and telephone –
like a tool to assist them in their work.
• knowledge of a computer’s internal workings
was not interesting. They want to use it.
• Because of this trend, the computer and software
manufacturer started considering the benefits of
creating products that were user- friendly.
20. Evolution of HCI
• For this group of people,
• computers were similar to cars and telephone –
like a tool to assist them in their work.
• knowledge of a computer’s internal workings
was not interesting. They want to use it.
• Because of this trend, the computer and software
manufacturer started considering the benefits of
creating products that were user- friendly.
21. Importance of HCI
• Computers are now widely used by people who may be
experts in their particular field, but they are not computer
experts.
• This means that systems have to be user friendly.
• The cost of software is high and the competitive edge is
more difficult to achieve.
• The interface to a system might give it this edge.
• The cost to train users is high
• A system which is easy and natural to use will save money in
the long run, since the training time will be kept to a minimum.
• The cost of human error can be high
• Systems that are transparent ought to reduce the likelihood of
error or to aid error recovery.
22. Components of HCI
Add your detail text
here
Computer
Technology ranging
from the general
desktop computer to
a large-scale
computer system
Interaction
Any communication
between user and
computer
User
Dealing with some
part of the task or
process to be done
using technology
23. The Human (The User)
• Individual User
• Group of Users working together
• Sequence of Users in an Organization
• The users are dealing with some part of the task or
process.
• The user is whoever trying to get the job done using the
technology.
• The one whom computer systems designed to assist.
24. Model-Human-Processor (1983)
• Described by Card, Norman and Newell
• Simplified view of the human processing involved
in interacting with computer systems
• Comprises 3 sub systems
• Perceptual System
• Motor System
• Cognitive System
25. Model-Human-Processor
• The perceptual system - handling
sensory stimulus from the outside
world
• The motor system – controls actions
• The cognitive system - provides the
processing needed to connect the two.
26. Input – Output Channels
• Input and Output
• A person’s interaction with the outside world occurs
through information being received and sent
27. Input – Output Channels
• Output Channels
• Motor control of the effectors
• Input Channels
• Senses
• Senses
• Sight
• Hearing
• Touch
• Taste
• Smell
28. Input – Output Channels
• Output Channels
• Motor control of the effectors
• Input Channels
• Senses
• Senses
• Sight
• Hearing Role in HCI
• Touch
• Taste
• Smell
29. Input – Output Channels
• Effectors
• Limbs
• Fingers – major role (typing or mouse
control)
• Eyes
• Head
• Vocal System
30. Input – Output Channels
• PC with mouse and keyboard
• GUI with menus, icons and windows
• Receive information
• Sight (primarily what appears on the
screen)
• Ear (Computer may ‘beep’ to draw
attention)
• Touch (orientation of the mouse)
• Finally, information is sent by using
Touch
31. Vision
• Primary source of information
• highly complex activity with a range of physical and
perceptual limitations
Visual Perception
Physical
reception from
the outside world
Processing and
interpretation of
that stimulus
32. Vision
• The physical properties of the eye and the visual system
mean that there are certain things that cannot be seen by
the human;
• The interpretative capabilities of visual processing allow
images to be constructed from incomplete information.
• We need to understand both stages as both influence what
can and cannot be perceived visually by a human being,
which in turn directly affects the way that we design
computer systems.
33. Vision – The Eye
• Eye - receives light and transforms it to
electrical energy and then transmitted to the
brain.
• Components of Eye
• Cornea
• Lens
• Retina
• Rods
• Cones
34. Vision – The Eye
• Light passes through the front of the eye (cornea) to
the lens.
• The cornea and the lens help to focus the light rays onto the
back of the eye (retina).
• The cells in the retina absorb and convert the light to
electrochemical impulses which are transferred along the
optic nerve and then to the brain.
35. Vision – The Eye
Rods Cones
• Second type of receptor
• Less sensitive to light
• Tolerate more light
• 6 million cones per eye
• Allows colour vision
• 3 types of cones according
to the wavelength of the
light (blue, red and green)
• First type of receptor
• Highly sensitive to light
• Doesn’t tolerate more
light
• 120 million rods per eye
• Dominate peripheral
vision
• Temporary blindness
37. Vision – The Eye
• Blind Spot
• Optic nerve enters the eye
• No Rods or Cones
• Fovea
• small area of the retina on which images are fixated.
• Ganglion cells
• X cells
• concentrated in the fovea
• Early detection of pattern
• Y cells
• widely distributed in the retina
• Early detection of movement
40. Perceiving Colour
• Hue
• Spectral wavelength of the light
• Blues – short wavelengths
• Green – medium wavelengths
• Red – Long wavelengths
• 150 different hues – average person
• Intensity
• Brightness of the colour
• Saturation
• whiteness in the colour
41. Limitations and processing
of visual processing
• Visual processing compensates for the movement of
the image on the retina which occurs as we move
around and as the object which we see moves.
46. Hearing
• The auditory system can convey a lot of information
about our environment.
• Hearing begins with vibrations in the air or sound
waves.
• The ear receives these vibrations and transmits them,
through various stages, to the auditory nerves.
47. Components of Ear
Middle Ear
Small cavity connected to the outer
ear by the tympanic membrane
Outer Ear
• VisiblepartoftheEar
• Air–filled
• Protectstheinnerpartoftheear
Inner Ear
• Pass along the auditory canal
• Transmit the vibrations to cochlea
48. Hearing – Outer Ear
• Outer Ear – air filled
• Visible part of the ear
• protects the sensitive middle ear from damage
• Two parts serve to amplify sounds :
• Pinna
• Auditory Canal
• Pinna
• structure that is attached to the sides of the head
• Auditory Canal
• sound waves are passed to the middle ear
• Contains wax which prevents dust, dirt and over-
inquisitive insects reaching the middle ear
49. Hearing – Middle Ear
• Middle Ear – air filled
• Small cavity connected to the outer ear by the tympanic
membrane
• And to the inner ear by cochlea
• Ossicles – smallest bone in the body
51. Hearing – Inner Ear
• Inner ear is filled with denser cochlean liquid
• Sound waves pass along the auditory canal and vibrate the
ear drum which in turn vibrates the ossicles, which transmit
the vibrations to the cochlea, and so into the inner ear.
• If passed directly from the air to the liquid, the transmission
of the sound waves would be poor. By transmitting them via
the ossicles the sound waves are concentrated and amplified.
• The waves are passed into the liquid-filled cochlea in
the inner ear.
• Within the cochlea are delicate hair cells or cilia that
bend because of the vibrations in the cochlean liquid
and release a chemical transmitter which causes
impulses in the auditory nerve.
52. Processing Sound
• Sound is changes or vibrations in air pressure
• The human ear can hear frequencies from about 20 Hz
to 15 kHz.
• Pitch is the frequency of the sound.
• A low frequency produces a low pitch
• A high frequency produces a high pitch.
• Loudness is proportional to the amplitude of the sound;
the frequency remains constant.
• Timbre relates to the type of the sound:
53. Sound
1
2
3
P i t c h
F req u en cy
of th e
s ou n d .
L o u d n e s s
proportional to
the amplitude of
the sound
T i m b r e
Type of
the
sound
54. Touch (Haptic Perception)
• Touch provides us with vital information about our
environment.
• The apparatus of touch differs from that of sight and
hearing in that it is not localized. We receive stimuli
through the skin.
• The skin contains three types of sensory receptor:
• Thermoreceptors – heat and cold
• Nociceptors – intense pressure, heat and pain
• Mechanoreceptors – pressure
55. Mechanoreceptors
• Rapidly adapting mechanoreceptors
• respond to immediate pressure as the skin is indented
• react more quickly with increased pressure
• stop responding if continuous pressure is applied
• Slowly adapting mechanoreceptors
• respond to continuously applied pressure.
56. Two-point Threshold Test
• Some areas of the body have greater sensitivity or
acuity than others
• To measure the acuity of different areas of the body
57. Kinesthesis
• Awareness of the position of the body and limbs, which
is due to receptors in the joints
• Three types
• Rapidly adapting - respond when a limb is moved in a
particular direction
• Slowly adapting -respond to both movement and static
position
• Positional receptors - respond when a limb is in a static
position
• For example, for a touch typist, awareness of the
relative positions of the fingers and feedback from
the keyboard are very important.
58. Movement
• A simple action such as hitting a button in response to
a question involves a number of processing stages.
• The stimulus (of the question) is received through the
sensory receptors and transmitted to the brain. The
question is processed and a valid response generated.
The brain then tells the appropriate muscles to
respond.
• Each of these stage takes time, which is divided into:
Reaction Time – varies according to the sensory channel
through which the stimulus is received.
Movement Time – physical characteristics of the subjects
(age and fitness)
60. Definition
• Memory is our ability to encode, store, retain and
subsequently recall information and past experiences
in the human brain.
• It can be thought of in general terms as the use of past
experience to affect or influence current behavior.
61. Structure of memory
• Much of our day-to-day activities rely on memory.
• Apart from storing information, it contains our knowledge of
actions or procedures.
64. Sensory Memory
• buffers for stimuli received through the senses
• exists for each sensory channel
iconic memory for visual stimuli
echoic memory for aural stimuli
haptic memory for touch
Iconic Memory : Ability to taken in via the visual
system (eg. Moving a finger in front of the eye)
Echoic Memory : Ability to ascertain the direction from
which a sound originates
65. Short-term Memory
• acts as a ‘scratch-pad’ for temporary recall of
information.
• It is used to store information which is only required
fleetingly.
• It can be accessed rapidly, in the order of 70 ms.
• It also decays rapidly, meaning that information can
only be held there temporarily, in the order of 200 ms.
Measuring
memory
capacity
Length of a sequence
which can be
remembered in order
Items to be freely
recalled in any
order
66. Closure
• First measure
• 265397620853
• 44 113 245 8920 (chunks)
• The successful formation of a chunk is known as
closure.
HEC ATR ANU PTH ETR EET
• In experiments where subjects were able to recall
words freely, evidence shows that recall of the last
words presented is better than recall of those in the
middle. This is known as the recency effect.
67. Long-term memory
• Long-term memory is our main resource.
• Here we store factual information, experiential
knowledge, procedural rules of behavior – in fact,
everything that we ‘know’.
• Differences
• Huge, not unlimited
• Slow access time
• Forgetting occurs more slowly
69. References
What is HCI?
NPTEL video link-
https://www.youtube.com/watch?v=q81KXc54Ozs
&list=PLxtKZf9nLWO3d2a6M8l2BU8WTJKzHC4HJ
Introduction to Human ComputerInteraction
NPTEL video link-
https://www.youtube.com/watch?v=HSSFVBWFiLg&lis
t=PLxtKZf9nLWO3d2a6M8l2BU8WTJKzHC4HJ&index
=2