人機互動嘅大綱

(由HCI 大綱跳轉過嚟)

以下呢篇大綱,將人機互動啲主要概念冚唪唥列表式噉列嗮出嚟。

Metaverse 個基本諗頭:一個人戴住 VR 頭罩體驗個虛擬世界,個頭罩可以內置 BCI 等嘅功能,為「人同部機之間可以點互動」提供咗新嘅可能性。

人機互動jan4 gei1 wu6 dung6human–computer interaction,HCI)係一門科學工程領域,專研究用家電腦之間會點樣互動,仲會運用由研究度攞到嘅理論知識,嘗試改良電腦相關產品設計,可以話係結合咗電腦科學社會科學[1][2]

領域定位

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内文:人機互動

HCI 嘅基本理論模型可以畫成下圖[3][4]:p. 3

 

HCI 將用家同電腦想像成 input-output 系統:

  • 用家會以某啲方式向部電腦傳遞有關「佢想部電腦做乜」嘅訊號-用家嘅 output,電腦嘅 input;廿一世紀初嘅電腦有好多架生用嚟俾用家向部電腦俾 input(輸入架生)-包括咗鍵盤感應用家撳咗邊個掣)、踎士(感應用家撳咗邊個掣同埋要隻踎士向邊個方向郁)、咪高峰(感應用家提供嘅)同埋輕觸式熒幕(感應用家隻手指篤緊邊個位)呀噉,呢啲架生能夠話俾部電腦知用家想佢做啲乜,然後部電腦會按自己內部嘅演算法(algorithm)對呢啲 input 做各種嘅運算[5][6]
  • 部電腦做完運算之後[註 1],就會以某啲方式向用家傳遞運算結果-電腦嘅 output,用家嘅 input;廿一世紀初嘅電腦基本上實會有熒光幕(將運算結果以圖像嘅形式表示出嚟)同埋喇叭(將運算結果以聲表示出嚟),呢啲架生(輸出架生)會向用家傳達資訊[7][8],而用家內部嘅認知過程會對呢啲資訊作出處理,最後用家就會俾出「決定撳呢個呢個掣」或者「決定用手指篤輕觸式熒幕嘅呢一忽」等嘅 output。

舉個簡單例子,想像有個人(玩家)打機,佢會撳遊戲控制器上面嘅掣,佢所撳嘅掣會傳訊號,話俾部遊戲機知佢想做啲乜(例:呢個呢個掣係「要玩家角色向前行一步」嘅指令),然後部遊戲機內部嘅電腦就會做運算,計吓「玩家角色向前行一步」嘅話遊戲世界嘅狀態會點變,再將個更新咗嘅遊戲世界顯示喺熒光幕嗰度俾玩家睇[9][10],而玩家內部嘅心理過程又會對個熒幕嘅 output 作出處理,影響玩家嘅情緒同埋跟住落嚟撳乜嘢掣。進階啲嘅 HCI 模型會講明埋用家同電腦嘅內部會隨住時間而起乜嘢變化-例如係講明電腦 output 嘅邊啲特性會點樣影響用家嘅心理狀態變數(例:醒覺注意力)呀噉;而應用性嘅 HCI 技術會用由呢啲理論模型得到嘅知識改良電腦同相關科技產品嘅設計[3]

HCI 互動方法

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睇埋:用家介面

HCI 相關硬件

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理論概念

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  • 人類處理器模型(human processor model)係用家模型研究上成日用嘅一個理論模型,主要攞嚟估計一位用家做某一樣認知作業(例如係撳某一個掣)要用幾耐嘅時間;根據呢個模型,人喺做認知作業嗰陣會經過一柞基本步驟,包括咗
 

設計方法

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睇埋:工程設計

相關領域

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睇埋:電腦科學

睇埋

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註釋

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  1. 到咗廿一世紀初,呢啲運算嘅速度經已快到人用肉眼睇覺得好似係一瞬間發生嘅噉。
  1. Sliwinski, J. (2019). Mindfulness and HCI. In Handbook of Research on Human-Computer Interfaces and New Modes of Interactivity (pp. 314-332). IGI Global.
  2. Dittmar, A. (2019). Where do We See Cognitive Ergonomics in the Near Future? (PDF). In ReCogErg@ ECCC (pp. 5-11).
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  15. Cohen, M. H., Cohen, M. H., Giangola, J. P., & Balogh, J. (2004). Voice user interface design. Addison-Wesley Professional.
  16. Chatterjee, A., Gupta, U., Chinnakotla, M. K., Srikanth, R., Galley, M., & Agrawal, P. (2019). Understanding emotions in text using deep learning and big data. Computers in Human Behavior, 93, 309-317.
  17. 17.0 17.1 Boring, R. L. (2002, September). Human-computer interaction as cognitive science. In Proceedings of the Human Factors and Ergonomics Society Annual Meeting (Vol. 46, No. 21, pp. 1767-1771). Sage CA: Los Angeles, CA: SAGE Publications.
  18. Schiele, A., & Van Der Helm, F. C. (2006). Kinematic design to improve ergonomics in human machine interaction. IEEE Transactions on neural systems and rehabilitation engineering, 14(4), 456-469.
  19. Söllner, M., Hoffmann, A., Hoffmann, H., & Leimeister, J. M. (2012). How to use behavioral research insights on trust for HCI system design. In CHI'12 Extended Abstracts on Human Factors in Computing Systems (pp. 1703-1708).
  20. Carroll, J. M., & Long, J. (Eds.). (1991). Designing interaction: Psychology at the human-computer interface. CUP Archive.
  21. Zheng, Y. L., Ding, X. R., Poon, C. C. Y., Lo, B. P. L., Zhang, H., Zhou, X. L., ... & Zhang, Y. T. (2014). Unobtrusive sensing and wearable devices for health informatics. IEEE Transactions on Biomedical Engineering, 61(5), 1538-1554.