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Harvard Mark 1
Was a large computer designed to assist in differential equation numerical computation.
Harvard Mark 1
It was developed at Harvard University by Howard Aiken and was funded and installed by IBM.
Harvard Mark 1
Also known as the computer (or the IBM Automatic Sequence Controlled Calculator (ASCC)).
Harvard Mark 1
Is a room-sized, relay-based calculator. The machine had a fifty-five feet long, eight feet in high and five tons in weight.
ENIAC
An all-electronic calculating machine was proposed by physicist John Mauchly in 1942.
ENIAC
It is designed between 1943 and 1945, was the first large-scale computer to operate without being slowed by any mechanical components at electronic level.
Electronic Numerical Integrator And Computer
Definition of ENIAC.
PDP-1
Built in 1959.
PDP-1
It was the first consumer computer that concentrated on user interaction instead of the productive use of computer process.
PDP-1
The first computer game is generally assumed to be the game Spacewar!, developed in 1962 at MIT (Stephen Russell a.o.).
Programmed Data Processor-1
Definition of PDP-1.
Spacewar
Originally ran on a PDP-1 computer the size of a large car.
Grace Murray Hopper
The American computer scientist and rear admiral of the United States Navy was Grace Brewster Murray Hopper.
Grace Murray Hopper
She was one of the first Harvard Mark I computer programmers and a computer programming pioneer who invented one of the first links.
HCI
Is a collaborative area of research that focuses on computer technology development and, in particular, human (user) interaction with computers.
HCI
Has since grown to include almost all aspects of information technology design, although it was originally concerned with computers.
Human-Computer Interaction
Definition of HCI.
1. Useful
2. Usable
3. Used
Principle of HCI
Useful
Accomplish what is required (Functional, does things).
Usable
Do it easily and naturally without error (Does the right things).
Used
Make people want to use it (Be attractive, acceptable to org.).
Human Vision
Is a highly complex activity with a range of physical and perceptual limitations, yet it is the primary source of information for the average person.
The Sense of Hearing
Is often considered secondary to sight, but we tend to underestimate the amount of information that we receive through our ears.
Touch or Haptic Perception
The third and last of the senses. This sense is often viewed as less important than sight or hearing, imagine life without it.
Motor Control
How the way we move affects our interaction with computers.
The Ponzo Illusion
Is an optical illusion that was first demonstrated by the Italian psychologist Mario Ponzo (1882-1960) in 1913.
Mario Ponzo
He suggested that the human mind judges an object's size based on its background. He showed this by drawing two identical lines across a pair of converging lines, similar to railway tracks.
Muller-Lyer Illusion
Is a well known optical illusion in which two lines of the same length appear to be B .a C of different lengths.
Muller-Lyer Illusion
The illusion was first created by a German psychologist named Franz Carl Muller-Lyer in 1889.
Muller-Lyer Illusion
Is that our brains perceive the depths of the two shafts based upon depth cues. When the fins are pointing in toward the shaft of the line, we perceive it as sloping away much like the corner of a building.
1. Sensory Memory (Iconic, Echoic, Haptic)
2. Short-term Memory (Working Memory)
3. Long-term Memory
Information Stored in Memory (Human Memory)
Sensory Memory
Act as buffers for stimuli received through the senses.
Sensory Memory
Exists for each sensory channel: iconic memory, echoic memory, and haptic memory.
Sensory Memory
These memories are constantly overwritten by new information coming in on these channels.
Iconic Memory
For visual stimuli.
Echoic Memory
For aural stimuli.
Haptic Memory
For touch.
Short-Term Memory
Also known as the "working memory" that acts as a "scratch-pad" for temporary recall of information.
Short-Term Memory
It is used to store information which is only required fleetingly.
Short-Term Memory
Can be accessed rapidly, in the order of 70 ms. However, it also decays rapidly, meaning that information can only be held there temporarily, in the order of 200 ms.
Long-Term Memory
Our Main Resource.
Long-Term Memory
Here we store factual information, experiential knowledge, procedural rules of behavior - in fact, everything that we "know".
Long-Term Memory
Unlike working memory there is little decay: this recall after minutes is the same as that after hours or days.
Attention
Is the concentration of the mind on one out of a number of competing stimuli or thoughts. It is clear that we are able to focus our attention selectively, choosing to attend to one thing rather than another. This is due to the limited capacity sensory and mental processes.
Rehearsal Strategy
Uses repeated practice of information to learn it. When a student is presented with specific information to be learned, such as a list, often he will attempt to memorize the information by repeating it over and over.
1. Input/Output
2. Interaction
3. Virtual Reality
4. Memory
5. Processor
Elements of a Computer
Input Device
Are the hardware devices which take information from user of the computer system, convert it into electrical signals and transmit it to the processor.
Output Device
It is used to present information to the user from a computer.
Output Device
Take data from the computer system and convert it to a form that can be read by humans.
Computer Memory
Is a generic term for all of the different types of data storage technology that a computer may use, including RAM, ROM, and flash memory.
RAM (Random Access Memory)
Computer: Short Term Memory
RAM (Random Access Memory)
Is your system's short-term data storage; it stores the information your computer is actively using so that it can be accessed quickly.
RAM (Random Access Memory)
The more programs your system is running, the more memory you'll need.
1. ROM (Read Only Memory)
2. HDD (Hard Disk Drive)
3. SSD (Solid-State Drive)
Computer: Long Term Memory
ROM (Read Only Memory)
It refers to computer memory chips containing permanent or semi-permanent data.
ROM (Read Only Memory)
Used to store the start-up instructions for a computer, also known as the firmware.
ROM (Read Only Memory)
Is non-volatile; even after you turn off your computer, its contents will remain. It is mostly used for firmware updates.
Hard Disk Drive (HDD)
Is a magnetic storage device that is installed inside the computer.
Solid-State Drive (SSD)
Uses integrated circuit assemblies to store data persistently, typically using flash memory.
Optical Drive
Is a storage device that uses lasers to read data on the optical media.
ROM (Read Only Memory)
Media that is pre-recorded.
Recordable (R)
Media that can be recorded once.
Rewritable (RW)
Media that can be recorded, erased, and recorded.
Interaction Models
Help us to understand what is going on in the interaction between user and system.
Interaction Models
They address the translations between what the user wants and what the system does.
1. Batch Processing (1950s)
2. Timesharing (1960s)
3. Networking (1972s 1st Email) (1970s)
4. Graphical Display (1980s)
5. Microprocessor (1980s)
6. WWW (1990s)
7. Grid/Cloud Computing (1995s)
8. Human Robot Interaction (This Era)
9. Tablet/Table Top Computing (This Era)
Interaction Paradigms
1. Command Line Interface
2. Menu Interface
3. Natural Language
4. Query Interface
5. Form-Fills Interface
6. Spreadsheets Interface
7. Wimp Interface
8. Point & Click Interface
9. Three Dimensional Interfaces
Types of User Interfaces
Command Line Interface
Expressing instructions to the computer directly.
Command Line Interface
Use function keys, single characters, short
abbreviations, whole words, or a combination.
Command Line Interface
Suitable for repetitive tasks.
Command Line Interface
Better for expert users than novices.
Command Line Interface
Offers direct access to system functionality.
Command Line Interface
Command abbreviations should be meaningful.
Menu Interface
Set of options displayed on the screen:
1. Less Recall (Easier to use)
2. Rely on recognition so names should be meaningful
Menu Interface
Selection by: Numbers, letters, arrow keys, and mouse combination.
Menu Interface
Often (frequent) options hierarchically grouped.
Menu Interface
Restricted form of full WIMP system.
Natural Language
Familiar to user.
Natural Language
Speech recognition or typed natural language.
Natural Language
Problems: Vague, ambiguous, and hard to do well.
Solutions:
1. Try to understand a subset
2. Pick on key words
1. Question/Answer Interfaces
2. Query Languages
Types of Query Interfaces
Question/Answer Interfaces
User led through interaction via series of questions.
Question/Answer Interfaces
Suitable for novice users but restricted functionality.
Question/Answer Interfaces
Often used in information systems.
Query Languages
Used to retrieve information from database.
Query Languages
Requires understanding of database structure and language.
Query Languages
Syntax, hence requires some expertise.
Form-Fills Interface
Primarily for data entry or data retrieval.
Form-Fills Interface
Screen like paper form.
Form-Fills Interface
Data put in relevant place.
Form-Fills Interface
Requires:
1. Good design
2. Obvious correction facilities
VISICALC
The first spreadsheet program.
Lotus 1-2-3
Followed VISICALC.
MS Excel
The most common spreadsheet program.
Spreadsheet Interface
Has a sophisticated variation of form-filling:
1. Grid of cells contain a value or a formula
2. Formula can involve values of other cells
3. User can enter and alter data
4. Spreadsheet maintains consistency
Wimp Interface
Windows, Icon, Mice, and Pointer/Pull-Down Menus.
Wimp Interface
Default style for majority of interactive computer systems, especially PCs and desktop machines.
Point & Click Interface
Used in:
1. Multimedia, web browsers, and hypertext
2. Minimal Typing
3. Use in ATMs
Three Dimensional Interfaces
Virtual reality.
Three Dimensional Interfaces
"Ordinary" Window Systems (Highlight Visual).