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Exploring Generic and Immersive Frameworks for Human-Computer Interactions

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HCI International 2022 Posters (HCII 2022)

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 1580))

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Abstract

The research and teaching curriculum for describing the relationship between humans and machines is still based on the human-machine system diagram, which was proposed by Sanders and McCormick in 1982. However, with the evolution of interface technology, from the earliest hardware interfaces (e.g., buttons and knobs) to the software interfaces and touchscreen displays used in the digital age, users have become familiar with the operation of products through the use of complex gestures. Therefore, the framework for human-computer interactions (HCIs) should be reexamined, and a new diagram that is more suited for the contemporary age should be developed. To this end, we established a research group to review interactive interface technology, analyze multiple relevant products, and perform a questionnaire analysis. This study proposes four interaction frameworks, namely 1) a generic computing model for HCIs, 2) a touchscreen display control model for HCIs, 3) an immersive virtual reality model for HCIs, and 4) a metaverse HCI model. This study reveals the characteristics of these four frameworks and compares their advantages and disadvantages. These new frameworks for contemporary interactions can be used as a reference for future research studies and teaching curricula.

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Correspondence to Yu-Min Fang .

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Fang, YM. (2022). Exploring Generic and Immersive Frameworks for Human-Computer Interactions. In: Stephanidis, C., Antona, M., Ntoa, S. (eds) HCI International 2022 Posters. HCII 2022. Communications in Computer and Information Science, vol 1580. Springer, Cham. https://doi.org/10.1007/978-3-031-06417-3_8

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  • DOI: https://doi.org/10.1007/978-3-031-06417-3_8

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-06416-6

  • Online ISBN: 978-3-031-06417-3

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