 | DOCUMENTAIREIdentifiant de la fiche: http://ori.unit-c.fr/uid/unit-ori-wf-1-4279 Status de la fiche: final Schéma de la métadonnée: LOMv1.0, LOMFRv1.0, SupLOMFRv1.0
Droits: gratuit Document libre, dans le cadre de la licence Creative Commons (http://creativecommons.org/licenses/by-nd/2.0/fr/), citation de l'auteur obligatoire et interdiction de désassembler (paternité, pas de modification)
Description: Computer Science developed as a field at a time when computers were expensive, isolated machines run by teams of highly trained engineers. Not surprisingly, the primary focus of Computer Science has been on the computers themselves: how to make them faster, smarter and more efficient. However, computing has changed radically over the past two decades. Computers take many forms and are now ubiquitous, used in ways never imaged by the founders of the field.
My goal in this talk is to shift our perspective on computing: Rather than focusing on how to make computers smart, the question is how to use computers to make people smart. The foundations of Human-Computer Interaction build upon our understanding of memory, motor and perceptual skills, allowing us to create interactive systems that augment human capabilities. We are developing a new line of research that creates effective partnerships between people and computers, taking advantage of their respective strengths and minimizing their weaknesses. I will illustrate our approach with a variety of examples, including how we enhance creativity for contemporary music composers, support biologists as they manage large quantities of physical and electronic data, and even help distributed families to stay in touch. Mots-clés libres: interaction homme-ordinateur, Human-computer Interaction , Systèmes intelligents, Intelligent systems, Reconnaissance geste, Gesture recognition, interface interactive, interactive interface, Human in the loop, papier électronique, Interactive Paper, interactive systems, systèmes interactifs, interface tactile, touch interface, realité virtuelle, virtual reality, fuscia Structure: atomique
| Indice(s) Dewey: | 005.428 006.8
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PEDAGOGIQUEType pédagogique: cours / présentation Granularité: leçon
Niveau: enseignement supérieur Age attendu du l'utilisateur: 18 ans et + Public cible: apprenant, enseignant Langue de l'apprenant: Français
Proposition d'utilisation: fait un etat de la recherche sur les interfaces en réalite virtuelle et en Interaction Homme machine - peut être une ressource de référence pour les étudiants / enseignants dans cette matière
Difficulté: moyen
TECHNIQUEType de contenu: ensemble de données Format: Document HTML, Document PDF Durée d'exécution: 1 mois 1 jour 6 heures 4 minutes 3 secondes
Navigateur web: le document contient une vidéo au format real qui nécessite le client Realplayer et une connexion internet haut débit Entrepôt d'origine: ori-oai-workflow Identifiant: unit-ori-wf-1-4279 Type de ressource: Ressource pédagogique
RELATIONSCette ressource fait partie de : Colloquium Jacques Morgenstern : Collection des séminaires
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