Posted: April 22nd, 2022
Popular Culture: Human-Computer Interaction Implications
Popular Culture: Human-Computer Interaction Implications
Make connections between your experiences and the readings and other academic materials you have encountered in this course. You may have to go outside the course materials to find supporting or relevant research, scholarly work, or other sources to elaborate on your experience. Cite all sources both in the body of your report, as you quote or discuss others’ ideas, and in a list of references at the end of your report.
If possible, implement these sources:
Hewett, T., Baecker, R., Card, S., Carey, T., Gasen, J., Mantei, M., et al. (1992, 1996, 2004). Chapter 2: Human-computer interaction. In ACM SIGCHI Curricula for human-computer interaction. New York: Association for Computing Machinery.
Myers, B. A. (March, 1998). A brief history of human computer interaction technology. ACM Interactions. 5(2), 44–54.
Gershenfeld, N. (2005, March 28).
Paz, J. P. (2005, January 24).
The bridge between the virtual and the real world is one of the first closing gaps that is being witnessed in everybody’s world today. The virtual world and the all inclusive Internet of Things is increasingly becoming the new reality that is taking over most people’s perception of the world. From its early stages where it was increasingly a communication entity, various installment of user interactive interface, have created an all inclusive platform that can be used for virtually all aspect of the human existence. Additionally, the internet is pegging most of its use to the value systems that the specific community that deploys it and ties in its social, political, economic, religious and cultural value system to create a framework of things that become important in how humans associate with one another and the world around them. Essentially, the increased use of the virtual space in our world is creating a whole new dimension from where people can learn and experience their views and that of others in manners that exceedingly, could never be predicted. In Steven Johnson’s book “Everything Bad is Good for You.” He argues against the conservative view that the adaptation of technology, especially; multi-media technology across the world is making people more stupid. By identifying in the opposite of this argument, categorically stating that it is creating smart people, Johnson argues with real life examples that it is indeed creating value and not devaluing human knowledge. This he suggests, it does, allowing people to interact with their world and creating a significant foundation from which they can gain knowledge that changes the world, in ways that the traditional means would not have.
The change that results from the increased use of the technology can be negative or positive that not withstanding, people are left smarter than their predecessor generations. For most people who consider themselves averse with technology and its role in the world today, it can be seen in the work place, it can be witnessed at home, in the hospital, schools and even in some of the most essential infrastructure services. Hewett et.al. (2002) identifies that with an increased human-computer interaction, interactive designs which are the characteristic of the new media have brought about significant interactive maps that offer another layered dimension of information key in understanding some of the constantly needed and applied practices in the new world. Data storage for example, which was and still is ubiquitous was an extreme challenge for most people across a variety of sector, especially within the health centers majority of doctors work entailed filling physical records of data from the patient’s conditions and from this set up creating a checklist of information that could be used in order to gain the right diagnosis of the disease. As such, doctors were required to practice longer in order to gain the knowledge of the disease through repetitive practice and increased practice. But with the new media technology with an interactive design that supports a variety of functions such as the computer supported cooperative work, qualified mobile authorization, virtual reality, 3-D, Computer aided designs, spreadsheets, hypertexts, text editing among other thousands of functions. Trusted, research and academic information necessary for treatment and diagnosis, that took years to gather and scattered across a variety of institutions globally are now accessible to doctors anywhere in the world. Martins (2008) identifies that healthcare database that developed diminish national boundaries in healthcare and allow access to information and research to different kinds of diseases not just to the patient but even all people with access to the records, such data becomes uniquely placed to understand the role of the disease and the trends that bring them about. As such can be applied to other important healthcare delivery system and be transformed for the benefit of the public in aspects such as those of entertainment.
With access to complex mental challenges on the large scale more people become enlightened and aware of their role within the world. Johnson (2006) identifies this by quoting a simple scenario example, shows like the ER usually apply complex medical term on an entertainment level, but one thing that is interesting is the “the ratio of medical jargon to layperson translation” which is higher (81). The form an implicit trust between the audience and the content and allow people to contextualize and learn very important lessons on medical aspects through their TV screens in a leisurely manner that in most cases, the passive nature of learning is overlooked. With TV shows the trend is not only tied to the medical world but across all possible field, greater critical and factual research is imposed into entertaining plots and narratives to create an adequate and believable storyline that represents an ideal view of the world. They entertain the viewer but more critically, the interaction with their content is what matters. The content and their presentation involves impressive mind work-outs, that invoke a person’s mental capacity beyond the superficial. Johnson (2006) identifies that the mode of interaction in most of this aspects present a need to adopt a problem solving attitude and in most cases by use of cliff hangers, present very complex mental laboring challenges that will require greater attention (22). Great thinking goes in to create a working solution. As there is a need to create a separation between acquiring information and exercising the mind to understand the acquired information in the context presented, but also identify with the character in a way situating oneself within their world.
The gaming world becomes the new frontier that is increasingly becoming less about the game and more about the implication of the game within the world. This is both a positive development and a negative development. The user interface within most of these games, contains a variety of elements that aim to bring maximum enjoyment and immerse a person into a world that seem believable. Today, the most common gaming content feature first person shooter CGI technology that incorporates 3 dimensional character and view plane for the person. There is auditory and real life visual representation of actual close quarter combat scene. Apart from being critical in entertaining an individual. They present the person with extreme challenges that most people take time and money to accomplish. Virtually, they have been able to create a world inside this world. Additional developments feature augmented realities and the newer versions in some of the games feature the gesture recognition and a wide array of multimedia. Myers (1996) critically pointed this out in his theoretical approach to human-computer interactions identifying that in the future intelligent agent will be key in formulating adaptive interaction for a profitable institution. Indeed, today, what would be considered computer games at a certain point are having real world impacts. For example, Hewett et al. identify that the the Bangkok Underground train and sky navigations routes and maps were developed as a user centered design case study.
These are actions that incorporate actions that can be seen in gaming world that also offer realistic navigation routes with elements 3-D programming. In some cases, the games actually become more enabled technology-wise than the actual case study with natural speech recognition, gesture, support for cooperative work, virtual reality tools and require the user to learn a unique command language in order to complete complex algorithms embedded within the character’s actions. Some of the real world implications of these games include mass shooter incidences due to normalized brutality or the increased use of drones on military missions, retail deliveries, etc. due to adequate knowledge transfer from the virtual world to the real world.
References
Johnson, S. (2006). Everything Bad is Good for You: How Today’s Popular Culture is Actually Making Us Smarter. Penguin.
Hewett, T., Baecker, R., Card, S., Carey, T., Gasen, J., Mantei, M., et al. (1992, 1996, 2004). Chapter 2: Human-computer interaction. In ACM SIGCHI Curricula for human-computer interaction. New York: Association for Computing Machinery.
Martin, G. S. (2008). The essential nature of healthcare databases in critical care medicine. Critical Care, 12(5), 176. https://doi.org/10.1186/cc6993
Myers, B. A. (March, 1998). A brief history of human computer interaction technology. ACM Interactions. 5(2), 44–54.
Order | Check Discount
Sample Homework Assignments & Research Topics
Tags:
Popular Culture: Human-Computer Interaction Implications