It is emerged from the convergence of multiple disciplines that are concerned both with understanding human beings and with the design of computational artifacts.
HCC aims at bridging the existing gaps between the various disciplines involved with the design and implementation of computing systems that support human's activities.
[1] The National Science Foundation (NSF) defines three-dimensional research as "a three dimensional space comprising human, computer, and environment.
"[2] According to the NSF, the human dimension ranges from research that supports individual needs, through teams as goal-oriented groups, to society as an unstructured collection of connected people.
The HCC perspective acknowledges that "computing" encompasses tangible technologies that enable diverse tasks while also serving as a significant social and economic influence.
In addition, Dertouzos elaborates on how HCC goes beyond the notion of interfaces that are easy for users to navigate by strategically incorporating five technologies: natural interaction, automation, personalized information retrieval, collaborative capabilities, and customization.
While the scope of HCC is extensive, three fundamental factors are proposed to constitute the core of HCC system and algorithm design processes: Adherence to these factors in system and algorithm design for HCC applications is anticipated to yield qualities such as: The human-centered activities in multimedia, or HCM, can be considered as follows according to:[8] media production, annotation, organization, archival, retrieval, sharing, analysis, and communication, which can be clustered into three areas: production, analysis, and interaction.
There is a broad area of potential relevant uses from facilitating and enhancing human communications, to allowing for improved information access and retrieval in the professional, entertainment, and personal domains.
This application area covers a wide range of domains, including improving communication between individuals and enhancing information access in professional, entertainment, and personal contexts.
The possibilities for utilizing multimedia analysis are extensive, as it goes beyond simple categorization to achieve a nuanced understanding of human behavior.
Wireframing is a digital or physical illustration of a user interface, focusing on information architecture, space allocation, and content functionality.
The goal of usability testing is to identify any issues with the design that need to be improved and analyze how real users will interact with the product.
As human-centered computing has become increasingly popular, many universities have created special programs for HCC research and study for both graduate and undergraduate students.
Founded by Sethuraman Panchanathan in 2001, CUbiC research spans three main areas of multimedia computing: sensing and processing, recognition and learning, and interaction and delivery.
Examples of such technologies include the Note-Taker,[16] a device designed to aid students with low vision to follow classroom instruction and take notes, and VibroGlove,[17] which conveys facial expressions via haptic feedback to people with visual impairments.
In 2016, researchers at CUbiC introduced "Person-Centered Multimedia Computing",[18] a new paradigm adjacent to HCC, which aims to understand a user's needs, preferences, and mannerisms including cognitive abilities and skills to design ego-centric technologies.