2008년 4월 27일 일요일

Summary-6

Key point:
-People often interact with media technologies as though the technologies were people.


If we view objects, technologies and natural phenomenon as if they do, in fact, have goals and intentions, then we will design like an artificial intelligence researcher.
On the other hand, if we view objects, technologies and natural phenomenon as if the just look like they have goals and intentions, then we will design like a tool builder for human “users” or “operators” of our tools.

We can find HCI in the history, for example:
Vannevar Bush: memex
J.C.R. Licklider: computer networking, agents
Ivan Sutherland: sketchpad
Doug Engelbart: mouse, GUI, word processing, etc.
Ted Nelson: hypertext
Alan Kay: object-oriented programming, laptops, ...

Where does HCI meet AI?
basic design question: should the computer act like a person?
- agents versus “direct manipulation” even “direct-manipulation” interfaces are based on a “conversation” metaphor: the computer responds immediately to each action or command from the “user” but, there are (at least) two models of conversation information/intention transmission.

- hci lesson from “Sleeper”

1) Reliability
2) Personalization
3) if it isn’t broken, don’t fix it
4) intuitive UI design

A definition of ethnomethodology:
Ethnomethodology simply means the study of the ways in which people make sense of their social world. Ethnomethodology is a fairly recent sociological perspective, founded by the American sociologist Harold Garfinkel in the early 1960s. The main ideas behind it are set out in his book "Studies in Ethnomethodology" (1967). Ethnomethodology differs from other sociological perspectives in one very important respect: Ethnomethodologists assume that social order is illusory. They believe that social life merely appears to be orderly; in reality it is potentially chaotic. For them social order is constructed in the minds of social actors as society confronts the individual as a series of sense impressions and experiences which she or he must somehow organize into a coherent pattern.

2008년 4월 13일 일요일

Summary - 5

We had only one class in this week. The main topic in this week was artificial intelligence. Normally a robot is a good example when we talk about artificial intelligence. Artificial intelligence is both the intelligence of machines and the branch of computer science which aims to create it. A definition about A.I is the science of making machines does things that would require intelligence as if done by humans.

Also we have to know some information about Alan Turing. He was founder of computer science, artificial intelligence, mathematician, philosopher, codebreaker. And he invented very interesting game ‘Imitation game’. It is played with three people, a man, a woman, and an interrogator who may be of either sex. The interrogator stays in a room apart from the other two. The object of the game for the interrogator is to determine which of the other two the man is and which the woman is. It is the man's object in the game to try and cause the interrogator to make the wrong identification. The object of the game for the woman is to help the interrogator. We now ask the question, ‘What will happen when a machine takes the part of the man in this game?’ Will the interrogator decide wrongly as often when the game is played like this as he does when the game is played between a man and a woman? These questions replace our original question, “Can machines think?”

2008년 4월 6일 일요일

Summary - 4

Key point
1. New media technologies usually reinforce existing social networks or even work to isolate people.
2. (BUT) When new media technologies facilitate new social networks, they simultaneously challenge existing social, political and economic relationships.

Since their introduction, social network sites such as MySpace, Facebook, Cyworld, and Bebo have attracted millions of users, many of whom have integrated these sites into their daily practices. There are hundreds of SNSs, with various technological affordances, supporting a wide range of interests and practices. While their key technological features are fairly consistent, the cultures that emerge around SNSs are varied. Most sites support the maintenance of pre-existing social networks, but others help strangers connect based on shared interests, political views, or activities.

Social network analysis is an interdisciplinary social science, but has been of especial concern to sociologists; recently, physicists and mathematicians have made large contributions to understanding networks in general (as graphs) and thus contributed to an understanding of social networks too.

A social network is a social structure made of nodes that are tied by one or more specific types of interdependency, such as values, visions, idea, financial exchange, friends, dislike, conflict, trade, web links, sexual relations, disease transmission (epidemiology), or airline routes. The resulting structures are often very complex.
Social network analysis views social relationships in terms of nodes and ties. Nodes are the individual actors within the networks, and ties are the relationships between the actors. There can be many kinds of ties between the nodes. Research in a number of academic fields has shown that social networks operate on many levels, from families up to the level of nations, and play a critical role in determining the way problems are solved, organizations are run, and the degree to which individuals succeed in achieving their goals.