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Abstract: In day-to-day life human beings interact with each other as per their routine behaviour.

Apart from these interactions they also tend to spend a lot of time interacting with their devices. There have been already many efforts made to enrich the human - computer interaction to make the experience of users more pleasing or efficient. This research is based on the human interaction issues such as brain - computer interface, human companion relationship, privacy concerns of humans, hand gesture recognition and perceptive media. In this paper the above mentioned topics, their techniques and analysis of the experiment technique is discussed. This article also summarizes the historical development of the advances in human - computer interaction and emphasizes the pivotal research in the advancement of the field.

Introduction: Computers used to be their own programmers and developers previously. But in the past few decades, there has been an enormous growth in the number of computer jargons which earlier used to be just the users. It was such a drastic change that made this era a computer era. If such is the scenario then obviously mankind is to make use of computers. This interaction between computers and humans is referred as Human Computer Interaction (HCI). Human-computer interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them Hewett et al. (2009) and McKay, E. (2007). Sometimes it is also referred as Computer Human Interaction (CHI) and Man Machine Interface (MMI). It is not only concerned with the input and output technologies that affect interaction, but also with the new techniques. The aim of HCI is both to develop universal techniques so that it can be used globally and to suggest where and in what situations it can be applied for best use. The technique provides theories and innovative tools to the users. Its purpose is to enable the designers and developers to build more efficient systems so that the user can use it with ease. HCI looks for ways of building interactive systems, user interfaces with high quality of

efficiency considering users requirements and preferences. As Human Computer Interaction is an intersection of studies on a machine and a human; it has some sort of knowledge on both the sides (on machine and human side). HCI is an interdisciplinary field which has undergone enormous change as stated by Harper, R. et al., (2008). It is an emerging concern in several disciplines, each with a machine and human side techniques: Programming Languages, Computer Graphics, Operating Systems and development environments are relevant to computer side and Sociology and Anthropology (interactions between technology, work, and organization), Psychology (the application of theories of cognitive processes and the empirical analysis of user behaviour), Industrial Design (interactive products) and Ergonomics (human factors) such as computer user satisfaction are relevant. Human Computer Interaction thus has engineering, design and science concepts. The development in HCI has now assumed greater significance; with our increasing reliance on the abundance of smart devices that provides us access to computers almost anywhere and at anytime. The computing industry has always encouraged the researchers and programmers to accommodate paradigms in HCI. This inevitably requires the dynamic evaluation of the task knowledge level requirements (Dick, W., Carey, L., and OCarey, J., 2004) to respond to individual cognitive styles and to deduce knowledge acquisition requirements. Now with the reality of the Semantic Web (Berners Lee, Hendler, and Lassila. 2001; Emonds Banfields, 2006) meta-knowledge acquisition strategies are more important.

Background: Sometimes system may produce information which can be undesirable with respect to concerned user like computer systems sometimes seems to be confusing to the new user; improper functions provided by systems; users are forced to perform undesirable tasks; can cause unacceptable changes. (Dix et al, 2005, pp 28) further states the reaction of the user if the user finds the task difficult it might reduce his productivity and he might get frustrated. Hence, he may lose motivation and will reject the work or system. For this computing industry has always encouraged the researchers and programmers to accommodate with HCI. To err is human and hence the goal of the design should be to reduce the likelihood of those mistakes. The goals of the HCI research are; improving communication and cooperation between humans and improving interaction between human and computer cited by Richter, J (2004). Interacting with the technology is a cognitive process. We need to take into account

cognitive processes involved and cognitive limitations of users. We can provide knowledge about what users can and cannot be expected to do. Identify and explain the nature and causes of problems users encounter. Supply theories, modelling tools, guidance and methods that can lead to the design of better interactive products. There are certain types of standard for HCI and usability as Bevan, N (2001) refers. The standards related to usability can be categorized as the following: the use of the product (effectiveness, efficiency and satisfaction in a particular context of use), the user interface and interaction. The process used to develop the product and the capability of an organization to apply user-centred design. Shneiderman and Plaisant (2004) provide a comprehensive look at some of the key tenets of interface design. Designing what they call a quality service involves considerations of timing, avoiding harmful mistakes (otherwise thought of as error recovery), system response time to user inputs, and reduction user frustration. Effective HCI as per McKay (2007) is having an interactive, trusted and communicative computing environment that helps the user to trust it or not. It knows to develop a learning environment which provides access to an information system that is easy to use.

Literature Review: Now, there are devices with well-equipped features and advanced controls, display and techniques which draws user to a rich perceptual motor experience. There are some cognitive architecture (e.g. EPIC; ACT-R/PM) that has extended their focus from cognitive processes to account interactions relation to action and perception. The cognitive process is where the analysts go through each design or step of the system and provide the details where it is not good for the users or in some cases new users. The rapid changes in the mobility, connectivity and form factors are altering the computing interactions significantly as suggested by Moore the co-founder of Intel. Turk has provided alternatives for future interactive devices that Simplify: Make the interface straightforward and obvious with proper user feedbacks. Disappear: Make the user interface unnoticeable or invisible to the users so that they are not able to make out that there is indeed a computing device embedded. This is just like the concept of Ubiquitous Computing. Accommodate: Making an adaptive and anticipatory interface which can interact smartly with the user removing their ambiguity.

(Turk, ....).

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