Human–Computer Interaction

Total Page:16

File Type:pdf, Size:1020Kb

Human–Computer Interaction International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395 -0056 Volume: 02 Issue: 06 | Sep-2015 www.irjet.net p-ISSN: 2395-0072 Human–computer interaction Mrs. A.G.Andurkar , Assistant Professor, Department of Electronics & Telecommunication, Government College of Engineering, Jalgaon, Maharashtra , India Miss. Ritupriya G.Andurkar, Student , Department of Computer Engineering, Government College of Engineering, Jalgaon, Maharashtra , India --------------------------------------------------------------------------------------------------------- Abstract Human–computer interaction (HCI) researches the with the computer over this software interface using the design and use of computer technology, focusing given input and output (I/O)hardware. particularly on the interfaces between people (users) Software and hardware must be matched, so that the and computers. Researchers in the field of HCI processing of the user input is fast enough, the both observe the ways in which humans interact with latency of the computer output is not disruptive to the computers and design technologies that let humans workflow. interact with computers in novel ways. As a field of research, Human-Computer Interaction is situated at When evaluating a current user interface, or designing the intersection of computer science, behavioral a new user interface, it is important to keep in mind the sciences, design, media studies, and several other fields following experimental design principles: of study. The term was popularized by Stuart K. Card and Allen Newell of Carnegie Mellon Early focus on user(s) and task(s): Establish University and Thomas P. Moran of IBM Research in how many users are needed to perform the task(s) their seminal 1983 book, The Psychology of Human- and determine who the appropriate users should Computer Interaction, although the authors first used be; someone who has never used the interface, and the term in 1980. HCI has expanded rapidly and steadily will not use the interface in the future, is most likely for three decades, attracting professionals from many not a valid user. In addition, define the task(s) the other disciplines and incorporating diverse concepts users will be performing and how often the task(s) and approaches. To a considerable extent, HCI now need to be performed. aggregates a collection of semi-autonomous fields of Empirical measurement: Test the interface research and practice in human-centered informatics. early on with real users who come in contact with However, the continuing synthesis of disparate the interface on a daily basis. Keep in mind that conceptions and approaches to science and practice in results may vary with the performance level of the HCI has produced a dramatic example of how different user and may not be an accurate depiction of the epistemologies and paradigms can be reconciled and typical human-computer interaction. Establish integrated in a vibrant and productive intellectual quantitative usability specifics such as: the number project. The user interacts directly with hardware for of users performing the task(s), the time to the human input and output such as displays ,e.g. complete the task(s), and the number of errors through a graphical user interface. The user interacts made during the task(s). Iterative design: After determining the users, tasks, and empirical measurements to include, perform the following iterative design steps: © 2015, IRJET ISO 9001:2008 Certified Journal Page 744 International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395 -0056 Volume: 02 Issue: 06 | Sep-2015 www.irjet.net p-ISSN: 2395-0072 1. Design the user interface 2. Test 3. Analyze results 4. Repeat Keywords: human-computer interaction, cognitive engineering, graphical user interfaces (GUI), Ergonomics and HCI Ergonomics. I .Introduction Until the late 1970s, the only humans who interacted with theories of writing, reading, and media, with empirical computers were information technology professionals and user testing. Documents and other information needed to dedicated hobbyists. This changed disruptively with the be usable also. emergence of personal computing in the later 1970s. Humans interact with computers in many ways; and the Personal computing, including both personal software interface between humans and the computers they use is (productivity applications, such as text editors and crucial to facilitating this interaction. Desktop applications, spreadsheets, and interactive computer games) and internet browsers, handheld computers, and computer personal computer platforms (operating systems, kiosks make use of the prevalent graphical user programming languages, and hardware), made everyone interfaces (GUI) of today. Voice user interfaces (VUI) are in the world a potential computer user, and vividly used for speech recognition and synthesizing systems, and highlighted the deficiencies of computers with respect the emerging multi-modal and gestalt User Interfaces to usability for those who wanted to use computers as (GUI) allow humans to engage with embodied character tools. agents in a way that cannot be achieved with other The challenge of personal computing became manifest at interface paradigms. an opportune time. The broad project of cognitive science, The Association for Computing Machinery defines human- which incorporated cognitive psychology, artificial computer interaction as "a discipline concerned with the intelligence, linguistics, cognitive anthropology, and the design, evaluation and implementation of interactive philosophy of mind, had formed at the end of the 1970s. computing systems for human use and with the study of Part of the program f cognitive science was to articulate major phenomena surrounding them". An important facet systematic and scientifically informed applications to be of HCI is the securing of user satisfaction (or simply End known as "cognitive engineering". Thus, at just the point User Computing Satisfaction). "Because human–computer when personal computing presented the practical need for interaction studies a human and a machine in HCI, cognitive science presented people, concepts, skills, communication, it draws from supporting knowledge on and a vision for addressing such needs through an both the machine and the human side. On the machine ambitious synthesis of science and engineering. HCI was side, techniques in computer graphics ,operating one of the first examples of cognitive engineering. systems, programming languages, and development This was facilitated by analogous developments in environments are relevant. On the human side, engineering and design areas adjacent to HCI, and in fact communication theory, graphic and industrial often overlapping HCI, notably human factors engineering design disciplines, linguistics, social sciences, cognitive and documentation development. Human factors had psychology, social psychology, and human factors such developed empirical and task-analytic techniques for as computer user satisfaction are relevant. And, of course, evaluating human-system interactions in domains such as engineering and design methods are relevant. Due to the aviation and manufacturing, and was moving to address multidisciplinary nature of HCI, people with different interactive system contexts in which human operators backgrounds contribute to its success. HCI is also regularly exerted greater problem-solving discretion. sometimes referred to as human–machine Documentation development was moving beyond its interaction (HMI), man–machine interaction (MMI) or traditional role of producing systematic technical computer–human interaction (CHI). descriptions toward a cognitive approach incorporating © 2015, IRJET ISO 9001:2008 Certified Journal Page 745 International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395 -0056 Volume: 02 Issue: 06 | Sep-2015 www.irjet.net p-ISSN: 2395-0072 Poorly designed human-machine interfaces can lead to methods for evaluating and comparing interfaces many unexpected problems. A classic example of this is with respect to their usability or other desirable the Three Mile Island accident, a nuclear meltdown properties accident, where investigations concluded that the design of methods for studying human computer use and its the human–machine interface was at least partially socio cultural implications more broadly responsible for the disaster. Similarly, accidents in aviation models and theories of human computer use as have resulted from manufacturers' decisions to use non- well as conceptual frameworks for the design of standard flight instrument or throttle quadrant layouts: computer interfaces, such as, e.g., cognitivist user even though the new designs were proposed to be models, Activity Theory or ethno- superior in regards to basic human–machine interaction, methodological accounts of human computer use pilots had already ingrained the "standard" layout and perspectives that critically reflect upon the values thus the conceptually good idea actually had undesirable that underlie computational design, computer use and results. HCI research practice Human-Computer Interaction studies the ways in which Visions of what researchers in the field seek to achieve vary. humans make, or make not, use of computational artifacts, When pursuing cognitivist perspective, researchers of HCI systems and infrastructures. In doing so, much of the may seek to align computer interfaces with the mental model research in the field seek to `improve' human-computer
Recommended publications
  • A Review of User Interface Design for Interactive Machine Learning
    1 A Review of User Interface Design for Interactive Machine Learning JOHN J. DUDLEY, University of Cambridge, United Kingdom PER OLA KRISTENSSON, University of Cambridge, United Kingdom Interactive Machine Learning (IML) seeks to complement human perception and intelligence by tightly integrating these strengths with the computational power and speed of computers. The interactive process is designed to involve input from the user but does not require the background knowledge or experience that might be necessary to work with more traditional machine learning techniques. Under the IML process, non-experts can apply their domain knowledge and insight over otherwise unwieldy datasets to find patterns of interest or develop complex data driven applications. This process is co-adaptive in nature and relies on careful management of the interaction between human and machine. User interface design is fundamental to the success of this approach, yet there is a lack of consolidated principles on how such an interface should be implemented. This article presents a detailed review and characterisation of Interactive Machine Learning from an interactive systems perspective. We propose and describe a structural and behavioural model of a generalised IML system and identify solution principles for building effective interfaces for IML. Where possible, these emergent solution principles are contextualised by reference to the broader human-computer interaction literature. Finally, we identify strands of user interface research key to unlocking more efficient and productive non-expert interactive machine learning applications. CCS Concepts: • Human-centered computing → HCI theory, concepts and models; Additional Key Words and Phrases: Interactive machine learning, interface design ACM Reference Format: John J.
    [Show full text]
  • THE COMPUTER SCIENCE with HCI
    IOSR Journal of Computer Engineering (IOSR-JCE) e-ISSN: 2278-0661,p-ISSN: 2278-8727 PP 52-54 www.iosrjournals.org THE COMPUTER SCIENCE with HCI Shubhangi M. Sherekar1 1([email protected], Dept of Computer Science, Shivaji Science College, Nagpur, India) Abstract: The intention of this paper is to provide an overview on the subject of Computer science with Human computer Interaction. Human computer interaction (HCI) is the study of people design, implement, and use interactive computer systems. In this paper we study why do human uses computing system? , what do human uses computing system for? And the computer science of HCI. Keywords: Human Computer Interaction, computing system, computer science of HCI. I. INTRODUCTION Human–computer interaction (HCI) is the study of interaction between people (users) and computers. It is often regarded as the intersection of computer science, behavioral sciences, design and several other fields of study. Interaction between users and computers occurs at the rapid growth of computing has made effective human-computer interaction essential. Increased attention to usability is also driven by competitive pressures for greater productivity, the need to reduce frustration, and to reduce overhead costs such as user training. As computing affects more aspects of our lives the need for usable systems becomes even more important. II. HUMAN-COMPUTER INTERACTION: The Association for Computing Machinery defines human-computer interaction as "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. Because human-computer interaction studies a human and a machine in conjunction, it draws from supporting knowledge on both the machine and the human side.
    [Show full text]
  • Interactivity: a Review of the Concept and a Framework for Analysis
    View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Open Access LMU Interactivity: A review of the concept and a framework for analysis OLIVER QUIRING and WOLFGANG SCHWEIGER Abstract The terms ‘interactivity’ and ‘interactive media’ became significant buzz- words during the late 1980s and early 1990s when the multi-media euphoria fascinated politicians, economists, and researchers alike. However, right from the beginning of the scientific debate, the inconsistent usage of the term ‘interactivity’ massively complicated the comparability of numerous empirical studies. This is where this article joins the discussion. First, the article sheds light on the terminological origins of ‘interactivity’ and distin- guishes the term from cognate expressions. Further, it restructures and ex- tends existing findings on the basis of a new analysis framework which considers three levels of interactive communication (action level, level of subjective situation evaluation, and level of meaning exchange). Finally, it delivers a systematic overview of specific criteria of interactive communica- tion. Keywords: interactivity, framework, computer-mediated-communication, human-machine interaction, Internet, media use Introduction ‘Interactivity’ and ‘interactive media’ became significant buzzwords dur- ing the late 1980s and early 1990s when the multi-media euphoria fasci- nated politicians, economists, and researchers alike. During the last de- cade this multimedia euphoria of the early days slowed down distinctly although new technologies were developed continuously. The term ‘inter- active’ was used less frequently but constantly within communication science publications. The term as well as the idea of ‘interactivity’ has, despite some pioneer articles (e. g., Durlak, 1987; Rafaeli, 1988; Heeter, 1989; Steuer, 1992), not been explained satisfactorily so far.
    [Show full text]
  • Programming Interactivity.Pdf
    Download at Boykma.Com Programming Interactivity A Designer’s Guide to Processing, Arduino, and openFrameworks Joshua Noble Beijing • Cambridge • Farnham • Köln • Sebastopol • Taipei • Tokyo Download at Boykma.Com Programming Interactivity by Joshua Noble Copyright © 2009 Joshua Noble. All rights reserved. Printed in the United States of America. Published by O’Reilly Media, Inc., 1005 Gravenstein Highway North, Sebastopol, CA 95472. O’Reilly books may be purchased for educational, business, or sales promotional use. Online editions are also available for most titles (http://my.safaribooksonline.com). For more information, contact our corporate/institutional sales department: (800) 998-9938 or [email protected]. Editor: Steve Weiss Indexer: Ellen Troutman Zaig Production Editor: Sumita Mukherji Cover Designer: Karen Montgomery Copyeditor: Kim Wimpsett Interior Designer: David Futato Proofreader: Sumita Mukherji Illustrator: Robert Romano Production Services: Newgen Printing History: July 2009: First Edition. Nutshell Handbook, the Nutshell Handbook logo, and the O’Reilly logo are registered trademarks of O’Reilly Media, Inc. Programming Interactivity, the image of guinea fowl, and related trade dress are trademarks of O’Reilly Media, Inc. Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and O’Reilly Media, Inc., was aware of a trademark claim, the designations have been printed in caps or initial caps. While every precaution has been taken in the preparation of this book, the publisher and author assume no responsibility for errors or omissions, or for damages resulting from the use of the information con- tained herein. TM This book uses RepKover™, a durable and flexible lay-flat binding.
    [Show full text]
  • Sonic Interaction Design Sonic Interaction Design
    Sonic Interaction Design Sonic Interaction Design edited by Karmen Franinovi ć and Stefania Serafin The MIT Press Cambridge, Massachusetts London, England © 2013 Massachusetts Institute of Technology All rights reserved. No part of this book may be reproduced in any form by any electronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from the publisher. MIT Press books may be purchased at special quantity discounts for business or sales promotional use. For information, please email [email protected] or write to Special Sales Depart- ment, The MIT Press, 55 Hayward Street, Cambridge, MA 02142. This book was set in Stone Sans and Stone Serif by Toppan Best-set Premedia Limited, Hong Kong. Printed and bound in the United States of America. Library of Congress Cataloging-in-Publication Data Sonic interaction design / edited by Karmen Franinovi ć and Stefania Serafin. pages cm Includes bibliographical references and index. ISBN 978-0-262-01868-5 (hardcover : alk. paper) 1. Sonic interaction design. 2. Product design. 3. Sound in design. 4. Human-computer interaction. I. Franinović , Karmen, 1975 — editor of compilation. II. Serafin, Stefania, 1973 — editor of compilation. TS171.S624 2013 004.01 ' 9 — dc23 2012028482 10 9 8 7 6 5 4 3 2 1 Contents Introduction vii I Emergent Topics 1 1 Listening to the Sounding Objects of the Past: The Case of the Car 3 Karin Bijsterveld and Stefan Krebs 2 The Experience of Sonic Interaction 39 Karmen Franinovi ć and Christopher Salter 3 Continuous Auditory and Tactile Interaction Design 77 Yon Visell, Roderick Murray-Smith, Stephen A.
    [Show full text]
  • CREATING a WEB-BASED TUTORIAL for IBM Visualage for COBOL by Mel WANG Bachelor of Science Hunan Agricultural University Changsha
    CREATING A WEB-BASED TUTORIAL FOR IBM VisualAge FOR COBOL By MEl WANG Bachelor of Science Hunan Agricultural University Changsha, P. R. China 1985 Master of Science Southwest Agricultural University Chongqing, P. R. China 1988 Submitted to the Faculty of the Graduate College of the Oklahoma State University in partial fulfillment of the requirements for the Degree of MASTER OF SCIENCE May, 1998 CREATING A WEB-BASED TUTORIAL FOR IBM VisualAge FOR COBOL Thesis Approved: Thesis Adviser L)zn;.n ! Gr~e-g-e----- 11 ACKNOWLEDGMENTS I wish to express my sincere appreciation to my advisor Dr. Jacques LaFrance for his guidance, encouragement, patience and kindness throughout my graduate study. I am deeply grateful to Dr. John P. Chandler and Dr. K. M. George for their serving on my graduate committee and providing me invaluable advices and assistance. Same gratitude goes to Dr. G. E. Hedrick. During my graduate study at Oklahoma State University, I benefitted much from the faculty and staff of the Computer Science Department. I would like to thank all the professors for their initiative and inruitive teaching. I also appreciate the opportunity that was granted to me as a teaching assistant, which facilitated my study academically as well as financially. I am greatly indebted to my parents for their unending love and care throughout my life. Special thanks go to my husband, Liping Jiang, for his love, understanding, encouragement, and support. Without his love and support, I would not have completed my study today. iii TABLE OF CONTENTS Chapter Page I. INTRODUCTION 1 COBOL and Object-Oriented COBOL 1 IDM VisualAge for COBOL 6 The Objectives ofthe Thesis 11 The Organization ofthe Thesis 13 II.
    [Show full text]
  • The Analysis of Interactive Media and Digital Culture
    INVESTIGACIONES / RESEARCH l Jorge Mora Received: 23-01-2012 / Reviewed: 18-03-2012 Accepted: 03-04-2012 / Published: 01-10-2012 San Diego (USA) / Guadalajara (Mexico) DOI: 10.3916/C39-2012-03-04 The Analysis of Interactive Media and Digital Culture - Hypermedia Literacy in Peru and Bolivia Medios interactivos y cultura digital: Alfa betización hipermedia en Perú y Bolivia ABSTRACT This paper compiles data on how the use of hypermedia, interactive multimedia and interfaces have changed the classical dynamics of human communications and education to create a new paradigm. This paradigm originates in the interface since it allows multidirectional and multimedia communications through interactions with the elements of which it is composed. This research describes the different aesthetic, narrative, emotional and value elements that are integrated within the cultural hypermedia interfaces. These hypermedia elements are fundamental components to be taken into account in the creation of educational interactive media products. The communicative functions are interchangeable between sender-receptor, author-reader-author, creator-user, professor-student... thanks to the introduction of multimedia interactive expressions and technological instruments that allow several types of interac- tions. This flexible functionality generates new communicative as well as dramatic models of interactive narrative, where the interaction of receptors-senders and reader-authors with the narrative actions occur at the character or avatar level. The interfacial aesthetic, narrative, emotional and value elements are studied, analyzed and described in detail thanks to an innovative model of analysis that can be used to for the implementation and design of interactive edutainment media products. The application of this model helped to create cultural content interfaces enabling not only the development of interactive educational workshops in the USA, Peru and Bolivia for more than 200 students, but also multisensory and immersive communications with quality.
    [Show full text]
  • Chapter 1. Interactive Systems
    Chapter 1. Interactive Systems Table of Contents Context ....................................................................................................................... 1 Objectives .................................................................................................................... 2 Interactive Systems ....................................................................................................... 2 The Past .............................................................................................................. 2 The Present .......................................................................................................... 2 The Future ........................................................................................................... 3 Usefulness and Usability ................................................................................................ 4 Usefulness ........................................................................................................... 4 Usability .............................................................................................................. 4 Why is HCI important? .................................................................................................. 5 Productivity ......................................................................................................... 5 Quality of Life ..................................................................................................... 5 Safety-critical systems and disasters
    [Show full text]
  • Information, Interactivity, and Social Media
    Atlantic Journal of Communication, 23:19–30, 2015 Copyright © Taylor & Francis Group, LLC ISSN: 1545-6870 print/1545-6889 online DOI: 10.1080/15456870.2015.972404 Information, Interactivity, and Social Media Yaron Ariel and Ruth Avidar Department of Communication The Max Stern Yezreel Valley College The aim of this paper is to provide a conceptual theoretical framework to the term “social” in a social media context. This is done by exploring the relationship between three central terms in a social media environment: information, interactivity, and sociability. We suggest a model that describes the relations between these terms in a social media context. As the model suggests, information is the basic unit of a communication process, but social media users are the ones that decide whether and how much information to share, and when and whether to comment on a social media platform. Hence, not solely the technological features of a platform determine its level of interactivity and sociability, but the actual performances of its users. Over the last decade, the equilibrium point of the web has shifted from top-down platforms that replicated mass media toward user-driven online platforms. At present, popular mainstream online platforms are uniformly tagged as “social media”—from social network sites like Facebook, Twitter, and Google Plus to Wikipedia and YouTube. Frequently, social media is considered an inherent element of Web 2.0 (Kaplan & Haenlein, 2010), a term coined by O’Reilly (2007) to describe the development of new platforms, features, and uses that build on users’ participation in the form of user-generated content, decentralization, and rich user experience.
    [Show full text]
  • Operations and Configuration Guide Ver 2.3.1
    Oracle Utilities Customer Care And Billing Operations and Configuration Guide Ver 2.3.1 E18371-01 August 2010 Oracle Utilities Customer Care And Billing Operations and Configuration Guide, Ver 2.3.1 E18371-01 Copyright © 2007 - 2010 Oracle. All rights reserved. The Programs (which include both the software and documentation) contain proprietary information; they are provided under a license agreement containing restrictions on use and disclosure and are also protected by copyright, patent, and other intellectual and industrial property laws. Reverse engineering, disassembly, or decompilation of the Programs, except to the extent required to obtain interoperability with other independently created software or as specified by law, is prohibited. The information contained in this document is subject to change without notice. If you find any problems in the documentation, please report them to us in writing. This document is not warranted to be error-free. Except as may be expressly permitted in your license agreement for these Programs, no part of these Programs may be reproduced or transmitted in any form or by any means, electronic or mechanical, for any purpose. If the Programs are delivered to the United States Government or anyone licensing or using the Programs on behalf of the United States Government, the following notice is applicable: U.S. GOVERNMENT RIGHTS Programs, software, databases, and related documentation and technical data delivered to U.S. Government customers are “commercial computer software” or “commercial technical data” pursuant to the applicable Federal Acquisition Regulation and agency-specific supplemental regulations. As such, use, duplication, disclosure, modification, and adaptation of the Programs, including documentation and technical data, shall be subject to the licensing restrictions set forth in the applicable Oracle license agreement, and, to the extent applicable, the additional rights set forth in FAR 52.227-19, Commercial Computer Software--Restricted Rights (June 1987).
    [Show full text]
  • Sonic Interaction Design Stefania Serafin, Karmen Franinovic,´ Thomas Hermann Guillaume Lemaitre, Michal Rinott and Davide Rocchesso
    The Sonification Handbook Edited by Thomas Hermann, Andy Hunt, John G. Neuhoff Logos Publishing House, Berlin, Germany ISBN 978-3-8325-2819-5 2011, 586 pages Online: http://sonification.de/handbook Order: http://www.logos-verlag.com Reference: Hermann, T., Hunt, A., Neuhoff, J. G., editors (2011). The Sonification Handbook. Logos Publishing House, Berlin, Germany. Chapter 5 Sonic Interaction Design Stefania Serafin, Karmen Franinovic,´ Thomas Hermann Guillaume Lemaitre, Michal Rinott and Davide Rocchesso This chapter introduces the emerging discipline of sonic interaction design (SID). SID is the study and exploitation of sound as one of the principal channels conveying information, meaning, and aesthetic/emotional qualities in interactive contexts. Sonic interaction design lies at the intersection of interaction design and sound and music computing. Reference: Serafin, S., Franinovic,´ K., Hermann, T., Lemaitre, G., Rinott, M., and Rocchesso, D. (2011). Sonic interaction design. In Hermann, T., Hunt, A., Neuhoff, J. G., editors, The Sonification Handbook, chapter 5, pages 87–110. Logos Publishing House, Berlin, Germany. Media examples: http://sonification.de/handbook/chapters/chapter5 10 Chapter 5 Sonic Interaction Design Stefania Serafin, Karmen Franinovic,´ Thomas Hermann, Guillaume Lemaitre, Michal Rinott, Davide Rocchesso 5.1 Introduction Sonic Interaction Design (SID) is an interdisciplinary field which has recently emerged as a combined effort of researchers and practitioners working at the intersection of sound and music computing, interaction design, human-computer interaction, novel interfaces for musical expression, product design, music psychology and cognition, music composition, performance and interactive arts. SID explores ways in which sound can be used to convey information, meaning, aesthetic and emotional qualities in interactive contexts.
    [Show full text]
  • Programming Interactivity by Joshua Noble
    Free Sampler O’Reilly Ebooks—Your bookshelf on your devices! When you buy an ebook through oreilly.com, you get lifetime access to the book, and whenever possible we provide it to you in four, DRM-free file formats—PDF, .epub, Kindle-compatible .mobi, and Android .apk ebook—that you can use on the devices of your choice. Our ebook files are fully searchable and you can cut-and-paste and print them. We also alert you when we’ve updated the files with corrections and additions. Learn more at http://oreilly.com/ebooks/ You can also purchase O’Reilly ebooks through iTunes, the Android Marketplace, and Amazon.com. Programming Interactivity by Joshua Noble Copyright © 2009 Joshua Noble. All rights reserved. Printed in the United States of America. Published by O’Reilly Media, Inc., 1005 Gravenstein Highway North, Sebastopol, CA 95472. O’Reilly books may be purchased for educational, business, or sales promotional use. Online editions are also available for most titles (http://my.safaribooksonline.com). For more information, contact our corporate/institutional sales department: (800) 998-9938 or [email protected]. Editor: Steve Weiss Indexer: Ellen Troutman Zaig Production Editor: Sumita Mukherji Cover Designer: Karen Montgomery Copyeditor: Kim Wimpsett Interior Designer: David Futato Proofreader: Sumita Mukherji Illustrator: Robert Romano Production Services: Newgen Printing History: July 2009: First Edition. Nutshell Handbook, the Nutshell Handbook logo, and the O’Reilly logo are registered trademarks of O’Reilly Media, Inc. Programming Interactivity, the image of guinea fowl, and related trade dress are trademarks of O’Reilly Media, Inc. Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks.
    [Show full text]