Human–machine System
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Human–machine System
Human–machine system is a system in which the functions of a human operator (or a group of operators) and a machine are integrated. This term can also be used to emphasize the view of such a system as a single entity that interacts with external environment. A manual system consists of hand tools and other aids which are coupled by a human operator who controls the operation. Operators of such systems use their own physical energy as the power source. The system could range from a person with a hammer to a person with a super-strength giving exoskeleton. Human machine system engineering is different from the more general and well known fields like human–computer interaction and sociotechnical engineering in that it focuses on complex, dynamic control systems that often are partially automated (such as flying an airplane). It also studies human problem-solving in naturalistic settings or in high-fidelity simulation environments Human–machine choreography The area of human–ma ...
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System
A system is a group of Interaction, interacting or interrelated elements that act according to a set of rules to form a unified whole. A system, surrounded and influenced by its environment (systems), environment, is described by its boundaries, structure and purpose and expressed in its functioning. Systems are the subjects of study of systems theory and other systems sciences. Systems have several common properties and characteristics, including structure, function(s), behavior and interconnectivity. Etymology The term ''system'' comes from the Latin word ''systēma'', in turn from Greek language, Greek ''systēma'': "whole concept made of several parts or members, system", literary "composition"."σύστημα"
Henry George Liddell, Robert Scott, ''A Greek–English Lexicon'', on Per ...
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Powered Exoskeleton
A powered exoskeleton, also known as power armor, powered armor, powered suit, cybernetic suit, cybernetic armor, exosuit, hardsuit, exoframe or augmented mobility, is a mobile machine that is wearable over all or part of the human body, providing ergonomic structural support and powered by a system of electric motors, pneumatics, levers, hydraulics or a combination of cybernetic technologies, while allowing for sufficient limb (anatomy), limb movement with increased strength and endurance. The exoskeleton is designed to provide better mechanical load tolerance, and its control system aims to sense and synchronize with the user's intended motion and relay the signal to motors which manage the gears. The exoskeleton also protects the user's shoulder, waist, back and thigh against mechanical overload, overload, and stabilizes movements when lifting and holding heavy items. A powered exoskeleton differs from a passive exoskeleton, as the latter has no intrinsic actuator and relies ...
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Human–computer Interaction
Human–computer interaction (HCI) is research in the design and the use of computer technology, which focuses on the interfaces between people (users) and computers. HCI researchers observe the ways humans interact with computers and design technologies that allow humans to interact with computers in novel ways. A device that allows interaction between human being and a computer is known as a "Human-computer Interface (HCI)". As a field of research, human–computer interaction is situated at the intersection of computer science, behavioral sciences, design, media studies, and several other fields of study. The term was popularized by Stuart K. Card, Allen Newell, and Thomas P. Moran in their 1983 book, ''The Psychology of Human–Computer Interaction.'' The first known use was in 1975 by Carlisle. The term is intended to convey that, unlike other tools with specific and limited uses, computers have many uses which often involve an open-ended dialogue between the user and t ...
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Cyborgs
A cyborg ()—a portmanteau of ''cybernetic'' and ''organism''—is a being with both organic and biomechatronic body parts. The term was coined in 1960 by Manfred Clynes and Nathan S. Kline.Cyborgs and Space
in ''Astronautics'' (September 1960), by Manfred E. Clynes and American scientist and researcher Nathan S. Kline.


Description and definition

"Cyborg" is not the same thing as bionics, , or ; it applies to an organism that has restored function ...
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The Terminator
''The Terminator'' is a 1984 American science fiction action film directed by James Cameron. It stars Arnold Schwarzenegger as the Terminator, a cyborg assassin sent back in time from 2029 to 1984 to kill Sarah Connor (Linda Hamilton), whose unborn son will one day save mankind from extinction by Skynet, a hostile artificial intelligence in a post-apocalyptic future. Kyle Reese (Michael Biehn) is a soldier sent back in time to protect Sarah. The screenplay is credited to Cameron and producer Gale Anne Hurd, while co-writer William Wisher Jr. received an "additional dialogue" credit. Cameron stated he devised the premise of the film from a fever dream he experienced during the release of his first film, '' Piranha II: The Spawning'' (1982), in Rome, and developed the concept in collaboration with Wisher. He sold the rights to the project to fellow New World Pictures alumna Hurd on the condition that she would produce the film only if he were to direct it; Hurd eventually sec ...
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RoboCop
''RoboCop'' is a 1987 American science fiction action film directed by Paul Verhoeven and written by Edward Neumeier and Michael Miner. The film stars Peter Weller, Nancy Allen, Daniel O'Herlihy, Ronny Cox, Kurtwood Smith, and Miguel Ferrer. Set in a crime-ridden Detroit, in the near future, ''RoboCop'' centers on police officer Alex Murphy (Weller) who is murdered by a gang of criminals and subsequently revived by the megacorporation Omni Consumer Products as the cyborg law enforcer RoboCop. Unaware of his former life, RoboCop executes a brutal campaign against crime while coming to terms with the lingering fragments of his humanity. The film was conceived by Neumeier while working on the set of ''Blade Runner'' (1982), and he developed the idea further with Miner. Their script was purchased in early 1985 by producer Jon Davison on behalf of Orion Pictures. Finding a director proved difficult; Verhoeven dismissed the script twice because he did not understand its satiri ...
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Ergonomics
Human factors and ergonomics (commonly referred to as human factors) is the application of psychological and physiological principles to the engineering and design of products, processes, and systems. Four primary goals of human factors learning are to reduce human error, increase productivity, and enhance safety, system availability, and comfort with a specific focus on the interaction between the human and the engineered system. The field is a combination of numerous disciplines, such as psychology, sociology, engineering, biomechanics, industrial design, physiology, anthropometry, interaction design, visual design, user experience, and user interface design. Human factors research employs methods and approaches from these and other knowledge disciplines to study human behavior and generate data relevant to the four primary goals above. In studying and sharing learning on the design of equipment, devices, and processes that fit the human body and its cognitive abilities, t ...
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Human–computer Interaction
Human–computer interaction (HCI) is research in the design and the use of computer technology, which focuses on the interfaces between people (users) and computers. HCI researchers observe the ways humans interact with computers and design technologies that allow humans to interact with computers in novel ways. A device that allows interaction between human being and a computer is known as a "Human-computer Interface (HCI)". As a field of research, human–computer interaction is situated at the intersection of computer science, behavioral sciences, design, media studies, and several other fields of study. The term was popularized by Stuart K. Card, Allen Newell, and Thomas P. Moran in their 1983 book, ''The Psychology of Human–Computer Interaction.'' The first known use was in 1975 by Carlisle. The term is intended to convey that, unlike other tools with specific and limited uses, computers have many uses which often involve an open-ended dialogue between the user and t ...
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Human–machine Interface
In the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine from the human end, while the machine simultaneously feeds back information that aids the operators' decision-making process. Examples of this broad concept of user interfaces include the interactive aspects of computer operating systems, hand tools, heavy machinery operator controls and process controls. The design considerations applicable when creating user interfaces are related to, or involve such disciplines as, ergonomics and psychology. Generally, the goal of user interface design is to produce a user interface that makes it easy, efficient, and enjoyable (user-friendly) to operate a machine in the way which produces the desired result (i.e. maximum usability). This generally means that the operator needs to provide minimal input to ...
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Future Human Evolution
The future is the time after the past and present. Its arrival is considered inevitable due to the existence of time and the laws of physics. Due to the apparent nature of reality and the unavoidability of the future, everything that currently exists and will exist can be categorized as either permanent, meaning that it will exist forever, or temporary, meaning that it will end. In the Occidental view, which uses a linear conception of time, the future is the portion of the projected timeline that is anticipated to occur. In special relativity, the future is considered absolute future, or the future light cone. In the philosophy of time, presentism is the belief that only the present exists and the future and the past are unreal. Religions consider the future when they address issues such as karma, life after death, and eschatologies that study what the end of time and the end of the world will be. Religious figures such as prophets and diviners have claimed to see into t ...
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International Federation Of Automatic Control
The International Federation of Automatic Control (IFAC), founded in September 1957, is a multinational federation of 49 national member organizations (NMO), each one representing the engineering and scientific societies concerned with automatic control in its own country. The aim of the Federation is to promote the science and technology of control in the broadest sense in all systems, whether, for example, engineering, physical, biological, social or economic, in both theory and application. IFAC is also concerned with the impact of control technology on society. IFAC pursues its purpose by organizing technical meetings, by publications, and by any other means consistent with its constitution and which will enhance the interchange and circulation of information on automatic control activities. International World Congresses are held every three years. Between congresses, IFAC sponsors many symposia, conferences and workshops covering particular aspects of automatic control. ...
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Human Communication
Human communication, or anthroposemiotics, is a field of study dedicated to understanding how humans Communication, communicate. Humans ability to communicate with one another would not be possible without an understanding of what we are referencing or thinking about. Because humans are unable to fully understand one another's perspective, there needs to be a creation of commonality through a shared mindset or viewpoint. The field of communication is very diverse, as there are multiple layers of what communication is and how we use its different features as human beings. Humans have communicatory abilities other animals do not, for example, humans are able to communicate about time and place as though they are solid objects. Humans communicate to request help, to inform others, and to share attitudes for bonding. Communication is a joint activity largely dependent on the ability to maintain common attention. We share relevant background knowledge and joint experience in order to ...
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