Misplaced Pages

Adobe LiveCycle

Article snapshot taken from Wikipedia with creative commons attribution-sharealike license. Give it a read and then ask your questions in the chat. We can research this topic together.

Adobe LiveCycle Enterprise Suite (ES4) is a service-oriented architecture Java EE server software product from Adobe Systems . It is used to build applications that automate various business processes for enterprises and government agencies. LiveCycle ES4 is a document platform designed to help capture and process information, deliver personalized communications, protect and track sensitive information.

#995004

50-1228: It is used for purposes such as account opening, services, benefits enrollment, correspondence management, requests for proposal processes, and other manual-based workflows. LiveCycle ES4 includes features that support mobile devices and can function in both online and offline environments. These capabilities are made possible through Adobe Reader , HTML / PhoneGap , and Flash Player clients, enabling access from desktop computers and mobile devices . The LiveCycle platform consists of several integrated components and developer tools. LiveCycle ES4 components are various types of services available to developers including those needed to capture information, manage and optimize processes, secure information, invoke web services, create documents, and integrate with other applications and data sources. The components include shared "foundation" services which include administration, configuration services, service orchestration, invocation methods across components, and encryption services. The data capture products allow users to create and deploy XML -based form templates as PDFs (Forms Standard and Forms Pro), manage live data (Data Services), and customizes editing functionalities on

100-497: A computer with a man's name to cost more than a machine with a woman's name. Other research finds that individuals perceive their interactions with computers more negatively than humans, despite behaving the same way towards these machines. In human and computer interactions, a semantic gap usually exists between human and computer's understandings towards mutual behaviors. Ontology , as a formal representation of domain-specific knowledge, can be used to address this problem by solving

150-688: A current user interface , or designing a new user interface: The iterative design process is repeated until a sensible, user-friendly interface is created. Various strategies delineating methods for human–PC interaction design have developed since the conception of the field during the 1980s. Most plan philosophies come from a model for how clients, originators, and specialized frameworks interface. Early techniques treated clients' psychological procedures as unsurprising and quantifiable and urged plan specialists to look at subjective science to establish zones, (for example, memory and consideration) when structuring UIs. Present-day models, in general, center around

200-669: A display is designed, the task that the display is intended to support must be defined (e.g., navigating, controlling, decision making, learning, entertaining, etc.). A user or operator must be able to process whatever information a system generates and displays; therefore, the information must be displayed according to principles to support perception, situation awareness, and understanding. Christopher Wickens et al. defined 13 principles of display design in their book An Introduction to Human Factors Engineering . These human perception and information processing principles can be utilized to create an effective display design. A reduction in errors,

250-419: A handheld supplement to bulkier laptops . During the same period, the mobile phone evolved from supporting voice communication only to accommodating text messaging , Internet connectivity, multimedia, and videotelephony . These feature phones eventually gave way to the modern smartphone , which combined all the aforementioned devices, and more, into one device. Since the late 2000s, smartphones have been

300-487: A manual). The use of knowledge in a user's head and knowledge in the world must be balanced for an effective design. 12. Principle of predictive aiding . Proactive actions are usually more effective than reactive actions. A display should eliminate resource-demanding cognitive tasks and replace them with simpler perceptual tasks to reduce the user's mental resources. This will allow the user to focus on current conditions and to consider possible future conditions. An example of

350-403: A mobile computing device is pocket-sized, but other sizes for mobile devices exist. Mark Weiser , known as the father of ubiquitous computing , referred to device sizes that are tab-sized, pad, and board sized, where tabs are defined as accompanied or wearable centimeter-sized devices, e.g. smartphones , phablets and tablets are defined as hand-held decimeter-sized devices. If one changes

400-541: A per-document basis (Reader Extensions). It also has multiple features to ensure document security. PDF documents restricted with LiveCycle DRM are sometimes difficult to use in non-Adobe document management systems because LiveCycle can prevent third-party software from disassembling the PDF, extracting pages, and displaying the contents. In such cases, if LiveCycle does not prevent printing, users may resort to printing PDF documents from compatible Adobe software and scanning

450-456: A predictive aid is a road sign displaying the distance to a certain destination. 13. Principle of consistency . Old habits from other displays will easily transfer to support the processing of new displays if they are designed consistently. A user's long-term memory will trigger actions that are expected to be appropriate. A design must accept this fact and utilize consistency among different displays. Topics in human–computer interaction include

500-442: A reduction in required training time, an increase in efficiency, and an increase in user satisfaction are a few of the many potential benefits that can be achieved by utilizing these principles. Certain principles may not apply to different displays or situations. Some principles may also appear to be conflicting, and there is no simple solution to say that one principle is more important than another. The principles may be tailored to

550-402: A specific design or situation. Striking a functional balance among the principles is critical for an effective design. 1.Make displays legible (or audible) . A display's legibility is critical and necessary for designing a usable display. If the characters or objects being displayed cannot be discernible, the operator cannot effectively use them. 2.Avoid absolute judgment limits . Do not ask

SECTION 10

#1732791180996

600-404: A steady input and discussion between clients, creators, and specialists and push for specialized frameworks to be folded with the sorts of encounters clients need to have, as opposed to wrapping user experience around a finished framework. Displays are human-made artifacts designed to support the perception of relevant system variables and facilitate further processing of that information. Before

650-515: A true mobile computing device, where the device itself is mobile, is a robot . Another example is an autonomous vehicle . There are three basic ways mobile devices can be physically bound to mobile hosts: Accompanied refers to an object being loosely bound and accompanying a mobile host, e.g., a smartphone can be carried in a bag or pocket but can easily be misplaced. Hence, mobile hosts with embedded devices such as an autonomous vehicle can appear larger than pocket-sized. The most common size of

700-413: Is also a prospect of leveraging mobile devices to facilitate cross-border services, warranting regulatory attention. Within the military domain, mobile devices have introduced novel prospects for delivering training and educational resources to soldiers, irrespective of their stationed location. Human%E2%80%93computer interaction Human–computer interaction ( HCI ) is research in the design and

750-1010: Is an associated cost in time or effort. A display design should minimize this cost by allowing frequently accessed sources to be located at the nearest possible position. However, adequate legibility should not be sacrificed to reduce this cost. 9. Proximity compatibility principle . Divided attention between two information sources may be necessary for the completion of one task. These sources must be mentally integrated and are defined to have close mental proximity. Information access costs should be low, which can be achieved in many ways (e.g., proximity, linkage by common colors, patterns, shapes, etc.). However, close display proximity can be harmful by causing too much clutter. 10. Principle of multiple resources . A user can more easily process information across different resources. For example, visual and auditory information can be presented simultaneously rather than presenting all visual or all auditory information. 11. Replace memory with visual information: knowledge in

800-408: Is concerned with the design, evaluation, and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them". A key aspect of HCI is user satisfaction, also referred to as End-User Computing Satisfaction. It goes on to say: "Because human–computer interaction studies a human and a machine in communication, it draws from supporting knowledge on both

850-869: Is increasingly debated. Much of the research in the field of human–computer interaction takes an interest in: Visions of what researchers in the field seek to achieve might vary. When pursuing a cognitivist perspective, researchers of HCI may seek to align computer interfaces with the mental model that humans have of their activities. When pursuing a post-cognitivist perspective, researchers of HCI may seek to align computer interfaces with existing social practices or existing sociocultural values. Researchers in HCI are interested in developing design methodologies, experimenting with devices, prototyping software, and hardware systems, exploring interaction paradigms, and developing models and theories of interaction. The following experimental design principles are considered, when evaluating

900-415: Is more similar to A423B8 than 92 is to 93. Unnecessarily similar features should be removed, and dissimilar features should be highlighted. 6. Principle of pictorial realism . A display should look like the variable that it represents (e.g., the high temperature on a thermometer shown as a higher vertical level). If there are multiple elements, they can be configured in a manner that looks like they would in

950-466: Is often regarded as synonymous with having wireless connectivity, these terms are different. Not all network access by mobile users, applications, and devices needs to be via wireless networks and vice versa. Wireless access devices can be static and mobile users can move between wired and wireless hotspots such as in Internet cafés. Some mobile devices can be used as mobile Internet devices to access

1000-503: 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

1050-607: Is understood correctly. 4.Redundancy gain . If a signal is presented more than once, it is more likely to be understood correctly. This can be done by presenting the signal in alternative physical forms (e.g., color and shape, voice and print, etc.), as redundancy does not imply repetition. A traffic light is a good example of redundancy, as color and position are redundant. 5.Similarity causes confusion: Use distinguishable elements . Signals that appear to be similar will likely be confused. The ratio of similar features to different features causes signals to be similar. For example, A423B9

SECTION 20

#1732791180996

1100-490: The Internet and to other devices in their vicinity, such as headsets or in-car entertainment systems, via Wi-Fi , Bluetooth , cellular networks , or near-field communication . Device mobility can be viewed in the context of several qualities: Strictly speaking, many so-called mobile devices are not mobile. It is the host that is mobile, i.e., a mobile human host carries a non-mobile smartphone device. An example of

1150-441: The 21st-century, mobile phone providers began making television available on cellular phones. In the 2010s, mobile devices were observed to frequently include the ability to sync and share a variety of data despite the distance or specifications of the devices. In the medical field, mobile devices are quickly becoming essential tools for accessing clinical information such as drugs, treatment, and even medical calculations. Due to

1200-503: The Internet while moving, but they do not need to do this and many phone functions or applications are still operational even while disconnected from the Internet . What makes the mobile device unique compared to other technologies is the inherent flexibility in the hardware and software. Flexible applications include video chat, web browsing, payment systems, near field communication, audio recording etc. As mobile devices become ubiquitous, there will be an increase of services which include

1250-456: The data obtained from affect-detection channels to improve decision models. A brain–computer interface (BCI), is a direct communication pathway between an enhanced or wired brain and an external device. BCI differs from neuromodulation in that it allows for bidirectional information flow. BCIs are often directed at researching, mapping, assisting, augmenting, or repairing human cognitive or sensory-motor functions. Security interactions are

1300-440: The effectiveness of human–computer interaction. The influence of emotions in human–computer interaction has been studied in fields such as financial decision-making using ECG and organizational knowledge sharing using eye-tracking and face readers as affect-detection channels. In these fields, it has been shown that affect-detection channels have the potential to detect human emotions and those information systems can incorporate

1350-514: The following : Social computing is an interactive and collaborative behavior considered between technology and people. In recent years, there has been an explosion of social science research focusing on interactions as the unit of analysis, as there are a lot of social computing technologies that include blogs, emails, social networking, quick messaging, and various others. Much of this research draws from psychology, social psychology, and sociology. For example, one study found out that people expected

1400-444: The following are common reasons: Traditionally, computer use was modeled as a human–computer dyad in which the two were connected by a narrow explicit communication channel, such as text-based terminals. Much work has been done to make the interaction between a computing system and a human more reflective of the multidimensional nature of everyday communication. Because of potential issues, human–computer interaction shifted focus beyond

1450-597: The form of the mobile devices in terms of being non-planar, one can also have skin devices and tiny dust-sized devices. Dust refers to miniaturized devices without direct HCI interfaces, e.g., micro-electromechanical systems ( MEMS ), ranging from nanometers through micrometers to millimeters. See also Smart dust . Skin : fabrics based upon light emitting and conductive polymers and organic computer devices. These can be formed into more flexible non-planar display surfaces and products such as clothes and curtains, see OLED display . Also, see smart device . Although mobility

1500-431: The interface to respond to observations as articulated by D. Engelbart: "If ease of use were the only valid criterion, people would stick to tricycles and never try bicycles." How humans interact with computers continues to evolve rapidly. Human–computer interaction is affected by developments in computing. These forces include: As of 2010 the future for HCI is expected to include the following characteristics: One of

1550-488: The machine and the human side. On the machine side, techniques in computer graphics , operating systems , programming languages , and development environments are relevant. On the human side, communication theory , graphic and industrial design disciplines, linguistics , social sciences , cognitive psychology , social psychology , and human factors such as computer user satisfaction are relevant. And, of course, engineering and design methods are relevant." Due to

Adobe LiveCycle - Misplaced Pages Continue

1600-479: The main conferences for new research in human–computer interaction is the annually held Association for Computing Machinery 's (ACM) Conference on Human Factors in Computing Systems , usually referred to by its short name CHI (pronounced kai , or Khai ). CHI is organized by ACM Special Interest Group on Computer-Human Interaction ( SIGCHI ). CHI is a large conference, with thousands of attendants, and

1650-429: The mobile device has been marked by increasing technological convergence . Early mobile devices—such as pocket calculators , portable media players , satellite navigation devices , and digital cameras —excelled at their intended use but were not multifaceted. Personal digital assistants (PDAs) proliferated in the 1990s as a way to quickly write down notes, schedule business appointments, and set personal reminders, as

1700-783: The most common mobile device in the world, in terms of quantity sold, owing to their great convergence of technologies. By the early 2010s, mobile devices began integrating sensors such as accelerometers , magnetometers , and gyroscopes , allowing the detection of orientation and motion. Mobile devices may provide biometric user authentication, such as face recognition or fingerprint recognition. Handheld devices such as enterprise digital assistants have become more rugged for use in mobile field management . This involves tasks such as digitizing notes, sending and receiving invoices , asset management , recording signatures, managing parts, and scanning barcodes and RFID tags. In 2009, developments in mobile collaboration systems enabled

1750-622: The multidisciplinary nature of HCI, people with different backgrounds contribute to its success. Poorly designed human-machine interfaces can lead to many unexpected problems. A classic example is the Three Mile Island accident , a nuclear meltdown accident, where investigations concluded that the design of the human-machine interface was at least partly responsible for the disaster. Similarly, accidents in aviation have resulted from manufacturers' decisions to use non-standard flight instruments or throttle quadrant layouts: even though

1800-503: The new designs were proposed to be superior in basic human-machine interaction, pilots had already ingrained the "standard" layout. Thus, the conceptually good idea had unintended results. The human–computer interface can be described as the point of communication between the human user and the computer. The flow of information between the human and computer is defined as the loop of interaction . The loop of interaction has several aspects to it, including: Human–computer interaction studies

1850-534: The popularity of mobile gaming , the gambling industry started offering casino games on mobile devices, which led to the inclusion of these devices in the anti-hazard legislature as devices that could potentially be used for illegal gambling. Additional potentially unlawful actions could encompass the utilization of mobile devices in disseminating explicit material involving minors. Moreover, the legitimate adult entertainment sector's incorporation of mobile apps and technology to advance its operations raises concerns. There

1900-409: The prevalent graphical user interfaces (GUI) of today. Voice user interfaces (VUI) are used for speech recognition and synthesizing systems, and the emerging multi-modal and Graphical user interfaces (GUI) allow humans to engage with embodied character agents in a way that cannot be achieved with other interface paradigms. The growth in human–computer interaction field has led to an increase in

1950-431: The printouts into unrestricted, rasterized PDFs usable in third-party software. Mobile device A mobile device or handheld device is a computer small enough to hold and operate in hand. Mobile devices are typically battery-powered and possess a flat-panel display and one or more built-in input devices , such as a touchscreen or keypad . Modern mobile devices often emphasize wireless networking , to both

2000-432: The quality of interaction, and resulted in many new areas of research beyond. Instead of designing regular interfaces, the different research branches focus on the concepts of multimodality over unimodality, intelligent adaptive interfaces over command/action based ones, and active interfaces over passive interfaces. The Association for Computing Machinery (ACM) defines human–computer interaction as "a discipline that

2050-466: The represented environment. 7. Principle of the moving part . Moving elements should move in a pattern and direction compatible with the user's mental model of how it actually moves in the system. For example, the moving element on an altimeter should move upward with increasing altitude. 8. Minimizing information access cost or interaction cost . When the user's attention is diverted from one location to another to access necessary information, there

Adobe LiveCycle - Misplaced Pages Continue

2100-400: The semantic ambiguities between the two parties. In the interaction of humans and computers, research has studied how computers can detect, process, and react to human emotions to develop emotionally intelligent information systems. Researchers have suggested several 'affect-detection channels'. The potential of telling human emotions in an automated and digital fashion lies in improvements to

2150-534: The study of interaction between humans and computers specifically as it pertains to information security . Its aim, in plain terms, is to improve the usability of security features in end user applications. Unlike HCI, which has roots in the early days of Xerox PARC during the 1970s, HCISec is a nascent field of study by comparison. Interest in this topic tracks with that of Internet security , which has become an area of broad public concern only in very recent years. When security features exhibit poor usability,

2200-428: 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

2250-480: The use of handheld devices that combine video, audio, and on-screen drawing capabilities to enable multi-party conferencing in real-time, independent of location. Handheld computers are available in a variety of form factors, including smartphones , handheld PDAs , ultra-mobile PCs and tablet computers ( Palm OS , WebOS ). Users can watch television through the Internet by IPTV on some mobile devices. Mobile television receivers have existed since 1960, and, in

2300-518: The use of the cloud . Although a common form of mobile device, a smartphone, has a display, another perhaps even more common form of smart computing device, the smart card , e.g., used as a bank card or travel card, does not have a display. This mobile device often has a CPU and memory but needs to connect or be inserted into a reader to display its internal data or state. There are many kinds of mobile devices, designed for different applications. They include, but are not limited to: The history of

2350-541: The user and the computer. The notion of dialogue likens human–computer interaction to human-to-human interaction: an analogy that is crucial to theoretical considerations in the field. Humans interact with computers in many ways, and the interface between the two is crucial to facilitating this interaction. HCI is also sometimes termed human–machine interaction (HMI), man-machine interaction (MMI) or computer-human interaction (CHI). Desktop applications, internet browsers, handheld computers, and computer kiosks make use of

2400-433: The user to determine the level of a variable based on a single sensory variable (e.g., color, size, loudness). These sensory variables can contain many possible levels. 3.Top-down processing . Signals are likely perceived and interpreted by what is expected based on a user's experience. If a signal is presented contrary to the user's expectation, more physical evidence of that signal may need to be presented to assure that it

2450-425: The ways in which humans make—or do not make—use of computational artifacts, systems, and infrastructures. Much of the research in this field seeks to improve the human–computer interaction by improving the usability of computer interfaces. How usability is to be precisely understood, how it relates to other social and cultural values, and when it is, and when it may not be a desirable property of computer interfaces

2500-425: The world . A user should not need to retain important information solely in working memory or retrieve it from long-term memory. A menu, checklist, or another display can aid the user by easing the use of their memory. However, memory use may sometimes benefit the user by eliminating the need to reference some knowledge globally (e.g., an expert computer operator would rather use direct commands from memory than refer to

#995004