In a globalized world, we are confronted everywhere with the encouragement to
consumption, the purchase of goods and services. This is something characteristic of the
consumer society in which we live, whether it is caused by consumption needs and their
satisfaction or because saturation has already set in, or it may even be caused by social
statement (Baudrillard 1995).
Design is a process of generating a description of a set of methods that satisfy all requirements. Generally
speaking, a design process model consists of the following four major activities: analysis of a problem,
conceptual design, embodiment design, and detailing design.
This position paper is not based upon direct experience with the design and implementation of a "non-normative" natural language system, but rather draws upon o u r work on c a s c a d e  architectures for understanding systems in which syntactic, semantic and discourse processes cooperate to determine the "best" interpretation of an utterance in a given discourse context.
The implementation of wireless connectivity is predicated upon the definition of so-called wireless standards, of which GSM, DECT, CDPD, GPRS, and CDMA are examples [7, 8]. Each of these standards embodies the precise set of parameters that dictate the architecture and software design of wireless systems operating under the standard to effect intelligible communicationwith other systems also operating within the standard.
Design is a process of generating a description of a set of methods that satisfy all requirements. Generally speaking, a design process model consists of the following four major activities: analysis of a problem, conceptual design, embodiment design, and detailing design. Among these, the conceptual design stage is considered a higher level design phase, which requires more creativity, imagination, intuition, and knowledge than detail design stages. Conceptual
Human–Computer Interaction (HCI) is no longer restricted to interaction between
users and computers via keyboard and screen: Currently one of the most challenging
aspects of interactive systems is the integration of the physical and digital aspects of
interaction in a smooth and usable way. The design challenge of such mixed reality
(MR) systems lies in the fluid and harmonious fusion of the physical and digital
worlds. Examples of MR systems include tangible user interfaces, augmented reality,
augmented virtuality and embodied interfaces.
Aboriginal peoples have distinctive perspectives and understandings, deriving from their
cultures and histories and embodied in Aboriginal languages. Research that has Aboriginal
experience as its subject matter must reflect these perspectives and understandings.
In the past, research concerning Aboriginal peoples has usually been initiated outside the
Aboriginal community and carried out by non Aboriginal people. Aboriginal people have had
almost no opportunity to correct misinformation or to challenge ethnocentric and racist
The most basic yet comprehensive component of a strong institutional image is a unified visual
presentation. Collectively, all elements of the University of Kentucky must present to the world
a consistent image that reflects our quality, professionalism and mission.
The University of Kentucky name carries heavy responsibility. It stands as the sum of the
institution’s many parts and embodies the authentic, recognizable essence of this institution.
It must reinforce to many diverse audiences a definitive and unique impression.
Front End Technology
Front End design – including RF Architecture, Data Conversion and Digital Front Ends – has emerged as a key issue as SDR techniques are ﬁnding themselves increasingly embodied by stealth into today’s new products. The radical solution – ‘Pure’ Software Radio, with A/D conversion at the antenna – is not yet feasible at GHz carrier frequencies. However, recent technology advances suggest it may be nearer than had been thought.
This collection of papers reflects the diversity of concepts, methods, and case studies that
address the challenge of
Managing for Healthy Ecosystems
as holistic environmental management
in the context of health, integrity, and sustainability.
embodies the capacity of
ecosystems to function without impairment, while
concerns the assessment of ecosystem
conditions relative to social goals and adoption of interventions to achieve designated goals.
Design is the creation of synthesized solutions in the form of products or systems that satisfy customer’s requirements [9, 25, 30, 34]. When we are given a design problem, we try to make the best use of our knowledge and the available information to understand the problem and generate as many feasible solutions as possible. Then, we evaluate these concepts against the customer’s requirements and select a most promising concept for design analysis and design optimization. We may think of the design as a mapping of the customer’s requirements into a physical embodiment. ...
We are pleased to present the Dietary Guidelines for Americans, 2010. Based on the most recent
scientiic evidence review, this document provides information and advice for choosing a
healthy eating pattern—namely, one that focuses on nutrient-dense foods and beverages, and
that contributes to achieving and maintaining a healthy weight. Such a healthy eating pattern
also embodies food safety principles to avoid foodborne illness.
Learn all the basics of C# 3.0 from Beginning C# 3.0: An Introduction to Object Oriented Programming, a book that presents introductory information in an intuitive format. If you have no prior programming experience but want a thorough, easy-to-understand introduction to C# and Object Oriented Programming, this book is an ideal guide. Using the tutorials and hands-on coding examples, you can discover tried and true tricks of the trade, understand design concepts, employ debugging aids, and design and write C# programs that are functional and that embody safe programming practices....
We investigate the verbal and nonverbal means for grounding, and propose a design for embodied conversational agents that relies on both kinds of signals to establish common ground in human-computer interaction. We analyzed eye gaze, head nods and attentional focus in the context of a direction-giving task. The distribution of nonverbal behaviors differed depending on the type of dialogue move being grounded, and the overall pattern reflected a monitoring of lack of negative feedback.
This paper addresses the issue of designing embodied conversational agents that exhibit appropriate posture shifts during dialogues with human users. Previous research has noted the importance of hand gestures, eye gaze and head nods in conversations between embodied agents and humans. We present an analysis of human monologues and dialogues that suggests that postural shifts can be predicted as a function of discourse state in monologues, and discourse and conversation state in dialogues.
In a language generation system, a content planner embodies one or more “plans” that are usually hand–crafted, sometimes through manual analysis of target text. In this paper, we present a system that we developed to automatically learn elements of a plan and the ordering constraints among them. As training data, we use semantically annotated transcripts of domain experts performing the task our system is designed to mimic.