Applied terminology:

Terminology ◽  
1994 ◽  
Vol 1 (1) ◽  
pp. 181-192 ◽  
Author(s):  
Lynne Bowker

Two recently published collections of articles that provide an overview of the state of the art in applied terminology are discussed from the point of view of two themes recurring throughout them: comparative terminology and knowledge engineering. Comparative terminology is one of the most traditional forms of terminology and is still among the most prevalent practiced today. New necessary approaches to handling problems in this area are outlined. One of the newest areas of research is knowledge-based terminology. The growing interest in exploring the potential benefits of a relationship between terminology and knowledge-engineering methods is shown by the discussion of various articles on this subject.

2021 ◽  
Vol 11 (1) ◽  
pp. 68-76
Author(s):  
Ben Choi ◽  

This paper focuses on the largest source of human knowledge: The Web. It presents the state of the art and patented technologies on search engine, automatic organization of webpages, and knowledge-based automatic webpage summarization. For the patented search engine technology, it describes new methods to present search results to the users and through browsers to allow the users to customize and organize webpages. For the patented classification technology, it describes new methods to automatically organize webpages into categories. For the knowledge-based summarization technology, it presents new technics for computers to "read" webpages and then to "write" a summary by creating new sentences to describe the contents of the webpages. These search engine, classification, and summarization technologies build a strong framework for knowledge engineering the Web.


1986 ◽  
Author(s):  
Simon S. Kim ◽  
Mary Lou Maher ◽  
Raymond E. Levitt ◽  
Martin F. Rooney ◽  
Thomas J. Siller

2020 ◽  
pp. 1199-1212
Author(s):  
Syeda Erfana Zohora ◽  
A. M. Khan ◽  
Arvind K. Srivastava ◽  
Nhu Gia Nguyen ◽  
Nilanjan Dey

In the last few decades there has been a tremendous amount of research on synthetic emotional intelligence related to affective computing that has significantly advanced from the technological point of view that refers to academic studies, systematic learning and developing knowledge and affective technology to a extensive area of real life time systems coupled with their applications. The objective of this paper is to present a general idea on the area of emotional intelligence in affective computing. The overview of the state of the art in emotional intelligence comprises of basic definitions and terminology, a study of current technological scenario. The paper also proposes research activities with a detailed study of ethical issues, challenges with importance on affective computing. Lastly, we present a broad area of applications such as interactive learning emotional systems, modeling emotional agents with an intention of employing these agents in human computer interactions as well as in education.


Author(s):  
Sha Xin Wei

Since 1984, Graphical User Interfaces have typically relied on visual icons that mimic physical objects like the folder, button, and trash can, or canonical geometric elements like menus, and spreadsheet cells. GUI’s leverage our intuition about the physical environment. But the world can be thought of as being made of stuff as well as things. Making interfaces from this point of view requires a way to simulate the physics of stuff in realtime response to continuous gesture, driven by behavior logic that can be understood by the user and the designer. The author argues for leveraging the corporeal intuition that people learn from birth about heat flow, water, smoke, to develop interfaces at the density of matter that leverage in turn the state of the art in computational physics.


Author(s):  
Marco A. Gómez-Martín ◽  
Pedro P. Gómez-Martín ◽  
Pedro A. González-Calero

A key challenge to move forward the state of the art in games-based learning systems is to facilitate instructional content creation by the domain experts. Several decades of research on computer aided instruction have demonstrated that the expert has to be deeply involved in the content creation process, and that is why so much effort has been devoted to building authoring tools of all kinds. However, using videogame technology to support computer aided instruction poses some new challenges on expertfriendly authoring tools, related to technical and cost issues. In this chapter the authors present the state of the art in content creation for games-based learning systems, identifying the main challenges to make this technology cost-effective from the content creation point of view.


1971 ◽  
Vol 25 (4) ◽  
pp. 430-439 ◽  
Author(s):  
Howard J. Sloane

This paper in a tabulated summary format discusses the state-of-the-art of Raman spectroscopy for commercially available instrumentation. A comparison to infrared is made in terms of (I) instrumentation, (II) sample handling, and (III) applications. Although the two techniques yield similar and often complementary information, they are quite different from the point of view of instrumentation and sampling procedures. This leads to various advantages and disadvantages or limitations for each. These are discussed as well as the future outlook.


Axiomathes ◽  
2021 ◽  
Author(s):  
Mirko Di Bernardo

AbstractThe article aims to provide the main conceptual coordinates in order to fully understand the state of the art of the most recent research in the field of neurobiology of interpersonal experience. The main purpose of this work is to analyze, at an anthropological, phenomenological and epistemological level, how the fundamental characteristics of the recognition of otherness and intercorporeity among human beings contribute to changing the image of nature in the light of a possible new relationship between living bodies, neurophysiological systems and empathy. From this point of view, the hypothesis to investigate is that neurophenomenology, understood as a new evolutionary, multidimensional and autopoietic approach, is capable of probing the preconditions of the possible delineation of a phenomenology of intersubjectivity shaped by the neuroscientific turning point, represented by the discovery of mirror neurons. At this level, the neuroscientific data are interpreted according to a specific interdisciplinary perspective, thus trying to offer a possible unitary and integrated theoretical framework.


Author(s):  
José Aurelio Medina-Garrido ◽  
Antonio Rafael Ramos-Rodriguesz

The disorder that is apparent in the literature on inter-organizational relationships makes this field ideal for conducting quantitative studies that clarify the conceptual map and complement existing qualitative research. These latter studies only reflect the point of view of a small number of expert researchers, and hence provide a somewhat biased perspective on inter-organizational relationship research. In this context, a bibliometric study should contribute to giving form to the state of the art. In this chapter, a bibliometric study reveals the theoretical fragmentation of the literature on inter-organizational relationships; maps the most relevant studies and theoretical approaches; and highlights the topics that have been addressed most in this field.


2002 ◽  
pp. 113-143
Author(s):  
Juan M. Ale ◽  
Mauricio Minuto Espil

This chapter surveys the interaction between active rules and integrity constraints. First, we analyze the static case following the SQL-1999 Standard Committee point of view which, up to date, represents the state of the art. Then, we consider the case of dynamic constraints for which we use a temporal logic formalism. Finally, we discuss the applicability, limitations and partial solutions found when attempting to ensure the satisfaction of dynamic constraints.


Author(s):  
Sergio Casas ◽  
Cristina Portalés ◽  
Lucía Vera ◽  
José Vicente Riera

Virtual and Augmented Reality are technologies widely used in a variety of areas, including the medical sector. On the other hand, regular mirrors have been traditionally used as tools to aid in mental health treatment for a variety of diseases and disorders. Although it is possible to build Virtual and Augmented Reality experiences based on mirror metaphors, there are very few contributions of this kind in the medical sector. In this chapter, the great benefits that regular mirrors have brought for mental health treatment are addressed. In addition, a review on the state of the art in mirror-based Virtual and Augmented Reality applications is given, highlighting the potential benefits that these enhanced mirrors could bring for the mental health treatment.


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