Language-action Perspective
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Language-action Perspective
The language/action perspective "takes language as the primary dimension of human cooperative activity," applied not just in person-to-person direct (face-to-face) interactions, but also in the design of systems mediated by information and communication technology. The perspective was developed in the joint authorship of ''Understanding Computers and Cognition'' by Fernando Flores and Terry Winograd in 1987. Overview As part of a reflection published in 2006, Terry Winograd describes the language-action perspective as resting on two key orienting principles: :The first is its focus on linguistic communication as the basis for understanding what occurs in information systems. Ultimately ''all information is communication'': not an abstract system of bits and bytes but a means by which people interact. :The second principle is that ''language is action''. Through their linguistic acts people effect change in the world. In imposing a language-action framework on information techno ...
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Information And Communication Technology
Information and communications technology (ICT) is an extensional term for information technology (IT) that stresses the role of unified communications and the integration of telecommunications (telephone lines and wireless signals) and computers, as well as necessary enterprise software, middleware, storage and audiovisual, that enable users to access, store, transmit, understand and manipulate information. ICT is also used to refer to the convergence of audiovisuals and telephone networks with computer networks through a single cabling or link system. There are large economic incentives to merge the telephone networks with the computer network system using a single unified system of cabling, signal distribution, and management. ICT is an umbrella term that includes any communication device, encompassing radio, television, cell phones, computer and network hardware, satellite systems and so on, as well as the various services and appliances with them such as video conferencing and ...
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Computer Science
Computer science is the study of computation, automation, and information. Computer science spans theoretical disciplines (such as algorithms, theory of computation, information theory, and automation) to Applied science, practical disciplines (including the design and implementation of Computer architecture, hardware and Computer programming, software). Computer science is generally considered an area of research, academic research and distinct from computer programming. Algorithms and data structures are central to computer science. The theory of computation concerns abstract models of computation and general classes of computational problem, problems that can be solved using them. The fields of cryptography and computer security involve studying the means for secure communication and for preventing Vulnerability (computing), security vulnerabilities. Computer graphics (computer science), Computer graphics and computational geometry address the generation of images. Progr ...
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End-user Computing
End-user computing (EUC) refers to systems in which non-programmers can create working applications. EUC is a group of approaches to computing that aim to better integrate end users into the computing environment. These approaches attempt to realize the potential for high-end computing to perform problem-solving in a trustworthy manner. End-user computing can range in complexity from users simply clicking a series of buttons, to citizen developers writing scripts in a controlled scripting language, to being able to modify and execute code directly. Examples of end-user computing are systems built using fourth-generation programming languages, such as MAPPER or SQL, or one of the fifth-generation programming languages, such as ICAD. Factors Factors contributing to the need for further EUC research include knowledge processing, pervasive computing, issues of ontology, interactive visualization, and the like. Some of the issues related to end-user computing concern software archi ...
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Design & Engineering Methodology For Organizations
Design & Engineering Methodology for Organizations (DEMO) is an enterprise modelling methodology for transaction modelling, and analysing and representing business processes. It is developed since the 1980s by Jan Dietz and others, and is inspired by the language/action perspective Overview DEMO is a methodology for designing, organizing and linking organizations. Central concept is the "communicative action": communication is considered essential for the functioning of organizations. Agreements between employees, customers and suppliers are indeed created to communicate. The same is true for the acceptance of the results supplied. The DEMO methodology is based on the following principles:Jan Dietz (1996Introductie tot DEMO. Accessed April 2, 2013. * The essence of an organization is that it consists of people with authority and responsibility to act and negotiate. * The modeling of business processes and information systems is a rational activity, which leads to uniformity. * ...
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Artificial General Intelligence
Artificial general intelligence (AGI) is the ability of an intelligent agent to understand or learn any intellectual task that a human being can. It is a primary goal of some artificial intelligence research and a common topic in science fiction and futures studies. AGI is also called strong AI,: Kurzweil describes strong AI as "machine intelligence with the full range of human intelligence." full AI, or general intelligent action, although some academic sources reserve the term "strong AI" for computer programs that experience sentience or consciousness. Strong AI contrasts with ''weak AI'' (or ''narrow AI''), which is not intended to have general cognitive abilities; rather, weak AI is any program that is designed to solve exactly one problem. (Academic sources reserve "weak AI" for programs that do not experience consciousness or do not have a mind in the same sense people do.) A 2020 survey identified 72 active AGI R&D projects spread across 37 countries. Characteristics ...
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SHRDLU
SHRDLU was an early natural-language understanding computer program, developed by Terry Winograd at MIT in 1968–1970. In the program, the user carries on a conversation with the computer, moving objects, naming collections and querying the state of a simplified "blocks world", essentially a virtual box filled with different blocks. SHRDLU was written in the Micro Planner and Lisp programming language on the DEC PDP-6 computer and a DEC graphics terminal. Later additions were made at the computer graphics labs at the University of Utah, adding a full 3D rendering of SHRDLU's "world". The name SHRDLU was derived from ETAOIN SHRDLU, the arrangement of the letter keys on a Linotype machine, arranged in descending order of usage frequency in English. Functionality SHRDLU was primarily a language parser that allowed user interaction using English terms. The user instructed SHRDLU to move various objects around in the "blocks world" containing various basic objects: blocks, con ...
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Knowledge Base
A knowledge base (KB) is a technology used to store complex structured and unstructured information used by a computer system. The initial use of the term was in connection with expert systems, which were the first knowledge-based systems. Original usage of the term The original use of the term knowledge base was to describe one of the two sub-systems of an expert system. A knowledge-based system consists of a knowledge-base representing facts about the world and ways of reasoning about those facts to deduce new facts or highlight inconsistencies. Properties The term "knowledge-base" was coined to distinguish this form of knowledge store from the more common and widely used term ''database''. During the 1970s, virtually all large management information systems stored their data in some type of hierarchical or relational database. At this point in the history of information technology, the distinction between a database and a knowledge-base was clear and unambiguous. A databas ...
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Symbolic AI
In artificial intelligence, symbolic artificial intelligence is the term for the collection of all methods in artificial intelligence research that are based on high-level symbolic (human-readable) representations of problems, logic and search. Symbolic AI used tools such as logic programming, production rules, semantic nets and frames, and it developed applications such as knowledge-based systems (in particular, expert systems), symbolic mathematics, automated theorem provers, ontologies, the semantic web, and automated planning and scheduling systems. The Symbolic AI paradigm led to seminal ideas in search, symbolic programming languages, agents, multi-agent systems, the semantic web, and the strengths and limitations of formal knowledge and reasoning systems. Symbolic AI was the dominant paradigm of AI research from the mid-1950s until the middle 1990s. Researchers in the 1960s and the 1970s were convinced that symbolic approaches would eventually succeed in creating ...
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AI Winter
In the history of artificial intelligence, an AI winter is a period of reduced funding and interest in artificial intelligence research.AI Expert Newsletter: W is for Winter
The term was coined by to the idea of a . The field has experienced several s, followed by disappointment and criticism, followed by funding cuts, followed by renewed interest years or even decades later. The term first appeared in 1984 as the topic of a pub ...
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Fernando Flores
Carlos Fernando Flores Labra (born January 9, 1943) is a Chilean engineer, entrepreneur and politician. He is a former cabinet minister of president Salvador Allende and was senator for the Arica and Parinacota and Tarapacá regions between 2001 and 2009. On March 31, 2010, he was designated President of Chile's National Innovation Council for Competitiveness by President Sebastián Piñera. Biography Flores was born in Talca, Chile. He became finance minister in the government of Chilean president Salvador Allende and then spent three years as a political prisoner (from September 11, 1973 to 1976) after the military coup of General Augusto Pinochet. Subsequently, forced into exile, after negotiations on his behalf by Amnesty International, he moved with his family to Palo Alto, California, and worked as a researcher in the Computer Science department at Stanford University. He subsequently obtained his PhD at UC Berkeley under the guidance of Hubert Dreyfus, Stuart Dreyfus, Jo ...
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Apple Advanced Technology Group
The Advanced Technology Group (ATG) was a corporate research laboratory at Apple Computer from 1986 to 1997. ATG was an evolution of Apple's Education Research Group (ERG) and was started by Larry Tesler in October 1986 to study long-term research into future technologies that were beyond the time frame or organizational scope of any individual product group. Over the next decade, it was led by David Nagel, Richard LeFaivre, and Donald Norman. It was known as Apple Research Labs during Norman's tenure as VP of the organization. Steve Jobs closed the group when he returned to Apple in 1997. ATG had research efforts in both hardware and software, with groups focused on such areas as Human-Computer Interaction, Speech Recognition (by Kai-Fu Lee), Educational Technology, Networking, Information Access, Distributed Operating systems, Collaborative Computing, Computer Graphics, and Language/action perspective. Many of these efforts are described in a special issue of the ACM SI ...
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