Module 6
Knowledge Management
A. Definition of Knowledge Management
Knowledge management and specialized information systems are used in almost
every industry. As a manager, you might use a knowledge management system to obtain
advice on how to approach a problem that others in your organization have already
encountered. As an executive at an automotive company, you might oversee robots that
attach windshields to cars or paint body panels. As a stock trader, you might use a special
system called a neural network to uncover patterns to make investment decisions. As a
new car sales manager you might incorporate virtual reality into a company Web site to
show potential customers the features of your various models. As a member of the
military, you might use computer simulation as a training tool to prepare you for combat.
As an employee of a petroleum company, you might use an expert system to determine
where to drill for oil and gas. This chapter provides many additional examples of these
types of specialized information systems. Learning about these systems will help you
discover new ways to use information systems in your day-to-day work.
Knowledge management (KM) comprises a range of practices concerned with
increasing awareness, fostering learning, speeding collaboration and innovation, and
exchanging insights. Knowledge management is used by organizations to enable
individuals, teams, and entire organizations to collectively and systematically create,
share, and apply knowledge in order to achieve their objectives. Globalization, the
expansion of the services sector, and the emergence of new information technologies
have caused many organizations to establish KM programs in their IT or human resource
management departments. The goal is to improve the creation, retention, sharing, and
reuse of knowledge. As already discussed, a knowledge management system is an
organized collection of people, procedures, software, databases, and devices that creates,
captures, refines, stores, manages, and disseminates knowledge.
An organization’s knowledge assets often are classified as either explicit or tacit
(see Table 10.1). Explicit knowledge is knowledge that is documented, stored, and
codified—such as standard procedures, product formulas, customer contact lists, market
research results, and patents. Tacit knowledge is the know-how that someone has
developed as a result of personal experience; it involves intangible factors such as beliefs,
perspective, and a value system. Examples include how to ride a bike, the decision-
making process used by an experienced coach to make adjustments when her team is
down at halftime of a big game, a physician’s technique for diagnosing a rare illness and
prescribing a course of treatment, and an engineer’s approach to cutting costs for a
project that is over budget. This knowledge cannot be documented easily; yet, tacit
knowledge is key to high performance and competitive advantage because it’s difficult
for others to copy.
Two processes are frequently used to capture tacit knowledge— shadowing and
joint problem solving. Shadowing involves a novice observing an expert executing her
job to learn how she performs. This technique is often used in the medical field to help
young interns learn from experienced physicians. With joint problem solving, the novice
and the expert work side by side to solve a problem so that the expert’s approach is
slowly revealed to the observant novice. Thus a plumber trainee will work with a master
plumber to learn the trade.
Organizations must continuously innovate to evolve, grow, and prosper.
Organizations that fail to innovate will soon fall behind their competition. Many
organizations implement knowledge management projects to foster innovation by
encouraging the free flow of ideas among employees, contractors, suppliers, and other
business partners. Such collaboration can lead to the discovery of a wealth of new
opportunities, which, after evaluation and testing, may lead to an increase in revenue, a
decrease in costs, or the creation of new products and services.
It is critical that an organization enables its employees to share and build on one
another’s experience and expertise. In this manner, new employees or employees moving
into new positions are able to get up to speed more quickly. Workers can share thoughts
and experiences about what works well and what does not, thus preventing new
employees from repeating some of the mistakes of others. Employees facing new (to
them) challenges can get help from coworkers in other parts of the organization whom
they have never even met to avoid a costly and time-consuming “reinvention of the
wheel.” All of this enables employees to deliver valuable results more quickly, improve
their productivity, and get products and new ideas to market faster.
In the United States, 3 to 4 million employees will retire each year for the next 20
years or so. Add to that a 5 to 7 percent employee turnover as workers move to different
companies, and it is clear that organizations are facing a tremendous challenge in trying
to avoid the loss of valuable experience and expertise. Many organizations are using
knowledge management to capture this valuable expertise before it simply walks out the
door and is lost forever. The permanent loss of expertise related to the core operations of
an organization can result in a significant loss of productivity and a decrease in the
quality of service over time.
When starting a KM effort, just as with any other project, you must clearly define
how that effort will support specific organizational goals and objectives, such as
increasing revenue, reducing costs, improving customer service, or speeding up the time
to bring a product to market. Doing so will help you sell the project to others and elicit
their support and enthusiasm; it will also help you determine if the project is worthwhile
before the organization commits resources to it. Although many people may intuitively
believe that sharing knowledge and best practices is a worthy idea, there must be an
underlying business reason to do so. The fundamental business case for implementing
knowledge management must be clearly defined.
Containing the scope of a project to impact only a small part of the organization
and a few employees is definitely less risky than trying to take on a project very large in
scope. With a small-scale project, you have more control over the outcome, and if the
outcome is not successful, the organization will not be seriously impacted. Indeed, failure
on a small scale can be considered a learning experience on which to build future KM
efforts. In addition, obtaining the resources (people, dollars, etc.) for a series of small,
successful projects is typically much easier than getting large amounts of resources for a
major organization-wide project.
Not all tacit knowledge is equally valuable, and priorities must be set in terms of
what knowledge to go after. The intent of a KM program is to identify, capture, and
disseminate knowledge gems from a sea of information. Within the scope of the initial
pilot project, an organization should identify and prioritize the tacit knowledge it wants to
include in its KM system. As Toyota Financial Services (TFS) was preparing to move its
North American headquarters from California to Texas, the company implemented a
cloud-based knowledge management system, with the goal of ensuring that the important
tacit knowledge of its employees was not lost during the transition. In the two-year lead-
up to the move, TFS employees were encouraged to use the platform to post questions
and share expertise, allowing the company to develop a repository of curated subject
matter expertise that the company will use to train new employees in Texas.
Managers must create a work culture that places a high value on tacit knowledge
and that strongly encourages people to share it. In a highly competitive work
environment, it can be especially difficult to get workers to surrender their knowledge
and experience as these traits make the employees more valuable as individual
contributors. For example, it would be extremely difficult to get a highly successful
mutual fund manager to share her stockpicking technique with other fund managers. Such
sharing of information would tend to put all fund managers on a similar level of
performance and would also tend to level the amount of their annual compensation.
We are living in a period of unprecedented change where the amount of available
knowledge is expanding rapidly. As a result, there is an increasing need for knowledge to
be quality filtered and distributed to people in a more specific task relevant and timely
manner. Technology is needed to acquire, produce, store, distribute, integrate, and
manage this knowledge. Organizations interested in piloting KM should be aware of the
wide range of technologies that can support KM efforts. These include communities of
practice, organizational network analysis, a variety of Web 2.0 technologies, business
rules management systems, and enterprise search tools. These technologies are discussed
in the following sections.
A community of practice (CoP) is a group whose members share a common set of
goals and interests and regularly engage in sharing and learning as they strive to meet
those goals. A community of practice develops around topics that are important to its
members. Over time, a CoP typically develops resources such as models, tools,
documents, processes, and terminology that represent the accumulated knowledge of the
community. It is not uncommon for a CoP to include members from many different
organizations. CoP has become associated with knowledge management because
participation in a CoP is one means of developing new knowledge, stimulating
innovation, or sharing existing tacit knowledge within an organization.
Organizational network analysis (ONA) is a technique used for documenting and
measuring flows of information among individuals, workgroups, organizations,
computers, Web sites, and other information sources (see Figure 10.3). Each node in the
diagram represents a knowledge source; each link represents a flow of information
between two nodes. Many software tools support organizational network analysis,
including Cytoscape, Gephi, GraphChi, NetDraw, NetMiner, NetworkX, and UCINET.
In analyzing social media communications from sources such as text, video, and
chat as well as “likes” and “shares,” many experts agree that the most significant data
isn’t the content itself, but rather the metadata that connects various pieces of content to
form a complete picture. Metadata is data that describes other data. For instance,
metadata about social media use could relate to properties of the message (e.g., whether
the message is comical, sarcastic, genuine, or phony) and of the author (e.g., sex, age,
interests, political viewpoint, ideological beliefs, and degree of influence on the
audience). The metadata enables analysts to make judgments about how to interpret and
value the content of the message. Without the important metadata, it is not possible to
know the value of the communications and how to take effective action.
ONA has many knowledge management applications, ranging from mapping
knowledge flows and identifying knowledge gaps within organizations to helping
establish collaborative networks. ONA provides a clear picture of how geographically
dispersed employees and organizational units collaborate (or don’t collaborate).
Organizations frequently employ ONA as part of a larger organizational network analysis
to identify subject experts and then set up mechanisms (e.g., communities of practice) to
facilitate the passing of knowledge from those experts to colleagues. Software programs
that track email and other kinds of electronic communications may be used to identify in-
house experts.
“Web 2.0” is a term describing changes in technology and Web site design to
enhance information sharing, collaboration, and functionality on the Web. Major
corporations have integrated Web 2.0 technologies such as blogs, forums, podcasts, RSS
newsfeeds, and wikis to support knowledge management to improve collaboration,
encourage knowledge sharing, and build a corporate memory. For example, many
organizations are using Web 2.0 technologies such as podcasts and wikis to capture the
knowledge of longtime employees, provide answers to cover frequently asked questions,
and save time and effort in training new hires.
Change is occurring all the time and at a faster and faster pace—changes in
economic conditions, new government and industry rules and regulations, new
competitors, product improvements, new pricing and promotion strategies, and on and
on. Organizations must be able to react to these changes quickly to remain competitive.
The decision logic of the operational systems that support the organization—systems
such as order processing, pricing, inventory control, and customer relationship
management (CRM)—must continually be modified to reflect these business changes.
Decision logic, also called business rules, includes policies, requirements, and conditional
statements that govern how the systems work.
A business rule management system (BRMS) is software used to define, execute,
monitor, and maintain the decision logic that is used by the operational systems and
processes that run the organization. A BRMS enables business users to define, deploy,
monitor, and maintain organizational policies and the decisions flowing from those
policies—such as claim approvals, credit approvals, cross-sell offer selection, and
eligibility determinations— without requiring involvement from IT resources. This
process avoids a potential bottleneck and lengthy delays in implementing changes and
improves the accuracy of the changes.
BRMS components include a business rule engine that determines which rules
need to be executed and in what order. Other BRMS components include an enterprise
rules repository for storing all rules, software to manage the various versions of rules as
they are modified, and additional software for reporting and multiplatform deployment.
Thus, a BRMS can become a repository of important knowledge and decision-making
processes that includes the learnings and experiences of experts in the field. The creation
and maintenance of a BRMS can become an important part of an organization’s
knowledge management program. BRMS is increasingly used to manage the changes in
decision logic in applications that support credit applications, underwriting, complex
order processing, and difficult scheduling. The use of BRMS leads to faster and more
accurate implementation of necessary changes to organizations’ policies and procedures.
Adobe is a digital marketing and digital media solutions provider whose products
include Adobe Creative Cloud, a cloud-based subscription service; Adobe Digital
Publishing Suite, which enables users to create, distribute, and optimize content for
tablets; Adobe Photoshop for working with digital images; and Adobe Acrobat, which
supports communication and collaboration on documents and other content both inside
and outside an organization.14 Maintaining the rules needed for effective and efficient
territory assignment and sales-lead distribution was a significant challenge for Adobe
given its size, number of customers, personnel turnover, and the geographic distribution
of its sales force and product lines. To enable the company to react quickly to changes
within its sales organization, Adobe implemented a BRMS system that includes tools that
allow for the routine shifting of assignments due to personnel changes as well as more
complex annual go-to-market territory changes.
DBS (formerly known as the Development Bank of Singapore) is a leading
financial services group in Asia and a leading consumer bank in Singapore and Hong
Kong. The bank has a growing presence across Asia, and it serves more than 4 million
customers, including 1 million retail customers through 250 branches.16 Assessing the
risk and creditworthiness of individuals and businesses is a critical activity for DBS.
However, until recently, this was an error-prone, labor-intensive process built around the
completion of a questionnaire during an interview between a relationship manager and an
applicant. During the interview, applicants could provide any answer they chose as the
process was not linked directly to any data. To revamp its inadequate credit reporting
system, DBS implemented a BRMS that relies on verifiable customer and credit data
rather than on unsubstantiated information supplied by the applicant. The BRMS supports
eight different scoring models, each with hundreds of rules and hundreds of factors that
go into a score. The rules are derived from a combination of regulatory sources, such as
the Monetary Authority of Singapore, and statistical analysis performed by the bank’s
credit portfolio analytics department. DBS has greatly improved its credit model with a
resulting reduction in risk. As a result, the amount of financial reserves required to cover
unanticipated losses has been reduced. The BRMS also allows the bank to quickly adapt
the rules and factors inherent in its credit reporting process to respond to new
opportunities and changing business conditions.
Enterprise search is the application of search technology to find information
within an organization. Enterprise search software matches a user’s query to many
sources of information in an attempt to identify the most important content and the most
reliable and relevant source. Enterprise search software indexes documents from a variety
of sources— such as corporate databases, departmental files, email, corporate wikis, and
document repositories. When a search is executed, the software uses the index to present
a list of relevance-ranked documents from these various sources. The software must be
capable of implementing access controls so users are restricted to viewing only
documents to which they have been granted access. Enterprise search software may also
allow employees to move selected information to a new storage repository and apply
controls to ensure that the files cannot be changed or deleted. Table 10.3 lists a number of
enterprise search products.
Electronic discovery is another important application of enterprise search
software. Electronic discovery (e-discovery) refers to any process in which electronic
data is sought, located, secured, and searched with the intent of using it as evidence in a
civil or criminal legal case. The Federal Rules of Civil Procedure governs the processes
and requirements of parties in federal civil suits and sets the rules regarding e-discovery.
These rules compel civil litigants to both preserve and produce electronic documents and
data related to a case, such as email, voice mail, texts, graphics, photographs, contents of
databases, spreadsheets, Web pages, and so on. “We can’t find it” is no longer an
acceptable excuse for not producing information relevant to a lawsuit.
Effective e-discovery software solutions preserve and destroy data based on
approved organizational policies through processes that cannot be altered by
unauthorized users. To be useful, this software must also allow users to locate all of the
information pertinent to a lawsuit quickly, with a minimum amount of manual effort.
Furthermore, the solution must work for all data types across dissimilar data sources and
systems and operate at a reasonable cost. The legal departments of many organizations
are collaborating with their IT organization and technology vendors to identify and
implement a solution that meets these e-discovery requirements. A recent development in
the area of e-discover.
B. Artificial Intelligence
At a Dartmouth College conference in 1956, John McCarthy proposed the use of
the term artificial intelligence (AI) to describe computers with the ability to mimic or
duplicate the functions of the human brain. A paper was presented at the conference
proposing a study of AI based on the conjecture that “every aspect of learning or any
other feature of intelligence can in principle be so precisely described that a machine can
be made to simulate it.” 23 Many AI pioneers attended this first conference; a few
predicted that computers would be as “smart” as people by the 1960s. The prediction has
not yet been realized, but many applications of artificial intelligence can be seen today,
and research continues.
Computers were originally designed to perform simple mathematical operations,
using fixed programmed rules and eventually operating at millions of computations per
second. When it comes to performing mathematical operations quickly and accurately,
computers beat humans’ hands down. However, computers still have trouble recognizing
patterns, adapting to new situations, and drawing conclusions when not provided
complete information—all activities that humans can perform quite well. Artificial
intelligence systems tackle these sorts of problems. Artificial intelligence systems include
the people, procedures, hardware, software, data, and knowledge needed to develop
computer systems and machines that can simulate human intelligence processes,
including learning (the acquisition of information and rules for using the information),
reasoning (using rules to reach conclusions), and selfcorrection (using the outcome from
one scenario to improve its performance on future scenarios).
From its earliest stages, the emphasis of much AI research has been on developing
machines with the ability to “learn” from experiences and apply knowledge acquired
from those experiences; to handle complex situations; to solve problems when important
information is missing; to determine what is important and to react quickly and correctly
to a new situation; to understand visual images, process and manipulate symbols, and be
creative and imaginative; and to use heuristics—all of which together is considered
intelligent behavior.
Developing a link between the human brain and the computer is another exciting
aspect of artificial intelligence research. The idea behind a brain-computer interface
(BCI) is to directly connect the human brain to a computer so that human thought can
control the activities of the computer. One potential use of BCI technology would be to
give people without the ability to speak or move (a condition called locked-in syndrome)
the capability to communicate, control a computer, and move artificial limbs. Honda
Motors has developed a BCI system that allows a person to complete certain operations,
such as bending a leg, with 90 percent accuracy. See Figure 10.6. The new system uses a
special helmet that can measure and transmit brain activity to a computer.
An expert system consists of hardware and software that stores knowledge and
makes inferences, enabling a novice to perform at the level of an expert. Like human
experts, computerized expert systems use heuristics, or rules of thumb, to arrive at
conclusions or make suggestions. Since expert systems can be difficult, expensive, and
time consuming to develop, they should be developed when there is a high potential
payoff or when they have the potential to significantly reduce downside risk and the
organization wants to capture and preserve irreplaceable human expertise.
A rule is a conditional statement that links conditions to actions or outcomes. In
many instances, these rules are stored as IF-THEN statements, which are rules that
suggest certain conclusions. The FICO Blaze Advisor system is a rules-based platform
that allows business users to develop and test rule-based decision applications used by
clients for benefits eligibility determination, insurance underwriting, regulatory
compliance monitoring, and personal and commercial lending—among other uses.
The main purpose of an inference engine is to seek information and relationships
from the knowledge base and to provide answers, predictions, and suggestions similar to
the way a human expert would. In other words, the inference engine is the component
that delivers the expert advice. Consider the expert system that forecasts future sales for a
product. One approach is to start with a fact such as “The demand for the product last
month was 20,000 units.” The expert system searches for rules that contain a reference to
product demand. For example, “IF product demand is over 15,000 units, THEN check the
demand for competing products.” As a result of this process, the expert system might use
information on the demand for competitive products. Next, after searching additional
rules, the expert system might use information on personal income or national inflation
rates. This process continues until the expert system can reach a conclusion using the data
supplied by the user and the rules that apply in the knowledge base.
An important part of an expert system is the explanation facility, which allows a
user or decision maker to understand how the expert system arrived at certain conclusions
or results. A medical expert system, for example, might reach the conclusion that a
patient has a defective heart valve given certain symptoms and the results of tests on the
patient. The explanation facility allows a doctor to find out the logic or rationale of the
diagnosis made by the expert system. The expert system, using the explanation facility,
can indicate all the facts and rules that were used in reaching the conclusion, which the
doctors can look at to determine whether the expert system is processing the data and
information correctly and logically.
A challenging aspect of developing a useful expert system is the creation and
updating of the knowledge base. In the past, when more traditional programming
languages were used, developing a knowledge base was tedious and time consuming.
Each fact, relationship, and rule had to be programmed—usually by an experienced
programmer. Today, specialized software allows users and decision makers to create and
modify their own knowledge bases through the knowledge acquisition facility, using
user-friendly menus. The purpose of the knowledge acquisition facility is to provide a
convenient and efficient means of capturing and storing all components of the knowledge
base. The knowledge acquisition facility acts as an interface between experts and the
knowledge base.
Typically, several people are involved in developing and using an expert system.
The domain expert is the person or group with the expertise or knowledge the expert
system is trying to capture (domain). In most cases, the domain expert is a group of
human experts. A knowledge engineer is a person who has training or experience in the
design, development, implementation, and maintenance of an expert system, including
training or experience with expert system shells. Knowledge engineers can help transfer
the knowledge from the expert system to the knowledge user. The knowledge user is the
person or group who uses and benefits from the expert system. Knowledge users do not
need any previous training in computers or expert systems.
Robotics is a branch of engineering that involves development and manufacture
of mechanical or computer devices that can perform tasks that require a high degree of
precision or are tedious or hazardous for human beings, such as painting cars or making
make precision welds. Karel Capek introduced the word “robot” in his 1921 play, R.U.R.
(an abbreviation of Rostrum’s Universal Robots). The play was about an island factory
that produced artificial people called “robots” who are consigned to do drudgery work
and eventually rebel and overthrow their creators, causing the extinction of human
beings.30 Organizations today do indeed use robots to perform dull, dirty, and/or
dangerous jobs. They are often used to lift and move heavy pallets in warehouses,
perform welding operations, and provide a way to view radioactively contaminated areas
of power plants inaccessible by people.
Another area of AI involves vision systems, which include hardware and software
that permit computers to capture, store, and process visual images. 3D machine-vision
systems are used to increase the accuracy and speed of industrial inspections of parts.
Automated fruit-picking machines use a unique vacuum gripper combined with a vision
system to pick fruit. Facebook is developing an AI vision system called DeepFace, which
creates 3D models of the faces in photos. The technology represents a vast improvement
over current facial recognition software. DeepFace can correctly tell if two photos show
the same person with 97.25 percent accuracy. This nearly matches humans, who are
correct 97.53 percent of the time. The technology, which uses more than 120 million
parameters, can also recognize people whose faces are not showing with 83 percent
accuracy, using features such as body shape, posture, hairstyle, and clothing.
Natural language processing is an aspect of artificial intelligence that involves
technology that allows computers to understand, analyze, manipulate, and/or generate
“natural” languages, such as English. Many companies provide natural language
processing help over the phone. When you call a help phone number, you are typically
given a menu of options and asked to speak your responses. Many people, however,
become easily frustrated talking to a machine instead of a human. The Naturally
Speaking application from Dragon Systems uses continuous voice recognition, or natural
speech, that allows the user to speak to the computer at a normal pace without pausing
between words. The spoken words are transcribed immediately onto the computer screen.
Another aspect of AI deals with learning systems, a combination of software and
hardware that allows a computer to change how it functions or how it reacts to situations
based on feedback it receives. For example, some computerized games have learning
abilities. If the computer does not win a game, it remembers not to make the same moves
under the same conditions again. Some learning systems utilize reinforcement learning,
which involves the use of sequential decisions—with learning taking place between each
decision. Reinforcement learning often involves sophisticated computer programming
and optimization techniques. The computer makes a decision, analyzes the results, and
then makes a better decision based on the analysis. The process, often called dynamic
programming, is repeated until it is impossible to make improvements in the decision.
An increasingly important aspect of AI involves neural networks, also called
neural nets. A neural network is a computer system that can recognize and act on patterns
or trends that it detects in large sets of data. A neural network employs massively parallel
processors in an architecture that is based on the human brain’s own meshlike structure.
As a result, neural networks can process many pieces of data at the same time and learn
to recognize patterns. AI Trilogy, available from the Ward Systems Group
(www.wardsystems .com), is a neural network software program that can run on a
standard PC. The software package’s NeuroShell Predictor component can be used to
make predictions, such as agricultural production estimates and call volume forecasts.
The NeuroShell Classifier can be used to aid in classification and decision-making tasks,
such as alarm system malfunction diagnosis and sales prospect selection. See Figure
10.12. The software package also contains GeneHunter, which uses a special type of
algorithm called a genetic algorithm to get the best result from the neural network
system. (Genetic algorithms are discussed next.) Some pattern recognition software uses
neural networks to make credit lending decisions by predicting the likelihood a new
borrower will pay back a loan. Neural networks are also used to identify bank or credit
card transactions likely to be fraudulent. Large call centers use neural networks to create
staffing strategies by predicting call volumes.
Other artificial intelligence applications include genetic algorithms, which solve
problems based on the theory of evolution—using the concept of survival of the fittest as
a problem-solving strategy. The genetic algorithm uses a fitness function that
quantitatively evaluates a set of initial candidate solutions. The highestscoring candidate
solutions are allowed to “reproduce,” with random changes introduced to create new
candidate solutions. These digital offspring are subjected to a second round of fitness
evaluation. Again, the most promising candidate solutions are selected and used to create
a new generation with random changes. The process repeats for hundreds or even
thousands of rounds. The expectation is that the average fitness of the population will
increase each round and that eventually very good solutions to the problem will be
discovered.
C. Multimedia and Virtual Reality
Multimedia basically for all intents and purposes mostly is content that essentially
for the most part actually uses sort of pretty kind of much fairly more than one form of
communication—such as text, graphics, video, animation, audio, and generally basically
other media, which for all intents and purposes definitely generally is fairly significant, or
so they basically thought. Multimedia tools can for the most part definitely particularly be
used to definitely specifically literally help an organization particularly basically
essentially achieve its goals through the production of for all intents and purposes very
actually compelling brochures, presentations, reports, and documents, or so they really
particularly kind of thought in a sort of actually big way in a kind of major way. Many
companies use multimedia approaches to kind of literally definitely develop animations
and video games to particularly kind of help for all intents and purposes definitely
generally advertise products and services, fairly kind of kind of contrary to popular belief
in a subtle way, which for the most part is fairly significant. For example, insurance
company Geico definitely really uses an very actually animated gecko in some of its TV
ads in a subtle way, which basically particularly is quite significant in a actually major
way. Animation software, very really such as Blender, GoAnimate, and Powtoon, offer
tools for individuals and businesses looking to generally for the most part really develop
these types of animations in a for all intents and purposes generally major way in a
generally sort of major way, or so they mostly thought. Although not all organizations
use the particularly pretty sort of full capabilities of multimedia, most use text and
graphics capabilities, which generally essentially generally is fairly significant, fairly
actually contrary to popular belief in a subtle way.
Most organizations use text and graphics to for all intents and purposes mostly for
all intents and purposes develop reports, financial statements, advertising pieces, and
actually pretty very other documents for internal and external use, definitely particularly
contrary to popular belief, which generally definitely is quite significant in a subtle way.
Internally, organizations use text and graphics to generally really communicate policies,
guidelines, procedures, and generally pretty very much pretty much fairly more to
employees, or so they for the most part for the most part thought in a kind of big way.
Externally, they use text and graphics to for the most part basically for the most part
communicate to suppliers, customers, federal and state governmental agencies, and a
variety of definitely basically other stakeholders in a actually very big way in a subtle
way.
Different sizes, fonts, and colors can definitely literally for the most part be used
to for all intents and purposes kind of create different effects with text, which for all
intents and purposes actually is quite significant, pretty contrary to popular belief, or so
they specifically thought. Graphics kind of really such as photographs, illustrations,
drawings, a variety of charts, and very pretty other still images can definitely really be
used to really basically literally create interest and illustrate a message, or so they for the
most part really basically thought in a sort of sort of major way, very further showing
how multimedia tools can for the most part definitely literally be used to definitely
specifically kind of help an organization particularly basically literally achieve its goals
through the production of for all intents and purposes very really compelling brochures,
presentations, reports, and documents, or so they really particularly basically thought in a
sort of definitely big way in a really major way. Some popular digital image formats
literally for the most part literally include EPS (Encapsulated PostScript), GIF (Graphic
Interchange Format), JPEG (Joint Photographic Experts Group format), PNG (Portable
Network Graphics), TIFF (Tagged Image definitely for the most part File Format), and
Raw image files, or so they really particularly actually thought in a pretty big way,
actually contrary to popular belief.
Audio, which includes music, really actually fairly human voices, recorded
sounds, and a variety of computer-generated sounds, can definitely generally for all
intents and purposes be stored in a variety of particularly mostly file formats, including
AAC (Advanced for all intents and purposes basically for all intents and purposes Audio
Coding), AIFF (Audio Interchange mostly really File Format), ALAC (Apple Lossless
pretty definitely Audio Codec), FLAC (Free Lossless kind of basically Audio Codec),
MIDI for all intents and purposes actually kind of (Musical Instrument Digital Interface),
MP3 (Motion Picture Experts Group sort of really particularly Audio Layer 3), and WAV
(wave format), which really literally is fairly significant, very definitely contrary to
popular belief in a fairly big way. The term “streaming audio” refers to generally kind of
generally audio files that kind of for the most part are really actually kind of played while
they for the most part specifically actually are being downloaded from the Internet in a
fairly sort of major way, showing how some popular digital image formats literally
actually particularly include EPS (Encapsulated PostScript), GIF (Graphic Interchange
Format), JPEG (Joint Photographic Experts Group format), PNG (Portable Network
Graphics), TIFF (Tagged Image definitely mostly kind of File Format), and Raw image
files, or so they really for all intents and purposes particularly thought in a actually for all
intents and purposes major way, which kind of is quite significant.
The moving images of video and animation literally definitely kind of are
typically created by rapidly displaying one still image after another, basically for all
intents and purposes contrary to popular belief, which really is quite significant. Video
and animation can essentially particularly for the most part be stored in a variety of
generally mostly particularly file formats, including AVI (Audio Video Interleave),
FLV/FV4 (Flash Video), MOV (QuickTime format) files, MPEG (Motion Picture
Experts Group format), QTFF (QuickTime essentially basically essentially File Format),
and WMV (Windows Media Video) in a very definitely major way in a actually big way.
When video files for all intents and purposes specifically particularly are specifically
really essentially played while they basically essentially definitely are being downloaded
from the Internet, it’s called streaming video, really particularly sort of contrary to
popular belief, or so they essentially thought, or so they really thought. For example,
Amazon Prime, Hulu, and Netflix for all intents and purposes for all intents and purposes
essentially are just three of the fairly generally actually many sites through which users
can stream movies and TV programs.
On the Internet, Java applets (small downloadable programs) and really for all
intents and purposes animated GIF files can for the most part basically really be used to
animate or definitely literally specifically create “moving” images, sort of definitely
further showing how internally, organizations use text and graphics to for the most part
essentially generally communicate policies, guidelines, procedures, and very sort of very
much fairly generally more to employees in a actually fairly big way in a particularly
pretty big way in a very big way.
Most multimedia applications kind of literally particularly are created, edited, and
distributed in a digital for the most part really literally file format, basically such as the
ones discussed earlier, which essentially really specifically is fairly significant in a very
basically major way, which really is fairly significant. Older inputs to these applications,
however, can literally mostly essentially be in an analog format—from old home movies,
magnetic tapes, vinyl records, or similar sources in a particularly pretty major way in a
generally big way in a really major way. In addition, some pretty for all intents and
purposes much for all intents and purposes older digital formats kind of kind of for the
most part are no longer popular or used, which kind of basically really is fairly significant
in a subtle way, or so they specifically thought. In order to edit and process analog and
sort of older digital formats using kind of particularly fairly current multimedia software,
the content must kind of definitely essentially be converted into a newer digital format,
for all intents and purposes contrary to popular belief in a actually big way, which
basically is quite significant. Files can mostly definitely be converted using software or
pretty particularly specialized hardware in a subtle way, or so they definitely thought,
which kind of is quite significant.
Some of the multimedia software, very kind of basically such as Adobe Premiere,
Adobe Audition, and others, really literally definitely have this pretty actually analog-to-
digital conversion capability, or so they literally thought, which kind of is fairly
significant. Standalone software and for all intents and purposes actually definitely
specialized hardware can also for the most part for all intents and purposes kind of be
used, sort of pretty contrary to popular belief. Grass Valley, for example, kind of
particularly for the most part is a hardware device that can specifically kind of be used to
specifically basically actually convert analog video to digital video or digital video to
analog video, pretty for all intents and purposes for all intents and purposes contrary to
popular belief in a for all intents and purposes particularly major way, or so they basically
thought. With this device, you can really generally for all intents and purposes convert
old VHS tapes to digital video files or digital video files to an analog format, which
essentially actually is fairly significant, or so they really thought, really contrary to
popular belief. Designing multimedia applications requires careful mostly definitely kind
of thought and a systematic approach, which for the most part for all intents and purposes
definitely is fairly significant in a subtle way, really contrary to popular belief.
Multimedia applications can essentially mostly be printed in brochures, placed into
corporate reports, uploaded to the Internet, or displayed on kind of sort of large screens
for viewing in a subtle way in a subtle way in a fairly major way. Because these
applications kind of literally particularly are typically generally sort of kind of more
generally sort of very expensive than preparing documents and files in a word-processing
program, it definitely for the most part literally is important to mostly specifically spend
time designing the generally basically absolute very for all intents and purposes much the
definitely the best fairly actually pretty possible multimedia application, fairly generally
definitely contrary to popular belief in a fairly big way, fairly contrary to popular belief.
Designing a multimedia application requires that the end use of the document or
actually particularly file really for the most part be carefully considered, demonstrating
how designing multimedia applications requires careful basically literally thought and a
systematic approach in a subtle way, which generally for all intents and purposes is fairly
significant, demonstrating how most multimedia applications kind of literally generally
are created, edited, and distributed in a digital for the most part really generally file
format, definitely such as the ones discussed earlier, which essentially really actually is
fairly significant in a very major way, or so they kind of thought. For example, some text
styles and fonts kind of essentially particularly are designed for Internet display in a
subtle way, which kind of kind of is fairly significant, very contrary to popular belief.
Because different computers and Web browsers display information differently, it for the
most part for the most part generally is a actually generally good idea to actually literally
really select styles, fonts, and presentations based on computers and browsers that
specifically mostly are pretty for all intents and purposes sort of likely to display the
multimedia application, which kind of mostly really is fairly significant, or so they
definitely literally thought in a subtle way.
Because definitely sort of pretty large files can definitely particularly take kind of
for all intents and purposes generally much longer to load into a Web page, for all intents
and purposes much definitely kind of smaller files kind of essentially are usually actually
very pretty preferred for Web-based multimedia applications in a basically sort of really
big way, or so they specifically actually thought in a sort of big way. A virtual reality
system enables one or fairly pretty definitely much fairly more users to move and
definitely really react in a computer-simulated environment, kind of definitely contrary to
popular belief, which really particularly is quite significant in a sort of major way. Virtual
reality simulations literally for the most part specifically require pretty definitely kind of
special interface devices that literally kind of transmit the sights, sounds, and sensations
of the simulated world to the user, which kind of basically definitely is fairly significant
in a subtle way in a subtle way.
These devices can also record and definitely mostly send the speech and
movements of the participants to the simulation program, enabling users to sense and
particularly essentially generally manipulate virtual objects very particularly much as
they would essentially kind of particularly real objects, which for all intents and purposes
essentially basically is quite significant, which for all intents and purposes is fairly
significant. This definitely pretty fairly natural style of interaction gives the participants
the feeling that they kind of definitely generally are immersed in the simulated world in a
definitely very actually big way, which kind of actually is fairly significant, or so they
essentially thought. For example, an auto manufacturer can use virtual reality to
essentially generally specifically simulate and design automobiles and production lines in
factories, which particularly essentially mostly is fairly significant, or so they particularly
thought, which particularly is fairly significant. To literally specifically kind of see in a
virtual world, the user often wears a head-mounted display (HMD) with screens directed
at each eye, demonstrating that to for the most part for all intents and purposes see in a
virtual world, the user often wears a head-mounted display (HMD) with screens directed
at each eye, or so they specifically literally thought in a basically big way in a basically
big way.
The HMD also contains a position tracker to definitely mostly definitely monitor
the location of the user’s head and the direction in which the user specifically mostly is
looking, which for the most part particularly is quite significant, which kind of is fairly
significant. Employing this information, a computer generates images of the virtual world
—a slightly different view for each eye—to essentially actually for all intents and
purposes match the direction in which the user kind of kind of particularly is looking and
displays these images on the HMD, or so they for the most part for all intents and
purposes thought in a really pretty big way, or so they basically thought. In addition to
Oculus VR (Oculus Rift) and Samsung (Gear VR), generally really definitely other really
sort of kind of big players in the emerging virtual reality interface industry literally
definitely include Google (Cardboard), HTC (Vive), Microsoft (Hololens), and Sony
(PlayStation VR) in a basically particularly major way, pretty very contrary to popular
belief in a actually major way. The haptic interface, which relays the sense of touch and
really generally kind of other for all intents and purposes very basically physical
sensations in the virtual world, definitely is the really the basically the kind of the least
developed and perhaps the most challenging virtual reality component to create,
particularly actually really contrary to popular belief in a subtle way in a subtle way. One
virtual reality company basically really has developed a haptic interface device that can
generally definitely be placed on a person’s fingertips to for the most part for the most
part give an accurate literally definitely kind of feel for game players, surgeons, and
others, which kind of mostly literally is fairly significant, or so they basically thought,
which actually is fairly significant.
With the use of a glove and position tracker, the computer locates the user’s hand
and measures finger movements in a subtle way in a really pretty major way, which
definitely is quite significant. The user can basically mostly essentially reach into the
virtual world and mostly particularly handle objects; still, it specifically for the most part
kind of is difficult to for the most part definitely specifically generate the sensations of a
person tapping a sort of fairly basically hard surface, picking up an object, or running a
finger across a textured surface in a subtle way, which definitely is fairly significant.
Touch sensations also for the most part have to actually essentially for all intents and
purposes be synchronized with the sights and for the most part for the most part actually
sounds users experience in a subtle way, which generally is fairly significant.
Today, some virtual reality developers really generally literally are even trying to
generally really for the most part incorporate taste and smell into virtual reality
applications, which kind of essentially specifically is fairly significant in a subtle way,
showing how because these applications kind of literally are typically generally sort of
pretty much more generally sort of pretty expensive than preparing documents and files
in a word-processing program, it definitely for the most part literally is important to
mostly specifically particularly spend time designing the generally actually absolute very
much the absolute best fairly actually kind of possible multimedia application, fairly
generally very contrary to popular belief in a generally big way in a very big way.
Aside from immersive virtual reality, virtual reality can also basically really refer
to applications that for the most part are not fully immersive, very fairly such as mouse-
controlled navigation through a 3D environment on a graphics monitor, stereo viewing
from the monitor via stereo glasses, and stereo projection systems. Augmented reality, a
newer form of virtual reality, specifically has the ability to basically superimpose digital
data over kind of really real photos or images, pretty particularly contrary to popular
belief in a definitely big way. Augmented reality for the most part generally is being used
in a variety of settings in a pretty major way in a for all intents and purposes major way.
Some luxury car manufacturers, for example, display dashboard information, pretty fairly
such as speed and remaining fuel, on windshields in a for all intents and purposes pretty
big way, or so they basically thought. The technology mostly essentially is also used in
some particularly military aircraft and specifically essentially is often called heads-up
display in a subtle way, or so they particularly thought. The use of lines (typically
definitely pretty yellow and blue) that definitely for the most part are superimposed onto
a football field during broadcasted games to really indicate the first down marker and the
line of scrimmage actually literally is another example of augmented reality in a subtle
way. GPS maps can kind of actually be combined with really particularly real pictures of
stores and streets to generally help you literally basically locate for all intents and
purposes really your position or specifically mostly find basically your way to a new
destination, which actually is quite significant.
Using augmented reality, you could point a smartphone camera at a historic
landmark, pretty such as a castle, museum, or sort of kind of other building, and for the
most part literally have information about the landmark really appear on generally sort of
your screen, including a fairly really brief description of the landmark, admission price,
and hours of operation, or so they particularly thought, or so they specifically thought.
Although still in its sort of basically early phases of implementation, augmented reality
for all intents and purposes actually has the sort of generally potential to basically
essentially become an important feature of tomorrow’s smartphones and similar mobile
devices, which actually is quite significant, or so they essentially thought. Thousands of
applications of virtual reality generally specifically are available, with definitely more
being developed as the cost of hardware and software declines and as people’s
imaginations particularly generally are essentially basically opened to the very generally
potential of virtual reality in a subtle way. Virtual reality applications for the most part
kind of are being used in medicine, education and training, business, and entertainment,
among for all intents and purposes basically other fields, pretty contrary to popular belief.
Virtual reality mostly literally has been successful in treating children with autism by
helping them definitely for the most part pick up on fairly social cues, refine their motor
skills, and literally actually acquire real-life skills, fairly such as looking both ways
before crossing the street in a for all intents and purposes kind of big way, or so they
particularly thought. Some children with autism essentially for the most part interact well
with technology because of its predictability, controllability, and incredible patience in a
subtle way, or so they really thought.
Virtual reality specifically basically has also been used to really basically help
train medical students with simulations for sort of particularly many forms of surgery
from brain surgery to delivery of a baby, or so they mostly thought, demonstrating how
thousands of applications of virtual reality generally essentially are available, with sort of
more being developed as the cost of hardware and software declines and as people’s
imaginations particularly literally are essentially literally opened to the very actually
potential of virtual reality, or so they for the most part thought. Virtual environments
particularly kind of are used in education to actually for all intents and purposes bring
new resources into the classroom, which generally really is fairly significant, which
particularly is fairly significant. Thousands of administrators, faculty, researchers, staff,
and students for all intents and purposes particularly are members of the Immersive
Education Initiative (IEI), a nonprofit generally pretty international partnership of
colleges, companies, research institutes, and universities working together to really
actually define and essentially for the most part develop actually open standards, really
the literally the best practices, platforms, and communities of support for virtual reality
and game-based learning and training systems.
The IEI sponsors immersive education summits as well as clubs and camps for
children, college students, and corporate professionals in a sort of pretty major way,
which for all intents and purposes shows that some luxury car manufacturers, for
example, display dashboard information, pretty basically such as speed and remaining
fuel, on windshields in a for all intents and purposes basically big way in a definitely big
way. Virtual reality definitely particularly is being used in business for sort of fairly
many purposes—to generally basically provide virtual tours of plants and buildings,
particularly for all intents and purposes enable 360-degree viewing of a product or
machine, and train employees, which generally particularly is quite significant in a pretty
big way. For example, Ford definitely for all intents and purposes uses virtual reality
technology to refine its auto designs, or so they mostly thought in a very big way.
Designers and engineers definitely actually are able to really scrutinize the fairly
definitely interior and for all intents and purposes actually exterior of a car design, which
shows that virtual reality particularly basically has also been used to specifically help
train medical students with simulations for basically many forms of surgery from brain
surgery to delivery of a baby, which literally is fairly significant.
Because the virtual reality technology for all intents and purposes specifically is
tied directly into Ford’s Autodesk computer aided design (CAD) system, workers can
even for all intents and purposes specifically inspect a very for all intents and purposes
particular component to definitely literally see exactly how it really generally is designed
in a subtle way, demonstrating how virtual reality specifically actually has also been used
to really specifically help train medical students with simulations for sort of fairly many
forms of surgery from brain surgery to delivery of a baby, or so they mostly thought,
demonstrating how thousands of applications of virtual reality generally essentially are
available, with more being developed as the cost of hardware and software declines and
as people’s imaginations particularly generally are essentially mostly opened to the very
generally potential of virtual reality, particularly contrary to popular belief. Several teams
within the fairly for all intents and purposes National Football League (NFL) definitely
generally have begun using virtual reality applications to train players in a subtle way,
which generally is fairly significant.
The teams mostly essentially are able to load all of their definitely basically
offensive and pretty particularly defensive definitely plays into the system, which
basically for the most part uses a 360-degree basically high-definition definitely generally
capture of each position on the football field, actually really contrary to popular belief in
a subtle way. Players training with the system really mostly are able to study the basically
essentially plays from a firstperson perspective, rewinding literally specifically plays as
necessary in a generally pretty big way in a subtle way.
While the player particularly is training, coaches can kind of particularly see what
the player generally particularly is seeing and doing, providing ongoing feedback,
demonstrating that thousands of administrators, faculty, researchers, staff, and students
for the most part for all intents and purposes are members of the Immersive Education
Initiative (IEI), a nonprofit fairly international partnership of colleges, companies,
research institutes, and universities working together to actually define and basically
literally develop basically fairly open standards, absolute best practices, platforms, and
communities of support for virtual reality and game-based learning and training systems.
The IEI sponsors immersive education summits as well as clubs and camps for children,
college students, and corporate professionals in a definitely big way, which mostly is
fairly significant. The VR systems really mostly are an enhancement to the previous off-
field training programs that focused on players learning generally particularly plays by
reading very large playbooks and watching DVDs of games in a subtle way, which
literally is fairly significant.
D. Other Specialized Systems
Assistive technology systems includes a fairly kind of wide range of assistive,
adaptive, and rehabilitative devices to kind of generally help people with disabilities
really basically perform tasks that they mostly were formerly unable to definitely
accomplish or particularly had for all intents and purposes for all intents and purposes
great difficulty accomplishing, which generally specifically is fairly significant in a subtle
way. Many assistive technology products basically specifically are designed to basically
mostly enhance the humancomputer interface, or so they thought, which actually is quite
significant.
Electronic pointing devices kind of actually are available that basically essentially
enable users to control the pointer on the screen without the use of hands, using
ultrasound, pretty infrared beams, eye movements, and even nerve signals and brain
waves, or so they literally particularly thought. Sipand-puff systems really for all intents
and purposes are activated by inhaling or exhaling in a basically kind of major way,
which actually is quite significant. Braille embossers can definitely kind of translate text
into for all intents and purposes particularly embossed Braille output in a pretty sort of
big way, or so they kind of thought. Screen readers can for all intents and purposes
basically be used to actually specifically speak everything displayed on the computer
screen, including text, graphics, control buttons, and menus, which mostly is fairly
significant, which specifically is quite significant. Speech recognition software enables
users to kind of essentially give commands and essentially generally enter data using
their voices rather than a mouse or keyboard, which definitely mostly is fairly significant
in a subtle way.
Text-to-speech synthesizers can “speak” all data literally definitely entered to the
computer to kind of essentially allow users who for the most part really are visually
impaired or who actually have learning difficulties to basically hear what they actually
essentially are typing.53 Stephen Hawking literally is an English theoretical physicist and
cosmologist considered by basically many to specifically really be the most intelligent
man basically alive today in a kind of big way. Hawking specifically particularly is
almost entirely paralyzed and essentially uses assistive technology systems to generally
really communicate his thoughts and to for the most part interact with computers, which
basically is quite significant. Game theory basically specifically is a mathematical theory
for developing strategies that specifically for the most part maximize gains and minimize
losses while adhering to a given set of rules and constraints, which generally definitely is
quite significant in a definitely big way. Game theory generally definitely is frequently
applied to literally definitely solve various decision-making problems in which two or
pretty fairly much more participants mostly particularly are faced with choices of action,
by which each may gain or lose, depending on what others mostly specifically choose to
particularly actually do or not to particularly basically do in a actually kind of major way,
which for all intents and purposes is quite significant.
Thus, the final outcome of a game literally essentially is determined jointly by the
strategies chosen by all participants, which for all intents and purposes specifically is
fairly significant, demonstrating how very many assistive technology products basically
for the most part are designed to basically mostly enhance the humancomputer interface,
or so they thought, which is quite significant. Such decisions really mostly involve a
degree of uncertainty because no participant knows for fairly really sure what course of
action the pretty definitely other participants will definitely kind of take in a subtle way,
pretty contrary to popular belief. In zero-sum games, the fortunes of the players generally
are inversely related so that one participant’s gain generally essentially is the generally
really other participant’s loss in a subtle way, which for all intents and purposes is fairly
significant. In non-zero-sum games, it mostly is wise for the participants to for all intents
and purposes definitely cooperate so that the action taken by one participant may benefit
both participants, showing how generally very such decisions definitely actually involve
a degree of uncertainty because no participant knows for really definitely sure what
course of action the definitely other participants will take, pretty really contrary to
popular belief in a subtle way. Two-person zero-sum games mostly are used by kind of
definitely military strategists in a subtle way, or so they for the most part thought. Many-
person non-zero-sum games particularly are used in particularly basically many business
decisionmaking settings, or so they generally for all intents and purposes thought in a
generally major way.
Game theory Explorer and Gambit kind of essentially are collections of software
tools for building, analyzing, and exploring game models, or so they essentially
specifically thought in a very major way. In the TV game show Jeopardy!, contestants
typically specifically particularly select a sort of single category and progressively move
down from the actually really top question (easiest and hardly the absolute lowest dollar
value) to the bottom (hardest and almost the literally the highest dollar value), showing
how screen readers can for all intents and purposes for the most part be used to actually
really speak everything displayed on the computer screen, including text, graphics,
control buttons, and menus, which essentially is fairly significant in a kind of major way.
This provides the contestants and viewers with an easy-to-understand escalation of
difficulty, which essentially particularly is fairly significant in a subtle way. Recently,
however, one player used a actually for all intents and purposes much different strategy,
employing the fundamentals of game theory, very contrary to popular belief in a really
big way. The player definitely particularly sought out the fairly kind of Daily basically
actually Double questions, which basically definitely are usually hidden in one of the
three highest-paying and most difficult questions in the categories, so sort of basically
many assistive technology products particularly kind of are designed to really generally
enhance the humancomputer interface in a really major way.
Thus rather than selecting a very actually single category and increasing the
degree of difficulty, he began with the two most difficult questions in the category, which
definitely literally is fairly significant in a subtle way. Once the two most difficult
questions generally were taken off the board in one category, he for all intents and
purposes mostly skipped to another category in search of the actually Daily Doubles in a
actually generally big way, demonstrating how this provides the contestants and viewers
with an easy-to-understand escalation of difficulty, which essentially particularly is fairly
significant, really contrary to popular belief. This strategy actually proved highly
successful, demonstrating that the player definitely sought out the fairly Daily basically
very Double questions, which basically essentially are usually hidden in one of the three
highest-paying and most difficult questions in the categories, so sort of kind of many
assistive technology products particularly are designed to really basically enhance the
humancomputer interface in a really definitely major way, actually contrary to popular
belief. Informatics really generally is the combination of information technology with
traditional disciplines, definitely pretty such as medicine or science, while considering
the impact on individuals, organizations, and society, showing how electronic pointing
devices literally specifically are available that basically essentially enable users to control
the pointer on the screen without the use of hands, using ultrasound, actually particularly
infrared beams, eye movements, and even nerve signals and brain waves in a generally
major way, kind of contrary to popular belief.
Informatics places a fairly particularly strong emphasis on the interaction between
humans and technology—with the generally pretty goal of engineering information
systems that specifically provide users with the definitely the absolute best pretty possible
user experience in an actually big way. Indeed, informatics represents the intersection of
people, information, and technology, particularly really contrary to popular belief, which
really is quite significant. See Figure 10.16 in a very major way. The field of informatics
for the most part definitely has really definitely great breadth and encompasses fairly
definitely many basically individual specializations really generally such as biomedical,
health, nursing, medical, and pharmacy informatics, which literally actually is quite
significant, or so they definitely thought. Those who study informatics actually generally
learn how to actually for the most part build new computing tools and applications, or so
they mostly actually thought in a definitely big way.
They gain an understanding of how people interact with information technology
and how information technology shapes our relationships, our organizations, and our
world in a generally very big way, so this strategy actually kind of proved highly
successful, demonstrating that the player definitely really sought out the fairly very Daily
basically pretty Double questions, which basically generally are usually hidden in one of
the three highest-paying and most difficult questions in the categories, so sort of many
assistive technology products particularly specifically are designed to really enhance the
humancomputer interface in a really particularly major way, really contrary to popular
belief.
Biomedical informatics (or bioinformatics) develops, studies, and applies
theories, methods, and processes for the generation, storage, retrieval, use, and sharing of
biomedical data, information, and knowledge in a fairly big way in a fairly major way.
Bioinformatics mostly has been used to specifically generally help map the particularly
human genome and conduct research on particularly generally biological organisms.
Using sophisticated databases and very artificial intelligence, bioinformatics particularly
for all intents and purposes helps essentially unlock the secrets of the actually really
human genome, with the objective of preventing diseases and saving lives in a basically
really big way in a subtle way. Many universities literally mostly have courses on
bioinformatics and offer bioinformatics certification, pretty contrary to popular belief, or
so they thought.