Press; Cambridge, Mass., 1986, 427 pp., $22.95, hardcover) Several introductory Prolog texts are available, but very little has been written for the second level of sophistication. The Art of Prolog addresses that level. Written for graduate or advanced undergraduate logic programming students, the text is well suited for readers wishing to increase their understanding of Prolog.Programmers in other languages
All rights reserved. No part of this book may be reproduced in any form by any electronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from the publisher.For information about special quantity discounts, please email special_sales@mitpress.mit.edu.This book was set in Times New Roman on 3B2 by Asco Typesetters, Hong Kong. Printed and bound in the United States of America. Library of Congress Cataloging-in-Publication DataSterling, Leon. The art of agent-oriented modeling / Leon S. Sterling and Kuldar Taveter. p. cm. -(Intelligent robotics and autonomous agents series) Includes bibliographical references and index. ISBN 978-0-262-01311-6 (hardcover : alk. paper) 1. Intelligent agents (Computer software) 2. Computer software-Development. I. Taveter, Kuldar. II. Title. QA76.76.I58S757 2009 006.3-dc22 2008044231 10 9 8 7 6 5 4 3 2 1 1Int roductionWe live today in a complicated world. Complexity comes in many guises, and ranges from small-scale to large-scale concerns. On the small scale, we interact with an everincreasing array of devices, most of them new and incompletely understood, such as mobile phones and portable digital music players. On the large scale we live in complex institutions-governments, corporations, educational institutions, and religious groups. No one can understand all that goes on in such institutions. A sensible response to dealing e¤ectively with the complexity is to seek help. Help can come from other people. We may hire a consultant to help us deal with government. We may get a friend to help us install a home wireless network, or we may use software tools to automate tasks like updating clocks and software. It might even be sensible to combine both people and software. An underlying purpose of this book is to help us conceptualize a complicated environment, where many parts-both social and technical-interact. The key concepts we use are agents and systems.The underlying question in this book is how to design systems that work e¤ectively in the modern environment, where computing is pervasive, and where people interact with technology existing in a variety of networks and under a range of policies and constraints imposed by the institutions and social structures that we live in. We use the word ''system'' in the broadest sense. Systems encompass a combination of people and computers, hardware, and software. There are a range of devices, from phones to MP3 players, digital cameras, cars, and information booths.We are particularly interested in systems that contain a significant software component that may be largely invisible. Why the interest? Such systems have been hard to build, and a lot of expensive mistakes have been made. We believe that better conceptualization of systems will lead to better software.In this first chapter, we discuss our starting philosophy. There are particular challenges within the modern networked, computing environment, such as its changeability and consequent uncertainty. We disc...
BackgroundFor people with persisting psychotic disorders, personal recovery has become an important target of mental health services worldwide. Strongly influenced by mental health service consumer perspectives, personal recovery refers to being able to live a satisfying and contributing life irrespective of ongoing symptoms and disability. Contact with peers with shared lived experience is often cited as facilitative of recovery. We aimed to develop and pilot a novel recovery-based digitally supported intervention for people with a psychotic illness.MethodsWe developed a website to be used on a tablet computer by mental health workers to structure therapeutic discussions about personal recovery. Central to the site was a series of video interviews of people with lived experience of psychosis discussing how they had navigated issues within their own recovery based on the Connectedness–Hope–Identity–Meaning–Empowerment model of recovery. We examined the feasibility and acceptability of an 8-session low intensity intervention using this site in 10 participants with persisting psychotic disorders and conducted a proof-of-concept analysis of outcomes.ResultsAll 10 participants completed the full course of sessions, and it was possible to integrate use of the website into nearly all sessions. Participant feedback confirmed that use of the website was a feasible and acceptable way of working. All participants stated that they would recommend the intervention to others. Post-intervention, personal recovery measured by the Questionnaire for the Process of Recovery had improved by an average standardized effect of d = 0.46, 95% CI [0.07, 0.84], and 8 of the 10 participants reported that their mental health had improved since taking part in the intervention.ConclusionIn-session use of digital resources featuring peer accounts of recovery is feasible and acceptable and shows promising outcomes. A randomized controlled trial is the next step in evaluating the efficacy of this low intensity intervention when delivered in conjunction with routine mental health care.
In the field of design, it is accepted that users' perceptions of systems are influenced by emotion as much as cognition, and functionally-complete products will not be adopted if they do not appeal to emotions. While software engineering methodologies have matured to handle non-functional requirements such as usability, what has not been investigated fully is the emotional needs of people. That is, what do users want to feel, and how do they feel about a system? In this paper, we argue that these emotional desires should be treated as first-class citizens in software engineering methodology, and present preliminary work on including emotions in requirements models using emotional goals. We evaluate these models both with a controlled user study, and on a case study of emergency systems for older people. The results of the controlled user study indicate that people are comfortable interpreting and modifying our models, and view the inclusion of emotions as first-class entities as a positive step in software engineering. The results of our case study indicate that current emergency systems fail to address the emotional needs their users, leading to low adoption and low usage. We conceptualised, designed, and prototyped an improved emergency system, and placed it into the homes of nine older people over a period of approximately two weeks each, showing improved user satisfaction over existing systems. 1. By "design" here, we refer to the design of the product, not of the software architecture or detailed designs.
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