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High-level synthesis (HLS), sometimes referred to as C synthesis, electronic system-level (ESL) synthesis, algorithmic synthesis, or behavioral synthesis, is an automated design process that takes an abstract behavioral specification of a digital system and finds a register-transfer level structure that realizes the given behavior.
BDD suggests that software tests should be named in terms of desired behavior. [5] [7] Borrowing from agile software development the "desired behavior" in this case consists of the requirements set by the business — that is, the desired behavior that has business value for whatever entity commissioned the software unit under construction. [5]
The belief–desire–intention software model (BDI) is a software model developed for programming intelligent agents.Superficially characterized by the implementation of an agent's beliefs, desires and intentions, it actually uses these concepts to solve a particular problem in agent programming.
Behavioral management principles have used reinforcement, modeling, and punishment to foster prosocial behavior. This is sometimes referred to as behavioral development, a sub-category of which is behavior analysis of child development. The "token economy" is an example of behavioral management approach that seeks to develop prosocial behavior ...
Organizational behavior management (OBM) is a subdiscipline of applied behavior analysis (ABA), which is the application of behavior analytic principles and contingency management techniques to change behavior in organizational settings. Through these principles and assessment of behavior, OBM seeks to analyze and employ antecedent, influencing ...
Behavioral systems analysis is an approach to organizational design and management. It is based on the premise that organizations are complex systems.As such, changes in one aspect of performance in an organization necessarily affects performance in another parts of an organization.
Behavior trees became popular for their development paradigm: being able to create a complex behavior by only programming the NPC's actions and then designing a tree structure (usually through drag and drop) whose leaf nodes are actions and whose inner nodes determine the NPC's decision making. Behavior trees are visually intuitive and easy to ...
The user-monitoring and reward system of a BCSS helps users complete the rest of the stages of the behavior change (action, maintenance, and termination) and avoid regression to the previous unwanted behavior. Schmied (2017) proposes a similar seven-step process: the Designing for Behaviour Change (DBC) framework. [19]