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Titlebook: A Theory of Human Need; Len Doyal,Ian Gough Textbook 1991Latest edition Len Doyal and Ian Gough 1991 autonomy.economy.grammar.health.media

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Front Matterthe subject matter of Chap. .. Therianthropes display ontological ambiguity to the greatest degree—of flamboyance, profusion and diversity—in San rock art and in a fashion that in some ways is different from how these beings appear in myths. This raises the question, much debated by writers in the f
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Introductionr animisms, of other preindustrial peoples, the San’s Bantu-speaking neighbors the one and the Eastern Arctic Inuit the other. The two sets of people and cultures focused on in this comparative exercise are linked to the San in significant ways, one in terms of geographic contiguity and the other in
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Who Needs Human Needs? an encompassing virtual environment. The construction of this realistic virtual world necessitates the collection of individual behavioral data through Internet of Things (IoT) environments. However, the challenge lies in ensuring the privacy of individuals during this data collection process. Whil
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The Inevitability of Human Needs, social media has provided an innovative paradigm to address various cultural (e.g., freedom of speech), sociological (e.g., community opinions), and technological problems (e.g., media recommendation and popularity prediction) which were otherwise hard to address purely by traditional approaches.
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Physical Health and Autonomy: the Basic Needs of Personsmportance in all those situations where humans are to be taught and are supposed to be learning by means of computers at their own pace and using their own style of learning. Expert systems which are designed to help in human tasks such as diagnostics and to interpret patterns of data, are expected
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Societal Preconditions for the Satisfaction of Basic Needsrojects of designing games with HCI tools.Deepen your understanding of human-computer interaction (HCI) in game development and learn how to develop video games that grab players and don‘t let them go. This book explores HCI design in computer games to maximize collaborative and interactive function
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