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The Toyota Way. The Toyota Way is a set of principles and behaviors that underlie the Toyota Motor Corporation's managerial approach and production system. Toyota first summed up its philosophy, values and manufacturing ideals in 2001, calling it "The Toyota Way 2001". It consists of principles in two key areas: continuous improvement, and respect for people.[1][2][3] Overview of the principles[edit] The two focal points of the principles are continuous improvement and respect for people. The principles for a continuous improvement include establishing a long-term vision, working on challenges, continual innovation, and going to the source of the issue or problem.

Research findings[edit] In 2004, Dr. According to Liker, the 14 principles of The Toyota Way are organized in four sections: (1) long-term philosophy, (2) the right process will produce the right results, (3) add value to the organization by developing your people, and (4) continuously solving root problems drives organizational learning. Information architecture. Information architecture (IA) is the structural design of shared information environments; the art and science of organizing and labeling websites, intranets, online communities and software to support usability and findability; and an emerging community of practice focused on bringing principles of design and architecture to the digital landscape.[1] Typically, it involves a model or concept of information which is used and applied to activities that require explicit details of complex information systems.

These activities include library systems and database development. Historically the term "information architect" is attributed to Richard Saul Wurman,[2][page needed] and now there is a growing network of active IA specialists who comprise the Information Architecture Institute.[3] Definition[edit] Information architecture has somewhat different meanings in different branches of IS or IT: The structural design of shared information environments. Debate[edit] The role of IA[edit]

Berry. In everyday English, "berry" is a term for any small edible fruit. These "berries" are usually juicy, round or semi-oblong, brightly coloured, sweet or sour, and do not have a stone or pit, although many seeds may be present. Many berries, such as the tomato, are edible, but others in the same family, such as the fruits of the deadly nightshade (Atropa belladonna) and the fruits of the potato (Solanum tuberosum) are poisonous to humans. Some berries, such as Capsicum, have space rather than pulp around their seeds.

Botanical berries[edit] Ripe lingonberries Examples of botanical berries include: Modified berries[edit] Another specialized term is also used for Cucurbitaceae fruits, which are modified to have a hard outer rind, and are given the special name pepo. Fruits not botanical berries[edit] Many fruits commonly referred to as berries are not actual berries by the scientific definition, but fall into one of the following categories: Drupes[edit] Pomes[edit] Aggregate fruits[edit] Notes[edit] Cherimoya. The cherimoya, also spelled chirimoya, is the fruit of the species Annona cherimola, which generally is thought to be native to the Andes,[1][2] although an alternative hypothesis proposes Central America as the origin of cherimoya because many of its wild relatives occur in this area. Today cherimoya is grown throughout South Asia, Central America, South America, Southern California, Portugal, southern Andalucia [La Axarquia] and South of Italy (Calabria).

Description[edit] Split Cherimoya fruit Cherimoya is a deciduous or semi-evergreen shrub or small tree reaching 7 m (22 feet) tall. The leaves are alternate, simple, oblong-lanceolate, 7–15 cm long and 6–10 cm broad. The flowers are produced in small clusters, each flower 2–3 cm across, with six petals, yellow-brown, often spotted purple at the base. The fruit is oval, often slightly oblate, 10–20 cm long and 7–10 cm in diameter, with a smooth or slightly tuberculated skin. Etymology[edit] Indigenous cultures[edit] Pollination[edit] Interaction model. In the context of e-Learning, interactivity is defined as "function of input required by the learner while responding to the computer, the analysis of those responses by the computer, and the nature of the action by the computer.

" [1] Variables of Interactivity[edit] There are two variables describing the interactivity of a given lesson: technology affordance and user freedom. Technology affordance, also known as manual operators,[2] is the richness of the communication between the student and the instructor usually expressed in terms of the input and output channels.[3] User freedom, on the other hand, is a function of the degree of freedom the learning system grants the student in influencing the presentation of the lesson. Technology Affordance[edit] Immersion is full sensory immersion commonly called virtual reality.[5] Video games are the closest approximation we have to Immersion today.Voice. User Freedom[edit] Create.

Notes[edit] AirDrop. AirDrop is an ad-hoc service in Apple's OS X and iOS operating systems, introduced in Mac OS X Lion and iOS 7.[1] Using AirDrop, users can share files with other supported Mac computers and iOS mobile devices without the need of email or mass storage devices.[1] OS X and iOS use different AirDrop protocols and are currently not interoperable.[2] AirDrop in OS X operates over Wi-Fi, whereas the iOS implementation utilizes both Wi-Fi and Bluetooth. On iOS 7, The feature can be accessed through the Control Center introduced in iOS 7. It is located just below the quick toggles; some users report that the feature is hard to locate but Apple did their best to place it on the most accessible location. Both Wi-Fi and Bluetooth must be activated in order for Airdrop to work. There are also a variety of options to increase the security of AirDrop, on activation, you can choose to: AirDrop on an iPhone Systems[edit] Running iOS 7 or newer:[3] Running Mac OS X Lion (10.7) or newer: See also[edit]

Carambola. Unripe carambolas on the tree Carambola, also known as starfruit, is the fruit of Averrhoa carambola, a species of tree native to the Philippines, Indonesia, Malaysia, India, Bangladesh and Sri Lanka. The fruit is popular throughout Southeast Asia, the South Pacific and parts of East Asia. The tree is also cultivated throughout non-indigenous tropical areas, such as in Latin America, the Caribbean, and the southern United States.

The fruit has distinctive ridges running down its sides (usually five, but can sometimes vary); in cross-section, it resembles a star, hence its name. The entire fruit is edible and is usually eaten out of hand. They may also be used in cooking, and can be made into relishes, preserves, and juice drinks. Origins and distribution[edit] Sliced carambolas having 7, 6, and the usual 5 points The original range of Averrhoa carambola is unknown. Description[edit] The fruit is about 2 to 6 inches (5.1 to 15.2 cm) in length and is an oval shape. Gastronomy[edit] Health[edit] Aaramshop. AaramShop is an Indian start-up, which has pioneered the concept of hybrid commerce, which allows customers to shop at local neighborhood stores (kirana & "pharmacies") via the internet.

History[edit] Vijay Singh founded AaramShop in 2011. Originally serving 162 local shops in Delhi, the company set a goal of expanding to 2000 shops by the end of that year.[1] AaramShop is a free to use platform for small independent retailers who get to have a web-front to their physical store and also get an assisted call interface backend. Business model[edit] Customers create a shopping list for groceries. via AaramShop's website or Facebook, and the company then use SMS and e-mail to direct the order to the customer's local store. It has provided many small retail outlets with an online presence for the first time.[1][2][3][4] The company's focus is on low value, high turnover consumer goods such as daily groceries.[5] The service follows a freemium model.

Recognition and awards[edit] References[edit] Multimodal interaction. Multimodal interaction provides the user with multiple modes of interfacing with a system. A multimodal interface provides several distinct tools for input and output of data. Introduction[edit] Multimodal human-computer interaction refers to the “interaction with the virtual and physical environment through natural modes of communication”,[1] i. e. the modes involving the five human senses.[2] This implies that multimodal interaction enables a more free and natural communication, interfacing users with automated systems in both input and output.[3] Specifically, multimodal systems can offer a flexible, efficient and usable environment allowing users to interact through input modalities, such as speech, handwriting, hand gesture and gaze, and to receive information by the system through output modalities, such as speech synthesis, smart graphics and others modalities, opportunely combined.

Multi-modal input[edit] Multimodal input and output[edit] Multimodal Fusion[edit] See also[edit] Alpha compositing. This image's alpha channel falls off to zero at its base. In computer graphics, alpha compositing is the process of combining an image with a background to create the appearance of partial or full transparency. It is often useful to render image elements in separate passes, and then combine the resulting multiple 2D images into a single, final image in a process called the composite. For example, compositing is used extensively when combining computer-rendered image elements with live footage.

Description[edit] To store matte information, the concept of an alpha channel was introduced by Alvy Ray Smith in the late 1970s, and fully developed in a 1984 paper by Thomas Porter and Tom Duff.[1] In a 2D image element, which stores a color for each pixel, additional data is stored in the alpha channel with a value between 0 and 1. If an alpha channel is used in an image, it is common to also multiply the color by the alpha value, to save on additional multiplications during compositing. Where and. Micromarketing. Micromarketing was first referred to in the UK marketing press in November 1988 in respect of the application of geodemographics to consumer marketing.[1] The subject of micromarketing was developed further in an article in February 1990, which emphasised understanding markets at the local level, and also the personalisation of messages to individual consumers in the context direct marketing.[2] Micromarketing has come to refer to marketing strategies which are variously customised to either local markets, to different market segments, or to the individual customer.

It is a marketing strategy in which advertising efforts are focused on a small group of highly-targeted consumers. Micromarketing requires a company to narrowly define a particular audience by a particular characteristic, and tailor campaigns for that particular segment. It can be a more expensive technique due to customization and lack of an economy of scale. History of micromarketing[edit] See also[edit] Microculture. Category management. Category management is a retailing and purchasing concept in which the range of products purchased by a business organization or sold by a retailer is broken down into discrete groups of similar or related products; these groups are known as product categories (examples of grocery categories might be: tinned fish, washing detergent, toothpastes). It is a systematic, disciplined approach to managing a product category as a strategic business unit.[1] The phrase "category management" was coined by Brian F.

Harris. [n/a 1] Category management in a retail context[edit] The focus of all supplier negotiations is the effect on turnover of the category as whole, not just the sales of individual products. Definition of category management (retail)[edit] Category management lacks a single definition thus leading to some ambiguity even among industry professionals as to its exact function. Rationale for category management[edit] Definition of a category[edit] The category management 8-step process. Mobile commerce. The phrase mobile commerce was originally coined in 1997 to mean "the delivery of electronic commerce capabilities directly into the consumer’s hand, anywhere, via wireless technology.

"[1] Many choose to think of Mobile Commerce as meaning "a retail outlet in your customer’s pocket. " According to BI Intelligence[2] in January 2013, 29% of mobile users have now made a purchase with their phones. Walmart estimated[3] that 40% of all visits to their internet shopping site in December 2012 was from a mobile device. Bank of America predicts[4] $67.1 billion in purchases will be made from mobile devices by European and U.S. shoppers in 2015. History[edit] The Global Mobile Commerce Forum, which came to include over 100 organisations, had its fully minuted launch in London on 10 November 1997. Mobile commerce services were first delivered in 1997, when the first two mobile-phone enabled Coca Cola vending machines were installed in the Helsinki area in Finland.

Mobile Money Transfer[edit] E-commerce in India. India has an internet user base of about 137 million as of June 2012.[1][2] The penetration of e-commerce is low compared to markets like the United States and the United Kingdom but is growing[3] at a much faster rate with a large number of new entrants.[4] The industry consensus is that growth is at an inflection point.[5] Unique to India (and potentially to other developing countries), cash on delivery is a preferred payment method. India has a vibrant cash economy as a result of which 80% of Indian e-commerce tends to be Cash on Delivery. Similarly, direct imports constitute a large component of online sales. Demand for international consumer products (including long-tail items) is growing much faster than in-country supply from authorised distributors and e-commerce offerings.

Market size and growth[edit] Key drivers in Indian e-commerce are: On March 7, 2014 e-tailer Flipkart claimed it has hit $1 billion in sales, a feat it has managed to achieve before its own target (2015).[15] Veganism. Veganism /ˈviːɡənɪzəm/ is the practice of abstaining from the use of animal products, particularly in diet, as well as following an associated philosophy that rejects the commodity status of sentient animals.

A follower of veganism is known as a vegan. Distinctions are sometimes made between different categories of veganism. Dietary vegans (or strict vegetarians) refrain from consuming animal products, not only meat but, in contrast to ovo-lacto vegetarians, also eggs, dairy products, and other animal-derived substances. The term ethical vegan is often applied to those who not only follow a vegan diet, but who extend the vegan philosophy into other areas of their lives and oppose the use of animals or animal products for any purpose.[4] Another term used is environmental veganism, which refers to the avoidance of animal products on the premise that the harvesting or industrial farming of animals is environmentally damaging and unsustainable.[5] History[edit] Background[edit] Lard from pigs.

Impulse purchase. Bazaar.