EmpathyEmpathy is the capacity to understand or feel what another person is experiencing from within their frame of reference, that is, the capacity to place oneself in another's position. Definitions of empathy encompass a broad range of social, cognitive, and emotional processes primarily concerned with understanding others (and others' emotions in particular). Types of empathy include cognitive empathy, emotional (or affective) empathy, somatic empathy, and spiritual empathy.
Root cause analysisIn science and engineering, root cause analysis (RCA) is a method of problem solving used for identifying the root causes of faults or problems. It is widely used in IT operations, manufacturing, telecommunications, industrial process control, accident analysis (e.g., in aviation, rail transport, or nuclear plants), medicine (for medical diagnosis), healthcare industry (e.g., for epidemiology), etc. Root cause analysis is a form of inductive (first create a theory [root] based on empirical evidence [causes]) and deductive (test the theory [underlying causal mechanisms] with empirical data) inference.
AmbivalenceAmbivalence is a state of having simultaneous conflicting reactions, beliefs, or feelings towards some object. Stated another way, ambivalence is the experience of having an attitude towards someone or something that contains both positively and negatively valenced components. The term also refers to situations where "mixed feelings" of a more general sort are experienced, or where a person experiences uncertainty or indecisiveness. Although attitudes tend to guide attitude-relevant behavior, those held with ambivalence tend to do so to a lesser extent.
Self-helpSelf-help or self-improvement is a self-guided improvement—economically, physically, intellectually, and emotionally—often with a substantial psychological basis. When engaged in self-help, people often use publicly available information or support groups, on the Internet as well as in person, where people in similar situations join together. From early examples in self-driven legal practice and home-spun advice, the connotations of the word have spread and often apply particularly to education, business, exercise, psychology and psychotherapy, commonly distributed through the popular genre of self-help books.
Virtual workIn mechanics, virtual work arises in the application of the principle of least action to the study of forces and movement of a mechanical system. The work of a force acting on a particle as it moves along a displacement is different for different displacements. Among all the possible displacements that a particle may follow, called virtual displacements, one will minimize the action. This displacement is therefore the displacement followed by the particle according to the principle of least action.
Guilt (emotion)Guilt is a moral emotion that occurs when a person believes or realizes—accurately or not—that they have compromised their own standards of conduct or have violated universal moral standards and bear significant responsibility for that violation. Guilt is closely related to the concept of remorse, regret, as well as shame. Guilt is an important factor in perpetuating obsessive–compulsive disorder symptoms. The etymology of the word is obscure, and developed its modern spelling from the O.E.
Monty Hall problemThe Monty Hall problem is a brain teaser, in the form of a probability puzzle, loosely based on the American television game show Let's Make a Deal and named after its original host, Monty Hall. The problem was originally posed (and solved) in a letter by Steve Selvin to the American Statistician in 1975. It became famous as a question from reader Craig F. Whitaker's letter quoted in Marilyn vos Savant's "Ask Marilyn" column in Parade magazine in 1990: Suppose you're on a game show, and you're given the choice of three doors: Behind one door is a car; behind the others, goats.
Two envelopes problemThe two envelopes problem, also known as the exchange paradox, is a paradox in probability theory. It is of special interest in decision theory and for the Bayesian interpretation of probability theory. It is a variant of an older problem known as the necktie paradox. The problem is typically introduced by formulating a hypothetical challenge like the following example: Imagine you are given two identical envelopes, each containing money. One contains twice as much as the other.
Entity component systemEntity component system (ECS) is a software architectural pattern mostly used in video game development for the representation of game world objects. An ECS comprises entities composed from components of data, with systems which operate on entities' components. ECS follows the principle of composition over inheritance, meaning that every entity is defined not by a type hierarchy, but by the components that are associated with it. Systems act globally over all entities which have the required components.