Feedback in the context of "Mechanisation"

⭐ In the context of Mechanization, Feedback is considered…

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⭐ Core Definition: Feedback

Feedback occurs when outputs of a system are routed back as inputs as part of a chain of cause and effect that forms a circuit or loop. The system can then be said to feed back into itself. The notion of cause-and-effect has to be handled carefully when applied to feedback systems:

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👉 Feedback in the context of Mechanisation

Mechanization (or mechanisation) is the process of changing from working largely or exclusively by hand or with animals to doing that work with machinery. In an early engineering text, a machine is defined as follows:

In every fields, mechanization includes the use of hand tools. In modern usage, such as in engineering or economics, mechanization implies machinery more complex than hand tools and would not include simple devices such as an ungeared horse or donkey mill. Devices that cause speed changes or changes to or from reciprocating to rotary motion, using means such as gears, pulleys or sheaves and belts, shafts, cams and cranks, usually are considered machines. After electrification, when most small machinery was no longer hand powered, mechanization was synonymous with motorized machines. Extension of mechanization of the production process is termed as automation and it is controlled by a closed loop system in which feedback is provided by the sensors. In an automated machine the work of different mechanisms is performed automatically.

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Feedback in the context of Video game

A video game, computer game, or simply game, is an electronic game that involves interaction with a user interface or input device (such as a joystick, controller, keyboard, or motion sensing device) to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld devices, or a virtual reality headset. Most modern video games are audiovisual, with audio complement delivered through speakers or headphones, and sometimes also with other types of sensory feedback (e.g., haptic technology that provides tactile sensations). Some video games also allow microphone and webcam inputs for in-game chatting and livestreaming.

Video games are typically categorized according to their hardware platform, which traditionally includes arcade video games, console games, and computer games (which includes LAN games, online games, and browser games). More recently, the video game industry has expanded onto mobile gaming through mobile devices (such as smartphones and tablet computers), virtual and augmented reality systems, and remote cloud gaming. Video games are also classified into a wide range of genres based on their style of gameplay and target audience.

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Feedback in the context of Models of communication

Models of communication simplify or represent the process of communication. Most communication models try to describe both verbal and non-verbal communication and often understand it as an exchange of messages. Their function is to give a compact overview of the complex process of communication. This helps researchers formulate hypotheses, apply communication-related concepts to real-world cases, and test predictions. Despite their usefulness, many models are criticized based on the claim that they are too simple because they leave out essential aspects. The components and their interactions are usually presented in the form of a diagram. Some basic components and interactions reappear in many of the models. They include the idea that a sender encodes information in the form of a message and sends it to a receiver through a channel. The receiver needs to decode the message to understand the initial idea and provides some form of feedback. In both cases, noise may interfere and distort the message.

Models of communication are classified depending on their intended applications and on how they conceptualize the process. General models apply to all forms of communication while specialized models restrict themselves to specific forms, like mass communication. Linear transmission models understand communication as a one-way process in which a sender transmits an idea to a receiver. Interaction models include a feedback loop through which the receiver responds after getting the message. Transaction models see sending and responding as simultaneous activities. They hold that meaning is created in this process and does not exist prior to it. Constitutive and constructionist models stress that communication is a basic phenomenon responsible for how people understand and experience reality. Interpersonal models describe communicative exchanges with other people. They contrast with intrapersonal models, which discuss communication with oneself. Models of non-human communication describe communication among other species. Further types include encoding-decoding models, hypodermic models, and relational models.

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Feedback in the context of Erosion

Erosion is the action of surface processes (such as water flow or wind) that removes soil, rock, or dissolved material from one location on the Earth's crust and then transports it to another location where it is deposited. Erosion is distinct from weathering which involves no movement. Removal of rock or soil as clastic sediment is referred to as physical or mechanical erosion; this contrasts with chemical erosion, where soil or rock material is removed from an area by dissolution. Eroded sediment or solutes may be transported just a few millimetres, or for thousands of kilometres.

Agents of erosion include rainfall; bedrock wear in rivers; coastal erosion by the sea and waves; glacial plucking, abrasion, and scour; areal flooding; wind abrasion; groundwater processes; and mass movement processes in steep landscapes like landslides and debris flows. The rates at which such processes act control how fast a surface is eroded. Typically, physical erosion proceeds the fastest on steeply sloping surfaces, and rates may also be sensitive to some climatically controlled properties including amounts of water supplied (e.g., by rain), storminess, wind speed, wave fetch, or atmospheric temperature (especially for some ice-related processes). Feedbacks are also possible between rates of erosion and the amount of eroded material that is already carried by, for example, a river or glacier. The transport of eroded materials from their original location is followed by deposition, which is arrival and emplacement of material at a new location.

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Feedback in the context of Cybernetics

Cybernetics is the transdisciplinary study of circular causal processes such as feedback and recursion, where the effects of a system's actions (its outputs) return as inputs to that system, influencing subsequent action. It is concerned with general principles that are relevant across multiple contexts, including in engineering, ecological, economic, biological, cognitive and social systems and also in practical activities such as designing, learning, and managing. Cybernetics' transdisciplinary character has meant that it intersects with a number of other fields, leading to it having both a wide influence and diverse interpretations.

The field is named after an example of circular causal feedback—that of steering a ship (the ancient Greek κυβερνήτης (kybernḗtēs) refers to the person who steers a ship). In steering a ship, the position of the rudder is adjusted in continual response to the effect it is observed as having, forming a feedback loop through which a steady course can be maintained in a changing environment, responding to disturbances from cross winds and tide.

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Feedback in the context of Complex system

A complex system is a system composed of many components that interact with one another. Examples of complex systems are Earth's global climate, organisms, the human brain, infrastructure such as power grid, transportation or communication systems, complex software and electronic systems, social and economic organizations (like cities), an ecosystem, a living cell, and, ultimately, for some authors, the entire universe.

The behavior of a complex system is intrinsically difficult to model due to the dependencies, competitions, relationships, and other types of interactions between their parts or between a given system and its environment. Systems that are "complex" have distinct properties that arise from these relationships, such as nonlinearity, emergence, spontaneous order, adaptation, and feedback loops, among others. Because such systems appear in a wide variety of fields, the commonalities among them have become the topic of their independent area of research. In many cases, it is useful to represent such a system as a network where the nodes represent the components and links represent their interactions.

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Feedback in the context of Business strategy

In the field of management, strategic management involves the formulation and implementation of the major goals and initiatives taken by an organization's managers on behalf of stakeholders, based on consideration of resources and an assessment of the internal and external environments in which the organization operates. Strategic management provides overall direction to an enterprise and involves specifying the organization's objectives, developing policies and plans to achieve those objectives, and then allocating resources to implement the plans. Academics and practicing managers have developed numerous models and frameworks to assist in strategic decision-making in the context of complex environments and competitive dynamics. Strategic management is not static in nature; the models can include a feedback loop to monitor execution and to inform the next round of planning.

Michael Porter identifies three principles underlying strategy:

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Feedback in the context of Negative feedback

Negative feedback (or balancing feedback) occurs when some function of the output of a system, process, or mechanism is fed back in a manner that tends to reduce the fluctuations in the output, whether caused by changes in the input or by other disturbances.

Whereas positive feedback tends to instability via exponential growth, oscillation or chaotic behavior, negative feedback generally promotes stability. Negative feedback tends to promote a settling to equilibrium, and reduces the effects of perturbations. Negative feedback loops in which just the right amount of correction is applied with optimum timing, can be very stable, accurate, and responsive.

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