Emerging Technologies--Present, Future Visions

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Transcript Emerging Technologies--Present, Future Visions

Emerging Technologies-Present, Future Visions
Integrating
Educational
Technology into
Teaching
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Artificial Intelligence

AI stands for Artificial Intelligence.

Definitions of AI include an
expectation for a computer to
perform in ways comparable to
human behavior.
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Thinking, seeing talking,
understanding speech, or moving
are part of computer performance .
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Artificial Intelligence

“Artificial intelligence is also
described as a subdiscipline
of computer science that uses
combinations of hardware
and software to simulate the
functions of the human mind
(Orwig and Baumbach, 19911992).”
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Artificial Intelligence

Computers easily handle some
functions far faster than the human
mind: calculations, data processing
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However, other functions are much
more difficult for computers to
perform.

For example, recognizing,
comprehending language, images and
touch.
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Components of AI
Hardware:
1.Specialized input devices for sight,
sound, or touch.

2. Processing specialized input to
achieve object recognition.
3.Output in the form of speech or
movement.
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Components of AI
Software:
1. Knowledge base or collection
of information on a particular
subject

2. The inference engine or
computer program that makes
sense of the knowledge base.
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Capabilities of AI

Fuzzy logic
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Parallel the human
perceptions and decision
making by accounting for
subjectivity and uncertainty
(Neural Networks)

Expert Systems
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Current Applications of
AI in Education

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Problem solving
Intelligent agents
Intelligent Tutoring Systems
Feedback on performance
Developing critical-thinking
skills.
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Virtual Reality (VR)

“VR is a new way to present
three-dimensional images
(Marshall, 1991).”

VR permits a complete
simulation of reality or an
event that generates a new
reality.
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Virtual Reality (VR)

For example, on the
television show Star Trek
The Next Generation, a user
of the ship’s “Holodeck” is
presented with images that
cannot be differentiated from
real objects (Pantelidis,
1993).
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Components of VR

Position trackers (mechanical, optical,
magnetic, or acoustic sensors to
monitor the locations of body parts)
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Exoskeletons (monitor the relative
orientations of body parts)
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Treadmills (monitor foot movements
with respect to the ground)
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Components of VR

Speech recognition hardware
(monitor voice input)
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Muscle and brain electrical activity
sensors (monitor performance of the
autonomic nervous system)

Spatial audio hardware (output
sound that varies with the perceived
distance from the source)
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Components of VR

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Tactile feedback devices
(simulate the sensation of
touch)
Force feedback devices
(simulate resistive force)
Full-motion display (displays
movement of the entire
body)
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Tutorial Applications of
VR

Automatically “float” the virtual objects
back to the starting condition so that
the user can view a reset action.

Change an object to make the image
mathematically correct.

Allow the mistake to remain
uncorrected so that the student can
change it later.
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The End----
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