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Emerging Technologies--Present, Future Visions

Emerging Technologies--Present, Future Visions. Integrating Educational Technology into Teaching. 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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Emerging Technologies--Present, Future Visions

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  1. Emerging Technologies--Present, Future Visions Integrating Educational Technology into Teaching

  2. Artificial Intelligence • AI stands for Artificial Intelligence. • Definitions of AI include an expectation for a computer to perform in ways comparable to human behavior. • Thinking, seeing talking, understanding speech, or moving are part of computer performance .

  3. 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, 1991-1992).”

  4. Artificial Intelligence • Computers easily handle some functions far faster than the human mind: calculations, data processing • However, other functions are much more difficult for computers to perform. • For example, recognizing, comprehending language, images and touch.

  5. 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.

  6. 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.

  7. Capabilities of AI • Fuzzy logic • Parallel the human perceptions and decision making by accounting for subjectivity and uncertainty (Neural Networks) • Expert Systems

  8. Current Applications of AI in Education • Problem solving • Intelligent agents • Intelligent Tutoring Systems • Feedback on performance • Developing critical-thinking skills.

  9. 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.

  10. 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).

  11. Components of VR • Position trackers (mechanical, optical, magnetic, or acoustic sensors to monitor the locations of body parts) • Exoskeletons (monitor the relative orientations of body parts) • Treadmills (monitor foot movements with respect to the ground)

  12. Components of VR • Speech recognition hardware (monitor voice input) • 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)

  13. Components of VR • Tactile feedback devices (simulate the sensation of touch) • Force feedback devices (simulate resistive force) • Full-motion display (displays movement of the entire body)

  14. 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.

  15. The End----

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