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The P
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2Copyright © 2005. Exclusive rights by The McGraw-Hill Companies, Inc.
10.1 Emerging Global Telecommunications
Two models of telecommunications:
Tree-and-branch - a centralized information provider sends out messages through many channels to thousands of consumers
Switched-network - people on the system are not only consumers of information (“content”) but also possible providers of it
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3Copyright © 2005. Exclusive rights by The McGraw-Hill Companies, Inc.
The Potential Effect of the Switched-Network Model:Napster & the Rise of File Sharing
The switched-network file-swapping model could well change the basic economics not only of the music business but also of the online book-publishing business.
The P
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4Copyright © 2005. Exclusive rights by The McGraw-Hill Companies, Inc.
10.2 Artificial Intelligence
Artificial intelligence - a group of related technologies used for developing machines to emulate human qualities
Natural language processingNatural language processing - the study of
ways for computers to recognize and understand human languageExpert systemsIntelligent agentsPattern recognitionFuzzy logicVirtual reality and simulation devicesRobotics
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5Copyright © 2005. Exclusive rights by The McGraw-Hill Companies, Inc.
Expert Systems
Expert system - an interactive computer program used in solving problems that would otherwise require the assistance of a human expertKnowledge baseInference engineUser inference
Intelligent AgentsIntelligent agent - a form of smart software, or software with built-in intelligence that monitors work patterns, asks questions, and performs work
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6Copyright © 2005. Exclusive rights by The McGraw-Hill Companies, Inc.
Pattern Recognition
Pattern recognition - involves a camera and software that identify recurring patterns in what they are seeing and recognize the connections between the perceived patterns and similar patterns stored in a database
Fuzzy LogicFuzzy logic - a method of dealing with imprecise data and uncertainty, with problems that have many answers rather than one
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7Copyright © 2005. Exclusive rights by The McGraw-Hill Companies, Inc.
Virtual Reality & Simulation devices
Virtual reality (VR) - a computer-generated artificial reality which projects a person into a sensation of three-dimensional space
A virtual reality rendering of Rome
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8Copyright © 2005. Exclusive rights by The McGraw-Hill Companies, Inc.
Robotics
Robotics - the development and study of machines that can perform work normally done by people
Robot - an automatic device that performs functions ordinarily executed by human beings or that operates with what appears to be almost human intelligence
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9Copyright © 2005. Exclusive rights by The McGraw-Hill Companies, Inc.
Two Approaches to Artificial Intelligence: Weak versus Strong AI
Weak AI - claims that computers can be programmed to simulate human cognition
Strong AI - claims that computers can be made to think on a level that is at least equal to humans and possibly even be conscious of themselves
Neural networks, genetic algorithms, and cyborgs are three examples of strong AI.
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10Copyright © 2005. Exclusive rights by The McGraw-Hill Companies, Inc.
Artificial Life, the Turing Test, & AI Ethics
Artificial life or A-life - the field of study concerned with “creatures” that are created, replicate, evolve, and die as if they were living organisms
Turing test - intended to determine whether a computer possesses intelligence or awareness
Here a human judge converses by means of a computer terminal with two entities hidden in another location
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11Copyright © 2005. Exclusive rights by The McGraw-Hill Companies, Inc.
Turing Test
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12Copyright © 2005. Exclusive rights by The McGraw-Hill Companies, Inc.
10.3 Information & Education
When used by trained teachers in middle schools computers can significantly enhance performance in math learning.
Students exposed to the internet in high school say they think the web has helped them improve the quality of their academic research and of their written work.
One revolution in education—before, during, and after the college years— is the advent of distance learning, or “cyberclasses,” along with the explosion of internet resources.
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13Copyright © 2005. Exclusive rights by The McGraw-Hill Companies, Inc.
10.4 Health, Medicine, & Science
Operating room output
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14Copyright © 2005. Exclusive rights by The McGraw-Hill Companies, Inc.
Health & Medicine
Computer technology is also radically changing the tools of medicine.
Besides physicians, patients and health consumers are also going online. Help for Stephen Hawking
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15Copyright © 2005. Exclusive rights by The McGraw-Hill Companies, Inc.
Science
Scientists have long been users of information technology.
Collaboratory - an internet-based collaborative laboratory, in which researchers all over the world can work easily together even at a distance
An entomologist in Central America
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16Copyright © 2005. Exclusive rights by The McGraw-Hill Companies, Inc.
10.5 Commerce & Money
Sales & Marketing – sales representativesmust be comfortable with computertechnology.
Retailing Becomes E-Tailing – thechallenges for internet food ventures are daunting.
Banking & E-money - the world of cybercash has come to banking.
Stock Trading - online trading has changed the nature of trading institutions themselves.
Manufacturing - the ultimate goal of factory-automation experts is the lights-out factory.
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17Copyright © 2005. Exclusive rights by The McGraw-Hill Companies, Inc.
10.6 Entertainment & the Arts
Information technology is being used for all kinds of entertainment, ranging from video games to telegambling. It is also being used in the arts, from painting to photography.
The P
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18Copyright © 2005. Exclusive rights by The McGraw-Hill Companies, Inc.
10.6 Entertainment & the Arts
Information technology is being used for all kinds of entertainment, ranging from video games to telegambling. It is also being used in the arts, from painting to photography.
Computer drivenindoor year-round skiing
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19Copyright © 2005. Exclusive rights by The McGraw-Hill Companies, Inc.
Music
The World Wide Web is standing the system of music recording and distribution on its head—and, in the process, is changing the financial underpinnings of the music industry.
MoviesComputer techniques have even been used to develop digitally created actors—called “synthespians.”
Animation is not the only area in which computers are revolutionizing movies. Digital editing has radically transformed the way films are assembled.
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20Copyright © 2005. Exclusive rights by The McGraw-Hill Companies, Inc.
10.7 Government & Electronic Democracy
Communication between residents & local government
Online voting
Campaigning
Paying taxes & finesTouch screen voting