Artificial Intelligence
129 pages
English

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129 pages
English
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Description

What is artificial intelligence? How is artificial intelligence going to change our lives?"Alexa, play my favorite song! Alexa, shut the garage door!" Imagine a world in which you simply call out a request while sitting in your living room and have a small computer comply. Suddenly, the driving beat of your favorite song fills the air while in the distance you hear the grind of the garage door coming down.This scenario is no longer science fiction! Our world is becoming increasingly inhabited by machines that can talk to us, listen to us, perform as asked, and even solve problems with no direction from humans. A machine with artificial intelligence is one that can perceive its environment and change its computing and behavior to reflect that environment, while using tools at hand to solve problems or reach goals.In Artificial Intelligence: Thinking Machines and Smart Robots with Science Activities for Kids, one of four titles in the Technology for Today set, readers ages 10 to 15 learn the early definitions of AI and discover how these definitions, and the tests that are applied to determine whether a machine has AI or not, have changed as machines have grown increasingly competent in unexpected ways. Through a combination of science activities and student-paced learning, readers discover the AI machines of today and their uses in various fields, such as entertainment, the military, and health care. Includes 25 STEAM activities that encourage the development of important skills, including comparing and contrasting, looking for detailed evidence, making deductions, and applying critical analysis to a wide variety of media.What about the future? How will AI affect the way we understand and integrate with technology and with each other? How can AI improve our lives? Is there anything dangerous about AI? What are the ethical issues surrounding the use of AI? Essential questions such as these promote critical examination of issues from all sides, while primary sources and science-minded engineering activities, such as experimenting with the programs Sound Net and iNaturalist and making a model of a neural network, let readers have a blast learning about the age of thinking machines we're in right now.In the Technology for Today set, readers ages 10 to 15 explore the digital and tech landscapes of today and tomorrow through hands-on STEAM activities and compelling stories of how things work, who makes them work, and why. Titles in this set include Industrial Design: Why Smartphones Aren't Round and Other Mysteries with Science Activities for Kids; Big Data: Information in the Digital World with Science Activities for Kids; Projectile Science: The Physics Behind Kicking a Field Goal and Launching a Rocket with Science Activities for Kids; and Artificial Intelligence: Thinking Machines and Smart Robots with Science Activities for Kids.Nomad Press books integrate content with participation. Common Core State Standards, the Next Generation Science Standards, and STEM Education all place project-based learning as key building blocks in education. Combining content with inquiry-based projects stimulates learning and makes it active and alive. Nomad's unique approach simultaneously grounds kids in factual knowledge while allowing them the space to be curious, creative, and critical thinkers.

Sujets

ICT

Informations

Publié par
Date de parution 14 août 2018
Nombre de lectures 0
EAN13 9781619307094
Langue English
Poids de l'ouvrage 31 Mo

Informations légales : prix de location à la page 0,0780€. Cette information est donnée uniquement à titre indicatif conformément à la législation en vigueur.

Extrait

ARTIFICIAL INTELLIGENCE Thinking Machines and Smart Robotswith Science Activities for Kids
ANGIE SMIBERT Illustrated by Alexis Cornell
ARTIFICIAL INTELLIGENCE
Thinking Machines and Smart Robotswith Science Activities for Kids
ANGIE SMIBERT Illustrated by Alexis Cornell
Titles in theTechnology Todaybook set
Check out more titles at www.nomadpress.net
Nomad Press A division of Nomad Communications 10 9 8 7 6 5 4 3 2 1 Copyright © 2018 by Nomad Press. All rights reserved. No part of this book may be reproduced in any form without permission in writing from the publisher, except by a reviewer who may quote brief passages in a review orfor limited educational use. The trademark “Nomad Press” and the Nomad Press logo are trademarks of Nomad Communications, Inc. Educational Consultant, Marla Conn
Questions regarding the ordering of this book should be addressed to Nomad Press 2456 Christian St. White River Junction, VT 05001 www.nomadpress.net
Printed in Canada.
Contents
Timeline. . . iv
Introduction What Is Artificial Intelligence? . . . 1
Chapter 1 The Hunt for HAL: Early Forms of AI . . . 10
Chapter 2 Good Morning, Alexa: AI Today . . . 26
Chapter 3 AI in the Future . . . 41
Chapter 4 Do We Need AI? . . . 63
Chapter 5 AI in Science Fiction . . . 78
Chapter 6 The Debate Around AI . . . 97
Glossary|Metric ConversionsResources|Essential Questions|Index
Interested in Primary Sources?
Look for this icon.Use a smartphone or tablet app to scan the QR code and explore more! Photos are also primary sources because a photograph takes a picture at the moment something happens.
If the QR code doesn’t work, there’s a list of URLs on the Resources page. Or, try searching the internet with the artifi Keyword Prompts to find other helpful sources. intellige
cial nce
v i
TIMELINE
1942:Isaac Asimov publishes his three laws of robotics.
1950:Alan Turing creates the Turing test to determine if a machine is intelligent or not.
1956:The term “artificial intelligence” is coined at a Dartmouth College summer conference.
1958:John McCarthy invents LISP to program early AIs.
1966:Joseph Weizenbaum introduces ELIZA, an early natural language processing program.
1968:The movie2001: A Space Odysseyis released.
1973:“AI winter” begins, a time when interest in, and funding for, research on artificial intelligence is low.
1977:The AI characters C3PO and R2D2 appear inStar Wars.
1981:The first commercial expert system is introduced at Digital Equipment Corp. AI winter ends.
1997:Deep Blue beats world chess champion Garry Kasparov.
TIMELINE
2002:The Roomba robotic vacuum cleaner is introduced.
2004:The DARPA Grand Challenge, a contest for autonomous vehicles, takes place for the first time.
2011:An AI named Watson wins the gameJeopardy!
2011:The development of Siri is announced.
2012:The first DARPA Robotics Challenge takes place.
2014:Alexa is introduced.
2014:Chatbot Eugene Goostman claims to have passed the Turing test, but, in reality, does not.
2016:AlphaGo beats world Go champion Lee Sedol.
2017:The Space Robotics Challenge takes place.
2018:A selfdriving car hits and kills a person for the first time, causing people to question whether autonomous cars are a wise idea.
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WHAT IS ARTIFICIAL INTELLIGENCE?
Introduction
Can computers tHînk? Can tHey learn? Wîll macHînes ever matcH Humans în tHe abîlîty to tHînk crîtîcally and creatîvely?Artificial intelligence (AI)used to exîst only înscience fictionbooks and movîes. Today, we Have cars tHat can drîve tHemselves, robots tHat can walk on tHeîr own, and computer programs tHat can answer our questîons and ind solutîons to dîferent problems.
Wat exacty îs artîIcîa înteîgence? Aï means dîferent tîngs to dîferent peope, and our understandîng o ît as canged troug te years. ESSENTIAL QUESTION ArtîIcîa, o course, reers to sometîng Is there a difference between acting made by umans, suc as a macîne. intelligent and being intelligent? ïnteîgence îs trîckîer to deIne.
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WORDS TO KNOW
artificial intelligence (AI):the intelligence of a computer, program, or machine. science fiction:a story about contact with other worlds and imaginary science and technology. human intelligence:the capacity for logic, abstract thought, understanding, self awareness, communication, learning, emotional knowledge, memory, planning, creativity, and problemsolving. grandmaster:a chess player of the highest class who has won tournaments. supercomputer:a powerful computer. forfeit:to surrender a game.
ARTIFICIAL INTELLIGENCE
Scîentîsts don’t even reay agree on wat înteîgence îs în umans.Human intelligencedîfers rom anîma înteîgence, and ît mîgt dîfer rom computer înteîgence, too.
One way to deIne uman înteîgence îs to încude te oowîng abîîtîes.
• To earn rom experîence • To reason and sove probems • To remember înormatîon • To cope wît îe OW N? K U ïn te eary days o Aï, O YA chess scîentîsts started wît aD match is when I basîc deInîtîon. Aï îs D players play more a computer or macîne than one game to beavîor tat woud be see who wins the judged înteîgent î ît was most. sometîng a uman dîd— suc as wînnîng a cess matc.
By tat deInîtîon, a computer named Deep Bue mîgt be consîdered înteîgent, sînce ît beatGrandmasterGarry Kasparov at cess. ï a uman dîd tat, we’d consîder tem înteîgent. However, Deep Bue beat Kasparov by cacuatîng undreds o mîîons o moves per second. ïs tîs te same as uman înteîgence?
The computer didn’t truly understand what it was doing, not like a human would.
Scîentîsts ave been workîng or decades to deveop computers tat can tînk. ït wasn’t untî cose to te end o te ast century, toug, tat tey made a sîgnîIcant breaktroug wît Deep Bue, an ïBMsupercomputer.
What Is Artificial Intelligence?
Garry Kasparov playing chess with young Tunisian players credit: Khaled Abdelmoumen
HUMAN VS. MACHINE
Bîed as te cess matc o te century, te 1997 matc between Garry Kasparov and Deep Bue eatured uman vs. artîIcîa înteîgence. ïn te second game o te matc, Kasparov, te uman, set te trap. He baîted îs opponent to take îs pawn. Deep Bue, te ïBM supercomputer, dîdn’t a or ît. ïnstead, te Aï made a masteru, uman-îke move. Kasparov was stunned.
Severa moves ater, te grandmaster rubbed îs ace and sîged. Deep Bue woud beat îm în sîx moves. Kasparovforfeitedte game and waked of te stage. he Aï ad won.
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