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1.
目前人们的工作、学习、生活都与计算机网络技术密不可分,随着人类社会进入信息化时代,人工智能技术作为科技含量较高的新兴技术在很多计算机网络技术的领域得到了广泛应用。本文介绍了人工智能技术的发展过程,指出了计算机网络技术存在的问题,并在此基础上分析了基于人工智能技术背景下的计算机网络应用,以期为业内人士提供参考。  相似文献   

2.
随着计算机网络技术的不断发展,计算机网络技术也在被广泛的运用,计算机网络技术不仅在传统的制造业得以运用,也在新型的制造业中影响甚广,并且深刻影响着人们的日常生活。人工智能的发展目前还尚未成熟,各方面还需要各种成熟的技术来支撑发展。本文从人工智能的概念入手,阐述了人工智能的发展历程以及运用,分析了计算机网络技术在人工智能中运用遇到的问题,希望可以提供一些有价值的参考意见。  相似文献   

3.
随着科技的进步,计算机人工智能识别技术得到了快速发展。人工智能识别技术应用在众多领域,起着其它技术不可替代的作用,因此,人们对人工智能识别技术也提出了更高的要求。人工智能识别技术在快速发展的同时,也遇到了技术瓶颈。通过对计算机人工智能识别技术应用瓶颈的分析,研究了瓶颈产生的原因,并指出了解决问题的方向。  相似文献   

4.
仇晨晔 《教育技术导刊》2019,18(12):192-194
人工智能技术近年来得到了广泛应用,并且具备巨大发展潜力。离散数学作为计算机专业的基础课,与人工智能之间存在着密切联系,探讨在人工智能技术飞速发展的时代背景下如何更好地开展离散数学教学工作。介绍人工智能技术发展现状,突出离散数学与计算机专业课程的联系,重视实例探讨,让学生更多地参与到教学活动中。通过教学改革,可以激发学生学习兴趣,提升学生动手实践能力,提高教学效果,为后续计算机专业课程学习奠定基础。  相似文献   

5.
推动中小学人工智能教育培养学生的计算思维已成为国内外教育政策和课程标准的共同目标与要求。目前中小学人工智能课程主要关注理论知识的学习和智能技术的体验,忽视了学生思维能力的培养。文章基于输入—过程—结果(IPO)游戏化学习模型,将人工智能课程内容、游戏元素与计算思维实践要素有效融合,以设计“挑战Alpha井字棋”游戏为例,开展游戏化学习,促进高中生计算思维实践的培养。通过分析测试题、游戏设计任务、调查问卷和游戏作品探究241名高中生计算思维实践、人工智能学科知识、情感态度等方面的提升效果。研究结果表明,人工智能课程中开展游戏化学习能够显著提高高中生计算思维实践整体水平和分解、抽象、模式识别、算法、调试五个要素水平,促进人工智能学科知识,增强学习兴趣、动机、自信心,降低认知负荷。该游戏化学习设计框架适用于人工智能课程中培养学生的计算思维实践,通过运用游戏元素发展和创新人工智能课程的教与学方法。  相似文献   

6.
随着人工智能的不断发展,人工智能算法也随之兴起。将人工智能算法应用于游戏中,将深度算法与剪枝算法相结合,既加强了对人工智能算法的应用,也在一定程度上提高了游戏运算速度,能够为移动终端上的游戏软件设计与开发提供参考。  相似文献   

7.
人工智能与计算机辅助教学   总被引:2,自引:0,他引:2  
刘小晶  邓昶 《宜春学院学报》2004,26(4):72-73,89
随着计算机技术与信息技术的发展,人工智能与专家系统在教育技术中的应用也逐渐深入,成为计算机教学发展的一大趋势.本文从人工智能和计算机辅助教学两者的联系出发,结合计算机教学人工智能化的经验和教训,给出一些计算机教学系统在AI中的开发策略.  相似文献   

8.
2019年,教育部在高职专业目录中,增补了"人工智能技术服务"专业(2020年更名为"人工智能技术应用"),赋予了高职院校规范化培养人工智能领域高端技术技能型人才的重任.计算机视觉是人工智能技术的重要分支,也是各高职院校人工智能技术应用专业的重要方向之一.通过调研计算机视觉领域行业发展现状和分析人才需求报告,给出计算机...  相似文献   

9.
计算机辅助教学融入了多媒体技术、人工智能、网络技术,它的发展为传统的教学注入了新的活力.文章就如何将人工智能应用到计算机辅助教学提出了有益的思路.  相似文献   

10.
人工智能是计算机专业学生了解计算机理论和技术的核心课程。近年来,随着人工智能技术的广泛应用,非计算机专业的学生出于个人兴趣以及学科交叉的需要,对了解和使用人工智能技术也有了强烈的要求。为顺应时代发展的要求,南方科技大学计算机科学与工程系开设了面向全校特别是非计算机专业学生的人工智能导论课程。人工智能导论课程不仅需要进一步激发非计算机专业学生对人工智能学习的兴趣,也要引导和提高学生应用人工智能技术进行学科交叉的应用创新能力。经过反复论证及几年的实践,南方科技大学提出并优化了一套基于"AI"+"AI+" ("人工智能算法" + "人工智能技术在特定行业的特定应用")的教学内容设计,以及一套尊重学生各自专业兴趣的能够让学生自主选择"个性化"课程项目的教学方法。在人工智能技术不断更新的时代,可为其他课程教学和交叉学科人才培养提供参考和借鉴。  相似文献   

11.

The cheap and powerful personal computer (PC) has become an important and efficient tool for supporting engineering education. In this paper a PC‐based training module, AIROBOT,is presented. The purpose of this module is to provide a platform for students to develop and experiment with artificial intelligence techniques.

The training module, AIROBOT,utilizes an electronic noughts and crosses game board which is interfaced to the Scorbot‐ER VII robot and a PC. The development and implementation of the module are discussed. Two techniques developed by the students are presented to illustrate the utilization of the module. The first technique involves searching a game tree data structure. The learning involves the on‐line generation of the game tree as the games are played. An evaluation function is used to facilitate the search. The other technique is based on the artificial neural network approach using the backpropagation paradigm. The structure of the neural networks, training and performances are presented. The PC‐based training module has the potential to enhance the student understanding through the practical application of artificial intelligence. It is envisaged that similar modules can be easily integrated into most engineering undergraduate robotics courses.  相似文献   

12.
随着高端智能手机的发展,触屏类手机游戏逐步成为新的娱乐方式.而对于触屏类手机游戏设计与交互性方面的研究成为新的热点.针对触屏类手机游戏开发中界面趣味性、人机交互性、操作灵活性等共性问题,基于Unity3D触屏事件处理机制,着重于快速完成自定义地形场景、模型动态显示及人工智能等关键技术的研究与实现,并基于Unity3D游戏引擎开发Android触屏类手机游戏,满足游戏场景真实性、趣味性及交互性,对触屏类手机开发具有一定的参考价值.  相似文献   

13.
教育游戏中的暗示教学理论   总被引:1,自引:0,他引:1  
近年来,电脑游戏,特别是网络游戏在全世界越来越流行,教育也受到电脑游戏的剧烈冲击,教育专家和游戏厂商开始寻找教育和游戏的结合点,教育游戏这一名词逐渐产生并明朗化。既然教育游戏是为教育和教学服务的,那么教育游戏就应该有其依托的教育理论。本文阐述了教育游戏中的暗示教学理论。  相似文献   

14.
该研究采用问卷调查的方法,对温州市区初中生玩电脑游戏与9种智能的关系进行研究。结果表明:第一,玩电脑游戏会对学生的智能产生影响;第二,平均每周玩电脑游戏的时间不同会对学生的智能产生不同的影响;第三,电脑游戏对性别不同的学生会产生不同的影响。  相似文献   

15.
Children’s narrative development through computer game authoring   总被引:1,自引:0,他引:1  
Conclusions The strong motivational influence of computer games on children can be used positively within education. This paper looks beyond the educational benefits which children can gain asconsumers of computer games to explore the additional benefits which could be gleaned from enabling children toproduce their own computer games. In the domain of literacy and narrative development, creating an interactive audio-visual computer game to tell a story has many potential benefits. The Game Maker workshop described in the paper confirms that creating stories within computer games is a task which young people find highly enjoyable, engaging and rewarding. Additionally, the workshop experience suggests that sophisticated game design is well within reach of 12–15 year olds. These motivational advantages indicate that it is well worth exploring how computer game authoring can be used in the classroom to raise both literacy standards and children’s enjoyment of story making activities  相似文献   

16.
Even though computer games hold considerable potential for engaging and facilitating learning among today's children, the adoption of modern educational computer games is still meeting significant resistance in K‐12 education. The purpose of this paper is to inform educators and instructional designers on factors affecting teachers' adoption of modern educational computer games. A case study was conducted to identify the factors affecting the adoption of Dimenxian, which was a new educational computer game designed to teach Algebra to middle school students. The diffusion of innovations theory was used as the conceptual framework of this study. The results indicated that compatibility, relative advantage, complexity and trialability played important roles in the game adoption. These findings were compared with the existing literature on (1) the adoption of educational software, and (2) the barriers in the use of educational computer games in K‐12 settings to help guide future research and practice. The comparison showed that (1) adoption attributes for the games and other educational software had a similar pattern from high to low significance: relative advantage, compatibility, complexity, trialability and observability; and (2) the game adoption factors were more inclusive than the barriers of using the computer games.  相似文献   

17.
Tic tac toe is a small-scaled application developed to simulate a situation of the game tic tac toe, with two players: computer and the user. The application intends on guaranteeing a winning or at least a draw outcome for the computer by playing its each move. Based on the objected-oriented idea, the application is also developed to show the branch of artificial intelligence and game theory using the simple game as an example. Therefore, the essay presents the application's algorithms and its theory behind it with an aim to further explain the theoretical and practical use of the application.  相似文献   

18.
王萍 《电化教育研究》2020,(3):93-100,121
视频是教育领域重要的学习资源形式,基于人工智能技术的教育视频分析与创新应用是推动教育人工智能落地的重要方式,但目前还处于研究与实践的探索阶段。文章分析了人工智能对教育视频的支持功能,在此基础上探讨了人工智能在教育视频中的具体应用场景,构建了基于人工智能的教育视频应用设计原则与框架,并进行了案例实现。研究表明:基于人工智能技术的教育视频应用有助于增强互动学习,支持多模态学习分析,优化视频游戏设计,促进智慧课堂与智慧校园建设。对人工智能在教育视频中的应用研究与实践将推进教育教学创新,推动人工智能与教育的深度融合。  相似文献   

19.
Seonju Ko 《教育心理学》2002,22(2):219-233
This study explored ways to analyse gains in children's cognitive skills through playing computer games. Eighty-seven children aged from 7 to 10 years participated in a computer game called 'Find the Flamingo', one of Safari Search series (O'Brien, 1985). The game consisted of a set of rules, given with affirmative and negative if-then statements. Development, individual differences and learning were found in children's inferential game play. It was also found that there were already different play patterns from the beginning of the games between the good problem solvers and the random guessers. Discussions were made on the methods for analysis of computer game activity.  相似文献   

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