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PENGANTAR TEKNOLOGI INFORMASI MATERI 13.ppt
PENGANTAR TEKNOLOGI INFORMASI MATERI 13.ppt
JCGonzaga1
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Aug 11, 2024
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About This Presentation
Presentation about the emerging technology in the age of AI
Size:
685.29 KB
Language:
en
Added:
Aug 11, 2024
Slides:
21 pages
Slide Content
Slide 1
Using Information Technology
Pertemuan 13
Chapter 10
The Promises of the Digital Age
Slide 2
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Copyright © 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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Copyright © 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.
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Copyright © 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 processing
Natural language processing - the study of ways
for computers to recognize and understand
human language
Expert systems
Intelligent agents
Pattern recognition
Fuzzy logic
Virtual reality and simulation devices
Robotics
Slide 5
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Copyright © 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 expert
Knowledge base
Inference engine
User inference
Intelligent Agents
Intelligent agent - a form of smart software, or
software with built-in intelligence that monitors
work patterns, asks questions, and performs work
Slide 6
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Copyright © 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 Logic
Fuzzy logic - a method of dealing with imprecise data
and uncertainty, with problems that have many
answers rather than one
Slide 7
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Copyright © 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
Slide 8
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Copyright © 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
Slide 9
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Copyright © 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.
Slide 10
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Copyright © 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
Slide 11
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Copyright © 2005. Exclusive rights by The McGraw-Hill Companies, Inc.
Turing Test
Slide 12
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Copyright © 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.
Slide 13
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Copyright © 2005. Exclusive rights by The McGraw-Hill Companies, Inc.
10.4 Health, Medicine, & Science
Operating room output
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Copyright © 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
Slide 15
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Copyright © 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
Slide 16
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Copyright © 2005. Exclusive rights by The McGraw-Hill Companies, Inc.
10.5 Commerce & Money
Sales & Marketing – sales representatives
must be comfortable with computer
technology.
Retailing Becomes E-Tailing – the
challenges 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.
Slide 17
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Copyright © 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.
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Copyright © 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 driven
indoor year-round skiing
Slide 19
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Copyright © 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.
Movies
Computer 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.
Slide 20
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Copyright © 2005. Exclusive rights by The McGraw-Hill Companies, Inc.
10.7 Government & Electronic Democracy
Communication between
residents & local
government
Online voting
Campaigning
Paying taxes & fines
Touch screen voting
Slide 21
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Copyright © 2005. Exclusive rights by The McGraw-Hill Companies, Inc.
10.8 Jobs & Careers
Ways for you to find employers
Ways for employers to find you
What do you want to do?
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