871 resultados para Artificial intelligence|Computer science
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Geographic information systems (GIS) and artificial intelligence (AI) techniques were used to develop an intelligent snow removal asset management system (SRAMS). The system has been evaluated through a case study examining snow removal from the roads in Black Hawk County, Iowa, for which the Iowa Department of Transportation (Iowa DOT) is responsible. The SRAMS is comprised of an expert system that contains the logical rules and expertise of the Iowa DOT’s snow removal experts in Black Hawk County, and a geographic information system to access and manage road data. The system is implemented on a mid-range PC by integrating MapObjects 2.1 (a GIS package), Visual Rule Studio 2.2 (an AI shell), and Visual Basic 6.0 (a programming tool). The system could efficiently be used to generate prioritized snowplowing routes in visual format, to optimize the allocation of assets for plowing, and to track materials (e.g., salt and sand). A test of the system reveals an improvement in snowplowing time by 1.9 percent for moderate snowfall and 9.7 percent for snowstorm conditions over the current manual system.
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The objective of this work was to develop, validate, and compare 190 artificial intelligence-based models for predicting the body mass of chicks from 2 to 21 days of age subjected to different duration and intensities of thermal challenge. The experiment was conducted inside four climate-controlled wind tunnels using 210 chicks. A database containing 840 datasets (from 2 to 21-day-old chicks) - with the variables dry-bulb air temperature, duration of thermal stress (days), chick age (days), and the daily body mass of chicks - was used for network training, validation, and tests of models based on artificial neural networks (ANNs) and neuro-fuzzy networks (NFNs). The ANNs were most accurate in predicting the body mass of chicks from 2 to 21 days of age after they were subjected to the input variables, and they showed an R² of 0.9993 and a standard error of 4.62 g. The ANNs enable the simulation of different scenarios, which can assist in managerial decision-making, and they can be embedded in the heating control systems.
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As the world becomes more technologically advanced and economies become globalized, computer science evolution has become faster than ever before. With this evolution and globalization come the need for sustainable university curricula that adequately prepare graduates for life in the industry. Additionally, behavioural skills or “soft” skills have become just as important as technical abilities and knowledge or “hard” skills. The objective of this study was to investigate the current skill gap that exists between computer science university graduates and actual industry needs as well as the sustainability of current computer science university curricula by conducting a systematic literature review of existing publications on the subject as well as a survey of recently graduated computer science students and their work supervisors. A quantitative study was carried out with respondents from six countries, mainly Finland, 31 of the responses came from recently graduated computer science professionals and 18 from their employers. The observed trends suggest that a skill gap really does exist particularly with “soft” skills and that many companies are forced to provide additional training to newly graduated employees if they are to be successful at their jobs.
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Most Artificial Intelligence (AI) work can be characterized as either ``high-level'' (e.g., logical, symbolic) or ``low-level'' (e.g., connectionist networks, behavior-based robotics). Each approach suffers from particular drawbacks. High-level AI uses abstractions that often have no relation to the way real, biological brains work. Low-level AI, on the other hand, tends to lack the powerful abstractions that are needed to express complex structures and relationships. I have tried to combine the best features of both approaches, by building a set of programming abstractions defined in terms of simple, biologically plausible components. At the ``ground level'', I define a primitive, perceptron-like computational unit. I then show how more abstract computational units may be implemented in terms of the primitive units, and show the utility of the abstract units in sample networks. The new units make it possible to build networks using concepts such as long-term memories, short-term memories, and frames. As a demonstration of these abstractions, I have implemented a simulator for ``creatures'' controlled by a network of abstract units. The creatures exist in a simple 2D world, and exhibit behaviors such as catching mobile prey and sorting colored blocks into matching boxes. This program demonstrates that it is possible to build systems that can interact effectively with a dynamic physical environment, yet use symbolic representations to control aspects of their behavior.
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Aquest projecte està emmarcat dins el grup eXiT d’Intel•lig`encia Artificial del Departament d’Electrònica i Automàtica (EIA) de la Universitat de Girona. Pertany a l’àmbit de la Intel•ligència Artificial i, concretament, en l’apartat d’agents intel•ligents. En el nostre cas, tractarem el desenvolupament d’un agent intel•ligent en un entorn determinat, el de la gestió d’una cadena de producció. Amb l’objectiu de proporcionar un marc experimental on provar diferents tecnologies de suport a la gestió de la cadena de producció, la comunitat d’investigadors va proposar una competició internacional: la Trading Agent Competiton (TAC). En aquesta competició existeixen diferents modalitats. En particular, la Swedish Institution of Computer Science (SICS), juntament amb la Carnegie Mellon University de Pittsburg, Minnesotta, van proposar al 2003 un escenari de muntatge de PC’s basat en el proveïment de recursos, l’embalatge de PC’s i les ventes a clients. Aquesta modalitat és coneguda com a TAC-SCM (Supply Chain Management)
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This is the website for the Nano Research group based at the University of Southampton ECS department, and details current research topics and the people connected with these. It shows some of the current research topics undertaken at the center, and gives an outline of what can be done for post graduate courses.
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What is Computer Science about?
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4 examples of student reflections
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Tuesday 22nd April 2014 Speaker(s): Sue Sentance Organiser: Leslie Carr Time: 22/04/2014 15:00-16:00 Location: B32/3077 File size: 698 Mb Abstract Until recently, "computing" education in English schools mainly focused on developing general Digital Literacy and Microsoft Office skills. As of this September, a new curriculum comes into effect that provides a strong emphasis on computation and programming. This change has generated some controversy in the news media (4-year-olds being forced to learn coding! boss of the government’s coding education initiative cannot code shock horror!!!!) and also some concern in the teaching profession (how can we possibly teach programming when none of the teachers know how to program)? Dr Sue Sentance will explain the work of Computing At School, a part of the BCS Academy, in galvanising universities to help teachers learn programming and other computing skills. Come along and find out about the new English Computing Revolution - How will your children and your schools be affected? - How will our University intake change? How will our degrees have to change? - What is happening to the national perception of Computer Science?
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Abstract: As one of the newest art forms available to young people, gaming has become an increasing influence on young people’s education, even if not used in a classroom environment. This talk aims to explore examples of how video games have changed how young people understand and learn about certain subjects, with particular focus on how the indie title Minecraft allows them to learn about the world of Computer Science and how groups are looking to forward the cause of education though games.
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Pearon's resource from the Brookshear Chapter
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Resumen tomado de la publicación
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Resumen tomado de la publicación