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Unit Description
Unit 10.2
Artificial Intelligence, Simulation & Modelling
Students will explore the concept of Artificial Intelligence, Simulation and Modelling as a tool for guided/assisted decision making.
The unit will be delivered as follows:
Artificial Intelligence
- Definitions & Historical Perspective
- Areas & Requirements
- Project - Students will design a simple expert system
Simulation and Modelling
- Definitions & Requirements
- Purposes & Advantages/Limitations
- Project Students will design a spreadsheet based Modelling tool
Content
Focus areas:
Core Content
- Design, Produce and Evaluate
Options
- Artificial Intelligence, Simulation & Modelling
Contributing Areas:
Core Content
- Past, Current and Emerging Technologies
- Hardware
- Software
Options
- Software Development and Programming
Outcomes
A student:
5.1.1 Selects and justifies the application of appropriate software programs to a range of tasks
5.2.1 Describes and applies problem solving processes when creating solutions
5.2.2 Designs, produces and evaluates appropriate solutions to a range of challenging problems
5.2.3 Critically analyses decision making processes in a range of information and software solutions
5.4.1 Analyses the effects of past, current and emerging information and software technologies on the individual and
society
5.5.2 Communicates ideas, processes and solutions to a targeted audience
Assessment
Resources
- Internet
- Hardware
- PCs and network drives
- Software
- Microsoft Word
- Microsoft Excel
- ES-Builder 3.0
- Programming Language (Pascal or Visual Basic, etc)
- Text Books
- Grover, D., Range, J., Knights, H., Gormley, E. & Perri, S. (2008). Information and software technology. Melbourne: Pearson
Education Australia.
- Powers, G. (2004). Hi tech: Information and software technology. Melbourne: Heinemann.
Resources
Activity 1
- Jabberwacky
http://www.jabberwacky.com/
http:/homepages.inf.ed.ac.uk/
rbf/AIMOVIES/AImovies.htm
Resources
Resources
(Core 1)
designing possible solutions (Core 1)
evaluation criteria (Core 1)
management (Core 1)
interface design (Core 7)
Textbooks as above
Appendix C
Teachers Resource & Video Link:
(Activity 2 asimo -teacher)
Activity 2 asimo)
Textbooks as above
Activity 3 ES tutorial
Activity 4 ES1
Activity 5 ES2
Activity 4b
PASCAL example for Activity 4b:
(Appendix D)
Resources
Resources
(Core 1)
designing possible solutions (Core 1)
evaluation criteria (Core 1)
management (Core 1)
interface design (Core 7)
Resources
Requirements of Modelling & Simulation (Lesson Duration: 3 - 4 Classes) **NOTE** - This lesson contains elements of Cooperative Learning, indicated by (C)
hardware needs such as speed,
storage (Option 1), (Core 4)
simulators such as flight, driving
software requirements including
languages (Option 1), (Core 7)
Resources
Advantages & limitations of models & simulation programs (Lesson Duration: 1 - 2 Classes)
predictions such as global warming,
ozone layer changes (Option 1)
trial situations such as weather
forecasting (Option 1)
Resources
Resources
Activity 11 goldcoastConference
(from Powers (2004) CD-ROM)
APPENDIX (A)
Source: http://www.iscid.org/encyclopedia/Artificial_Intelligence
APPENDIX (B)
Source: http://www.iscid.org/encyclopedia/Applications_of_Artificial_Intelligence
APPENDIX (C)
Neural Networks
Artificial Neural Networks (ANN) are Intelligent systems that are designed to solve problems in a
manner that imitates the way the human brain works. Biological neural networks are thousands of
times more complicated than the mathematical models used for current ANNs.
The simplest definition of an ANN is that it is a network of many simple, interconnected processors.
Processors in an ANN often record a small amount of specific memory locally.
Each processor can be reached by many different inputs. The processor acts on the data, and then
delivers its output as an input for the next processor.
Through multiple examples, or training, the ANN will learn to recognise patterns of data. This
means that the ANN will begin to learn the relationship between an input and the appropriate
output.
For example, a young child learns the difference between a cat and a dog by seeing many different
cats and dogs, and being told which is which. If the input is an image of a cat, the childs neural
network will send that input to the group of processors involved in identifying the image. As the
neural network begins to learn the features of the input, it remembers the pattern, or the path
taken through the processors, to arrive at the correct output.
APPENDIX (D)
program ES;
var
i, answer : integer;
conclusion : string;
begin
for i := 1 to 100 do
writeln();
case answer of
1 : begin
for i := 1 to 100 do
writeln();
writeln('Choose Duration of Air Adventure:');
writeln();
writeln('Fast & Furious : 1');
writeln('Extended Experience : 2');
write('> ');
readln(answer);
if answer = 1 then conclusion := ('Sky Diving')
else if answer = 2 then conclusion := ('Hang Gliding')
end;
2 : begin
for i := 1 to 100 do
writeln();
writeln('Choose Type of Water Adventure:');
writeln();
writeln('Underwater : 1');
writeln('River Rapids : 2');
writeln('Waves
: 3');
writeln('Calm Water : 4');
write('> ');
readln(answer);
case answer of
1 : conclusion := ('Scuba Diving');
2 : conclusion := ('White Water Rafting');
3 : conclusion := ('Surfing');
4 : conclusion := ('Water Skiing');
end;
end;
3 : begin
for i := 1 to 100 do
writeln();
writeln('Choose type of Land Adventure:');
writeln();
writeln('Snow
: 1');
writeln('High Places : 2');
writeln('Underground : 3');
writeln('Shooting : 4');
writeln('Bush
: 5');
write('> ');
readln(answer);
case answer of
1 : begin
for i := 1 to 100 do
writeln();
writeln('Choose amount of Snow Equipment Required');
writeln();
writeln('More : 1');
writeln('Less : 2');
write('> ');
readln(answer);
if answer = 1 then conclusion := ('Bob Sleigh')
else if answer = 2 then conclusion := ('Snow Boarding')
end;
2 : begin
for i := 1 to 100 do
writeln();
writeln('Choose Level of Control Required');
writeln();
writeln('Free Falling : 1');
writeln('Tethered Falling : 2');
writeln('Not Falling : 3');
write('> ');
readln(answer);
if answer = 1 then conclusion := ('BASE Jumping')
else if answer = 2 then conclusion := ('Bungee Jumping')
else if answer = 3 then conclusion := ('Rock Climbing')
end;
3 : conclusion := ('Caving');
4 : begin
for i := 1 to 100 do
writeln();
writeln('Choose Type of Target');
writeln();
writeln('Moving : 1');
writeln('Stationary : 2');
write('> ');
readln(answer);
if answer = 1 then conclusion := ('Paintballing')
else if answer = 2 then conclusion := ('Target Shooting')
end;
5 : conclusion := ('Mountain Biking');
end;
end;
end;
for i := 1 to 100 do
writeln();
writeln('You should try ', conclusion);
readln();
end.