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What is AI

What is AI? Here’s everything you need to know about artificial intelligence

An executive guide to artificial intelligence, from machine learning and general AI to neural networks.

https://www-zdnet-com.cdn.ampproject.org/c/s/www.zdnet.com/google-amp/article/what-is-ai-heres-everything-you-need-to-know-about-artificial-intelligence/

What is artificial intelligence (AI)?

It depends who you ask.

What are the uses for AI?

What are the different types of AI?

Narrow AI is what we see all around us in computers today — intelligent systems that have been taught or have learned how to carry out specific tasks without being explicitly programmed how to do so.

General AI

General AI is very different and is the type of adaptable intellect found in humans, a flexible form of intelligence capable of learning how to carry out vastly different tasks, anything from haircutting to building spreadsheets or reasoning about a wide variety of topics based on its accumulated experience.

What can Narrow AI do?

There are a vast number of emerging applications for narrow AI:

  • Interpreting video feeds from drones carrying out visual inspections of infrastructure such as oil pipelines.
  • Organizing personal and business calendars.
  • Responding to simple customer-service queries.
  • Coordinating with other intelligent systems to carry out tasks like booking a hotel at a suitable time and location.
  • Helping radiologists to spot potential tumors in X-rays.
  • Flagging inappropriate content online, detecting wear and tear in elevators from data gathered by IoT devices.
  • Generating a 3D model of the world from satellite imagery… the list goes on and on.

What can General AI do?

A survey conducted among four groups of experts in 2012/13 by AI researchers Vincent C Müller and philosopher Nick Bostrom reported a 50% chance that Artificial General Intelligence (AGI) would be developed between 2040 and 2050, rising to 90% by 2075.

What is machine learning?

What are neural networks?

What are other types of AI?

Another area of AI research is evolutionary computation.

What is fueling the resurgence in AI?

What are the elements of machine learning?

As mentioned, machine learning is a subset of AI and is generally split into two main categories: supervised and unsupervised learning.

Supervised learning

Unsupervised learning

ai-ml-gartner-hype-cycle.jpg

Which are the leading firms in AI?

Which AI services are available?

All of the major cloud platforms — Amazon Web Services, Microsoft Azure and Google Cloud Platform — provide access to GPU arrays for training and running machine-learning models, with Google also gearing up to let users use its Tensor Processing Units — custom chips whose design is optimized for training and running machine-learning models.

Which countries are leading the way in AI?

It’d be a big mistake to think the US tech giants have the field of AI sewn up. Chinese firms Alibaba, Baidu, and Lenovo, invest heavily in AI in fields ranging from e-commerce to autonomous driving. As a country, China is pursuing a three-step plan to turn AI into a core industry for the country, one that will be worth 150 billion yuan ($22bn) by the end of 2020 to become the world’s leading AI power by 2030.

How can I get started with AI?

While you could buy a moderately powerful Nvidia GPU for your PC — somewhere around the Nvidia GeForce RTX 2060 or faster — and start training a machine-learning model, probably the easiest way to experiment with AI-related services is via the cloud.

How will AI change the world?

Robots and driverless cars

Fake news

Facial recognition and surveillance

Healthcare

Reinforcing discrimination and bias 

AI and global warming (climate change)

Will AI kill us all?

 

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more on AI in this iMS blog
https://blog.stcloudstate.edu/ims?s=artificial+intelligence+education

Nurse’s Escape


https://sidequestvr.com/app/3848/nurses-escape

Nurse’s Escape is a VR game that simulates an escape room based on the five stages of the Sepsis Bundle. The purpose is to supplement nurse’s lecture-style curriculum with an interactive way to test nurse’s Sepsis knowledge. Sepsis is one of the leading causes of deaths and hospitalizations yearly, so equipping nurses with the right skills and information to treat sepsis in a timely manner can save lives and money. Help treat the millionaire’s illness before time runs out!

This game is sponsored by the University of Nebraska Medical Center’s College of Nursing-Lincoln.

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Australian hospitals leveraging VR tech to fast-track clinician training

It only takes 10 minutes to practice a procedure in a session through a VR platform such as Vantari VR.

https://www.healthcareitnews.com/news/apac/australian-hospitals-leveraging-vr-tech-fast-track-clinician-training

Using flight-simulator technology, Vantari VR provides medical training using a VR headset and laptop. Its modules cover 90% of medical procedures as part of doctors’ core training and deliver steps that are recommended by college guidelines.

In Fiona Stanley Hospital, for example, over 20 registrars have been educated to perform chest drain insertions.

Vantari VR was awarded a $100,000 grant from Epic Games, the American video game company behind the online game Fortnite. Presently, the startup seeks to raise $2 million from a funding round that will close in August.

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more on nursing and VR in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality+nursing

Virtual reality: The gateway to the future

Virtual reality: The gateway to the future

https://www.itp.net/emergent-tech/97949-virtual-reality-the-gateway-to-the-future

Apart from offering a virtually interactive environment, VR also offers a myriad of variations in how and to what extent an environment is explorable.

VR technology can offer a fully immersive, non-immersive, and web-based VR experience. A great example of a non-immersive VR experience is a flight simulator which allows the user to experience an alternate reality with just a joystick controller and a PC. Non-immersive technologies are commonly used in architecture, industrial designing, and archeology through 3D designs, allowing users to create a replica of the real-life environment.

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more on VR in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality

Pentagon, Robotic Surgery, Augmented Reality, 5G

Pentagon Preps to Experiment with Robotic Surgery, Augmented Reality Via 5G

https://www.nextgov.com/emerging-tech/2021/05/pentagon-preps-experiment-robotic-surgery-augmented-reality-5g/173959/

Rapid speeds and massive capacity connections offered by 5G hold the potential to drastically transform how healthcare is delivered. The DOD last June named JBSA as the experimentation site specifically for 5G in telemedicine and medical training. This pilot is part of the second tranche of military installations the Pentagon is steering as part of an ambitious effort to explore and prototype 5G-enabled technologies

 

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more on AR in this IMS blog
https://blog.stcloudstate.edu/ims?s=Augmented+reality

Gamification project in education

From the Higher Ed Learning Collective:

Kerry Lorette

Have any of you implemented a gamification project and lived to tell the tale? Did you publish? I’m looking for papers and case studies to share in a course I’m writing about gamification in higher education. Please share your wisdom, links, posts, papers, presentations, videos, etc and many thanks!

https://www.facebook.com/groups/onlinelearningcollective/permalink/805665876730779/

excellent thread with a lot of materials:

Statistics is puzzling: Testing a novel approach to statistics learning.

https://doi.apa.org/doiLanding?doi=10.1037%2Fstl0000204

Improved student independence through competitive tinkering

https://ieeexplore.ieee.org/document/8190500?fbclid=IwAR3cXin2-59lw2a84nLpqy3NzcjymGXykA9p0QT92oAYD3mGiYgC9jk_leA

Gamification in the Business Communication Course

https://journals.sagepub.com/doi/full/10.1177/2329490616676576?fbclid=IwAR0nrDjPlchoHH74vse39TjuxBJpDHEpnvf9xbOxG4pu6hX8B5kyasxLmHQ

The Multiplayer Classroom: Designing Coursework as a Game

Augmented Scepticism

<Palermos, S. O. (2017). Augmented Skepticism: The Epistemological Design of Augmented Reality. https://www.academia.edu/28594152/Augmented_Skepticism_The_Epistemological_Design_of_Augmented_Reality

epistemology should play an active role in the design of future AR systems and practices.

its users may also be exposed to the serious danger of being unable to tell reality and augmented reality apart.

Most modern augmented reality systems combine the input from hardware
components such as digital cameras, accelerometers, global positioning systems (GPS),
gyroscopes, solid state compasses, and wireless sensors with simultaneous localization and
mapping (SLAM) software

The above examples make it obvious that AR has the potential to permeate and
enrich our everyday lives in a variety of ways. As AR technologies become less intrusive and
more transparent, moving from hand held devices, to AR glasses and finally to contact lenses,
AR will possibly not only penetrate every aspect of our lives but will become a constant,
additional layer to physical reality that users will be practically unable to disengage from.
Short films Sight (https://vimeo.com/46304267) and Hyper-Reality
(https://vimeo.com/166807261) provide good tasters of how the augmented future might
soon look like.

Contrary to other forms of extended
cognitive systems, AR is specifically designed to generate and operate on the basis of unreal
yet deceivingly truth-like mimicries of the external world in a way that users won’t be able to
distinguish augmented images from actual images of the world.

AR therefore has the potential to both extend and distract our organismic epistemic
capacities.

AR developers would have to make sure that all augmentations bear features that would allow them to clearly and immediately stand out from the physical elements in the world without the need of unrealistically burdensome checks on the part of the users. The design of future AR systems should not pose unrealistic demands on the users’ cognitively integrated nature. Reality augmentations should automatically stand out as such, leaving minimal room for confusion or misinterpretation.

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more on AR in this IMS blog
https://blog.stcloudstate.edu/ims?s=Augmented+reality

 

 

 

Copyright Basics for Academia

“CCC Webinar – Copyright Basics for Academia”
Date Time: Mar 4, 2021 01:00 PM Eastern Time (US and Canada)

CopyRight Clearance Center

John Savage, not a legal advise, this is a seminar. jsavage@copyright.com. Client Engagement Manager. License agreements, additional solutions

  • content use today

the velocity of content sharing is on the rise. an average of 9 per week. sharing not only internal, but external sources.

CCC, founded 1978, non profit, reproduction rights organziation, like many other countries (Japan has 3). started as a licensing organization. navigate vast amount of data, make informed decisions. 16.5% possibility for unlicensed sharing of info.
THe COVID situation increased further content sharing.

methods for sharing content are shifting. email remains the preferred method of sharing. Intranet posting remains. MS Teams, Google Meet, Slack and other collaboration tools

  • US copyright basics

purpose of copyright. US Constitution, Article 1, Section B
To promote the progress of science and useful arts, by securing for limited times…”

US copyright law protects the rights of authors of “original works of authorship”

106 exclusive rights of the rights holder. 5 exclusive rights: reproduction; distribution of copies ; create a derivative work; perform publicly; display publicly.

After 1978 (70 years rule, after author’s death), the author has copyrights
Works for hire, anonymous, 95 years from publication, 120 years

public domain: works of the US federal government when used in the US.
works published before 1926; from 1926 to 1963 failed to register or renew copyright registration; prior to 1989 and failed to include copyright notice

OER: logistical nightmare; open doesn’t always mean free; fair use may not apply; copyright permissions may be difficult and expensive

copyright registration : creates a searchable public record; required to sue for infringement
copyright notice: not required but recommended; copyright registration not required to display the copyright symbol (since 1989).

attribution: not a substitute for permission

public domain: does not mean “publicly available”

copyright infringement

  • limitations and exceptions

US Code Title 17, Chapter 1 # 101 #107 3108 #109 #110 #122

Fair Use: it is a legal defense. attempt to balance rights of
4 Fair Use factors considered by courts. it can be slippery slope

#110(1) performance and display in the classroom. in a F2F classroom, copies to help students is allowed. in the course of teaching activities. for non profit ed institutions
#110(2) for online distance education TEACH Technology, Education, and Copyright Harmonization Act of 2002

#108 reproduction by libraries and archives. exemptions ILL and coped for patrons. Digital copies for library’s own use . for preservation and replacement. No more then a single copy per patron. also limitations on types of materials.

  • strategies for success

annual copyright license
campus-wide coverage

get it now service (document delivery service). Augments ILL operation. In cooperatin with Elsevier and more

pay per view services on copyright.com

http://www.copyright.com/learn

Q&A:
Is copyright permission needed for URL use in the classroom? If so, what are the best methods for obtaining copyright permission for URLs?

What solutions does CCC provide for libraries wanting to provide electronic article access to students for their courses for material they don’t subscribe to.

How can one found out if one’s library is covered by a campus-wide license.

I am working with a student who would like to include figures from published academic articles and books in his dissertation. If he is not able to obtain permissions before the due date, does it seem like this would fall under fair use for academic purposes (not publishing or profit)? Thank you.

How does controlled digital lending (CDL) operate in an academic environment. Can you digitize an analog book owned by the library for posting in Moodle to support distance learning?

How can a user know what is and what is not the core of the document? or Book?

What about providing a link to an article or other material that is publicly available when you click on the link? How/why is that different from printing it and distributing it?

Can an author send her article to participants in the journal club? (journal not subscribed to by library or attendees).

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more on copyright in this IMS blog
https://blog.stcloudstate.edu/ims?s=copyright

campus wide infrastructure for immersive

Cabada, E., Kurt, E., & Ward, D. (2021). Constructing a campus-wide infrastructure for virtual reality. College & Undergraduate Libraries, 0(0), 1–24. https://doi.org/10.1080/10691316.2021.1881680

As an interdisciplinary hub, academic libraries are uniquely positioned to serve the full lifecycle of immersive environment needs, from development through archiving of successful projects. As and informal learning environment that or discipline neutral and high traffic, the academic library can serve as a clearinghouse for experimentation and transmission of best practices across colleges.

these founda­tional questions:
1. What VR infrastructure needs do faculty and researchers have?
2. Where is campus support lagging?
3. What current partnerships exist?
4. What and where is the campus level of interest in VR?
As marketing for workshops and programs can be challenging, particu­larly for large institutions, data was collected on where workshop partici­pants learned about Step Into VR. The responses show that users learned of the workshops from a variety of ways with email ( 41 % ) as the most cited method (Figure 4). These marketing emails were sent through distributed listservs that reached nearly the entire campus population. Facebook was called out specifically and represented the second largest marketing method at 29% with the library website, friends, instructors, and digital signage rep­resenting the remaining marketing channels.
While new needs continue to emerge, the typical categories of consult­ation support observed include:
• Recommendations on hardware selection, such as choosing the best VR headset for viewing class content
• Guidance on developing VR applications that incorporate domain-spe­cific curricular content
• Support for curricular integration of VR
• Recommendations on 360 capture media and equipment for document­ing environments or experiences, such as the GoPro Fusion and Insta360 One X
• Advice on editing workflows, including software for processing and ren­dering of 360 content
Alex Fogarty
p. 9
While many library patrons understand the basic concepts of recording video on a camera, 360 cameras present a large divergence from this pro­cess in several primary ways. The first is a 360 camera captures every direc­tion at once, so there is no inherent “focus,” and no side of a scene that is not recorded. This significantly changes how someone might compose a video recording, and also adds complexity to post-production, including how to orient viewers within a scene. The second area of divergence is that many of these devices, especially the high-end versions, are recording each lens to a separate data file or memory card and these ftles need to be com­bined, or “stitched,” at a later time using software specific to the camera. A final concern is that data ftles for high-resolution 3 D capture can be huge, requiring both large amounts of disk space and high-end processors and graphic cards for detailed editing to occur. For example, the Insta360 Pro 2 has 6 sensors all capable of data recording at 120 Mbps for a grand total of 720 Mbps. This translates into 43.2 gigabytes of data for every minute o

Chegg and academic integrity

https://www.dailyemerald.com/news/students-cheat-with-online-learning-service-professors-hope-to-identify-users/article_552d56f4-5a31-11eb-98ae-879264ec0299.html

Services like Chegg have become more accessible to students during unproctored exams in the wake of the coronavirus pandemic, causing what UO chemistry professor Shannon Boettcher believes is a “huge problem with academic dishonesty across the nation in the light of remote learning and COVID-19.”

he Digital Millennium Copyright Act’s notice and takedown process requires that service providers remove material that a copyright owner identifies on their website through a valid notice of copyright infringement or become subject to potential secondary liability for assisting with copyright infringement, according to Copyright Alliance.

Chegg Inc. has been sued twice in federal court for claims of copyright infringement, denying allegations in both instances.

Apart from its subscription services, Chegg rents and sells textbooks. The publishing company John Wiley & Sons Inc. filed a lawsuit against Chegg on Dec. 18, 2018, in Manhattan U.S. District Court, alleging that Chegg sold counterfeit versions of its textbooks.

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This $12 Billion Company Is Getting Rich Off Students Cheating Their Way Through Covid

https://www.forbes.com/sites/susanadams/2021/01/28/this-12-billion-company-is-getting-rich-off-students-cheating-their-way-through-covid

Chegg is based in Santa Clara, California, but the heart of its operation is in India, where it employs more than 70,000 experts with advanced math, science, technology and engineering degrees. The experts, who work freelance, are online 24/7, supplying step-by-step answers to questions posted by subscribers (sometimes answered in less than 15 minutes).

Chegg CEO Dan Rosensweig has profited handsomely. His holdings in Chegg plus after-tax proceeds from stock sales add up to $300 million. Rosensweig, who declined to speak to Forbes, has said that Chegg Study was “not built” for cheating. He describes it instead as the equivalent of an asynchronous, always-on tutor, ready to help students with detailed answers to problems. In a 2019 interview, he said higher education needs to adjust to the on-demand economy, the way Uber or Amazon have.

Throughout the pandemic, schools have spent millions on remote proctoring, a controversial practice in which colleges pay private companies like Honorlock and Examity to surveil students while they take tests.

Chegg Study was enjoying steady growth and little competition. Its only serious rival, privately held Course Hero, is a much smaller operation, valued at $1.1 billion, that generates most of its answers from students.

My note:

such proliferation would not have been possible, if the middle and upper administration has been more supportive of faculty when misconduct is detected. If the administration turns blind eye due to “enrollment” and “retention” priorities and curbs faculty reports regarding academic dishonesty, the industry naturally fills out the gap between a mere syllabus statement and inability to act upon it.

There is plenty of lipservice regarding “personalized learning,” but the reality is overworked faculty, who do not have the opportunity to spend sufficient time with students, less to educate them about plagiarism, cheating and similar “auxiliary” trends besides the content of the course.

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more on cheating in this IMS blog
https://blog.stcloudstate.edu/ims?s=cheating

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