scholarly journals Perspectives on Artificial Intelligence

Author(s):  
Bernd Carsten Stahl

AbstractA discussion of the ethics of artificial intelligence hinges on the definition of the term. In this chapter I propose three interrelated but distinct concepts of AI, which raise different types of ethical issues. The first concept of AI is that of machine learning, which is often seen as an example of “narrow” AI. The second concept is that of artificial general intelligence standing for the attempt to replicate human capabilities. Finally, I suggest that the term AI is often used to denote converging socio-technical systems. Each of these three concepts of AI has different properties and characteristics that give rise to different types of ethical concerns.

Author(s):  
Bernd Carsten Stahl

AbstractThis chapter discusses the ethical issues that are raised by the development, deployment and use of AI. It starts with a review of the (ethical) benefits of AI and then presents the findings of the SHERPA project, which used case studies and a Delphi study to identify what people perceived to be ethical issues. These are discussed using the categorisation of AI technologies introduced earlier. Detailed accounts are given of ethical issues arising from machine learning, from artificial general intelligence and from broader socio-technical systems that incorporate AI.


2019 ◽  
Vol 12 (2) ◽  
pp. 169-180
Author(s):  
Alejandro Díaz-Domínguez

Drawing from ethical concerns raised by communities of machine learning developers and considering predictive analytics’ very short-term predictions, several futures studies techniques are examined to offer some insights about possible bridges between machine learning and foresight. This review develops three main sections: (1) a brief explanation of central concepts, such as big data, machine learning, and artificial intelligence, hopefully not too simplistic but readable for larger audiences; (2) a discussion about ethical issues, such as bias, discrimination, and dilemmas in research; and (3) a brief description of how futures studies could address ethical dilemmas derived from different time horizons among machine learning immediate results, forecasting short-term predictions, and foresight long-term scenarios.


To build up a particular profile about a person, the study of examining the comportment is known as Behavior analysis. Initially the Behavior analysis is used in psychology and for suggesting and developing different types the application content for user then it developed in information technology. To make the applications for user's personal needs it becoming a new trends with the use of artificial intelligence (AI). in many applications like innovation to do everything from anticipating buy practices to altering a home's indoor regulator to the inhabitant's optimal temperature for a specific time of day use machine learning and artificial intelligence technology. The technique that is use to advance the rule proficiency that rely upon the past experience is known as machine learning. By utilizing the insights hypothesis it makes the numerical model, and its real work is to infer from the models gave. To take the information clearly from the data the methodology utilizes computational techniques.


Intexto ◽  
2019 ◽  
pp. 166-184
Author(s):  
João Damasceno Martins Ladeira

This article discusses the Netflix recommendation system, expecting to understand these techniques as a part of the contemporary strategies for the reorganization of television and audiovisual. It renders problematic a technology indispensable to these suggestions: the tools for artificial intelligence, expecting to infer questions of cultural impact inscribed in this technique. These recommendations will be analyzed in their relationship with the formerly decisive form for the constitution of broadcast: the television flow. The text investigates the meaning such influential tools at the definition of a television based on the manipulation of collections, and not in the predetermined programming, decided previously to the transmission of content. The conclusion explores the consequences of these archives, which concedes to the user a sensation of choice in tension with the mechanical character of those images.


2020 ◽  
Vol 25 (2) ◽  
pp. 7-13
Author(s):  
Zhangozha A.R. ◽  

On the example of the online game Akinator, the basic principles on which programs of this type are built are considered. Effective technics have been proposed by which artificial intelligence systems can build logical inferences that allow to identify an unknown subject from its description (predicate). To confirm the considered hypotheses, the terminological analysis of definition of the program "Akinator" offered by the author is carried out. Starting from the assumptions given by the author's definition, the article complements their definitions presented by other researchers and analyzes their constituent theses. Finally, some proposals are made for the next steps in improving the program. The Akinator program, at one time, became one of the most famous online games using artificial intelligence. And although this was not directly stated, it was clear to the experts in the field of artificial intelligence that the program uses the techniques of expert systems and is built on inference rules. At the moment, expert systems have lost their positions in comparison with the direction of neural networks in the field of artificial intelligence, however, in the case considered in the article, we are talking about techniques using both directions – hybrid systems. Games for filling semantics interact with the user, expanding their semantic base (knowledge base) and use certain strategies to achieve the best result. The playful form of such semantics filling programs is beneficial for researchers by involving a large number of players. The article examines the techniques used by the Akinator program, and also suggests possible modifications to it in the future. This study, first of all, focuses on how the knowledge base of the Akinator program is built, it consists of incomplete sets, which can be filled and adjusted as a result of further iterations of the program launches. It is important to note our assumption that the order of questions used by the program during the game plays a key role, because it determines its strategy. It was identified that the program is guided by the principles of nonmonotonic logic – the assumptions constructed by the program are not final and can be rejected by it during the game. The three main approaches to acquisite semantics proposed by Jakub Šimko and Mária Bieliková are considered, namely, expert work, crowdsourcing and machine learning. Paying attention to machine learning, the Akinator program using machine learning to build an effective strategy in the game presents a class of hybrid systems that combine the principles of two main areas in artificial intelligence programs – expert systems and neural networks.


Author(s):  
Viktor Elliot ◽  
Mari Paananen ◽  
Miroslaw Staron

We propose an exercise with the purpose of providing a basic understanding of key concepts within AI and extending the understanding of AI beyond mathematics. The exercise allows participants to carry out analysis based on accounting data using visualization tools as well as to develop their own machine learning algorithms that can mimic their decisions. Finally, we also problematize the use of AI in decision-making, with such aspects as biases in data and/or ethical concerns.


2019 ◽  
Vol 5 (2) ◽  
pp. 205630511984752 ◽  
Author(s):  
Jonathan Sterne ◽  
Elena Razlogova

This article proposes a contextualist approach to machine learning and aesthetics, using LANDR, an online platform that offers automated music mastering and that trumpets its use of supervised machine learning, branded as artificial intelligence (AI). Increasingly, machine learning will become an integral part of the processing of sounds and images, shaping the way our culture sounds, looks, and feels. Yet we cannot know exactly how much of a role or what role machine learning plays in LANDR. To parochialize the machine learning part of what LANDR does, this study spirals in from bigger contexts to smaller ones: LANDR’s place between the new media industry and the mastering industry; the music scene in their home city, Montreal, Quebec; LANDR use by DIY musicians and independent engineers; and, finally, the LANDR interface and the sound it produces in use. While LANDR claims to automate the work of mastering engineers, it appears to expand and morph the definition of mastering itself: it devalues people’s aesthetic labor as it establishes higher standards for recordings online. And unlike many other new media firms, LANDR’s connection to its local music scene has been essential to its development, growth, and authority, even as they have since moved on from that scene, and even as the relationship was never fully reciprocal.


Author(s):  
Gwen Adshead

In this chapter, I review the ethical issues that are common to all therapies. I suggest that ethical reasoning is an intrinsic part of all the psychological therapies; specifically, reasoning that involves consideration of values and changes in value perspectives. I discuss traditional ethical concerns in psychological therapy, and go on to explore more contemporary concerns, including the construction of autonomy, privacy, and change as a political stance. I conclude that all the psychological therapies seek to help people “change their minds” to some degree and thereby to change their evaluations of themselves, their situations, and others. Judgments about enhancement of preferences and the value of change are therefore at the heart of all therapies.


Author(s):  
Francesco Di Tria

Ethics is a research field that is obtaining more and more attention in Computer Science due to the proliferation of artificial intelligence software, machine learning algorithms, robot agents (like chatbot), and so on. Indeed, ethics research has produced till now a set of guidelines, such as ethical codes, to be followed by people involved in Computer Science. However, a little effort has been spent for producing formal requirements to be included in the design process of software able to act ethically with users. In the paper, we investigate those issues that make a software product ethical and propose a set of metrics devoted to quantitatively evaluate if a software product can be considered ethical or not.


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