A Review of Content Analysis on China Artificial Intelligence (AI) Education Policies

Author(s):  
Shaofang Wang ◽  
Guangming Wang ◽  
Xia Chen ◽  
Wei Wang ◽  
Xiaoming Ding
Author(s):  
Tse Guan Tan ◽  
Jason Teo

AbstrakTeknik Kecerdasan Buatan (AI) berjaya digunakan dan diaplikasikan dalam pelbagai bidang, termasukpembuatan, kejuruteraan, ekonomi, perubatan dan ketenteraan. Kebelakangan ini, terdapat minat yangsemakin meningkat dalam Permainan Kecerdasan Buatan atau permainan AI. Permainan AI merujukkepada teknik yang diaplikasikan dalam permainan komputer dan video seperti pembelajaran, pathfinding,perancangan, dan lain-lain bagi mewujudkan tingkah laku pintar dan autonomi kepada karakter dalampermainan. Objektif utama kajian ini adalah untuk mengemukakan beberapa teknik yang biasa digunakandalam merekabentuk dan mengawal karakter berasaskan komputer untuk permainan Ms Pac-Man antaratahun 2005-2012. Ms Pac-Man adalah salah satu permainan yang digunakan dalam siri pertandinganpermainan diperingkat antarabangsa sebagai penanda aras untuk perbandingan pengawal autonomi.Kaedah analisis kandungan yang menyeluruh dijalankan secara ulasan dan sorotan literatur secara kritikal.Dapatan kajian menunjukkan bahawa, walaupun terdapat berbagai teknik, limitasi utama dalam kajianterdahulu untuk mewujudkan karakter permaianan Pac Man adalah kekurangan Generalization Capabilitydalam kepelbagaian karakter permainan. Hasil kajian ini akan dapat digunakan oleh penyelidik untukmeningkatkan keupayaan Generalization AI karakter permainan dalam Pasaran Permainan KecerdasanBuatan. Abstract Artificial Intelligence (AI) techniques are successfully used and applied in a wide range of areas, includingmanufacturing, engineering, economics, medicine and military. In recent years, there has been anincreasing interest in Game Artificial Intelligence or Game AI. Game AI refers to techniques applied incomputer and video games such as learning, pathfinding, planning, and many others for creating intelligentand autonomous behaviour to the characters in games. The main objective of this paper is to highlightseveral most common of the AI techniques for designing and controlling the computer-based charactersto play Ms. Pac-Man game between years 2005-2012. The Ms. Pac-Man is one of the games that used asbenchmark for comparison of autonomous controllers in a series of international Game AI competitions.An extensive content analysis method was conducted through critical review on previous literature relatedto the field. Findings highlight, although there was various and unique techniques available, the majorlimitation of previous studies for creating the Ms. Pac-Man game characters is a lack of generalizationcapability across different game characters. The findings could provide the future direction for researchersto improve the Generalization A.I capability of game characters in the Game Artificial Intelligence market.


2021 ◽  
Author(s):  
Natalie Royer

Ontario schools have been criticized for maintaining inequitable practices and environments. To combat this inequity, the Ontario Ministry of Education created the PPM No.119: Developing and Implementing Equity and Inclusive Education Policies in Ontario Schools (Ontario Ministry of Education, 2009). In this study, I undertake a content analysis of the policy focusing on the words ‘race’ and ‘parents’ in order to explore whether or not racialized children and families, specifically the Black community, may benefit from this policy. Critical Race Theory and a parent engagement framework guided my analysis. The results indicated that this policy may actually exclude students and families, particularly Black students and families, as opposed to creating more equitable and inclusive opportunities. Recommendations are made for promoting anti-racist practices by early childhood educators and teachers and working toward ensuring the accountability of administrators.


2020 ◽  
Vol 12 (21) ◽  
pp. 8758
Author(s):  
Junyi Wu ◽  
Shari Shang

Artificial intelligence (AI) has been applied to various decision-making tasks. However, scholars have yet to comprehend how computers can integrate decision making with uncertainty management. Obtaining such comprehension would enable scholars to deliver sustainable AI decision-making applications that adapt to the changing world. This research examines uncertainties in AI-enabled decision-making applications and some approaches for managing various types of uncertainty. By referring to studies on uncertainty in decision making, this research describes three dimensions of uncertainty, namely informational, environmental and intentional. To understand how to manage uncertainty in AI-enabled decision-making applications, the authors conduct a literature review using content analysis with practical approaches. According to the analysis results, a mechanism related to those practical approaches is proposed for managing diverse types of uncertainty in AI-enabled decision making.


1988 ◽  
Vol 22 (1) ◽  
pp. 65-97 ◽  
Author(s):  
Jan J. van Cuilenburg ◽  
Jan Kleinnijenhuis ◽  
Jan A. de Ridder

Author(s):  
Halil Ibrahim Haseski

The aim of the present study was to determine the views of pre-service teachers on artificial intelligence. In the present qualitative study, conducted with the phenomenology design, that data were collected from 94 pre-service teachers attending different departments at Manisa Celal Bayar University, Faculty of Education during the 2018-2019 academic year fall semester in Turkey. Data were collected with semi-structured interview form and written interview form, developed by the author. Collected data were analyzed by using content analysis method and classified under themes. Analyses demonstrated that pre-service teachers assigned different meanings to artificial intelligence, felt basically negative emotions for artificial intelligence, and did not want to live in a world ruled by artificial intelligence. Furthermore, it was found that pre-service teachers considered that artificial intelligence could have both several benefits and risks, and it might have both positive and negative effects on education. Based on the study findings, various recommendations were presented for future studies and implementations on the topic.


2021 ◽  
Vol 93 ◽  
pp. 01021
Author(s):  
Irina Omelchenko ◽  
Galina Antonova ◽  
Marina Danilina ◽  
Sergey Popkov ◽  
Ludmila Botasheva

In recent years the labor market experienced a number of changes. On the basis of the statistical and content analysis the authors research the main trends and indicators of the labor market. The modern economy and labor market are more and more clearly moving along the path of digitalization - the widespread introduction of the latest generation of advanced technologies (information, communication, robotics, artificial intelligence, etc.) into economic activities, completely changing the usual business processes. The pandemics of COVID19 has shown that the digitalization can be actively used in the companies and can change the situation in the labor market. Thus, digitalization affects all spheres of economic and social life, affects the demand for various categories ofworkers of various qualifications.


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