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1.
Alan Turing devised his famous test (TT) through a slight modificationof the parlor game in which a judge tries to ascertain the gender of twopeople who are only linguistically accessible. Stevan Harnad hasintroduced the Total TT, in which the judge can look at thecontestants in an attempt to determine which is a robot and which aperson. But what if we confront the judge with an animal, and arobot striving to pass for one, and then challenge him to peg which iswhich? Now we can index TTT to a particular animal and its syntheticcorrelate. We might therefore have TTTrat, TTTcat,TTTdog, and so on. These tests, as we explain herein, are abetter barometer of artificial intelligence (AI) than Turing's originalTT, because AI seems to have ammunition sufficient only to reach thelevel of artificial animal, not artificial person.  相似文献   

2.
The problem of guidance of a conflict-controlled system onto a cylinder set is considered. This problem is compared with the problem of guidance of a transformed system onto the base of the cylinder at the last moment. It is shown that the problems considered are equivalent. Moreover, the sequences constructed by the programmed iteration method coincide for both problems. This work is supported by the Russian Foundation for Fundamental Research, grants Nos. 06-01-00414 and 07-01-96088-p. __________ Translated from Kibernetika i Sistemnyi Analiz, No. 5, pp. 117–126, September–October 2008.  相似文献   

3.
Within cooperative learning great emphasis is placed on the benefits of ?two heads being greater than one?. However, further examination of this adage reveals that the value of learning groups can often be overstated and taken for granted for different types of problems. When groups are required to solve ill-defined and complex problems under real world constraints, different socio-cognitive factors (e.g., metacognition, collective induction, and perceptual experience) are expected to determine the extent to which cooperative learning is successful. Another facet of cooperative learning, the extent to which groups enhance the use of knowledge from one situation to another, is frequently ignored in determining the value of cooperative learning. This paper examines the role and functions of cooperative learning groups in contrast to individual learning conditions, for both an acquisition and transfer task. Results for acquisition show groups perform better overall than individuals by solving more elements of the Jasper problem as measured by their overall score in problem space analysis. For transfer, individuals do better overall than groups in the overall amount of problem elements transferred from Jasper. This paradox is explained by closer examination of the data analysis. Groups spend more time engaged with each other in metacognitive activities (during acquisition) whereas individuals spend more time using the computer to explore details of the perceptually based Jasper macrocontext. Hence, results show that individuals increase their perceptual learning during acquisition whereas groups enhance their metacognitive strategies. These investments show different pay-offs for the transfer problem. Individuals transfer more overall problem elements (as they explored the context more) but problem solvers who had the benefit of metacognition in a learning group did better at solving the most complex elements of the transfer problem. Results also show that collective induction groups (ones that freely share) – in comparison to groups composed of dominant members – enhance certain kinds of transfer problem solving (e.g., generating subgoals). The results are portrayed as the active interplay of socio-cognitive elements that impact the outcomes (and therein success) of cooperative learning.  相似文献   

4.
To study the stability of the stochastic“dangling spider” model, the second Lyapunov method is substantiated for stochastic functional differential equations with the entire previous history. Translated from Kibernetika i Sistemnyi Analiz, No. 4, pp. 79–105, July–August, 2000.  相似文献   

5.
网络游戏是一种新兴的娱乐方式,人们在进行网络游戏时,会受到其文化思想内容的影响。作为新兴的文化娱乐活动,网络游戏具有传播文化的使命。在色彩缤纷的网络游戏里,传统视觉元素是重要的表现素材,探究民族元素在游戏美术视觉形式美中的运用,对于网络游戏的民族化发展有重要的现实意义。  相似文献   

6.
低碳经济时代下,工业设计应该如何应对新的挑战呢?文章从哲学的角度出发,分析了设计的秩序和自由的博弈,寻求设计秩序理念和设计自由思想之间的一种平衡,从而重点阐述设计秩序观的理论,以此来协调现代设计观。作为一种新的设计思维方法,设计秩序观的提出具有重大的积极意义。设计秩序引导设计自由,设计自由激活设计秩序。秩序观是人类的既定要求,也是工业设计发展的最高层次。  相似文献   

7.
历史文化旅游景区的环境导识系统作为旅游整体环境中不可分割的一环,所发挥的功能是双重的。优良的环境导识系统不仅有明确的导向标识功能,而且还能传达出场所品质和环境的文化内涵。文章试图通过针对分析成都洛带古镇的环境导识系统系统设计存在的问题提出一系列的应对策略,从而以此点来提升和改进历史文化旅游景区环境的整体品质。  相似文献   

8.
 ATM networking technology was conceived 20 years ago, and installations will reach their peak the next 10 years. Active networks will be the technology which will follow the ATM. In this article, we address the most important issues regarding recent advances and future perspectives in ATM, including IP/ATM integration, Active Networks, MobileActive Networks and the impact of fuzzy technology in solving the important problems of the above future networking technologies. In the new century it is imperative that we shift from a technology to an application (needs of consumers) focus, where ubiquitous and invisible (context-aware) computing will be a reality.  相似文献   

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