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1. Choosing a Topic : The topic was decided on the interests of the group members. After a long discussion on many of the trending topics in science and technology, we decided to explore the largely unexplored world of holography. Thus, each member took up one aspect of the virtual reality and artificial intelligence

2. Collection of Information : We decided to use the articles in jstor.org as we had access to all the information provided by bits-pilani. After this we selected a few articles that could effectively encompass all the parts of the topic each member had chosen.

3. Information Processing : We consolidated the information that we had obtained from the articles in the form a discussion on padlet which is an online platform for sharing ideas and information commonly used by students and teachers alike.

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Conclusion on Artificial Intelligence:

The field of artificial intelligence gives the ability to the machines to think analytically, using concepts. Tremendous contribution to the various areas has been made by the Artificial Intelligence techniques from the last 2 decades. Artificial Intelligence will continue to play an increasingly important role in the various fields. Further research in this area can be done as there are very promising and profitable results that are obtainable from such technique. This technology and its applications will likely have far-reaching effects on human life in the years to come.

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New terms that I came across in my document:-

neurophysiology - branch of physiology and neuroscience that is concerned with the study of functioning of the nervous system

inductive learning system - this involves the process of learning by example, where a system tries to induce a general rule from set of observed instances.

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Thank You

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Questionnaire for survey:

Do you think artificially intelligent machines will take over the planet some day?

A) Yes B)No

Do you think intelligent machines should be allowed to operate on patients?

A) Yes B)No

On a scale of 1 to 10 rate how much you think artificial intelligence will affect our lives in the next 10 years?

What NEW applications of artificial intelligence can you think of? (Answer in 200 words)

Would you let an artificially intelligent bot roam around your house as your pet?

A) Yes B)No

Do you think machines will ever have feelings and emotions as complex as humans?

A)Yes B)No

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Questionnaire:-

Q 1) What all kind of benefits does Mobile Intelligent Teaching Expert System (MITES) provide?

Q 2) What is the significance of application of Artificial Intelligence in Mobile Learning?

Q 3) What do you infer from Intelligent Hardware Network, i.e., IHN?

Q 4) How is mobile learning distinctive?

___________________________________

This questionnaire targets an audience which knows about the past, the present and the future scenario of Artificial Intelligence as well as Mobile Learning, and about the link between them. They must be aware of mobile technology, its history and its uses.

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Vocabulary:

Semantic: Relating to meaning in logic (or language)

Cybernetics: The science of communications and automatic control systems in both machines and living things.

Heuristic: Enabling a person (machine in this case) to discover or learn for themselves.

Neural: Relating to the nervous system.

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Applications of Artificial Intelligence:

In Power System Stabilisers.

Evolutionary Computation. (Imitates the process of natural selection, which helps in field of medicine)

Accounting Databases

Complex Problem Solving

Natural Language Processing

Concept Mining

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Methods I followed while collecting my data:-

I surfed the net to get information on AI and its applications. I read about mobile learning, read journals, watched Tedx videos, etc.

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References:

http://spectrum.ieee.org/automaton/robotics/industrial-robots/savione-saviokes-delivery-robot

https://smartech.gatech.edu/bitstream/handle/1853/45009/MedicationDeliveryTechReport.pdf?sequence=1

http://www.teachthought.com/technology/10-roles-for-artificial-intelligence-in-education/

http://www-formal.stanford.edu/jmc/whatisai/node3.html

http://artint.info/html/ArtInt_24.html

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Artificial Intelligence and the future | André LeBlanc | TEDxMoncton

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This talk was given at a local TEDx event, produced independently of the TED Conferences. In his talk, Andre will explain the current and future impacts of Artificial Intelligence on industry, science, and how it will benefit and accelerate human progress.

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How did you collect information relevant to your topic?

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1)I have collected various

articles related to applications of artificial intelligence from credible websites on the internet.

2) I googled the applications of artificial intelligence in various fields.

3) I watched videos that show how artificial intelligence is being applied in the real world right now.

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After the creation of computers, one of the first applications was that of artificial intelligence. For example, Samuel made a checkers program in 1952 and implemented a program that learns to play checkers in late 1950s.Newell and Simon built a program, Logic Theorist , that discovers proofs in propositional logic.

During the 1960s and 1970s, success was had in building natural language understanding systems in limited domains. For example, the STUDENT program of Daniel Bobrow (1967) could solve high school algebra problems expressed in natural language. Winograd's SHRDLU system could, using restricted natural language, discuss and carry out tasks in a simulated blocks world.

During the 1970s and 1980s, there was a large body of work on expert systems, where the aim was to capture the knowledge of an expert in some domain so that a computer could carry out expert tasks. For example, DENDRAL [Buchanan and Feigenbaum], developed from 1965 to 1983 in the field of organic chemistry, proposed plausible structures for new organic compounds. MYCIN [Buchanan and Shortliffe], developed from 1972 to 1980, diagnosed infectious diseases of the blood, prescribed antimicrobial therapy, and explained its reasoning. The 1970s and 1980s were also a period when AI reasoning became widespread in languages such as Prolog

During the 1990s and the 2000s there was great growth in the sub disciplines of AI such as perception, probabilistic and decision-theoretic reasoning, planning, embodied systems, machine learning, and many other fields.

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Briefly explain the history of artificial intelligence.

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What are the various roles of artificial intelligence in the field of education?

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AI can be put to following uses in the field of education:

1) Automation of basic activities. (eg. Grading)

2) Adapting software to the needs of students.

3) Finding places where a particular course can be improved.

4) Students can be given additional support by using artificially intelligent tutors.

5) Helpul Feedback.

6) Change the way students learn and the way of teaching.

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The following fields have already started using automated delivery systems:

Hotels : Several hotels in the silicon valley have started using automated bots to serve their guests.

Healthcare: Healthcare centres often face a problem due to shortage of man power. This can be solved to some extent by using automated delivery machines to perform simple tasks such as sending medication etc. to various places around the building.

Workplace: Several workplaces around the globe use automated bots as “delivery workers”.

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In what fields have autonomous delivery systems been put to use and how

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Sources:-

1. Journal’s source -

http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=5640149&newsearch=true&queryText=Applications%20of%20Artificial%20Intelligence

2. Wikipedia sources -

https://en.wikipedia.org/wiki/Artificial_intelligence

https://en.wikipedia.org/wiki/M-learning

https://en.wikipedia.org/wiki/Applications_of_artificial_intelligence

3. Other sources -

https://www.researchgate.net/publication/235929936_Using_Network_and_Mobile_Technology_to_Bridge_Formal_and_Informal_Learning/

http://search.proquest.com/docview/763160208?accountid=10868

http://artint.info/html/ArtInt_2.html

www.journals.elsevier.com/artificial-intelligence

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Conclusion on Virtual Reality:

Virtual Reality creates an environment that replicates physical presence in the real world or dreamed world and the user may even interact with the world.It is made possible by using Virtual Reality headsets along with a wide variety of sensors and other devices.Multinational companies such as Google, FaceBook, and Samsung have invested billions in this area. FaceBook has recently bought a company called Oculus,which makes Virtual Reality headsets,for about 2 billion dollars.

Though the technology used in Virtual Reality has undergone several changes in the past few years.There are still some problems which are to be solved.As a result it has not been released into the market for the use of common public,but there are a few companies which have released developer versions of their products.There are some ethical issues related to the introduction of Virtual Reality which need to be addressed.There are many concerns which have been raised about the relation between Virtual Reality and Desensitisation.Desensitisation refers to the situation in which a person fails to respond to extreme acts of violence and as a result he doesn't show any act of empathy or compassion. In some situations they perform such acts for the adrenaline rush and sense of power.This is very common with gamers, especially those who play shooting or role playing games which involve a high degree of immersion.Another issue related to this is ‘cyber-addiction’. There are people who become addicted to virtual reality games and as a consequence,don't distinguish the boundary between real and virtual life. They spend plenty of time in the virtual environment which has a terrible effect on their real world life.Another disadvantage is the fact that people may suffer from several mental disorders by playing virtual reality games which happens if a person gets killed or injured in a game.

The above mentioned disadvantages are minute when compared to the wide variety of benefits it poses.There are many advantages by the introduction of VR Technology.Few are mentioned in the above post.

The area in which i believe my team would be successful is the introduction of VR Technology in the teaching process.It is believed that we remember 20% of what we see and 90% of what we experience. VR Technology can make a huge impact if utilised properly in the field of academics.I personally feel that it can even make the history classes interesting.As it is possible to recreate the environment and the heritage of that time by using this technology and by letting the student experience the history himself.It can also be used to illustrate or demonstrate experiments which in turn may release in the proper understanding of the subject as very often we find that there is a communication gap between what the teacher tries to tell and what the student understands.It can even make Biology classes interesting by making the person a food particle and travel through the digestive system and allowing him to find out what happens instead of asking the student to rote the entire process.

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It has many problems in practical applications:-

1) The learning support service system in mobile learning is unsatisfactory. The means are still very backward. There are many limitations in services. It lacks initiative, targeted as well as strategic.

2) The Mobile Learning Network system and the network information query capabilities are still very limited.

3) The mobile learning resources have not fully adapted to the characteristics of mobile learning.

4) In mobile learning, learners lack active individual interaction.

In view of the current situation, it is very necessary to apply the artificial intelligence technology in mobile learning in order to improve it.

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What are the problems faced by mobile learning in practical applications?

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The research on artificial intelligence is carried out in three ways:-

1) Using the method of biological sciences to explore the nature of human intelligence.

2) Using the method of computer science. It uses the connection-oriented mechanism based on network connection or using the artificial neural network to simulate the image of human thinking. This method could solve the knowledge which is difficult to express by using symbols.

3) Using the method of physiology.

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How is the research on artificial intelligence carried out?

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Areas in which Virtual Reality Technology can be put to use:

Education (By introducing Virtual Class-Rooms)

Gaming.

Virtual Face-to -Face Communication.

Training of health-care professionals such as nurses, physicians, surgeons, counselors, dentists, and even paramedics.

Treat patients with conditions such as post-traumatic stress disorder (PTSD), severe pain in burn victims and phobias or fears.

Virtual Tours

To recreate Heritage and Archeology

To create Motion Pictures

Combat training for the Military.

Urban Planning

Intergalactic Travel

Training aid in many sports such as Golf,Athletics(Virtual Reality Technology Used along with a variety of other sensors and devices)

Virtual reality is considered alongside other forms of technology such as computer simulation for the purpose of Scientific Visualization (Communicating complex ideas to the audience in a visual way)

Preparing Public-Speakers(By reducing Stage Fright).

In Courtroom (By taking the entire jury, the judge, the litigators to the crime scene)

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Vocabulary:

1. Pedagogy = The function or work of a teacher; teaching.

2. Impeccably = faultless; flawless; irreproachable

3. Blend = to mix smoothly and inseparably together

4. Augment = to make larger; enlarge in size, number, strength, or extent; increase

5. Tectonic = A huge shift

6. Herald = to indicate or signal the coming of; usher in.

7. Holograms = a negative produced by exposing a high-resolution photographic plate, without camera or lens, near a subject illuminated by monochromatic, coherent radiation, as from a laser: when it is placed in a beam of coherent light a true three-dimensional image of the subject is formed.

8. CRT = Cathode Ray Tube

9. LCD = Liquid Crystal Displa

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Questionnaire for survey:

Have you ever experienced Virtual Reality in a Virtual Reality headset

A) Yes B)No

In what ways do you think a Virtual Reality Headset can be put to use

Describe using “10 Lines of Text/500 Characters” .

Is there any scope of Virtual Reality Headset beyond Gaming.

A) Yes B) No

Have you ever heard of terms like Oculus Rift, Google Cardboard

A)Yes B) No

On scale of 10,rate how much Virtual Reality (When brought into use) can revolutionize the way we live.

How likely are you to recommend the use of Virtual Reality Headset to a friend or colleague

A) Very likely
B) Somewhat likely C) Neutral D) Somewhat unlikely E) Very unlikely

What do you think is the cost of a Virtual Reality Headset

A)100 -1000 Bucks
B)1,000 - 10,000 Bucks
C)10,000 - 50,000
D)Higher than 50,000 Bucks

When you hear of Virtual Reality,what main idea comes to your mind.

Describe using “10 Lines of Text/500 Characters”

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Summary-

Artificial Intelligen is the study of computational agents that act intelligently. An agent acts in an environment and only has access to its prior knowledge, its history and observations, and its goals and preferences. An intelligent agent is a physical symbol system that manipulates symbols to determine what to do. A designer of an intelligent agent should be concerned about modularity, how to describe the world, how far ahead to plan, uncertainty in both perception and the effects of actions, the structure of goals or preferences, other agents, how to learn from experience, and the fact that all real agents have limited computational resources. The specific applications of AI in mobile learning are Mobile Intelligent Teaching Expert System (MITES); Mobile Intelligent Decision Support System (MIDSS); Mobile Intelligent Information Retrieval Engine (MIIRE); Mobile Intelligent Induct-learning System (MTIS); and Intelligent Hardware Network (IHN).

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References:

http://www.fastcompany.com/3051155/tech-forecast/how-virtual-reality-will-take-over-your-virtual-life

http://gadgets.ndtv.com/games/features/virtual-reality-stretching-beyond-video-games-744027

http://www.cio.com/article/2983679/it-industry/is-virtual-reality-finally-ready-for-business-use.html

https://www.google.com/get/cardboard/

https://www.linkedin.com/pulse/virtual-reality-its-ready-future-really-scary-lynne-everatt

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Virtual reality -- how the metaverse will change filmmaking | George Bloom | TEDxHollywood

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This talk was given at a local TEDx event, produced independently of the TED Conferences. In this talk, George introduces the concept of the "metaverse" and how it will change filmmaking in sets, crew, actors, and most importantly, the story. George is an executive producer at CBS Digital the visual effects team responsible for movies and television series.

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It all began in 2012 when Oculus Rift,an american company started a campaign i the public funding site kickstarter for the manufacturing of VR Headsets.The campaign raised $2.5 million which is 947% of their original funding goal

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Oculus is raising funds for Oculus Rift: Step Into the Game on Kickstarter! Developer kit for the Oculus Rift - the first truly immersive virtual reality headset for video games.

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The first traces of virtual reality came from the world of science fiction.Stanley G. Weinbaum's "Pygmalion's Spectacles" is recognized as one of the first works of science fiction that explores virtual reality. The short story describes a goggle-based virtual reality system with holographic recording of fictional experiences including smell and touch.

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In 2013 Nintendo filed a patent for the concept of using Virtual Reality technology to produce a more realistic 3D effect on a 2D television. A camera on the TV tracks the viewer's location relative to the TV, and if the viewer moves, everything on the screen reorients itself appropriately. "For example, if you were looking at a forest, you could shift your head to the right to discover someone standing behind a tree".

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Thanks to Google's Cardboard, a do-it-yourself stereoscopic viewer for smart phone, which lets us experience Virtual Reality in less than 300 bucks.Though it is limited only to certain features.The features are sufficient enough to have an amazing experience in watching 3D movies and playing Games.

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VR = Virtual Reality

AI = Artificial Intelligence

X 1 = Question asked by Apurav Gupta

X 2 = Question asked by Shikhar Sharma

X 3 = Question asked by Manish Rao

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Collection of data:

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How can Virtual Reality revolutionise the viewing experience in 2D televisions?

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Are Virtual Reality Headsets affordable?

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When did the huge breakthrough in the industry of Virtual Reality happen?

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What are the first traces of Virtual Reality?

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Summary on Virtual Reality

Virtual Reality, also known as immersive multimedia or computer-simulated life, creates an environment that replicates physical presence in the real world or dreamed world and the user may even interact with the world.It is believed that Virtual Reality is set to bring in a revolution in the forth coming years.Many companies have invested millions on the development of Virtual Reality for a variety of purposes.Though the first thing which comes to our mind when we think of Virtual Reality is gaming there are a variety of industries which are focussing on virtual reality to improve their user friendly interface such as FaceBook.Virtual Reality uses a variety of sensors to make the creation of a virtual world possible.Virtual Reality Headsets can bring a huge change in the current education system if it is used properly as it has been proved that we remember 20% of what we hear,30% of what we see and 90% of what we do or experience.The use of Virtual Reality in the education system can be explained through a small example.Virtual Reality might allow might allow the student to explore our own body by making him fly through the blood stream.The user visualises himself as a food particle which has just entered our body and thus he can understand the working of the digestive system in a better way.Though Virtual Reality can be put into use in a variety of industries there are many people who are worried that once Virtual Reality catches on there won't be much physical activity,but it is the physcological activity which is forever changed.The major sufferers of this revolution are the teenagers as this may prove out to be the biggest distractions to their studies.Let us hope that the good prevails over the bad.

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Summary :

Artificial Intelligence applications are widespread and diverse and include medical diagnosis, scheduling factory processes, robots for hazardous environments, game playing, autonomous vehicles in space, natural language translation systems, and tutoring systems. Rather than treating each application separately, we abstract the essential features of such applications to allow us to study the principles behind intelligent reasoning and action.

The main domains of applications are:

1)  Autonomous Delivery Robot: Such a bot will roam around in a building while performing specific tasks such as delivering packages etc. and to do so it should be able to navigate around in a proper manner, allocate resources and make decisions priority wise and fulfil them efficiently.

2) Diagnostic Assistant: A diagnostic assistant should be able to help a human troubleshoot problems by suggesting repairs, treatments etc. Such an assistant should also be able to explain its reasoning to its user.

3) Tutoring System: This system interacts with students and presents information about a specific domain while also doing what a good teacher does i.e. tailoring the information to each student.
4) Trading Agent: This will be able to buy good and services on behalf of its user and should know its preferences and requirements.

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Link to my Journal:

https://www.edsurge.com/news/2015-09-07-how-virtual-reality-can-close-learning-gaps-in-your-classroom

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Link to Applications of AI :

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Here is the link to my topic, i.e., "Application of Artificial Intelligence in Mobile Learning" :-

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Application of Artificial Intelligence in Mobile Learning