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Paper Plane template

Transcript: Paper Airplanes There are four forces that, when balanced, make a paper plane fly. Tips that make it fly better in terms of design: The wings are stiff. The wings are big- to minimize the drag. Launch it fast. You could use tape to strap the wings together (depends on the design). Curved edges give the plane a lot of lift. Horizontal wings-NOT vertical. Reduce gravity by making your plane light. The Cobra by Patricia Fajilan and The Classic Plane by Lena Drewes were the best. Why we think they flew well? Yumna and Hollie think The Cobra and The Classic Plane flew the best, because of their design. -Reasons why The Cobra flew well: We think this design flew well, because of its tip. The folds were also precise, and the wings were big. It was symmetrical. -Reasons why The Classic Plane flew well: We think this design flew well, because its tip was very light. Also, the weight was well balanced and the design was also symmetrical. We were trying to mix the design of The Cobra and The Classic Plane, since they both flew well. We were trying to pinpoint exactly what it was about them that made the two very different designs fly well. After test flying them, we found that The Cobra was more graceful in its landing and flew a decent distane, while The Classic Plane flew a very long distance but spiraled down instead. We guessed that The Cobra had a graceful landing, because of its flat tip, and that the The Classic Plane flew a long distane, because it was basically all wing, but because of its point tip had an ungraceful landing. According to our research, making the wings stiff with tape is supposed to make a classic plane fly well. We followed the advice, and found that it worked out nicely. Also, we decided to experiment and cut off the tip of The Classic Plane to give ita flat tip like The Cobra. Another thing we did was that we taped the tip to see if it would make it fly better, but it just made the tip too heavy, so we simply stuck with our previous design. Crease the folded end. Unfold the paper on a flat surface. The the top right corner to the middle line. Crease the diagnol fold. Fold the top left corner to the middle line Crease the diagnol fold Crease the foled end. Fold the new top right corner to the middle line. Repeat steps 8 and 9, this time of the new left top corner. Fold the sheet lengthwise, inward, along the center line. Crease the folded end. Fold the top flap down, so thatits front touches the bottom of the plane. Crease the folded end. Turn the paper over, and repeat steps 13 and 14. Then, lift the flaps the create the wings. Now, here's the twist. Take a pair of scissors and cut off the tip of the plane. Then, take a peice of tape and tape the center of the plane's wings. Step 7 What makes them fly? Step 8 Step 9 Step 4 Step 15 Step 2 Presentation by: Hollie Martin and Yumna Farooq Step 1 Fold a peice of paper, around the size of an A4 paper, half lengthwise. Step 3 Step 16 Step 5 What designs were good? Step 10 Step 11 Step 6 Step 12 Step 13 Step 14 About our design

AI Presentation

Transcript: Artificial Intellegence Group 2 AI systems demonstrate human intelligence machine learning closed AI open AI Artificial Intelligence (AI) Artificial Intelligence (AI) Infograph Infograph Medical World Medical World medical diagnoses examinations surgeries What is Affected? What is Affected? would lose their jobs went through years school Doctors Doctors some trust AI some do not trust AI Patients Patients Google Medical Medical Machine Learning Machine Learning Jobs Lost Jobs Lost Competion Competition with other companies Small vs. Large Small vs. Large Cities Examples of Jobs that Will Be Lost Construction workers Cashiers Surgeons Drivers Farmers Examples of Jobs that Will Be Lost Jobs Created Jobs Created Jobs to be created AI in media AI using companies Future edcuation Jobs to be created Elon Musk and Open AI Elon Musk and Open AI Unlimited Power Unlimited Power in the hands of a few Current AI developers keep their AI technological progress private. There are no official regulations on how to deal with AI. Hostile Singularity Game Over (Woops, didn't expect that.) Technological Singularity: A term coined from physics used to describe a point where it becomes impossible to predict anything. Preventing the Apocylapse Open AI: A non-profit company focused on setting standards for AI research while encouraging others to join AI R&D and being transparent with what they do with it. Infograph Infograph Future of AI Future of AI Stakeholders Stakeholders AI profit and leaders Social Arguements The Future Pictures: http://www.zdnet.com/article/robot-assisted-knee-replacement-surgery-is-coming/ https://www.rdmag.com/article/2017/07/r-d-special-focus-robotics-ai Sources Sources Questions? Questions?

AI framework template

Transcript: "...a goal (in STRIPS) describes some desired state of the world that we want to reach." InvalidKey AnimLooped AnimPlayed AtNode AtNodeType AtTargetPos CoverStatus DisturbanceExists Idling MountedObject PositionIsValid RidingVehicle, ReactedToWorldStateEvent SurveyedArea TargetIsAimingAtMe TargetIsLookingAtMe TargetIsDead TargetIsFlushedOut TargetIsSuppressed TraversedLink UsingObject WeaponArmed WeaponLoaded Count Idle Animate Goto TraverseLink Work CorrectPosition Death Follow FollowWait FollowHide EscapeDanger SearchFollow (Intro) PLANNING GOAL SET: COMBAT BASE ACTIONS GOAL SET: PATROL WORLD STATE PROPERTY KEYS WORLD STATES GOAL SET: BASE Reference: Three States and a Plan: The AI of F.E.A.R. Orkin, J. Game Developer's Conference Proceedings, 2006 http://alumni.media.mit.edu/~jorkin/gdc2006_orkin_jeff_fear.pdf Idle Animate Goto TraverseLink Work CorrectPosition Death Follow FollowWait FollowHide EscapeDanger SearchFollow (Intro) Guard plus additional goalsets Invalid Block BlockedPath Damage Defeated EnemyInFlamePot FollowerOutOfRange IncomingMeleeAttack MeleeBlocked MeleeBlockFailure MeleeBlockSuccess Shoved Surprised EnemyInPlaceForSurpriseAttack Taser1Stunned Taser2Stunned BerserkerKicked FinishingMove WeaponBroke Investigate Search Menace Chase KillEnemy SuppressEnemy FlushOut Dodge Cover Ambush ReactToDamage SelfDefense Alert SearchLostTarget "In a planning system, we represent the state of the world as a conjunction of literals. Another way to phrase this is to say that we represent the state of the world as an assignment to some set of variables that collectively describe the world." "Planning is a formalized process of searching for sequence of actions to satisfy a goal. The planning process is called plan formulation. The planning system that we implemented for F.E.A.R. most closely resembles the STRIPS planning system from academia." "STRIPS consists of goals and actions, where goals describe some desired state of the world to we want to reach, and actions are defined in terms of preconditions and effects. An action may only execute if all of its preconditions are met, and each action changes the state of the world in some way." "The preconditions are described in terms of the state of the world, just like we defined our goal. The effects are described with list of modifications to the state of the world." GOAL SET: COMBAT BASE GOALS Patrol plus additional goalsets Investigate Search Menace Chase KillEnemy SuppressEnemy FlushOut Dodge Cover Ambush ReactToDamage SelfDefense Alert SearchLostTarget WORLD STATE EVENTS MAIN PILLARS ACTION SET: BASE Animate TraverseLink Idle GotoTarget GotoNode GotoNodeOfType UseSmartObjectNode GotoValidPosition DeathOnVehicle Follow FollowPlayer FollowWaitAtNode EscapeDanger ReactToDanger GetOutOfTheWay GOAL SET: BASE Soldier AI framework in F.E.A.R. InstantDeath (FollowHeavyArmor) AttackFromAmbush (InstantDeathKnockedDown) (LongRecoilBullet) (LongRecoilExplosive) (LongRecoilMelee) KnockDownBullet KnockDownMelee KnockDownExplosive (ShortRecoilMelee) AttackReady GotoTargetLost LongRecoilHelmetPiercing "In F.E.A.R., A.I. use cover more tactically, coordinating with squad members to lay suppression fire while others advance. A.I. only leave cover when threatened, and blind fire if they have no better position." "F.E.A.R. A.I. always try to stay covered, never leave cover unless threatened and other cover is available, and fire from cover to the best of their ability." "The primary point we are trying to get across here is that with a planning system, we can just toss in goals and actions. We never have to manually specify the transitions between these behaviors. The A.I. figure out the dependencies themselves at run-time based on the goal state and the preconditions and effects of actions." ACTION SET: SOLDIER Attack AttackCrouch SuppressionFire SuppressionFireFromCover FlushOutWithDynamite AttackFromCover BlindfireFromCover AttackDynamiteFromCover (AttackFromView) DrawWeapon (ChangeWeapon) HolsterWeapon ReloadCrouch ReloadCovered InspectDisturbance LookAtDisturbance SurveyArea DodgeRoll DodgeShuffle DodgeCovered Uncover AttackMelee TraverseBlockedDoor LookAtDisturbanceFromView GOAL SET: GUARD "A STRIPS action is defined by its preconditions and effects. The preconditions are described in terms of the state of the world, just like we defined our goal. The effects are described with list of modifications to the state of the world. "

AI Paper-1

Transcript: AI Paper 1 Neeha Gajula Sruthi Suresh Nithya Thushara Your Name / Your Company INTERFACE INTRO Intro What was common? What is it about? The ability to interact with the computer interface! Paper PAPER Demonstrational Interfaces: A Step Beyond Direct Manipulation Brad A.Myers-1992 HISTORY HISTORY Direct Manipulation direct manipulation interface Ben Shneiderman introduced the concept of a “direct manipulation” interface, in which users point to objects on the screen and manipulate them using a mouse and keyboard. Users cannot write param eterized macros (shell scripts) that perform common and repetitive tasks Demonstrational interface demonstrational interface Demonstrational interfaces let the user perform actions on concrete example objects (often by direct manipulation), while constructing an abstract program. The term “demonstrational” is used because the user demonstrates the desired result using example values. XEROX PARC XEROX PARC 1973 APPLE LISA APPLE 1983 Significant differences among demonstrational interfaces Classification of Demonstrational Interfaces Based on guessing & full programmning Inferencing and Non-Inferencing Systems Intelligent Interfaces Programming Capabilities of Demonstrational Interfaces Programming-by-Example Systems Differentiation from Testing and Debugging Advantages ADVANTAGES Quick Learning for Novices Efficiency for Experts Retained Operational Concepts for Intermittent Users Reduced Need for Error Messages Clear Goal Progression Reduced User Anxiety Providing abstractions concretely Why is it a seminal paper? SEE U AGAIN Brings the beginning research on AI and interfaces. Puts forth more importance to the user in manipulating objects. Major Throwback Highlight in the paper -Quote from the paper Our Team Our Team Thank you!

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