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Subject Description Form Subject Code EIE426 Subject Title Artificial Intelligence and Computer Vision Credit Value 3 Level 4 Pre-requisite/ Co-requisite/ Exclusion Nil Objectives 1. To introduce the student the major ideas, methods, and techniques of Artificial Intelligence (AI) and computer vision; 2. To develop an appreciation for various issues in the design of intelligent systems; and 3. To provide the student with programming experience from implementing AI techniques, simple knowledge systems, and computer vision applications. Intended Subject Learning Outcomes Upon completion of the subject, students will be able to: Category A: Professional/academic knowledge and skills 1. Understand the benefits and limitations of current AI techniques, its culture and society impacts, and possible future development. 2. Implement major game search techniques for simple computer games. 3. Apply machine learning techniques to information processing and data mining. 4. Develop simple knowledge systems for internet and engineering applications. 5. Explore robotics and computer vision techniques, and their applications to entertainment and engineering domains. Category B: Attributes for all-roundedness 6. Communicate effectively, and present ideas and findings clearly in oral and written forms. 7. Think critically and creatively. 8. Demonstrate self-learning and life-long learning capability. 9. Work in a team and collaborate effectively with others. 10. Recognize social responsibility and ethics. Contribution of the Subject to the Attainment of the Programme Outcomes Programme Outcomes: Category A: Professional/academic knowledge and skills Programme Outcomes 1, 3, and 5: This subject contributes to the programme outcomes through teaching of the theories and concepts of artificial intelligence and computer vision and through providing the students with an opportunity to apply their knowledge. Programme Outcomes 2, 3, and 4: This subject contributes to the programme outcomes by providing the students with laboratory exercises to simulate search techniques, to construct simple knowledge systems using a knowledge system shell, and to apply machine learning techniques to practical problems. Programme Outcomes 2, 3, 4, 5, and 7: This subject contributes to the programme outcomes through a group mini-project to develop a simple intelligence system. Programme Outcomes 2 and 7: This subject contributes to the programme outcomes through teaching of useful tools for building artificial intelligence and computer vision systems. Category B: Attributes for all-roundedness Programme Outcome 10: This subject contributes to the programme outcome by providing students with an opportunity to think critically and creatively about various artificial intelligence and computer vision methodologies. Subject Synopsis/ Indicative Syllabus Programme Outcome 11: This subject contributes to the programme outcome by providing students with the foundations for life-long learning and continual professional development in the areas of artificial intelligence and computer vision. Programme Outcomes 9, 10, 11, and 12: This subject contributes to the programme outcomes by providing students with an opportunity to work as a team in developing a simple intelligence system. Programme Outcome 13: This subject contributes to the programme outcome through a discussion on the culture and society impacts of artificial intelligence techniques. Syllabus: 1. Introduction The Definitions and Foundations of AI, the History of AI, and the State of the Art. 2. Intelligent Agents Agents and Environments, the Concept of Rationality, the Nature of Environments, the Structure of Agents, Applications. 3. Blind and Informed Search Methods Problem-Solving Agents, Example Problems, Searching for Solutions, Uninformed Search Strategies, Avoiding Repeated States, Searching with Partial Information, Informed (Heuristic) Search Strategies, Heuristic Functions, Local Search Algorithms and Optimization Problems, Local Search in Continuous Spaces, Online Search Agents and Unknown Environments. 4. Game Playing Games, Optimal Decisions in Games, Alpha-Beta Pruning, Imperfect Decisions, Games That Include an Element of Chance, State-of-the-Art Game Programs. 5. Knowledge Systems Rule-Based Deduction Systems, Rule-Based Reaction Systems, Forward and Backward Chaining, the Knowledge Engineering Process, Analysis of Typical Knowledge Systems. 6. Machine Learning Forms of Learning, Inductive Learning, Learning Decision Trees, Computational Learning Theory, Machine Learning Techniques for Intelligent Information Processing and Data Mining. 7. Computer Vision Imaging and Representation, Image Preprocessing, Extracting 3-D Information, Object Recognition, Using Vision for Manipulation and Navigation, Eye Tracking Techniques and Applications, Concepts of Virtual Reality, Applications. 8. Robotics Robot Hardware, Robotic Perception, Planning to Move, Planning Uncertain Movements, Robotic Software Architectures, Entertainment Robots, Engineering Applications. 9. Culture and Society Impacts Understanding Intelligence: Issues and Directions, the Ethics and Risks of Developing Artificial Intelligence Solutions. Laboratory Experiments: 1. Search methods and machine game playing 2. Eye tracking applications Teaching/ Learning Methodology Teaching and Learning Method Intended Subject Learning Outcome Remarks Lectures 1, 2, 3, 4, 5, 10 fundamental principles and key concepts of the subject are delivered to students; guidance on further readings, applications and implementation is given. Tutorials 1, 2, 3, 4, 5, 7, 10 supplementary to lectures and conducted with smaller class size; students will be able to clarify concepts to have a deeper understanding of lecture material; problems and application examples given and discussed. Laboratory sessions 2, 5, 6, 7, 8 are and the are students will develop simple computer games using software tools; students will collect eye tracking data using an eye tracker and analyze the collected data. Mini-project 1, 2, 3, 4, 5, 6, 7, 8, 9 students in a group of 3-4 are required to work on an intelligent system chosen by the group. Alignment of Assessment and Intended Subject Learning Outcomes Specific Assessment Methods/Tasks % Weighting 1. Continuous Assessment Tests Laboratory Intended Subject Learning Outcomes to be Assessed (Please tick as appropriate) 1 2 3 4 5 6 7 8 9 10 45% Report Mini-project: Type A Demo, Type B Presentation, Type C Report Type D 55% 2. Examination Total 100 % Explanation of the appropriateness of the assessment methods in assessing the intended learning outcomes: Specific Assessment Methods/Tasks Remark Tests and examination end-of chapter type problems used to evaluate students’ ability in applying concepts and skills learnt in the classroom; students need to think critically and creatively in order to come with an alternate solution for an existing problem. Lab report Each student is required to produce a written report; accuracy and the presentation of the report will be assessed. each group of students are required to produce a written report; accuracy and the presentation of the report will be assessed; the functions and performance of the developed intelligent system will be assessed in the demo session; a presentation session will be arranged to assess technical knowledge and communication skills of each group member. Mini-project Student Study Effort Expected Class contact (time-tabled): Lecture 24 Hours Tutorial/Laboratory/Practice Classes 18 hours Other student study effort: Lecture: preview/review of notes; homework/assignment; preparation for test/quizzes/examination 36 Hours Tutorial/Laboratory/Practice Classes: preview of 27 Hours materials, revision and/or reports writing Total student study effort: Reading List and References 105 Hours Reference Books: 1. G.F. Luger, Artificial Intelligence: Structures and Strategies for Complex Problem Solving, 6th ed., Pearson Education, 2009. 2. L.G. Shapiro and G. Stockman, Computer Vision, Prentice-Hall, 2001. 3. S. Russell and P. Norvig, Artificial Intelligence: A Modern Approach, 2nd ed., Prentice-Hall, 2003. 4. A. Duchowski, Eye Tracking Methodology: Theory and Practice, 2nd ed., Springer-Verlag, 2007. 5. P.H. Winston, Artificial Intelligence, 3rd ed., Addison-Wesley, 1992.