IP 10, 20, 30 Glossary and Terms


Artificial Intelligence (AI): 

The ability of a computer program or a machine to think and learn. In general use, the term "artificial intelligence" means a machine which mimics human cognition.


Augmented Reality (AR):

Overlays virtual objects on the real-world environment. AR keeps the real world central but layers new strata of perception, supplementing the user’s reality or environment. Pokémon GO is an example.


Computer:

A general-purpose machine that processes data according to a set of instructions temporarily stored internally. The computer and all the equipment attached to it are "hardware." The instructions that tell the computer what to do are "software."


Computing Device:

Any electronic equipment controlled by a CPU, including desktop and laptop computers, smartphones and tablets. It usually refers to a general-purpose device that can accept software for many purposes in contrast with a dedicated unit of equipment such as a network switch or router.


Degrees of Freedom:

The number of directions in which an object can move or rotate. The six degrees of freedom are pitch, roll, yaw, left and right, forward and backward, up and down. More degrees of freedom allow you to move more naturally in VR.


Digital Citizenship:

The norms of appropriate and responsible behaviour (habits, actions and consumption patterns) that impact digital content and communities.

Field of View:

The angle of the observable world that can be seen. If the window of view is too narrow, the user could end up making unnatural head rotations.


Frame Rate

The frequency at which a system can display consecutive images, or frames. Without a high and constant frame rate greater than 60 frames per second, the motion will not appear correctly and can result in motion sickness.


Latency:

The amount of time it takes a system to react/respond to movements or commands. If the system does not respond instantly, the presence inside Virtual Reality does not feel real.

Limited Memory Systems:

AI systems (e.g., virtual assistants, self-driving cars) that, in addition to having the capabilities of purely reactive machines, are also capable of learning from historical data to make decisions.


Mixed Reality (MR):

Brings together real world and digital elements by anchoring virtual elements to the real world. In mixed reality, the user interacts with and manipulates both physical and virtual items and environments, using sensing and imaging technologies.


Reactive Machines:

AI systems (e.g., chess-playing supercomputers) which involve the computer perceiving the world directly and acting on what it sees. They have the ability neither to form memories nor to use past
experiences to inform current decisions.

Self-Awareness:

The ability of AI not only to understand and evoke emotions in those with whom it interacts, but also to have emotions, needs, beliefs, and potentially desires of its own. At time of publication of this curriculum, this technology did not yet exist.

Theory of Mind:

The ability of machine learning systems to explain their decisions in languages that human beings understand. A robot or system equipped by Theory of Mind artificial intelligence should be able to understand the intent of another similar robot or system. At time of publication of this curriculum, this technology did not yet exist.


Virtual Reality (VR):

Immerses users in a fully artificial digital environment. VR requires a head-mounted display or headset, providing a computer-generated world of imagery and sounds in which the user can manipulate objects and move around using haptic controllers while tethered to a console or computer.

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