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Suddenly curious about Artificial Intelligence? Download these 7 free books today!

This book allows a reader with a background in computing to quickly learn about the principles of human language and computational methods for processing it. The book discusses what natural language processing (NLP) is, where it is useful, and how it can be deployed using modern software tools. It covers the core topics of modern NLP, including an overview of the syntax and semantics of English, benchmark tasks for computational language modelling, and higher level tasks and applications that analyze or generate language. It takes the perspective of a computer scientist. The primary themes are abstraction, data, algorithms, applications and impacts. It also includes history and trends that are important for understanding why things have been done the way that they have.
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Principles of Natural Language Processing by Susan McRoy is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License, except where otherwise noted. CC-BY-NC
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In this open access book, Carlos Montemayor illuminates the development of artificial intelligence (AI) by examining our drive to live a dignified life. He uses the notions of agency and attention to consider our pursuit of what is important. His method shows how the best way to guarantee value alignment between humans and potentially intelligent machines is through attention routines that satisfy similar needs. Setting out a theoretical framework for AI Montemayor acknowledges its legal, moral, and political implications and takes into account how epistemic agency differs from moral agency. Through his insightful comparisons between human and animal intelligence, Montemayor makes it clear why adopting a need-based attention approach justifies a humanitarian framework. This is an urgent, timely argument for developing AI technologies based on international human rights agreements. The ebook editions of this book are available open access under a CC BY-NC-ND 4.0 licence on bloomsburycollections.com. Open access was funded by Carlos Montemayor and San Francisco State University.

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Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International licence (CC BY-NC-ND 4.0)
Hardcopy ISBN: 9781350348370 Categories: ["Computers / Artificial Intelligence / General", "Philosophy / Epistemology", "Philosophy / Ethics & Moral Philosophy", "Philosophy / Mind & Body", "Political Science / Human Rights", "Science / Cognitive Science"]
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Digital skills for work and for life are at the top of the European Policy Agenda. The EU digital skills strategy and related policy initiatives have the objective of enhancing digital skills and competences for the digital transformation. The European Skills Agenda, of 1 July 2020, supports digital skills for all, including by supporting the objectives of the Digital Education Action Plan, which has the objectives of i) en-hancing digital skills and competences for the digital transformation while ii) fostering the development of a high-performing digital education system. The Digital Compass and the European Pillar of Social Rights Action Plan set the ambitious policy targets of reaching a minimum of 80% of the population with basic digital skills and having 20 million ICT specialists by 2030. BACKGROUND: DigComp was first published in 2013, as a reference framework to support the development of digital competence of individuals in Europe. It has been regularly updated to include newer examples of the digital competencies described. The latest iteration (DigComp 2.2) was published in March 2022. DigComp describes which competencies are needed by today's citizens to use digital technologies in a confident, critical, collaborative and creative way to achieve goals related to work, learning, leisure, inclusion and participation in our digital society. DigComp is developed by the Joint Research Centre (JRC) of the European Commission. More than 200 experts and a variety of stakeholders from EU Member States are involved in developing and updating DigComp. SUMMARY: DigComp is designed to be an enabling, descriptive rather than prescriptive reference framework for digital competence. Users themselves can adapt the content level of competencies if they wish to do so. There are five dimensions to the framework: (1) the digital competence areas (2) the component competencies under each area (3) the proficiency levels and (4) definitions of the 'skills', 'knowledge' and 'attitudes' comprising each competence and (5) case examples. DigComp has 5 digital competence areas: Information and data literacy; Communication and collaboration; Digital content creation; Safety; and Problem solving. Each competence area is further specified into 21 component competencies. DigComp maps out 4 proficiency levels (foundation, intermediate, advanced, highly specialised). These 4 proficiency levels are sub-divided into 8 levels offering a more detailed description of progression criteria. The definitions of the necessary knowledge, skills and attitudes and case examples provide the potential to develop learning materials, assess and recognise learning progression. ADDITIONAL INFORMATION: Digcomp has been used in more than 20 European countries. It has been used to support TVET for a range of different occupational groups including teachers and school staff, secretary/administrative staff, new museum professionals, social workers and youth workers. TARGET GROUP(S): Policy makers; Teachers/trainers; Labour market partners (employers and unions) [adapted from UNESCO]
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Media and Information Literacy Also available in other langauges
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The goal of the Artificial Intelligence (AI) Suitability Toolkit is to increase NGOs' internal expertise and capacity to evaluate, develop, procure, and use AI / Machine Learning (ML) in their work so they can make informed decisions, do their work better, anticipate issues that might arise from AI, and ensure that people in need are aware of the technologies that affect them and their communities. This toolkit includes ‘AI Workshop for Nonprofits’ Facilitators Guide and Master Deck, and AI Suitability Framework. The materials are designed to provide participants with an introductory overview of AI / ML capabilities and how to evaluate suitability of AI/ML for their programs and projects.
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This is a combined PDF for those wishing to download all the materials for offline use. Also available in Powerpoint Format here from NetHope. Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)
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The goal of the Artificial Intelligence (AI) Ethics for Nonprofits toolkit is to build capacity in the social impact sector to design, deploy and use AI responsibly and ethically. This first installment of the AI Ethics for Nonprofits toolkit provides the materials you need to host an AI Ethics Workshop focused on the ethical considerations related to the principle of Fairness, including: Facilitators Guide Workshop deck Supporting materials In this workshop, participants will learn some of the fundamentals of AI ethics and then immediately get to practice applying ethical considerations related to the principle of Fairness in the context of several humanitarian and international development use cases. The workshop includes a significant practical segment because those of us in the nonprofit sector who are on point to conceptualize, build, manage, and deploy AI solutions need to know how to operationalize the ethical principles like Fairness
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This is a combined PDF for those wishing to download all the materials for offline use. Slideshows included are also available in Powerpoint Format here from NetHope. Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) Development of the AI Ethics for Nonprofits toolkit was led by Leila Toplic and Nora Lindstrom from NetHope’s AI Working Group, in close collaboration with Amy Paul from USAID and Amit Gandhi and Kendra Leith from MIT D-Lab. We are grateful to USAID for the financial support provided for the development of the materials that are included in the toolkit. This toolkit benefited from the inputs from the representatives of NetHope’s AI Working Group and NGO sector, especially Steve Hellen (Catholic Relief Services), Bo Percival (Humanitarian OpenStreetMaps Team), and Paola Elefante (Plan International).
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This book is designed to accompany a graduate-level instructional design course: Game-Based and Adaptive Learning but could also be used for undergraduate teacher education or instructional design courses. This book is designed to accompany a graduate-level instructional design course: Game-Based and Adaptive Learning, but could also be used for undergraduate teacher education or instructional design courses. The original texts and material for this book came from the development of a course for Brandeis University as part of their MS in Learner Experience Design program. This material can be used to teach pre-service teachers, in-service teachers, and instructional designers about game-based and adaptive learning. Assessments used in the actual Game-based and Adaptive Learning course are included in the final chapter and serve as recommendations for assessments of the learning outcomes. The material in this book pairs well with Using Game-Based Learning Online – A Cookbook of Recipes by The EGG. The Faculty Showcase materials were developed by dedicated faculty during the course of a year-long game development workshop in which faculty were introduced to GBL, developed game prototypes, played a variety of games, and finally playtested their designs. The work they continue to do in the area of GBL is part of the inspiration for this book. If you would like to contribute your own case study, please contact: Carrie Lewis Miller, Ph.D.- editor/author- Instructional Designer, Minnesota State University, Mankato
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When it was originally published in 2002, Sue Curry Jansen's "What Was Artificial Intelligence?" attracted little notice. The long essay was published as a chapter in Jansen's Critical Communication Theory, a book whose wisdom and erudition failed to register across the many fields it addressed. One explanation for the neglect, ironic and telling, is that Jansen's sheer scope as an intellectual had few competent readers in the communication studies discipline into which she published the book. "What Was Artificial Intelligence?" was buried treasure. In this mediastudies.press edition, Jansen's prescient autopsy of AI self-selling-the rhetoric of the masculinist sublime-is reprinted with a new introduction. Now an open access book, "What Was Artificial Intelligence?" is a message in a bottle, addressed to Musk, Bezos, and the latest generation of AI myth-makers.
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Creative Commons Attribution-Noncommercial 4.0 (cc by-nc 4.0) A mediastudies.press media manifold edition with a new introduction by Sue Curry Jansen What Was Artificial Intelligence? includes an eponymous chapter originally published as Sue Curry Jansen, “What Was Artificial Intelligence?” in Critical Communication Theory: Power, Media, Gender, and Technology (Lanham, MD: Rowman & Littlefield, 2002).
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