Is the learner a computer peripheral?

AI and Society 1 (2):127-136 (1987)
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Abstract

Interactive Video (IV) is now firmly established as a training tool in commerce and industry; the electronic maintenance manual is gaining ground; IV is making inroads into marketing strategies, as a point of sales device; any respectable amusement arcade will have at least one interactive video game; and of course the allied technologies of compact sound disc and CD ROM are both beginning to revolutionise their respective fields of information storage and dissemination.This paper concentrates on the specific problem of Interactive Video and its associated computing requirements in the fields of education and training, suggesting ways in which the introduction of ‘intelligence’ both artificial and human into such systems will be essential to their long-term educational and also commercial success

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