Artificial Intelligence Artificial Intelligence is a branch of Science which deals with helping machines find solutions to complex problems in a more human-like fashion. This generally involves borrowing characteristics from human intelligence, and applying them as algorithms in a computer friendly way. A more or less flexible or efficient approach can be taken depending on the requirements established, which influences how artificial the intelligent behaviour appears. AI is generally associated with Computer Science, but it has many important links with other fields such as Maths, Psychology, Cognition, Biology and Philosophy, among many others. Our ability to combine knowledge from all these fields will ultimately benefit our progress in the quest of creating an intelligent artificial being. Why Artificial Intelligence? Computers are fundamentally well suited to performing mechanical computations, using fixed programmed rules. This allows artificial machines to perform simple monotonous tasks efficiently and reliably, which humans are ill-suited to. For more complex problems, things get more difficult... Unlike humans, computers have trouble understanding specific situations, and adapting to new situations. Artificial Intelligence aims to improve machine behaviour in tackling such complex tasks. Together with this, much of AI research is allowing us to understand our intelligent behaviour. Humans have an interesting approach to problem-solving, based on abstract thought, high-level deliberative reasoning and pattern recognition. Artificial Intelligence can help us understand this process by recreating it, then potentially enabling us to enhance it beyond our current capabilities. When will Computers become truly Intelligent? Limitations... To date, all the traits of human intelligence have not been captured and applied together to spawn an intelligent artificial creature. Currently, Artificial Intelligence rather seems to focus on lucrative domain specific applications, which do not necessarily require the full extent of AI capabilities. This limit of machine intelligence is known to researchers as narrow intelligence. There is little doubt among the community that artificial machines will be capable of intelligent thought in the near future. It's just a question of what and when... The machines may be pure silicon, quantum computers or hybrid combinations of manufactured components and neural tissue. As for the date, expect great things to happen within this century! How does Artificial Intelligence work? Technology... There are many different approaches to Artificial Intelligence, none of which are either completely right or wrong. Some are obviously more suited than others in some cases, but any working alternative can be defended. Over the years, trends have emerged based on the state of mind of influencial researchers, funding opportunities as well as available computer hardware. Over the past five decades, AI research has mostly been focusing on solving specific problems. Numerous solutions have been devised and improved to do so efficiently and reliably. This explains why the field of Artificial Intelligence is split into many branches, ranging from Pattern Recognition to Artificial Life, including Evolutionary Computation and Planning. Who uses Artificial Intelligence? Applications... game playing You can buy machines that can play master level chess for a few hundred dollars. There is some AI in them, but they play well against people mainly through brute force computation--looking at hundreds of thousands of positions. To beat a world champion by brute force and known reliable heuristics requires being able to look at 200 million positions per second. speech recognition In the 1990s, computer speech recognition reached a practical level for limited purposes. Thus United Airlines has replaced its keyboard tree for flight information by a system using speech recognition of flight numbers and city names. It is quite convenient. On the the other hand, while it is possible to instruct some computers using speech, most users have gone back to the keyboard and the mouse as still more convenient. understanding natural language Just getting a sequence of words into a computer is not enough. Parsing sentences is not enough either. The computer has to be provided with an understanding of the domain the text is about, and this is presently possible only for very limited domains. computer vision The world is composed of three-dimensional objects, but the inputs to the human eye and computers' TV cameras are two dimensional. Some useful programs can work solely in two dimensions, but full computer vision requires partial three- dimensional information that is not just a set of two-dimensional views. At present there are only limited ways of representing three-dimensional information directly, and they are not as good as what humans evidently use. expert systems A ``knowledge engineer'' interviews experts in a certain domain and tries to embody their knowledge in a computer program for carrying out some task. How well this works depends on whether the intellectual mechanisms required for the task are within the present state of AI. When this turned out not to be so, there were many disappointing results. One of the first expert systems was MYCIN in 1974, which diagnosed bacterial infections of the blood and suggested treatments. It did better than medical students or practicing doctors, provided its limitations were observed. Namely, its ontology included bacteria, symptoms, and treatments and did not include patients, doctors, hospitals, death, recovery, and events occurring in time. Its interactions depended on a single patient being considered. Since the experts consulted by the knowledge engineers knew about patients, doctors, death, recovery, etc., it is clear that the knowledge engineers forced what the experts told them into a predetermined framework. In the present state of AI, this has to be true. The usefulness of current expert systems depends on their users having common sense. heuristic classification One of the most feasible kinds of expert system given the present knowledge of AI is to put some information in one of a fixed set of categories using several sources of information. An example is advising whether to accept a proposed credit card purchase. Information is available about the owner of the credit card, his record of payment and also about the item he is buying and about the establishment from which he is buying it (e.g., about whether there have been previous credit card frauds at this establishment). Automated reasoning Automated reasoning is an area of computer science dedicated to understand different aspects of reasoning. The study in automated reasoning helps produce software which allows computers to reason completely, or nearly completely, automatically. Although automated reasoning is considered a sub-field of artificial intelligence it also has connections with theoretical computer science and even philosophy. The most developed subareas of automated reasoning are automated theorem proving (and the less automated but more pragmatic subfield of interactive theorem proving) and automated proof checking (viewed as guaranteed correct reasoning under fixed assumptions). Extensive work has also been done in reasoning by analogy induction and abduction. Other important topics are reasoning under uncertainty and non-monotonic reasoning. An important part of the uncertainty field is that of argumentation, where further constraints of minimality and consistency are applied on top of the more standard automated deduction. John Pollock's Oscar system is an example of an automated argumentation system that is more specific than being just an automated theorem prover. Tools and techniques of automated reasoning include the classical logics and calculi, fuzzy logic, Bayesian inference, reasoning with maximal entropy and a large number of less formal ad-hoc techniques. Applications Automated reasoning has been most commonly used to build automated theorem provers. In some cases such provers have come up with new approaches to proving a theorem. Logic Theorist is a good example of this. The program came up with a proof for one of the theorems in Principia Mathematica which was more efficient (less number of steps for solving a theorem) than the one provided by Whitehead and Russel. Automated reasoning programs are being applied to solve a growing number of problems in formal logic, mathematics and computer science, logic programming, software and hardware verification, circuit design, and many others. The TPTP (Sutcliffe and Suttner 1998) is a library of such problems that is updated on a regular basis. There is also a competition among automated theorem provers held regularly at the CADE conference (Pelletier, Sutcliffe and Suttner 2002); the problems for the competition are selected from the TPTP library. Problem Solving in games The Water Jugs Problem You are given two jugs, a 4-gallon one and 3-gallon one. Neither has any measuring marks on it. There is a pump that can be used to fill the jugs with water. How can you get exactly 2 gallons of water into the 4-gallon jug? Missionaries and cannibals problem The missionaries and cannibals problem, are classic river-crossing problems.[1] The missionaries and cannibals problem is a well-known toy problem in artificial intelligence. The problem In the missionaries and cannibals problem, three missionaries and three cannibals must cross a river using a boat which can carry at most two people, under the constraint that, for both banks, if there are missionaries present on the bank, they cannot be outnumbered by cannibals (if they were, the cannibals would eat the missionaries.) The boat cannot cross the river by itself with no people on board.[1] Solving Amarel devised a system for solving the Missionaries and Cannibals problem whereby the current state is represented by a simple vector <a,b,c>. The vector's elements represent the number of missionaries on the wrong side, the number of cannibals on the wrong side, and the number of boats on the wrong side, respectively. Since the boat and all of the missionaries and cannibals start on the wrong side, the vector is initialized to <3,3,1>. Actions are represented using vector subtraction/addition to manipulate the state vector. For instance, if a lone cannibal crossed the river, the vector <0,1,1> would be subtracted from the state to yield <3,2,0>. The state would reflect that there are still three missionaries and two cannibals on the wrong side, and that the boat is now on the opposite bank. To fully solve the problem, a simple tree is formed with the initial state as the root. The five possible actions (<1,0,1>, <2,0,1>, <0,1,1>, <0,2,1>, and <1,1,1>) are then subtracted from the initial state, with the result forming children nodes of the root. Any node that has more cannibals than missionaries on either bank is in an invalid state, and is therefore removed from further consideration. The valid children nodes generated would be <3,2,0>, <3,1,0>, and <2,2,0>. For each of these remaining nodes, children nodes are generated by adding each of the possible action vectors. The algorithm continues alternating subtraction and addition for each level of the tree until a node is generated with the vector <0,0,0> as its value. This is the goal state, and the path from the root of the tree to this node represents a sequence of actions that solves the problem. Solution The earliest solution known to the jealous husbands problem, using 11 one-way trips, is as follows. The married couples are represented as α (male) and a (female), β and b, and γ and c. Trip number Starting bank Travel Ending bank (start) αa βb γc 1 βb γc αa → 2 βb γc ←α a 3 αβγ bc → a 4 5 6 7 8 9 10 11 (finish) αβγ αa αa ab ab b b ←a βγ → ← βb αβ → ←c ac→ ←β βb → bc bc γc γc αβγ αβγ αa γc αa γc αa βb γc Traveling Salesman Problem: 1. Introduction 1.1 Origin The traveling salesman problem (TSP) were studied in the 18th century by a mathematician from Ireland named Sir William Rowam Hamilton and by the British mathematician named.Thomas Penyngton Kirkman. Detailed discussion about the work of Hamilton & Kirkman can be seen from the book titled Graph Theory (Biggs et al. 1976). It is believed that the general form of the TSP have been first studied by Kalr Menger in Vienna and Harvard. The problem was later promoted by Hassler, Whitney & Merrill at Princeton. A detailed dscription about the connection between Menger & Whitney, and the development of the TSP can be found in 1.2 Definition Given a set of cities and the cost of travel (or distance) between each possible pairs, the TSP,is to find the best possible way of visiting all the cities and returning to the starting point that minimize the travel cost (or travel distance). 1.3 Complexity Given n is the number of cities to be visited, the total number of possible routes covering all cities can be given as a set of feasible solutions of the TSP and is given as (n-1)!/2. 2. Applications and linkages 2.1 Application of TSP and linkages with other problems i. Drilling of printed circuit boards A direct application of the TSP is in the drilling problem of printed circuit boards (PCBs) (Grötschel et al., 1991). To connect a conductor on one layer with a conductor on another layer, or to position the pins of integrated circuits, holes have to be drilled through the board. The holes may be of different sizes. To drill two holes of different diameters consecutively, the head of the machine has to move to a tool box and change the drilling equipment. This is quite time consuming. Thus it is clear that one has to choose some diameter, drill all holes of the same diameter, change the drill, drill the holes of the next diameter, etc. Thus, this drilling problem can be viewed as a series of TSPs, one for each hole diameter, where the 'cities' are the initial position and the set of all holes that can be drilled with one and the same drill. The 'distance' between two cities is given by the time it takes to move the drilling head from one position to the other. The aim is to minimize the travel time for the machine head ii. Overhauling gas turbine engines (Plante et al., 1987) reported this application and it occurs when gas turbine engines of aircraft have to be overhauled. To guarantee a uniform gas flow through the turbines there are nozzle-guide vane assemblies located at each turbine stage. Such an assembly basically consists of a number of nozzle guide vanes affixed about its circumference. All these vanes have individual characteristics and the correct placement of the vanes can result in substantial benefits (reducing vibration, increasing uniformity of flow, reducing fuel The problem of placing the vanes in the best possible way can be modeled as a TSP with a special objective function iii. X-Ray crystallography Analysis of the structure of crystals (Bland & Shallcross, 1989; Dreissig & Uebach, 1990) is an important application of the TSP. Here an X-ray diffractometer is used to obtain information about the structure of crystalline material. To this end a detector measures the intensity of Xray reflections of the crystal from various positions. Whereas the measurement itself can be accomplished quite fast, there is a considerable overhead in positioning time since up to hundreds of thousands positions have to be realized for some experiments. In the two examples that we refer to, the positioning involves moving four motors. The time needed to move from one position to the other can be computed very accurately. The result of the experiment does not depend on the sequence in which the measurements at the various positions are taken. However, the total time needed for the experiment depends on the sequence. Therefore, the problem consists of finding a sequence that minimizes the total positioning time. This leads to a traveling salesman problem. iv. Computer wiring (Lenstra & Rinnooy Kan, 1974) reported a special case of connecting components on a computer board. Modules are located on a computer board and a given subset of pins has tobe connected. In contrast to the usual case where a Steiner tree connection is desired, here the requirement is that no more than two wires are attached to each pin. Hence we have the problem of finding a shortest Hamiltonian path with unspecified starting and terminating points. A similar situation occurs for the so-called testbus wiring. To test the manufactured board one has to realize a connection which enters the board at some specified point, runs through all the modules, and terminates at some specified point. For each module we also have a specified entering and leaving point for this test wiring. This problem also amounts to solving a Hamiltonian path problem with the difference that the distances are not symmetric and that starting and terminating point are specified. v. The order-picking problem in warehouses This problem is associated with material handling in a warehouse (Ratliff & Rosenthal, 1983). Assume that at a warehouse an order arrives for a certain subset of the items stored in the warehouse. Some vehicle has to collect all items of this order to ship them to the customer. The relation to the TSP is immediately seen. The storage locations of the items correspond to the nodes of the graph. The distance between two nodes is given by the time needed to move the vehicle from one location to the other. The problem of finding a shortest route for the vehicle with minimum pickup time can now be solved as a TSP. In special cases this problem can be solved easily, see (van Dal, 1992) for an extensive discussion and for references vi. Vehicle routing Suppose that in a city n mail boxes have to be emptied every day within a certain period of time, say 1 hour. The problem is to find the minimum number of trucks to do this and the shortest time to do the collections using this number of trucks. As another example, suppose that n customers require certain amounts of some commodities and a supplier has to satisfy all demands with a fleet of trucks. The problem is to find an assignment of customers to the trucks and a delivery schedule for each truck so that the capacity of each truck is not exceeded and the total travel distance is minimized. Several variations of these two problems, where time and capacity constraints are combined, are common in many real world applications. This problem is solvable as a TSP if there are no time and capacity vii. Mask plotting in PCB production For the production of each layer of a printed circuit board, as well as for layers of integrated semiconductor devices, a photographic mask has to be produced. In our case for printed circuit boards this is done by a mechanical plotting device. The plotter moves a lens over a photosensitive coated glass plate. The shutter may be opened or closed to expose specific parts of the plate. There are different apertures available to be able to generate different structures on the board. Two types of structures have to be considered. A line is exposed on the plate by moving the closed shutter to one endpoint of the line, then opening the shutter and moving it to the other endpoint of the line. Then the shutter is closed. A point type structure is generated by moving (with the appropriate aperture) to the position of that point then opening the shutter just to make a short flash, and then closing it again. Exact modeling of the plotter control problem leads to a problem more complicated than the TSP and also more complicated than the rural postman problem. A real-world application in the actual production environment is reported in Monkey and banana problem A monkey is in a room. Suspended from the ceiling is a bunch of bananas, beyond the monkey's reach. However, in the room there are also a chair and a stick. The ceiling is just the right height so that a monkey standing on a chair could knock the bananas down with the stick. The monkey knows how to move around, carry other things around, reach for the bananas, and wave a stick in the air. What is the best sequence of actions for the monkey to take to acquire lunch Purpose of the problem There are many applications of this problem. One is as a toy problem for computer science. Another possible purpose of the problem is to raise the question: Are monkeys intelligent? Both humans and monkeys have the ability to use mental maps to remember things like where to go to find shelter, or how to avoid danger. They can also remember where to go to gather food and water, as well as how to communicate with each other. Monkeys have the ability not only to remember how to hunt and gather but to learn new things, as is the case with the monkey and the bananas: despite the fact that the monkey may never have been in an identical situation, with the same artifacts at hand, a monkey is capable of concluding that it needs to make a ladder, position it below the bananas, and climb up to reach for them. The degree to which such abilities should be ascribed to instinct or learning is a matter of debate. In December 2007, a pigeon was observed as having the capacity to solve the problem Solution The monkey can perform the following actions: – Walk on the floor – Climb the box – Push the box around (if it is already at the box) – Grasp the banana if standing on the box directly under the banana. Monkey World is described by some 'state' that can change in time. • Current state is determined by the position of the objects • State: – Monkey Horizontal – Monkey Vertical – Box Position – Has Banana • Initial State: – Monkey is at the door – Monkey is on floor – Box is at window – Monkey does not have banana • In prolog: – state(atdoor, onfloor, atwindow, hasnot). Function • Goal: – state(_, _, _, has). Anonymous Variables • Allowed Moves: – Grasp banana – Climb box – Push box – Walk around • Not all moves are possible in every possible state of the world e.g. grasp is only possible if the monkey is standing on the box directly under the banana and does not have the banana yet. • Move from one state to another • In prolog: – move(State1, Move, State2) Grasp Climb Push Walk • Grasp – move(state(middle, onbox, middle, hasnot), grasp, state(middle, onbox, middle, has)). • Climb – move(state(P, onfloor, P, H), climb, state(P, onbox, P, H)). • Push – move(state(P1, onfloor, P1, H), push(P1, P2), state(P2, onfloor, P2, H)). • Walk – move(state(P1, onfloor, B, H), walk(P1, P2), state(P2, onfloor, B, H)). • Main question our program will pose: – Can the monkey in some initial state get the banana? • Prolog predicate: – canget(State) • Canget(State) – (1) For any state in which the monkey already has the banana the predicate is true – canget(state(_, _, _, has)). • Canget(State) – (2) In other cases one or more moves are necessary. The monkey can get the banana in any state (State1) if there is some move (Move) from State1 to some state (State2), such that the monkey can get the banana in State2 (in zero or more moves). – canget(State1) :move(State1, Move, State2), – canget(State2). • Questions: – ?- canget(state(atwindow, onfloor, atwindow, has)). – Yes – ?- canget(state(atdoor, onfloor, atwindow, hasnot)). – Yes – ?- canget(state(atwindow, onbox, atwindow, hasnot)). – No • Clause Order – Grasp – Climb – Push – Walk • Effectively says that the monkey prefers grasping to climbing, climbing to pushing etc... • This order of preferences helps the monkey to solve the problem. • Reorder Clauses – Walk – Grasp – Climb – Push • This results in an infinite loop! – As the first move the monkey chooses will always be move, therefore he moves aimlessly around the room. • Conclusion: – A program in Prolog may be declaratively correct, but procedurally incorrect. – i.e. Unable to find a solution when a solution actually exists. • However, there are methods that solve this problem. 8 Puzzle Problem. The 8 puzzle consists of eight numbered, movable tiles set in a 3x3 frame. One cell of the frame is always empty thus making it possible to move an adjacent numbered tile into the empty cell. Such a puzzle is illustrated in following diagram. The program is to change the initial configuration into the goal configuration. A solution to the problem is an appropriate sequence of moves, such as “move tiles 5 to the right, move tile 7 to the left ,move tile 6 to the down, etc”. To solve a problem using a production system, we must specify the global database the rules, and the control strategy. For the 8 puzzle problem that correspond to these three components. These elements are the problem states, moves and goal. In this problem each tile configuration is a state. The set of all configuration in the space of problem states or the problem space, there are only 3,62,880 different configurations o the 8 tiles and blank space. Once the problem states have been conceptually identified, we must construct a computer representation, or description of them . this description is then used as the database of a production system. For the 8-puzzle, a straight forward description is a 3X3 array of matrix of numbers. The initial global database is this description of the initial problem state. Virtually any kind of data structure can be used to describe states. A move transforms one problem state into another state. The 8-puzzle is convenjently interpreted as having the following for moves. Move empty space (blank) to the left, move blank up, move blank to the right and move blank down,. These moves are modeled by production rules that operate on the state descriptions in the appropriate manner. The rules each have preconditions that must be satisfied by a state description in order for them to be applicable to that state description. Thus the precondition for the rule associated with “move blank up” is derived from the requirement that the blank space must not already be in the top row. The problem goal condition forms the basis for the termination condition of the production system. The control strategy repeatedly applies rules to state descriptions until a description of a goal state is produced . it also keep track of rules that have been applied so that it can compose them into sequence representing the problem solution. A solution to the 8-puzzle problem is given in the following figure. Example:- Depth – First – Search traversal and Breadth - First - Search traversal for 8 – puzzle problem is shown in following diagrams Tower of Hanoi Problem Consider the following problem. We have 3 pegs and 3 disks. Operators: one may move the topmost disk on any needle to the topmost position to any other needle In the goal state all the pegs are in the needle B as shown in the figure below.. The initial state is illustrated below Now we will describe a sequence of actions that can be applied on the initial state. Step 1: Move A → C Step 2: Move A → B Step 3: Move A → C Step 4: Move B→ A Step 5: Move C → B Step 6: Move A → B Step 7: Move C→ B Natural language In the philosophy of language, a natural language (or ordinary language) is any language which arises in an unpremeditated fashion as the result of the innate facility for language possessed by the human intellect. A natural language is typically used for communication, and may be spoken, signed, or written. Natural language is distinguished from constructed languages and formal languages such as computer-programming languages or the "languages" used in the study of formal logic, especially mathematical logic. A human language. For example, English, French, and Chinese are natural languages. Computer languages, such as FORTRAN and C, are not. Probably the single most challenging problem in computer science is to develop computers that can understand natural languages. So far, the complete solution to this problem has proved elusive, although a great deal of progress has been made. Fourthgeneration languages are the programming languages closest to natural languages. Natural language processing Natural language processing (NLP) is a field of computer science and linguistics concerned with the interactions between computers and human (natural) languages; it began as a branch of artificial intelligence.[1] In theory, natural language processing is a very attractive method of human–computer interaction. Natural language understanding is sometimes referred to as an AI-complete problem because it seems to require extensive knowledge about the outside world and the ability to manipulate it. Whether NLP is distinct from, or identical to, the field of computational linguistics is a matter of perspective. The Association for Computational Linguistics defines the latter as focusing on the theoretical aspects of NLP. On the other hand, the open-access journal "Computational Linguistics", styles itself as "the longest running publication devoted exclusively to the design and analysis of natural language processing systems" (Computational Linguistics (Journal)) Modern NLP algorithms are grounded in machine learning, especially statistical machine learning. Research into modern statistical NLP algorithms requires an understanding of a number of disparate fields, including linguistics, computer science, and statistics. For a discussion of the types of algorithms currently used in NLP Why Study Natural Language Processing? Natural language processing is the technology for dealing with our most ubiquitous product: human language, as it appears in emails, web pages, tweets, product descriptions, newspaper stories, social media, and scientific articles, in thousands of languages and varieties. In the past decade, successful natural language processing applications have become part of our everyday experience, from spelling and grammar correction in word processors to machine translation on the web, from email spam detection to automatic question answering, from detecting people's opinions about products or services to extracting appointments from your email. In this class, you'll learn the fundamental algorithms and mathematical models for human language processing and how you can use them to solve practical problems in dealing with language data wherever you encounter it Visual perception Visual perception is the ability to interpret information and surroundings from the effects of visible light reaching the eye. The resulting perception is also known as eyesight, sight, or vision (adjectival form: visual, optical, or ocular). The various physiological components involved in vision are referred to collectively as the visual system, and are the focus of much research in psychology, cognitive science, neuroscience, and molecular biology. In order to receive information from the environment we are equipped with sense organs e.g. eye, ear, nose. Each sense organ is part of a sensory system which receives sensory inputs and transmits sensory information to the brain. A particular problem for psychologists is to explain the process by which the physical energy received by sense organs forms the basis of perceptual experience. Sensory inputs are somehow converted into perceptions of desks and computers, flowers and buildings, cars and planes; into sights, sounds, smells, taste and touch experiences. Or we can say Visual perception is a function of our eyes and brain. We see images as a whole rather then in parts. However, images can be broken down into their visual elements: line, shape, texture, and color. These elements are to images as grammar is to language. Together they allow our eyes to see images and our brain to recognize them. In this section, we will talk about each of these elements except color, because color perception is a big subject and deserves a section of it own. Therefore we will talk about color perception in the next section. Here we are concerned with line, shape and form, and texture. Line A line is the path made by a pointed instrument, such as a pen, a crayon, or a stick. A line implies action because work needs to be done to make it. Moreover, the impression of movement suggests sequence, direction, or force. In other words, a line can be seen as a distinct series of points. Line is believed to be the most expressive of the visual elements because of several reasons. First, it outlines things and the outlines are key to their identity. Most of the time, we recognize objects or images only from their outlines. Second, line is important because it is a primary element in writing and drawing, and because writing and drawing are universal. Third, unlike texture, shape and form, line is unambiguous. We know exactly when it starts and ends. Finally, line leads our eyes by suggesting direction and movement. It is not easy to categorize lines because there are so many aspects to them. One can group them by using thickness, smoothness or origin. However, for the purpose of art education and communication, we categorize lines into five groups. There are horizontal lines which run parallel to the ground (figure A), vertical lines which run up and down (figure B), diagonal lines which are slanting lines (figure C), zigzag lines which are made from combining diagonal lines (figure D), and curved lines which do not fall into the first four categories. Curved lines (figure E) are used to express natural movement. Shape Shape is related to line. Closed lines become the boundaries of shapes. The shapes that artists create are inspired by many different sources, such as nature and man-made objects. Like with lines, there are many ways of categorizing shapes. We can use their dimensions, for example, distinguishing between two-dimensional shape and threedimensional shape. Or we can use their style (realism, abstraction, etc), or their origin (organic or geometric)to classify them. Geometric shapes look as though they were made with a ruler or a drawing tool. The five basic geometric shapes are: the square, the circle, the triangle, the rectangle, and the oval. Organic shapes, which are also called Free Form shapes, are not regular or even. Their outlines are curved or angular, or a combination of both. However, there is no clear-cut line to separate the geometric and organic categories. In the figure below, on the left side is a perfect geometric shape; while on the right side is an organic shape. Texture Texture is an element of art that refers to the way things feel, or look as though they might feel, if touched. For example, sandpaper looks and feels rough; a cotton ball looks and feels soft. The connection between visual and tactile sensation is very well developed. The next question is what are the tactile properties of surfaces that enable us to see them. In the other words, why do we see texture? We see texture because of the light-absorbing and light-reflecting qualities of materials. These qualities are together represented by light and dark patterns. The light and dark patterns give us the appearance of texture. Like the other elements discussed above, texture has been used a lot in art work. Color perception Our sensations of colour are within us and colour cannot exist unless there is an observer to perceive them. Colour does not exist even in the chain of events between the retinal receptors and the visual cortex, but only when the information is finally interpreted in the consciousness of the observers Nature of color What we perceive as color is primarily the wavelength the light stimulation. The shortest viewable wavelength (about 380 nm) is what we see as blue and the longest wavelength (about 760 nm) is what we see as red. The other wavelengths that fall between them are what we see as other colors, as shown in the figure below. However, color perception is very subjective. We do not have a way of proving that two different people perceive the same color, yet we refer to 760-nm wavelength as RED and 380-nm wavelength as BLUE. We see color in the objects around us because they absorb most of the wavelengths from the sun, called white light; and they reflect only a particular wavelength into our eyes. For example, a red apple absorbs all but the 760-nm wavelength. Therefore, we see it as red in color. Objects that are white in color are objects that do not absorb any viewable wavelengths; while objects that are black absorb almost all viewable wavelengths. We know that the white light from the sun consists of many different wavelengths because of Newton's prism (shown below). Because of the prism's refraction, the white light is split into rays, emitting different colors of light, each of which has a different wavelength. The same phenomenon happens in nature, as we can see in rainbows.
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