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Artificial human companions may be any kind of hardware or software creation designed to give companionship to a person. [1] Various types of large language models (LLMs) are used in the development of AI-based human companions. [2] These can engage in natural and dynamic conversations, provide assistance, offer companionship, and even perform tasks like scheduling or information retrieval. [3] Examples include digital pets, such as the popular Tamagotchi, or robots, such as the Sony AIBO. Virtual companions can be used as a form of entertainment, or they can be medical or functional, to assist the elderly in maintaining an acceptable standard of life.
Senior citizens make up an increasing percentage of the population in the Western nations, and, according to Judith Masthoff of the University of Brighton, they tend to live alone and have a limited social network. [4] Studies also show that those elderly living in such circumstances have an increased risk of developing depression and dementia and have a shorter life span than more socially connected seniors. [5]
It has been known to gerontologists for some time that pets -- particularly those such as cats and dogs that exhibit a range of behaviors and emotions -- help prevent depression in the elderly. Studies also show some beneficial results from electronic pets such as Sony's Aibo and Omron's NeCoRo; however, the therapeutic value of such artificial pets remains limited by the capabilities of technology. A recent solution to physical limitations of technology comes from GeriJoy, in the form of virtual pets for seniors. Seniors can interact with GeriJoy's pets by petting them through the multitouch interface of standard consumer-grade tablets, and can even have intelligent conversations with the pets.
Television viewing among the elderly represents a significant percentage of how their waking hours are spent, and the percentage increases directly with age. Seniors typically watch TV to avoid loneliness; yet TV limits social interaction, thus creating a vicious circle.
In 2012 Judith Masthoff, a professor of computer science from the University of Utrech, purports that it is possible to develop an interactive, personalized form of television that would allow the viewer to engage in natural conversation and learn from these conversations, as well as becoming more physically active which can help in the management of Type 2 Diabetes. [6]
Recent research shows the proliferation of this technology, particularly among the younger generation. [7] Another study reveals that young people are increasingly engaging in digital relationships with AI as a form of emotional support. [8] This trend is notably significant for those grappling with social anxiety and depression, as AI provides a unique and accessible resource for managing these challenges. [9]
Such applications have existed for decades. The earliest, such as the "psychologist" program ELIZA , did little more than identify key words and feed them back to the user, but Kenneth Colby's 1972 PARRY program at Stanford University -- far superior to ELIZA -- exhibited many of the features researchers now seek to put into a dialog system, above all some form of emotional response and having something "it wants to say", rather than being completely passive like ELIZA. The Internet now has a wide range of chatbots but they are no more advanced, in terms of plausibility as conversationalists, than the systems of forty years ago and most users tire of them after a couple of exchanges. Meanwhile, two developments have advanced the field in different ways: first, the Loebner Prize, an annual competition for the best computer conversationalist, substantially advanced performance. Its winners could be considered the best chatterbots, but even they never approach a human level of capacity as can be seen from the site.
Secondly a great deal of industrial and academic research has gone into effective conversationalists, usually for specific tasks, such as selling rail or airline tickets. The core issue in all such systems is the dialog manager which is the element of system that determines what the system should say next and so appear intelligent or compliant with the task at hand. This research, along with work on computing emotion, speech research and Embodied Conversational Agents (ECAs) has led to the beginnings of more companionable systems, particularly for the elderly. The EU supported Companions Project is a 4-year, 15-site project to build such companions, based at the University of Sheffield.
AI applications have emerged in various areas of social work practice. In social work with older adults, AI systems have been increasingly used for fraud prevention in banking, helping protect elderly people who may be vulnerable to financial exploitation. [10]
De Greeff and Belpaeme wrote in 2015 that the social learning of social robots has increased and could become more prominent in coming decades. It is written that "social robots often tend to be designed to portray a character, thus stimulating their anthropomorphisation by human interactants and inviting an interaction-style that is natural to people. Both a robot's appearance and behaviour can strengthen interactants' interpretation of dealing with a social agent, rather than with a piece of equipment". This substantiates that robots and AI are in the process of being used for communication and support for humans, and AI is used in order to allow technology and robots to become adept at linguistics and social cues. [11]
An android is a humanoid robot or other artificial being, often made from a flesh-like material. Historically, androids existed only in the domain of science fiction and were frequently seen in film and television, but advances in robot technology have allowed the design of functional and realistic humanoid robots.
AIBO is a series of robotic dogs designed and manufactured by Sony. Sony announced a prototype Aibo in mid-1998, and the first consumer model was introduced on 11 May 1999. New models were released every year until 2006. Although most models were dogs, other inspirations included lion cubs and space explorers. Only the ERS-7, ERS-110/111 and ERS-1000 versions were explicitly a "robotic dog", but the 210 can also be considered a dog due to its Jack Russell Terrier appearance and face. In 2006, AIBO was added into the Carnegie Mellon University Robot Hall of Fame.
An autonomous robot is a robot that acts without recourse to human control. Historic examples include space probes. Modern examples include self-driving vacuums and cars.
A chatbot is a software application or web interface designed to have textual or spoken conversations. Modern chatbots are typically online and use generative artificial intelligence systems that are capable of maintaining a conversation with a user in natural language and simulating the way a human would behave as a conversational partner. Such chatbots often use deep learning and natural language processing, but simpler chatbots have existed for decades.
A virtual pet is a type of artificial human companion. They are usually kept for companionship or enjoyment, or as an alternative to a real pet.
Friendly artificial intelligence is hypothetical artificial general intelligence (AGI) that would have a positive (benign) effect on humanity or at least align with human interests such as fostering the improvement of the human species. It is a part of the ethics of artificial intelligence and is closely related to machine ethics. While machine ethics is concerned with how an artificially intelligent agent should behave, friendly artificial intelligence research is focused on how to practically bring about this behavior and ensuring it is adequately constrained.
A social robot is an autonomous robot that interacts and communicates with humans or other autonomous physical agents by following social behaviors and rules attached to its role. Like other robots, a social robot is physically embodied. Some synthetic social agents are designed with a screen to represent the head or 'face' to dynamically communicate with users. In these cases, the status as a social robot depends on the form of the 'body' of the social agent; if the body has and uses some physical motors and sensor abilities, then the system could be considered a robot.
An entertainment robot is a robot that is not made for utilitarian use, as in production or domestic services, but for the sole subjective pleasure of the human. It serves, usually the owner or his housemates, guests, or clients. Robotic technologies are applied in many areas of culture and entertainment.
Robotic pets are artificially intelligent machines that are made to resemble actual pets. While the first robotic pets produced in the late 1990s were not too advanced, they have since grown technologically. Many now use machine learning, making them much more realistic. Most consumers buy robotic pets with the aim of getting similar companionship that biological pets offer, without some of the drawbacks that come with caring for live animals. The pets on the market currently have a wide price range, from the low hundreds into the several thousands of dollars. Multiple studies have been done to show that we treat robotic pets in a similar way as actual pets, despite their obvious differences. However, there is some controversy regarding how ethical using robotic pets is, and whether or not they should be widely adopted in elderly care.
Human–robot interaction (HRI) is the study of interactions between humans and robots. Human–robot interaction is a multidisciplinary field with contributions from human–computer interaction, artificial intelligence, robotics, natural language processing, design, psychology and philosophy. A subfield known as physical human–robot interaction (pHRI) has tended to focus on device design to enable people to safely interact with robotic systems.
PARO is a therapeutic baby harp seal robot, intended to be very cute and to have a calming effect on and elicit emotional responses in patients of hospitals and nursing homes, similar to animal-assisted therapy except using robots.
The core idea of artificial intelligence systems integration is making individual software components, such as speech synthesizers, interoperable with other components, such as common sense knowledgebases, in order to create larger, broader and more capable A.I. systems. The main methods that have been proposed for integration are message routing, or communication protocols that the software components use to communicate with each other, often through a middleware blackboard system.
The ethics of artificial intelligence covers a broad range of topics within the field that are considered to have particular ethical stakes. This includes algorithmic biases, fairness, automated decision-making, accountability, privacy, and regulation. It also covers various emerging or potential future challenges such as machine ethics, lethal autonomous weapon systems, arms race dynamics, AI safety and alignment, technological unemployment, AI-enabled misinformation, how to treat certain AI systems if they have a moral status, artificial superintelligence and existential risks.
The Tamagotchi effect is the development of emotional attachment with machines, robots or software agents. It has been noticed that humans tend to attach emotionally to inanimate objects devoid of emotions of their own. For example, there are instances when people feel emotional about using their car keys, or with virtual pets. It is more prominent in applications which simulate or reflect some aspects of human behavior or characteristics, especially levels of artificial intelligence and automated knowledge processing.
A virtual assistant (VA) is a software agent that can perform a range of tasks or services for a user based on user input such as commands or questions, including verbal ones. Such technologies often incorporate chatbot capabilities to streamline task execution. The interaction may be via text, graphical interface, or voice - as some virtual assistants are able to interpret human speech and respond via synthesized voices.
The Turing test, originally called the imitation game by Alan Turing in 1949, is a test of a machine's ability to exhibit intelligent behaviour equivalent to that of a human. In the test, a human evaluator judges a text transcript of a natural-language conversation between a human and a machine. The evaluator tries to identify the machine, and the machine passes if the evaluator cannot reliably tell them apart. The results would not depend on the machine's ability to answer questions correctly, only on how closely its answers resembled those of a human. Since the Turing test is a test of indistinguishability in performance capacity, the verbal version generalizes naturally to all of human performance capacity, verbal as well as nonverbal (robotic).
Sex robots or sexbots are anthropomorphic robotic sex dolls that have human-like movement or behavior, and some degree of artificial intelligence. As of 2018, although elaborately instrumented sex dolls have been created by a number of inventors, no fully animated sex robots yet exist. Simple devices have been created which can speak, make facial expressions, or respond to touch.
Artificial empathy or computational empathy is the development of AI systems—such as companion robots or virtual agents—that can detect emotions and respond to them in an empathic way.
Sophia is a female social humanoid robot developed in 2016 by the Hong Kong–based company Hanson Robotics. Sophia was activated on February 14, 2016, and made her first public appearance in mid-March 2016 at South by Southwest (SXSW) in Austin, Texas, United States. Sophia was marketed as a "social robot" who can mimic social behavior and induce feelings of love in humans.
A companion robot is a robot created to create real or apparent companionship for human beings. Target markets for companion robots include the elderly and single children. Companions robots are expected to communicate with non-experts in a natural and intuitive way. They offer a variety of functions, such as monitoring the home remotely, communicating with people, or waking people up in the morning. Their aim is to perform a wide array of tasks including educational functions, home security, diary duties, entertainment and message delivery services, etc.