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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, 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 chatterbots 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.
Historically, the concept of artificial intelligence (AI) has rapidly changed numerous forms of society and different workforces. The field in it is focusing on, that being Social Work, demonstrates one of the numerous workforces that can and has utilized the benefits of AI. Social work is a field that can especially benefit from AI, because of the expansive number of fields that it has. As an example, Social Work can focus on the medical field, geriatrics, group work, and many more fields. In Narula's article, many forms and examples of AI are given, and a number of those examples are applicable to the field of Social Work, especially within the medical and geriatric fields. Within the realm of geriatric Social Work, in the last decades, it has been increasing dependent on AI's fraud prevention within banking systems. [10] Because older adults are more vulnerable to financial manipulation and abuse, this system of AI is especially integral for the protection of the geriatric population.
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”. [11] 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. [12]
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.
Cynthia Breazeal is an American robotics scientist and entrepreneur. She is a former chief scientist and chief experience officer of Jibo, a company she co-founded in 2012 that developed personal assistant robots. Currently, she is a professor of media arts and sciences at the Massachusetts Institute of Technology and the director of the Personal Robots group at the MIT Media Lab. Her most recent work has focused on the theme of living everyday life in the presence of AI, and gradually gaining insight into the long-term impacts of social robots.
Jabberwacky is a chatbot created by British programmer Rollo Carpenter and launched in 1997. Its stated aim is to "simulate natural human chat in an interesting, entertaining and humorous manner". It is an early attempt at creating an artificial intelligence through human interaction.
An AI takeover is an imagined scenario in which artificial intelligence (AI) emerges as the dominant form of intelligence on Earth and computer programs or robots effectively take control of the planet away from the human species, which relies on human intelligence. Possible scenarios include replacement of the entire human workforce due to automation, takeover by a superintelligent AI (ASI), and the notion of a robot uprising. Stories of AI takeovers have been popular throughout science fiction, but recent advancements have made the threat more real. Some public figures, such as Stephen Hawking and Elon Musk, have advocated research into precautionary measures to ensure future superintelligent machines remain under human control.
Developmental robotics (DevRob), sometimes called epigenetic robotics, is a scientific field which aims at studying the developmental mechanisms, architectures and constraints that allow lifelong and open-ended learning of new skills and new knowledge in embodied machines. As in human children, learning is expected to be cumulative and of progressively increasing complexity, and to result from self-exploration of the world in combination with social interaction. The typical methodological approach consists in starting from theories of human and animal development elaborated in fields such as developmental psychology, neuroscience, developmental and evolutionary biology, and linguistics, then to formalize and implement them in robots, sometimes exploring extensions or variants of them. The experimentation of those models in robots allows researchers to confront them with reality, and as a consequence, developmental robotics also provides feedback and novel hypotheses on theories of human and animal development.
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.
Weak artificial intelligence is artificial intelligence that implements a limited part of the mind, or, as Artificial Narrow Intelligece, is focused on one narrow task.
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 following outline is provided as an overview of and topical guide to artificial intelligence:
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.
Robot ethics, sometimes known as "roboethics", concerns ethical problems that occur with robots, such as whether robots pose a threat to humans in the long or short run, whether some uses of robots are problematic, and how robots should be designed such that they act 'ethically'. Alternatively, roboethics refers specifically to the ethics of human behavior towards robots, as robots become increasingly advanced. Robot ethics is a sub-field of ethics of technology, specifically information technology, and it has close links to legal as well as socio-economic concerns. Researchers from diverse areas are beginning to tackle ethical questions about creating robotic technology and implementing it in societies, in a way that will still ensure the safety of the human race.
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.
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.
In artificial intelligence research, the situated approach builds agents that are designed to behave effectively successfully in their environment. This requires designing AI "from the bottom-up" by focussing on the basic perceptual and motor skills required to survive. The situated approach gives a much lower priority to abstract reasoning or problem-solving skills.
Machine ethics is a part of the ethics of artificial intelligence concerned with adding or ensuring moral behaviors of man-made machines that use artificial intelligence, otherwise known as artificial intelligent agents. Machine ethics differs from other ethical fields related to engineering and technology. It should not be confused with computer ethics, which focuses on human use of computers. It should also be distinguished from the philosophy of technology, which concerns itself with technology's grander social effects.
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.
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.