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BabyX is an interactive lifelike virtual infant created through the use of artificial intelligence by Mark Sagar, Creator and Director of the Laboratory for Animate Technologies located at the University of Auckland's Bioengineering Institute.
Created in 2013, BabyX is a virtual animated baby that learns and reacts like a human baby and was designed after the likeness of Sagar's own daughter when she was 18 months old. [1] BabyX has a virtual brain built with detailed likeness to the human brain and work through an operating system called Brain Language, invented by Sagar and his team of researchers. [1] Stimulated neurochemical reactions help BabyX decide how she will react. [2]
BabyX is a project of Auckland's Bioengineering Institute Laboratory for Animate Technologies, [3] to make a virtual animated baby that learns and reacts like a human baby. It uses the computer's cameras for "seeing" and microphones to "listen" as the inputs. The computer uses artificial intelligence algorithms for BabyX's "learning" and interpretation of the inputs (voice and image) to understand the situation. The result is a virtual toddler that can learn to read, recognize objects and "understand." The output is the baby's face that can "speak" and express its mood by facial expressions (such as smiling). [4]
Previously, Sagar worked in computer-generated imagery (CGI) working on movies such as Avatar, King Kong, and others. In 2016, Sagar built upon BabyX's technology to launch Soul Machines, human-like avatars that use artificial intelligence to respond to human emotion. [5] [6]
Artificial intelligence (AI), in its broadest sense, is intelligence exhibited by machines, particularly computer systems. It is a field of research in computer science that develops and studies methods and software that enable machines to perceive their environment and use learning and intelligence to take actions that maximize their chances of achieving defined goals. Such machines may be called AIs.
Cognitive science is the interdisciplinary, scientific study of the mind and its processes. It examines the nature, the tasks, and the functions of cognition. Mental faculties of concern to cognitive scientists include language, perception, memory, attention, reasoning, and emotion; to understand these faculties, cognitive scientists borrow from fields such as linguistics, psychology, artificial intelligence, philosophy, neuroscience, and anthropology. The typical analysis of cognitive science spans many levels of organization, from learning and decision to logic and planning; from neural circuitry to modular brain organization. One of the fundamental concepts of cognitive science is that "thinking can best be understood in terms of representational structures in the mind and computational procedures that operate on those structures."
The Chinese room argument holds that a computer executing a program cannot have a mind, understanding, or consciousness, regardless of how intelligently or human-like the program may make the computer behave. The argument was presented in a 1980 paper by the philosopher John Searle entitled "Minds, Brains, and Programs" and published in the journal Behavioral and Brain Sciences. Before Searle, similar arguments had been presented by figures including Gottfried Wilhelm Leibniz (1714), Anatoly Dneprov (1961), Lawrence Davis (1974) and Ned Block (1978). Searle's version has been widely discussed in the years since. The centerpiece of Searle's argument is a thought experiment known as the Chinese room.
Marvin Lee Minsky was an American cognitive and computer scientist concerned largely with research of artificial intelligence (AI). He co-founded the Massachusetts Institute of Technology's AI laboratory and wrote several texts concerning AI and philosophy.
Machine learning (ML) is a field of study in artificial intelligence concerned with the development and study of statistical algorithms that can learn from data and generalize to unseen data and thus perform tasks without explicit instructions. Recently, artificial neural networks have been able to surpass many previous approaches in performance.
Artificial general intelligence (AGI) is a type of artificial intelligence (AI) that matches or surpasses human capabilities across a wide range of cognitive tasks. This is in contrast to narrow AI, which is designed for specific tasks. AGI is considered one of various definitions of strong AI.
Weak artificial intelligence is artificial intelligence that implements a limited part of the mind, or, as narrow AI, is focused on one narrow task.
In video games, artificial intelligence (AI) is used to generate responsive, adaptive or intelligent behaviors primarily in non-playable characters (NPCs) similar to human-like intelligence. Artificial intelligence has been an integral part of video games since their inception in the 1948, first seen in the game Nim. AI in video games is a distinct subfield and differs from academic AI. It serves to improve the game-player experience rather than machine learning or decision making. During the golden age of arcade video games the idea of AI opponents was largely popularized in the form of graduated difficulty levels, distinct movement patterns, and in-game events dependent on the player's input. Modern games often implement existing techniques such as pathfinding and decision trees to guide the actions of NPCs. AI is often used in mechanisms which are not immediately visible to the user, such as data mining and procedural-content generation. One of the most infamous examples of this NPC technology and gradual difficulty levels can be found in the game Punch-Out!!.
In artificial intelligence, an embodied agent, also sometimes referred to as an interface agent, is an intelligent agent that interacts with the environment through a physical body within that environment. Agents that are represented graphically with a body, for example a human or a cartoon animal, are also called embodied agents, although they have only virtual, not physical, embodiment. A branch of artificial intelligence focuses on empowering such agents to interact autonomously with human beings and the environment. Mobile robots are one example of physically embodied agents; Ananova and Microsoft Agent are examples of graphically embodied agents. Embodied conversational agents are embodied agents that are capable of engaging in conversation with one another and with humans employing the same verbal and nonverbal means that humans do.
The philosophy of artificial intelligence is a branch of the philosophy of mind and the philosophy of computer science that explores artificial intelligence and its implications for knowledge and understanding of intelligence, ethics, consciousness, epistemology, and free will. Furthermore, the technology is concerned with the creation of artificial animals or artificial people so the discipline is of considerable interest to philosophers. These factors contributed to the emergence of the philosophy of artificial intelligence.
Human image synthesis is technology that can be applied to make believable and even photorealistic renditions of human-likenesses, moving or still. It has effectively existed since the early 2000s. Many films using computer generated imagery have featured synthetic images of human-like characters digitally composited onto the real or other simulated film material. Towards the end of the 2010s deep learning artificial intelligence has been applied to synthesize images and video that look like humans, without need for human assistance, once the training phase has been completed, whereas the old school 7D-route required massive amounts of human work .
Machine perception is the capability of a computer system to interpret data in a manner that is similar to the way humans use their senses to relate to the world around them. The basic method that the computers take in and respond to their environment is through the attached hardware. Until recently input was limited to a keyboard, or a mouse, but advances in technology, both in hardware and software, have allowed computers to take in sensory input in a way similar to humans.
Artificial intelligence (AI) has been used in applications throughout industry and academia. Similar to electricity or computers, AI serves as a general-purpose technology that has numerous applications. Its applications span language translation, image recognition, decision-making, credit scoring, e-commerce and various other domains. AI which accommodates such technologies as machines being equipped perceive, understand, act and learning a scientific discipline.
Digital immortality is the hypothetical concept of storing a person's personality in digital substrate, i.e., a computer, robot or cyberspace. The result might look like an avatar behaving, reacting, and thinking like a person on the basis of that person's digital archive. After the death of the individual, this avatar could remain static or continue to learn and self-improve autonomously.
Virtual intelligence (VI) is the term given to artificial intelligence that exists within a virtual world. Many virtual worlds have options for persistent avatars that provide information, training, role-playing, and social interactions.
Cleverbot is a chatterbot web application. It was created by British AI scientist Rollo Carpenter and launched in October 2008. It was preceded by Jabberwacky, a chatbot project that began in 1988 and went online in 1997. In its first decade, Cleverbot held several thousand conversations with Carpenter and his associates. Since launching on the web, the number of conversations held has exceeded 150 million. Besides the web application, Cleverbot is also available as an iOS, Android, and Windows Phone app.
Cognitive computing refers to technology platforms that, broadly speaking, are based on the scientific disciplines of artificial intelligence and signal processing. These platforms encompass machine learning, reasoning, natural language processing, speech recognition and vision, human–computer interaction, dialog and narrative generation, among other technologies.
Artificial intelligence (AI) has a range of uses in government. It can be used to further public policy objectives, as well as assist the public to interact with the government. According to the Harvard Business Review, "Applications of artificial intelligence to the public sector are broad and growing, with early experiments taking place around the world." Hila Mehr from the Ash Center for Democratic Governance and Innovation at Harvard University notes that AI in government is not new, with postal services using machine methods in the late 1990s to recognise handwriting on envelopes to automatically route letters. The use of AI in government comes with significant benefits, including efficiencies resulting in cost savings, and reducing the opportunities for corruption. However, it also carries risks.
Louis Barry Rosenberg is an American engineer, researcher, inventor, and entrepreneur. He researches augmented reality, virtual reality, and artificial intelligence. He was the Cotchett Endowed Professor of Educational Technology at the California Polytechnic State University, San Luis Obispo. He founded the Immersion Corporation and Unanimous A.I., and he wrote the screenplay for the 2009 romantic comedy film, Lab Rats.