Artificial Human Companion
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Artificial Human Companion
Artificial human companions may be any kind of hardware or software creation designed to give companionship to a person. These can 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. Introduction 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. 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. 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 ...
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Software
Software is a set of computer programs and associated software documentation, documentation and data (computing), data. This is in contrast to Computer hardware, hardware, from which the system is built and which actually performs the work. At the low level language, lowest programming level, executable code consists of Machine code, machine language instructions supported by an individual Microprocessor, processor—typically a central processing unit (CPU) or a graphics processing unit (GPU). Machine language consists of groups of Binary number, binary values signifying Instruction set architecture, processor instructions that change the state of the computer from its preceding state. For example, an instruction may change the value stored in a particular storage location in the computer—an effect that is not directly observable to the user. An instruction System call, may also invoke one of many Input/output, input or output operations, for example displaying some text on ...
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Conversation
Conversation is interactive communication between two or more people. The development of conversational skills and etiquette is an important part of socialization. The development of conversational skills in a new language is a frequent focus of language teaching and learning. Conversation analysis is a branch of sociology which studies the structure and organization of human interaction, with a more specific focus on conversational interaction. Definition and characterization No generally accepted definition of conversation exists, beyond the fact that a conversation involves at least two people talking together. Consequently, the term is often defined by what it is not. A ritualized exchange such as a mutual greeting is not a conversation, and an interaction that includes a marked status differential (such as a boss giving orders) is also not a conversation. An interaction with a tightly focused topic or purpose is also generally not considered a conversation. Summariz ...
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Eccky
''Eccky'' is an online game. Until 2009, it was an MSN-based social simulation game in which two people work together to create and raise a virtual baby. ''Eccky'' won the 2005 SpinAwards for Innovation and for Best Interactive Concept. In 2009, the game play changed to a real-time virtual world on Hyves. History ''Eccky'' was created in August 2005 by Dutch developer Media Republic in association with MSN in the Netherlands. ''Eccky'' has characteristics of life simulation and virtual pet games. The gameplay of the first version of ''Eccky'' involved a virtual baby, or Eccky, which was born on the basis of information derived from both ''Eccky'' user players. ''Eccky'' used an AIML chatbot and MSN Messenger for chat between users and the Eccky baby. In 2006, ''Eccky'' became an independent company as a subsidiary of Media Republic. From its live introduction to the public until August 2006, ''Eccky'' required an initial fee which could be paid by either user player. However ...
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Digital Pet
A virtual pet (also known as a digital pet, artificial pet, or pet-raising simulation) is a type of artificial human companion. They are usually kept for companionship or enjoyment. People may keep a digital pet in lieu of a real pet. Digital pets have no concrete physical form other than the hardware they run on. Interaction with virtual pets may or may not be goal oriented. If it is, then the user must keep it alive as long as possible and often help it to grow into higher forms. Keeping the pet alive and growing often requires feeding, grooming and playing with the pet. Some digital pets require more than just food to keep them alive. Daily interaction is required in the form of playing games, virtual petting, providing love and acknowledgment can help keep your virtual pet happy and growing healthy. Digital pets can be simulations of real animals, as in the Petz series, or fantasy ones, like the Tamagotchi or Digimon series. Unlike biological simulations, the pet does ...
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Social Robot
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 (avatars or on-screen synthetic social characters are not embodied and thus distinct) 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. Background While robots have often been described as possessing social qualities (see for example the tortoises developed by William Grey Walter in the 1950s), social robotics is a fairly recent branch of robotics. Since the early 1990s artificial intelligence and robotics researchers have developed robots which explicitly enga ...
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Artificial Intelligence
Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech recognition, computer vision, translation between (natural) languages, as well as other mappings of inputs. The ''Oxford English Dictionary'' of Oxford University Press defines artificial intelligence as: the theory and development of computer systems able to perform tasks that normally require human intelligence, such as visual perception, speech recognition, decision-making, and translation between languages. AI applications include advanced web search engines (e.g., Google), recommendation systems (used by YouTube, Amazon and Netflix), understanding human speech (such as Siri and Alexa), self-driving cars (e.g., Tesla), automated decision-making and competing at the highest level in strategic game systems (such as chess and G ...
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University Of Sheffield
, mottoeng = To discover the causes of things , established = – University of SheffieldPredecessor institutions: – Sheffield Medical School – Firth College – Sheffield Technical School – University College of Sheffield , type = Public research university , academic_staff = 5,670 (2020) - including academic atypical staff , administrative_staff = , chancellor = Lady Justice Rafferty , vice_chancellor = Koen Lamberts , students = () , undergrad = () , postgrad = () , endowment = £46.7 million (2021) , budget = £741.0 million (2020–21) , city = Sheffield , state = South Yorkshire , country = England , coor = , campus = Urban , colours = Black & gold , affiliations = Russell Group WUN ACU N8 Group White Rose Sutton 30 EQUISAMBA Universities UK , website = , logo = The University of Sheffield (informally Sheffield University or TUOS) is a public research university in Sheffield, South Yorkshire, England. Its history traces back to ...
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Dialog Manager
A dialog manager (DM) is a component of a dialog system (DS), responsible for the state and flow of the conversation. Usually: * The input to the DM is the human utterance, usually converted to some system-specific semantic representation by the Natural language understanding (NLU) component. For example, in a flight-planning dialog system, the input may look like "ORDER(from=TA,to=JER,date=2012-01-01)". * The DM usually maintains some state variables, such as the dialog history, the latest unanswered question, etc., depending on the system. * The output of the DM is a list of instructions to other parts of the dialog system, usually in a semantic representation, for example "TELL(flight-num=123,flight-time=12:34)". This semantic representation is usually converted to human language by the Natural language generation (NLG) component. There are many different DMs that fulfill very different roles. There can even be several DM components in a single DS. The only thing common to all ...
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Loebner Prize
The Loebner Prize was an annual competition in artificial intelligence that awards prizes to the computer programs considered by the judges to be the most human-like. The prize is reported as defunct since 2020. The format of the competition was that of a standard Turing test. In each round, a human judge simultaneously holds textual conversations with a computer program and a human being via computer. Based upon the responses, the judge must decide which is which. The contest was launched in 1990 by Hugh Loebner in conjunction with the Cambridge Center for Behavioral Studies, Massachusetts, United States. Since 2014https://blogs.exeter.ac.uk/exeterblog/blog/2014/12/08/the-loebner-prize-a-turing-test-competition-at-bletchley-park/ , ''The Loebner Prize, a Turing Test competition at Bletchley Park - The Exeter Blog'', Retrieved 8 December 2014 it has been organised by the AISB at Bletchley Park.
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Chatterbots
A chatbot or chatterbot is a software application used to conduct an on-line chat conversation via text or text-to-speech, in lieu of providing direct contact with a live human agent. Designed to convincingly simulate the way a human would behave as a conversational partner, chatbot systems typically require continuous tuning and testing, and many in production remain unable to adequately converse, while none of them can pass the standard Turing test. The term "ChatterBot" was originally coined by Michael Mauldin (creator of the first Verbot) in 1994 to describe these conversational programs. Chatbots are used in dialog systems for various purposes including customer service, request routing, or information gathering. While some chatbot applications use extensive word-classification processes, natural-language processors, and sophisticated AI, others simply scan for general keywords and generate responses using common phrases obtained from an associated library or database. ...
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Dialog System
A dialogue system, or conversational agent (CA), is a computer system intended to converse with a human. Dialogue systems employed one or more of text, speech, graphics, haptics, gestures, and other modes for communication on both the input and output channel. The elements of a dialogue system are not defined because this idea is under research, however, they are different from chatbot. The typical GUI wizard engages in a sort of dialogue, but it includes very few of the common dialogue system components, and the dialogue state is trivial. Background After dialogue systems based only on written text processing starting from the early Sixties, the first ''speaking'' dialogue system was issued by the DARPA Project in the USA in 1977. After the end of this 5-year project, some European projects issued the first dialogue system able to speak many languages (also French, German and Italian).Alberto Ciaramella, ''A prototype performance evaluation report'', Sundial work package 8000 ( ...
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PARRY
PARRY was an early example of a chatbot, implemented in 1972 by psychiatrist Kenneth Colby. History PARRY was written in 1972 by psychiatrist Kenneth Colby, then at Stanford University. While ELIZA was a tongue-in-cheek simulation of a Rogerian therapist, PARRY attempted to simulate a person with paranoid schizophrenia. The program implemented a crude model of the behavior of a person with paranoid schizophrenia based on concepts, conceptualizations, and beliefs (judgements about conceptualizations: accept, reject, neutral). It also embodied a conversational strategy, and as such was a much more serious and advanced program than ELIZA. It was described as "ELIZA with attitude". PARRY was tested in the early 1970s using a variation of the Turing Test. A group of experienced psychiatrists analysed a combination of real patients and computers running PARRY through teleprinters. Another group of 33 psychiatrists were shown transcripts of the conversations. The two groups were ...
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