Tamagotchi Effect
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Tamagotchi Effect
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 things which otherwise do not have any emotions. 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 reflect some aspects of human behavior or characteristics, especially levels of artificial intelligence and automated knowledge processing. Tamagotchi toy The Japanese toy Tamagotchi was released in 1996. As of 2010, more than 76 million Tamagotchis have been sold worldwide. This toy is an egg-shaped virtual pet from Japan. It is used by all ages. The user chooses an object, pet, or person to raise an egg to a creature. Another example of virtual pets is a virtual puppy game. In this game, the user takes the role of the mother or father to raise the puppy into an adult. The user feeds, bathes, and even pla ...
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Emotional Attachment
Emotional intimacy is an aspect of interpersonal relationships that varies in intensity from one relationship to another and varies from one time to another, much like physical intimacy. Emotional intimacy involves a perception of closeness to another, sharing of personal feelings, and personal validation. Description Emotional intimacy can be expressed in verbal and non-verbal communication. The degree of comfort, effectiveness, and mutual experience of closeness might indicate emotional intimacy between individuals. Intimate communication is both expressed (e.g. talking) and implied (e.g. friends sitting close on a park bench in silence). Emotional intimacy depends primarily on the degree of closeness, as well as the nature of the relationship and the culture in which it is observed. Emotional intimacy is different from sexual intimacy in that sexual intimacy can take place with or without emotional intimacy. Sexual intimacy differs from emotional intimacy because the latte ...
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Machine
A machine is a physical system using Power (physics), power to apply Force, forces and control Motion, movement to perform an action. The term is commonly applied to artificial devices, such as those employing engines or motors, but also to natural biological macromolecules, such as molecular machines. Machines can be driven by Animal power, animals and Human power, people, by natural forces such as Wind power, wind and Water power, water, and by Chemical energy, chemical, Thermal energy, thermal, or electricity, electrical power, and include a system of mechanism (engineering), mechanisms that shape the actuator input to achieve a specific application of output forces and movement. They can also include computers and sensors that monitor performance and plan movement, often called mechanical systems. Renaissance natural philosophers identified six simple machines which were the elementary devices that put a load into motion, and calculated the ratio of output force to input fo ...
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Robots
"\n\n\n\n\nThe robots exclusion standard, also known as the robots exclusion protocol or simply robots.txt, is a standard used by websites to indicate to visiting web crawlers and other web robots which portions of the site they are allowed to visit.\n\nThis relies on voluntary compliance. Not all robots comply with the standard; email harvesters, spambots, malware and robots that scan for security vulnerabilities may even start with the portions of the website where they have been told to stay out.\n\nThe \"robots.txt\" file can be used in conjunction with sitemaps, another robot inclusion standard for websites.\n History\nThe standard was proposed by Martijn Koster, when working for Nexor in February 1994\n on the ''www-talk'' mailing list, the main communication channel for WWW-related activities at the time. Charles Stross claims to have provoked Koster to suggest robots.txt, after he wrote a badly-behaved web crawler that inadvertently caused a denial-of-service attack on Kost ...
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Software Agent
In computer science, a software agent or software AI is a computer program that acts for a user or other program in a relationship of agency, which derives from the Latin ''agere'' (to do): an agreement to act on one's behalf. Such "action on behalf of" implies the authority to decide which, if any, action is appropriate. Agents are colloquially known as ''bots'', from ''robot''. They may be embodied, as when execution is paired with a robot body, or as software such as a chatbot executing on a phone (e.g. Siri) or other computing device. Software agents may be autonomous or work together with other agents or people. Software agents interacting with people (e.g. chatbots, human-robot interaction environments) may possess human-like qualities such as natural language understanding and speech, personality or embody humanoid form (see Asimo). Related and derived concepts include ''intelligent agents'' (in particular exhibiting some aspects of artificial intelligence, such as reas ...
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Virtual 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 no ...
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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 Go). ...
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Tamagotchi
The is a handheld digital pet that was created in Japan by Akihiro Yokoi of WiZ and Aki Maita of Bandai. It was released by Bandai on November 23, 1996 in Japan and in the USA on May 1, 1997, quickly becoming one of the biggest toy fads of the late 1990s and the early 2000s. , over units have been sold worldwide. Most Tamagotchi are housed in a small egg-shaped handheld video game with an interface consisting of three buttons, with the Tamagotchi Pix adding a shutter on the top to activate the camera. According to Bandai, the name is a portmanteau combining the two Japanese words , which means "egg", and "watch". After the original English spelling of ''watch'', the name is sometimes romanized as ''Tamagotch'' without the "i" in Japan. Most Tamagotchi characters' names end in in Japanese, with few exceptions. History Tamagotchi was invented by Aki Maita and Akihiro Yokoi in 1996. They both won the 1997 Ig Nobel Prize for economics, dubbing them the father and mother ...
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Donna Haraway
Donna J. Haraway is an American Professor Emerita in the History of Consciousness Department and Feminist Studies Department at the University of California, Santa Cruz, and a prominent scholar in the field of science and technology studies. She has also contributed to the intersection of information technology and feminist theory, and is a leading scholar in contemporary ecofeminism. Her work criticizes anthropocentrism, emphasizes the self-organizing powers of nonhuman processes, and explores dissonant relations between those processes and cultural practices, rethinking sources of ethics. Haraway has taught women's studies and the history of science at the University of Hawaii (1971-1974) and Johns Hopkins University (1974-1980). She began working as a professor at the University of California, Santa Cruz in 1980 where she became the first tenured professor in feminist theory in the United States. Haraway's works have contributed to the study of both human–machine and h ...
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Apophenia
Apophenia () is the tendency to perceive meaningful connections between unrelated things. The term (German: ' from the Greek verb ''ἀποφαίνειν'' (apophaínein)) was coined by psychiatrist Klaus Conrad in his 1958 publication on the beginning stages of schizophrenia. He defined it as "unmotivated seeing of connections ccompanied bya specific feeling of abnormal meaningfulness". He described the early stages of delusional thought as self-referential over-interpretations of actual sensory perceptions, as opposed to hallucinations. Apophenia has also come to describe a human propensity to unreasonably seek patterns in random information, such as can occur while gambling. Introduction Apophenia can be considered a commonplace effect of brain function. Taken to an extreme, however, it can be a symptom of psychiatric dysfunction, for example, as a symptom in paranoid schizophrenia, where a patient sees hostile patterns (for example, a conspiracy to persecute them) in ordin ...
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Mobile Phone Overuse
Problematic smartphone use is proposed by some researchers to be a form of psychological or behavioral dependence on cell phones, closely related to other forms of digital media overuse such as social media addiction or internet addiction disorder. Other researchers have stated that terminology relating to behavioral addictions in regards to smartphone use can cause additional problems both in research and stigmatization of users, suggesting the term to evolve to problematic smartphone use. Problematic use can include preoccupation with mobile communication, excessive money or time spent on mobile phones, and use of mobile phones in socially or physically inappropriate situations such as driving an automobile. Increased use can also lead to adverse effects on relationships, mental or physical health, and ensues anxiety if separated from a mobile phone or sufficient signal. Preschool children and young adults are at highest risk for problematic smartphone use. The use of smart ...
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Virtual Pets
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 no ...
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