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Artificial Empathy
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.Yalçın, Ö.N., DiPaola, S. "Modeling empathy: building a link between affective and cognitive processes." ''Artificial Intelligence Review'' 53, 2983–3006 (2020). . Although such technology can be perceived as scary or threatening, it could also have a significant advantage over humans for roles in which emotional expression can be important, such as in the health care sector. For example, care-givers who perform emotional labor above and beyond the requirements of paid labor can experience chronic stress or burnout, and can become desensitized to patients. Emotional role-playing between a care-receiver and a robot might actually result in less fear and concern for the receiver's predicament ("if it is just a robot taking care of me it cannot be that critical"). Scholars debate the possible ou ...
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Companion Robot
A companion robot is a robot created for the purposes of creating real or apparent companionship for human beings. Target markets for companion robots include the elderly and single children. Examples There are several companion robot prototypes and these include Paro, CompanionAble, and EmotiRob, among others. Paro Paro is a pet-type robot system developed by Japan's National Institute of Advanced Industrial Science and Technology (AIST). The robot, which looked like a small seal, was designed for the care and support of old individuals especially those living on their own. Experiments showed that Paro facilitated elderly residents to communicate with each other, which led to psychological improvements. CompanionAble This robot is classified as an FP 7 EU project and is built to "cooperate with Ambient Assistive Living environment". The autonomous device, which is also built to support the elderly, helps its owner interact with smart home environment as well as care give ...
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Glossary Of Artificial Intelligence
This glossary of artificial intelligence is a list of definitions of terms and concepts relevant to the study of artificial intelligence, its sub-disciplines, and related fields. Related glossaries include Glossary of computer science, Glossary of robotics, and Glossary of machine vision. A B C D E F G H I J K ...
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Formal Sciences
Formal science is a branch of science studying disciplines concerned with abstract structures described by formal systems, such as logic, mathematics, statistics, theoretical computer science, artificial intelligence, information theory, game theory, systems theory, decision theory, and theoretical linguistics. Whereas the natural sciences and social sciences seek to characterize physical systems and social systems, respectively, using empirical methods, the formal sciences use language tools concerned with characterizing abstract structures described by formal systems. The formal sciences aid the natural and social sciences by providing information about the structures used to describe the physical world, and what inferences may be made about them. Etymology The modern usage of the term ''formal sciences'', in English-language literature, occurs at least as early as 1860, in a posthumous publication of lectures on philosophy by Sir William Hamilton wherein logic and mathe ...
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Emotion
Emotions are mental states brought on by neurophysiological changes, variously associated with thoughts, feelings, behavioral responses, and a degree of pleasure or displeasure. There is currently no scientific consensus on a definition. Emotions are often intertwined with mood, temperament, personality, disposition, or creativity. Research on emotion has increased over the past two decades with many fields contributing including psychology, medicine, history, sociology of emotions, and computer science. The numerous theories that attempt to explain the origin, function and other aspects of emotions have fostered more intense research on this topic. Current areas of research in the concept of emotion include the development of materials that stimulate and elicit emotion. In addition, PET scans and fMRI scans help study the affective picture processes in the brain. From a mechanistic perspective, emotions can be defined as "a positive or negative experience t ...
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Emerging Technologies
Emerging technologies are technologies whose development, practical applications, or both are still largely unrealized. These technologies are generally new but also include older technologies finding new applications. Emerging technologies are often perceived as capable of changing the status quo. Emerging technologies are characterized by radical novelty (in application even if not in origins), relatively fast growth, coherence, prominent impact, and uncertainty and ambiguity. In other words, an emerging technology can be defined as "a radically novel and relatively fast growing technology characterised by a certain degree of coherence persisting over time and with the potential to exert a considerable impact on the socio-economic domain(s) which is observed in terms of the composition of actors, institutions and patterns of interactions among those, along with the associated knowledge production processes. Its most prominent impact, however, lies in the future and so in th ...
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Cybernetics
Cybernetics is a wide-ranging field concerned with circular causality, such as feedback, in regulatory and purposive systems. Cybernetics is named after an example of circular causal feedback, that of steering a ship, where the helmsperson maintains a steady course in a changing environment by adjusting their steering in continual response to the effect it is observed as having. Cybernetics is concerned with circular causal processes such as steering however they are embodied,Ashby, W. R. (1956). An introduction to cybernetics. London: Chapman & Hall, p. 1. including in ecological, technological, biological, cognitive, and social systems, and in the context of practical activities such as designing, learning, managing, conversation, and the practice of cybernetics itself. Cybernetics' transdisciplinary and "antidisciplinary" character has meant that it intersects with a number of other fields, leading to it having both wide influence and diverse interpretations. Cybernetics ...
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Computational Neuroscience
Computational neuroscience (also known as theoretical neuroscience or mathematical neuroscience) is a branch of  neuroscience which employs mathematical models, computer simulations, theoretical analysis and abstractions of the brain to understand the principles that govern the development, structure, physiology and cognitive abilities of the nervous system. Computational neuroscience employs computational simulations to validate and solve mathematical models, and so can be seen as a sub-field of theoretical neuroscience; however, the two fields are often synonymous. The term mathematical neuroscience is also used sometimes, to stress the quantitative nature of the field. Computational neuroscience focuses on the description of biologically plausible neurons (and neural systems) and their physiology and dynamics, and it is therefore not directly concerned with biologically unrealistic models used in connectionism, control theory, cybernetics, quantitative psychol ...
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Affective Computing
Affective computing is the study and development of systems and devices that can recognize, interpret, process, and simulate human affects. It is an interdisciplinary field spanning computer science, psychology, and cognitive science. While some core ideas in the field may be traced as far back as to early philosophical inquiries into emotion, the more modern branch of computer science originated with Rosalind Picard's 1995 paper on affective computing and her book ''Affective Computing'' published by MIT Press. One of the motivations for the research is the ability to give machines emotional intelligence, including to simulate empathy. The machine should interpret the emotional state of humans and adapt its behavior to them, giving an appropriate response to those emotions. Areas Detecting and recognizing emotional information Detecting emotional information usually begins with passive sensors that capture data about the user's physical state or behavior without interp ...
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Machine Learning
Machine learning (ML) is a field of inquiry devoted to understanding and building methods that 'learn', that is, methods that leverage data to improve performance on some set of tasks. It is seen as a part of artificial intelligence. Machine learning algorithms build a model based on sample data, known as training data, in order to make predictions or decisions without being explicitly programmed to do so. Machine learning algorithms are used in a wide variety of applications, such as in medicine, email filtering, speech recognition, agriculture, and computer vision, where it is difficult or unfeasible to develop conventional algorithms to perform the needed tasks.Hu, J.; Niu, H.; Carrasco, J.; Lennox, B.; Arvin, F.,Voronoi-Based Multi-Robot Autonomous Exploration in Unknown Environments via Deep Reinforcement Learning IEEE Transactions on Vehicular Technology, 2020. A subset of machine learning is closely related to computational statistics, which focuses on making pred ...
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Evolutionary Computing
In computer science, evolutionary computation is a family of algorithms for global optimization inspired by biological evolution, and the subfield of artificial intelligence and soft computing studying these algorithms. In technical terms, they are a family of population-based trial and error problem solvers with a metaheuristic or stochastic optimization character. In evolutionary computation, an initial set of candidate solutions is generated and iteratively updated. Each new generation is produced by stochastically removing less desired solutions, and introducing small random changes. In biological terminology, a population of solutions is subjected to natural selection (or artificial selection) and mutation. As a result, the population will gradually evolve to increase in fitness, in this case the chosen fitness function of the algorithm. Evolutionary computation techniques can produce highly optimized solutions in a wide range of problem settings, making them popular in ...
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Pepper (robot)
Pepper is a semi-humanoid robot manufactured by SoftBank Robotics (formerly Aldebaran Robotics), designed with the ability to read emotions. It was introduced in a conference on 5 June 2014, and was showcased in SoftBank Mobile phone stores in Japan beginning the next day. Pepper's ability to recognize emotion is based on detection and analysis of facial expressions and voice tones. Production of Pepper was paused in June 2021, due to weak demand. History Pepper was introduced in Tokyo on June 5, 2014, by Masayoshi Son, founder of SoftBank. Pepper was scheduled to be available in December 2015 at SoftBank Mobile Pepper went on sale in June 2015 with the first batch of 1,000 units selling out in just 60 seconds. Pepper was launched in the UK in 2016. By May 2018, 12,000 Pepper robots had been sold in Europe. In June 2021, it was reported SoftBank would pause production of Pepper, citing weak demand. At the time, an estimated 27,000 units had been manufactured. Use Commercia ...
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Human–robot Interaction
Human–robot interaction is the study of interactions between humans and robots. It is often referred as HRI by researchers. Human–robot interaction is a multidisciplinary field with contributions from human–computer interaction, artificial intelligence, robotics, natural-language understanding, design, and psychology. Origins Human–robot interaction has been a topic of both science fiction and academic speculation even before any robots existed. Because much of active HRI development depends on natural-language processing, many aspects of HRI are continuations of human communications, a field of research which is much older than robotics. The origin of HRI as a discrete problem was stated by 20th-century author Isaac Asimov in 1941, in his novel ''I, Robot''. He states the Three Laws of Robotics as: # A robot may not injure a human being or, through inaction, allow a human being to come to harm. # A robot must obey the orders by human beings except where such orders wou ...
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