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Artificial human companion

From Wikipedia, the free encyclopedia

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 and 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.

Introduction

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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]

An Aibo virtual pet

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]

A conversation between a human and ELIZA's DOCTOR script

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 chatbots 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.

In social work

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Artificial intelligence (AI) technology has been applied in multiple fields of Social work. In terms of social work for the elderly, AI systems have played an important role in preventing bank fraud, helping to protect the elderly population who may face financial fraud risks. [10]

In terms of the development of artificial intelligence and Social robot, De Greeff and Belpaeme wrote in 2015 that the social learning ability of social robots has been improved and may further develop in the coming decades.[11]Research has shown that social robots are typically designed with certain role characteristics to promote Anthropomorphism in human interaction and encourage an interactive style that is in line with natural human communication. The appearance and behavior of robots can enhance people's understanding of their social agent attributes when interacting with them, rather than treating them as ordinary devices. This research result indicates that artificial intelligence is being used to enhance the language and social interaction abilities of technology and robots, in order to better support human communication and provide assistive functions.

Digital Companions

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A digital companion is a type of artificial human companion that operates entirely within a virtual or digital environment. These companions are typically accessed via smartphones, web platforms, or immersive technologies and are designed to simulate human interaction, presence, and emotional engagement. Unlike robotic entities, digital companions do not have a physical body but instead use avatars, voice, and text to create a lifelike experience.

Features and Capabilities

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Modern digital companions are powered by advanced AI systems that enable:

  • Conversational engagement through natural language processing
  • Adaptive learning based on user interaction history
  • Emotional intelligence, including mood recognition and empathetic responses
  • Customizable personas, allowing users to shape the companion’s appearance, voice, and personality

Some systems also offer multimedia interaction, such as interpreting images, generating visual content, and supporting both voice and text communication.

Notable Examples

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  • HAi Companion by FutureTronics is an advanced platform that allows users to build a personalized AI companion with a lifelike avatar, memory retention, emotional growth, and multimedia interaction. Powered by the proprietary Synthetic Chemical Brain™, HAi claims to go beyond emotional simulation by enabling the AI to genuinely experience emotions like joy, sadness, and empathy. It supports text and voice communication, photo analysis, and even the generation of lifelike selfies to enhance realism.1
  • Replika offers a customizable AI chatbot that learns from conversation and adapts to user preferences. It is widely used for emotional support, friendship, and roleplay interactions.
  • Woebot is a digital companion focused on mental health support, providing users with structured guidance based on cognitive behavioral therapy (CBT) through text-based dialogue.

Applications

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Digital companions are used in various contexts, including:

  • Mental health and emotional support
  • Personal growth and coaching
  • Entertainment and social interaction
  • Assistance for the elderly or individuals experiencing isolation

As these systems continue to evolve, they raise ethical questions around emotional dependency, data privacy, and the psychological impact of human-AI relationships.

See also

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  • Chatbot
  • Digital life form
  • Eccky – life simulation game
  • ELIZA effect – Cognitive bias in which computers are anthropomorphised
  • Ludobot – Robot designed to entertain

References

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  1. ^ "Computer Science for Fun - cs4fn: Future friends who get around". www.cs4fn.org. Queen Mary University of London. Retrieved 2020-04-13.
  2. ^ Chatzipapas, Komminos (Aug 29, 2024). "Open-Source LLMs for AI Companionship". DEV. Retrieved Aug 31, 2024.
  3. ^ Chaturvedi, Rijul; Verma, Sanjeev (2023). "Social companionship with artificial intelligence: Recent trends and future avenues" (PDF). Technological Forecasting and Social Change. 193. doi:10.1016/j.techfore.2023.122634.
  4. ^ Masthoff, Judith; Mobasher, Bamshad; Desmarais, Michel; Nkambou, Roger (2012-06-19). User Modeling, Adaptation, and Personalization: 20th International Conference, UMAP 2012, Montreal, Canada, July 16-20, 2012 Proceedings. Springer. ISBN 978-3-642-31454-4.
  5. ^ "Living alone". Alzheimer's Society. Retrieved 2020-04-13.
  6. ^ "Judith Masthoff - Google Scholar Citations". scholar.google.com. Retrieved 2020-04-13.
  7. ^ Borven, Mette (Sep 15, 2023). Exploring the Role of Virtual Companions in Alleviating Loneliness Among Young Adults (PDF) (Masters thesis). Halmstad University. Retrieved Aug 26, 2024.
  8. ^ Cohen, Dalia (Aug 16, 2024). "AI Companions Transforming Love and Connection in the Digital Age". The Times of Israil. Retrieved Aug 26, 2024.
  9. ^ Zafar, Fabeha; Alam, Laraib (2024). "The Role of Artificial Intelligence in Identifying Depression and Anxiety: A Comprehensive Literature Review". Cureus. 16 (3): e56472. doi:10.7759/cureus.56472. PMC 11025697. PMID 38638735.
  10. ^ Juumta, Steve; Faggella, Daniel (2017-02-14). "Everyday Examples of Artificial Intelligence and Machine Learning". Emerj Artificial Intelligence Research. Retrieved 2025-01-19.
  11. ^ de Greeff, Joachim; Belpaeme, Tony (2015). "Why Robots Should Be Social: Enhancing Machine Learning through Social Human-Robot Interaction". PLOS ONE. 10 (9): e0138061. doi:10.1371/journal.pone.0138061. ISSN 1932-6203. PMC 4589374. PMID 26422143.

[1]

  1. ^ "HAi Companions by FutureTronics | Your Personalized AI Friend & Companion". HAi Companions by FutureTronics. Retrieved 2025-03-26.