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A pet-raising simulation (sometimes called virtual pets or digital pets [1]) is a video game that focuses on the care, raising, breeding or exhibition of simulated animals. These games are software implementations of digital pets. Such games are described as a sub-class of life simulation game.
The first known robotic pet was a robot dog called Sparko, built by the American company Westinghouse in 1940. It never got sold due to poor public interest [citation needed]. The first robotic pets to be put on the market were Hasbro's Furby in 1998 and Sony's AIBO in 1999. [1] Since then, robotic pets have grown increasingly advanced.
Starting from the late 20th century, companion robots started to came out on reality, mostly as robotic pets. Besides entertainment purposes, interactive robots were also introduced as a personal service robot for elderly care around 2000. [5] Empowered with AI, allows these robots to understand and respond to human emotions.
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.
A virtual pet (also known as a digital pet, artificial pet, [1] or pet-raising simulation) is a type of artificial human companion. They are usually kept for companionship or enjoyment, or as an alternative to a real pet. Digital pets have no concrete physical form other than the hardware they run on.
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Rags, Miles Monroe's pet in the Woody Allen movie Sleeper, who speaks (and woofs) with a human voice. Rat Thing, from Neal Stephenson's Snow Crash; RIC [Robotic Interactive Canine], Power Rangers sidekick / weapon in Power Rangers Space Patrol Delta. Robutt, from Isaac Asimov's short story "A Boy's Best Friend." Robo-Dog from PAW Patrol
From kids to pets, everyone enjoys dressing up for Halloween. Spending on costumes could reach nearly $3.8 billion this year, per the National Retail Federation.
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