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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.
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.
The pets communicate their needs—whether they need to be fed, go potty, or take a bath—teaching kids responsibility and the importance of caring for others. With 11 distinct personalities to unlock and more than 100 emotions to express, each Pixel Petz offers a dynamic and personalized play experience that is unique to each individual child.
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.
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.
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