Progress in AI interfaces.

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jup
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Progress in AI interfaces.

Post by jup » Mon Mar 30, 2015 7:28 pm

With all the recent advances in vehicular and computer options that we're seeing on the horizon, it's looking like a real life KITT is approaching our lives at Turbo speeds. Now that the computer can navigate our roadways, all on it's own, isn't it time for that computer to get a personality, much like our beloved Kitt?

[youtube]https://youtu.be/UaRCCA2rRR0[/youtube]

"Meet Huggable—an app-controlled robot designed by the MIT Media Lab." so says the opening line on the video's page. This compact little robot appears to be conducting a somewhat intelligent, two way interaction with a ten year old girl. Now, it would be nice to see some behind-the-edited-footage to guage just how spot on the software really is. But, if this software really is doing what the video is making it look like, we may be closer then ever to having that AI buddy to chat with on those long road trips then ever before.

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RafaelLOJ
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Re: Progress in AI interfaces.

Post by RafaelLOJ » Wed Apr 01, 2015 10:21 am

Very cool... I assume it's "connected"... I've seen more and more "connected" toys coming out now...
I think Barbie recently caused a fuss because of it interacting with children, storing stuff on a server, etc...
Besides that, looks to be an amazing technology, as with any, as long as it's not abused...

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Re: Progress in AI interfaces.

Post by jup » Wed Apr 01, 2015 2:59 pm

Know what you mean. After all, some years back, there was this game called Seaman. All about a fish that you have to raise like a virtual pet. Successfully keeping it alive starts into a more gimmicky feature...the vocal interactions. At first, it's all innocent and such. But, once that fish grows a face and starts asking questions, some of the things start getting a bit personal. Now, mind you, this 'game' was an exclusive to the Sega Dreamcast. Which means it was the first console to come pre-equipped (out of the box) with a modem for on-line gaming. So it was, technically, quite capable of storing replies and transmitting them to a database. Supposedly, the game never did that. And, I'm not quite sure the software was up-to-par on translating the spoken word into text. (I do see that YouTube does it for their Closed Caption tool. Not perfectly. But, not so bad, either. Like how BableFish sort of translates languages.) It just wouldn't have been too hard, seeing as how the game might have encouraged people to let it run all night.

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