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The illusion of love: Does a virtual pet provide the same companionship as a real one?

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The purpose of this short paper is to examine whether a screen based virtual pet, specifically Nintendogs, gives any form of companionship comparable to a real pet. Nintendogs runs on a Nintendo DS, a mobile games console. The unit has a full colour screen showing an animated puppy which users must feed, water, walk, play with and train. An abundance of literature exists examining the benefits of owning a real pet yet very little has been written about human attachment to virtual pets. Six hundred five Nintendog users were contacted by email with a request to complete a questionnaire about their interaction, 80 (13%) responded. Nine hundred requests were made to a similar group who were asked to respond about their real pet, if they had one. One hundred sixteen responses were received. Results indicate that a Nintendog does give companionship, but companionship which is significantly less than that given by a real dog or cat.
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Interaction Studies
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

Between Pets and People: e Importance of Animal Com-
panionship
   
AI Magazine
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International Journal of Health Education & Promo
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tion
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
Proc.
CHI 2003
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
Journal of the Delta Society
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Journal of Holis
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tic Nursing


Anthrozoos

          
Anthrozoos

Anthrozoos

Anthrozoos

 

 
Proc.
CHI 2005



Psychoanalytic Psychology

 
e Fourth International Conference on Autonomous Agents & Multi
Agent Systems
Companion Animals in Human Health

Applied Animal Behaviour Science

      e International Society for
Anthrozoology on Ethological and Behavioural Approaches to the Study of Human–Animal
Interactions
Authors’ addresses










Authors’ Biographical Notes:


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... In the psychological field, virtual HAI has been shown to positively influence affect [35,39,50,83,84], promoting more positive moods [50] and reducing negative emotions [35,39,50]. Furthermore, an emotional bond was successfully measured as an effect of virtual HAI [25,91,108]. Thus, companionship, connectedness and a positive relationship to a virtual animal are possible [25,91,108]. ...
... Furthermore, an emotional bond was successfully measured as an effect of virtual HAI [25,91,108]. Thus, companionship, connectedness and a positive relationship to a virtual animal are possible [25,91,108]. In addition, virtual HAI can also alleviate certain symptoms [1,44,74], e.g. by improving memory performance in dementia patients [1] and also reduces the feeling of loneliness [74]. ...
... However, first investigations indicate that virtual HAI might be less effective than real HAI [25]. ...
... Virtual pets come in various forms, ranging from physical devices such as Tamagotchi and Sony's pet dog "Aibo", to those existing purely as online software and applications, like Tencent pets and "My Talking Tom". Previous research has demonstrated that virtual pets can evoke emotional and cognitive responses similar to real pets (Chesney & Lawson, 2007), and undertake the role of "introducing modern technology to children" (Bloch & Lemish, 1999). This emotional attachment explains why, as these children grow up, they continue to remember their virtual pets and recount these memories through digital technologies. ...
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As the world’s largest online virtual pet community, Tencent pets had accompanied numerous Chinese netizens, particularly the younger generations. It was not only their earliest “Internet memories”, but also became an integrated part of their personal life experiences, even influencing their understanding of social life. Through textual statistics, thematic analysis, and discourse analysis of 7,623 posts from Chinese BBS, this study identifies three narrative paths of memory—“mourning”, “nostalgia”, and “resistance”—which have formed around Tencent pets. People do not perceive Tencent pets merely as a “technical object”, but rather as a form of real “life”. Writing memories about Tencent pets also serves as a form of resistance against the passage of time and the fading of one’s own life course. This study contributes to a further understanding of China’s digital gaming culture, as well as enriches research on media memory and Internet history.
... Such artifacts, like the polar bear system presented above [26], are not just tools for feedback but become entities with which users form an emotional bond, influencing their behavior towards more sustainable and caring interactions with their environment. As such, digital avatars, particularly in the form of virtual pets, have been utilized to evoke emotional connections and responsibilities [12,21,62,67,89]. Other systems adopt the growing tree metaphor and encourage users to take care of it, which leads them to engage in various energy-saving actions [71,79,96]. ...
Conference Paper
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Lights out! With the escalating climate crisis, eco-feedback has gained prominence over the last decade. However, traditional approaches could be underperforming as they often use data-driven strategies and assume that people only need additional information about their consumption to change behavior. A proposed path to overcome this issue is to design eco-feedback to foster emotional connections with users. However, not much is known about the effectiveness of such designs. In this paper, we propose a novel care-based eco-feedback system. Central to the system is a Tamagotchi-inspired digital character named infi who gets its life force from the user's energy savings. Additionally, we harness the latest advancements in generative artificial intelligence to enhance emotional attachment through conversational interactions that users can have with infi. The results of a randomized controlled experiment (N=420) convey the fact that this design increases emotional attachment, which in turn increases energy-saving behavior.
... This results from the big difference between the virtual environment and the real life of humans. To tackle this problem, a very intuitive approach is adding more participants (i.e., virtual agents) into the virtual environments because virtual agents can provide users with companionship in a virtual environment [2]. The companion virtual agents mainly fall into three categories: virtual avatars of real humans [3], virtual characters [4], and virtual pets [5]. ...
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Virtual agents are artificial intelligence systems that can interact with users in virtual reality (VR), providing users with companionship and entertainment. Virtual pets have become the most popular virtual agents due to their many benefits. However, haptic interaction with virtual pets involves two challenges: the rapid construction of various haptic proxies, and the design of agent-initiated active interaction. In this paper, we propose a modular haptic agent (MHA) prototype system, enabling the tactile simulation and encountered-type haptic interaction of common virtual pet agents through a modular design method and a haptic mapping method. Meanwhile, the MHA system with haptic interaction is actively initiated by the agents according to the user’s intention, which makes the virtual agents appear more autonomous and provides a better experience of human–agent interaction. Finally, we conduct three user studies to demonstrate that the MHA system has more advantages in terms of realism, interactivity, attraction, and raising user emotions. Overall, MHA is a system that can build multiple companion agents, provide active interaction and has the potential to quickly build diverse haptic agents for an intelligent and comfortable virtual world.
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Ob Hund oder Amöbe, Algorithmus oder künstliches Haustier, ob virtuell oder materialisiert, ob wahrnehmbar oder im Hintergrund – der Mensch ist nicht allein. Er teilt die Welt mit Entitäten und Wesenheiten auf eine Weise, die in ihrer Vielfältigkeit kaum abzusehen ist. Nur eines ist dabei schon jetzt klar: Die Modalitäten des Zusammenlebens in multispecies societies fügen sich nicht mehr den gewohnten Vorstellungen von Subjekt und Objekt, von innen und außen, von Herr- und Knechtschaft, von Rationalität und Gefühl. Vielmehr bricht sich die Erkenntnis Bahn, dass der Mensch auf andere Arten angewiesen ist. Und er tut gut daran, neue Formen der Verwandtschaftsverhältnisse einzugehen, ohne bloß den Träumen von Enhancement zu verfallen. Allein durch Gesten der Reduktion, wie Stefan Rieger zeigt, wird eine umfassendere Teilhabe ermöglicht. Und nur in Form veränderter Kooperationen und Kollaborationen, in Anerkennung anderer Handlungsmächte und einer Ethik, die nicht ausschließlich den Menschen im Blick hat, ist eine angemessene Reaktion auf die neue Welt von Menschen und Nicht-Menschen zu finden.
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Virtual pet applications have been widely developed and applied in various fields. Mobile augmented reality (MAR) provides a new medium for virtual pets, allowing users to have a more immersive interactive experience through MAR pets. However, the issue of the user experience in MAR pets remains uninvestigated and relatively unexploited. Therefore, this article proposes a context‐aware MAR pet interaction model (CAPet model) to enhance the user experience in MAR pet systems, which allows the MAR pet makes feedback adaptively corresponding to the dynamic context. In addition, this article presents a user experience pyramid to measure the user experience for MAR pet. According to the proposed CAPet model, a MAR pet‐dog application is designed and implemented, based on which user test are conducted. The results of user test indicate the effectiveness of the proposed method on enhancing user experience, which provides a basis for the design of MAR pet applications in the future. The article proposes a context‐aware MAR pet interaction model (CAPet model) to enhance the user experience in MAR pet systems. Moreover, a MAR pet user experience pyramid is presented to measure the user experience from bottom up. Based on the CAPet model, we design and implement a MAR pet‐dog application to conduct user test, which indicates the effectiveness of the proposed method on enhancing user experience.
Chapter
In human communication, nonverbal behaviors play an important role in realizing smooth communication. However, it is not clear that the effects of reliability for the information transmission of the motion in each body part such as eye movements and body movements. In this study, we designed and developed a virtual character with movable right arm, head, and eyes to investigate the effects of reliable motion. The virtual character acted simply as reaching a cup on the table, while participants were asked to predict which cup the character would grab. Participants’ predictions were highly consistent with where the character gazed, especially when the eye movements were oriented differently from the face. The results suggest that eye movements affect target prediction.
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Past research highlights the potential for leveraging both humans and animals as social support figures in one’s real life to enhance performance and reduce physiological and psychological stress. Some studies have shown that typically dogs are more effective than people. Various situational and interpersonal circumstances limit the opportunities for receiving support from actual animals in the real world introducing the need for alternative approaches. To that end, advances in augmented reality (AR) technology introduce new opportunities for realizing and investigating virtual dogs as social support figures. In this paper, we report on a within-subjects 3x1 (i.e., no support, virtual human, or virtual dog) experimental design study with 33 participants. We examined the effect on performance, attitude towards the task and the support figure, and stress and anxiety measured through both subjective questionnaires and heart rate data. Our mixed-methods analysis revealed that participants significantly preferred, and more positively evaluated, the virtual dog support figure than the other conditions. Emerged themes from a qualitative analysis of our participants’ post-study interview responses are aligned with these findings as some of our participants mentioned feeling more comfortable with the virtual dog compared to the virtual human although the virtual human was deemed more interactive. We did not find significant differences between our conditions in terms of change in average heart rate; however, average heart rate significantly increased during all conditions. Our research contributes to understanding how AR virtual support dogs can potentially be used to provide social support to people in stressful situations, especially when real support figures cannot be present. We discuss the implications of our findings and share insights for future research.
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The computer as an "object to think with" enters into how people think about their minds in several ways. First, it serves as a model of mind, both historically and in contemporary neuroscience and neuropsychology. Second, the computer enters into our thinking about mind through our everyday interactions with computational objects. In recent years, people have embarked on a range of new "intersubjective" relationships, some of which, albeit problematically, have taken machines as subjects. Understanding these forms of interaction--one on one with computers, on the Internet, in virtual realities, and with robotic creatures--calls for psychodynamic modes of understanding. New computational objects in the culture serve as "objects to think with" for a revitalized psychoanalytic discourse. (PsycINFO Database Record (c) 2012 APA, all rights reserved)
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Although the literature on human-animal interactions has documented the physical, psychological, and social benefits resulting from positive relationships with dogs, cats, and other kinds of companion animals, many attachment instruments include items that pertain to specific kinds of interactions with dogs. For this reason, dog owners attain higher scores on these measures than owners of cats and other types of pets. This study introduces a scale for measuring attachment in terms of the perceived comfort received from a pet. A sample of 87 cat owners and 58 dog owners completed the Comfort from Companion Animals Scale. The results showed that, when two items pertaining to dogs were included, dog owners showed a significantly higher degree of attachment. When only the 11 items pertaining to the emotional nature of the relationship were included, however, there were no differences in the scores of the two groups. The results indicate the importance of clarifying both the commonalities and differences of human interactions with various companion animal species.
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An increasing body of research evidence now appears to support the view that pets and, in particular, companion pets, act as agents of health promotion. People who own pets, and who form a bond with that pet, benefit in terms of better physical, mental and social well-being, when compared with non pet owners. Although the exact mechanisms responsible for this have yet to be elucidated, it does appear that companion pets are able to act as a buffer against the stresses of daily life, to offer a degree of unconditional social support for the pet owner, and to encourage moderate physical activity that otherwise would not take place. Recent developments in computing and robotics have seen the emergence of robopets, small domestic robots which have the appearance and behavioural characteristics of companion pets. This paper explores this research and suggests that companion pets and their robotic equivalents may be useful agents in the promotion of health and well-being.
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This paper reports on the development and psychometric evaluation of a scale for assessing emotional attachment of individuals to their pets. Previous attachment scales have suffered variously from low internal consistency and reliance on small or nonrepresentative samples for their development. Telephone interviews of a random, representative sample of 412 pet owners in Fayette County, Kentucky, were completed in September 1990; a 69.5 percent response rate was achieved. From a preliminary set of 42 questions, a final 23-question instrument, the Lexington Attachment to Pets Scale (LAPS), was developed, having excellent psychometric properties. The scale is suitable for use with dog and cat owners. Data on internal consistency, factor structure, and item response theory (IRT) modeling are presented, along with correlations between the LAPS and several domains of variables known to relate to pet attachment.
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Feeding mountain sheep (Ovis canadensis) by tourists was studied on Mt. Evans in Colorado. Interviews revealed that one important reason why people hand-feed is to have the animal take food from their hand to show that it trusted them. Many believe that animals are better judges of people than are people, and that to be trusted by a wild animal reflects favorably on a person. However, feeding created a point source of food, which made it possible for an individual sheep to dominate access to food and to prevent the other group members from reaching the food. This intensified aggressive interactions and social stress among the sheep. In recent years there has been an increase in non-consumptive uses of wild animals, such as birdwatching. Although the term “non-consumptive” is meant to connote a way of enjoying wildlife that does the wildlife no harm, some non-consumptive uses do cause wildlife considerable harm (Boyle and Samson, 1983, 1985). Feeding wild animals is a common non-consumptive use of wildlife, but little is known about its causes and impact (Tate, 1983; Levinson, 1984). This study addresses the following questions: 1) Why do people want to feed wild animals? 2) What form does the interaction take, and to what extent is the form drawn from the social repertoire of each species? and 3) What are the consequences for the wild animals and for the people?
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Research suggests that close relationships with animals encourage psychological explanations of their behavior. To determine the causal effect of ownership on psychological explanations, we conducted experiments in which we manipulated participants' ownership of a target imagined dog (experiment 1), animated object (experiment 2), and real pet fish (experiment 3). Adapting scales used in previous research, we obtained ratings of how intentional the target's behavior was, the target's reasons (rather than causes), and references to complex human-like emotions, motives or characteristics. In experiment 1, 26 volunteers and staff at an animal shelter imagined scenarios involving their dog, a neighbor's dog, their friend, or a visitor. Participants' intentionality ratings and the target's reasons were similar for a friend, a visitor, and their dog. In experiment 2, 36 participants watched a film of three moving objects. Half of the participants were told the small triangle was theirs. In the ownership condition, participants vilified the "aggressive" big triangle more, gave more causal history for reasons, and gave more social, humanlike narratives. In experiment 3, 82 university students and staff were given a Betta fish either to own or to care for temporarily, and they were to report daily or weekly on the fish's behavior. Ownership and reporting frequency did not directly influence outcomes. Rather, ownership predicted commitment to, and affection for, the fish. Affection, in turn, significantly predicted participants' psychological explanations including how smart the fish was, how much the fish liked the participant, how similar the fish was to the participant, and psychological explanations of social behavior such as turning toward a visitor. Automated analyses of participants' language showed that affection also predicted their use of social psychological and emotion words to describe the fish. We discuss alternative processes whereby social relationships give rise to psychological explanations of behavior.
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Reviews several previously reported measures of affection for pets from a psychometric perspective and describes the development of the Pet Relationship Scale (PRS) along with preliminary reliability and validity information. Validation studies were based on comparison of the PRS with the Pet Attitude Scale developed by D. I. Templer et al (see record 1982-06859-001), and with 2 nonrandom samples of 293 elderly (mean age 72 yrs) Ss and 101 undergraduates. (PsycINFO Database Record (c) 2012 APA, all rights reserved)
Article
Reports efforts to validate the Pet Attachment Survey (PAS) of the Center for the Study of Human–Animal Relationships and Environments (CENSHARE). Data from 2 pet owning populations (a total of 257 Ss) were collected to determine whether the instrument validated statements about attachment. Derived by standard psychological scaling methods, the PAS is an internally consistent instrument that can be used to measure human attachment to dogs and cats along 2 dimensions: Relationship Maintenance and Intimacy. The PAS appears to be a viable instrument for empirical research on the human–animal bond. (PsycINFO Database Record (c) 2012 APA, all rights reserved)