In recent years, robots have made their way into the entertainment field with promising avenues and future directions to the next generation technologies. Entertainment is a field in which reliability and safety are not considered as critical factors as in other applications. Deployment of a robot in entertainment was started in early 1999, where Sony officially launched the “AIBO,” a four-legged autonomous robot, which was designed in such a way that it had parts like head, tail, and paw operated through 18 motors. Sensors were used to capture the input data from the external environment, it would be processed, and the response was showcased through output stimuli using end effectors.
During the implementation of entertainment robots, there arises a significant difference amongst them concerning the working process or time to market. Some of the robots will be designed such that they are fully autonomous concerning their operations and behaviors, but some of them will be limited to certain possibilities.
In individual perspective, several unique ways have been identified to enjoy the entertainment robot. One way is by watching movements, behaviors, and gestures of the robot which is controlled through computer algorithms. Human-robot interaction through either gesture or voice is another vital feature in the entertainment sector. In the simulation game platform, a player can virtually develop a synthetic agent through artificial intelligence, and deployed in the entertainment field to capture the realistic behavior of the robot.
For a robot to be recognized in the real world, it should be efficient enough concerning sound recognition and robustness. The speech recognition process could be challenging in real-time scenario due to interference in the ambiance and other noises. It can be analyzed by extracting unique features from the input voice and converting into machine understandable language. Furthermore, the important target in the entertainment robot is its capability to interpret and react to different kinds of stimulus, similar to that of human nature. Complexity parameter and the degree of freedom is the key constraint that should be analyzed to achieve effective complex movements and reactions.
In collaboration with human and robotic model, the data captured are quantified into numerous aspects of employing robotics in the entertain industry. Extensive integration experience has led robotics to move towards the open system of entertainment with more creativity and integration. In the future, employing the advantages of augmented and virtual reality along with adaptive robotic technologies will help in manipulating the physical structure, functionality, and open new market sector for robotics in the entertainment industry.