Robots and Entertainment: Mechanizing old forms of entertainment

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Robots and Entertainment: Mechanizing old forms of entertainment

Robots and Entertainment: Mechanizing old forms of entertainment

Subheading text
Robots to enhance the way humans perceive entertainment and serve as a tool to limit human contact during pandemics
    • Author:
    • Author name
      Quantumrun Foresight
    • December 10, 2021

    Insight summary

    The evolution of programmable automata from the 12th century to today's sophisticated entertainment robots illustrates the remarkable progress in robotics. These robots, designed for human enjoyment, are increasingly used in various entertainment sectors, from theme parks to live performances, and even as personal companions. However, their rise also brings challenges and implications, including the need for regulatory guidelines, potential job displacement, and environmental concerns related to electronic waste.

    Robots and entertainment context

    The first reported invention of programmable automata dates to 12th century Arabia when Muslim inventor, Al-Jazari, developed a live musical band capable of playing different instruments. Over the next 800 years, more humanoid or animal-like versions of robots appeared as manufacturing processes became increasingly advanced. These included Da Vinci's robotic knight, the University of Edinburgh research robot, and Minsky's octopus’s arm. 

    According to the International Federation of Robotics (IFR), entertainment robot sales increased 13 percent to 4.6 million units in 2019, and that number is forecasted to rise 10 percent annually to 6.7 million units by 2023. Entertainment robots are explicitly designed to give enjoyment to humans, and the entertainment industry is utilizing these robots for complex applications. For example, Walt Disney's Imagineering is experimenting with autonomous robots to entertain visitors at theme parks. The company also designed an acrobatic robot called "StickMan" in 2018. Meanwhile, in 2020, engineers from their research division developed another robot capable of mimicking human blinking, and they may use this technology to develop life-like, animatronic characters for Disney World. 

    Additionally, electronic music DJs are implementing robotics for immersive live performances, including Daft Punks' pyramid stage setup and deadmau5's cube. Moreover, filmmakers are utilizing camera-wielding robots to shoot precise, repeated action sequences. Alternatively, there are more personal, companionship-based robots for both adults and children. For example, robotic pets can perform tricks (Sony Aibo) and more human-like robots can even do standup comedy. (SoftBank's Pepper Robot).

    Disruptive impact

    Personalized robot entertainers could provide tailored experiences based on individual preferences, creating a more immersive and engaging form of entertainment. This immersion could range from a robot comedian that knows your sense of humor to a robot musician that can play your favorite songs on demand. Moreover, the use of robots could also enable new forms of entertainment that were previously impossible, such as interactive holographic performances at home.

    Furthermore, in the film industry, robots may increasingly substitute human stunt doubles to perform high-risk acts and intense action sequences with the help of CGI and modern image capturing technologies. Countries like Japan, South Korea, and Singapore will likely lead the race for entertainment robots on a global scale. Japan was responsible for 52 percent of the world's supply of industrial robots in 2018, and they will likely further develop this nascent market. However, the initial high cost of investment and lack of qualified labor might hinder the market growth of this industry in developing countries. 

    Governments may need to establish guidelines to ensure the safe and ethical use of robots in entertainment, particularly in relation to privacy and data security. They could also play a role in supporting the development of this industry, for example, by investing in education and training programs to equip the workforce with the necessary skills. However, they would also need to consider the potential impact on employment in traditional entertainment sectors and develop strategies to manage this transition.

    Implications of entertainment robots

    Wider implications of entertainment robots may include:

    • Bringing crowd attractions to life, making them more immersive by combining robots with augmented reality (AR) systems. 
    • Replacing human labor in public entertainment venues to limit human contact during the pandemic.
    • Serving as interactive companions with the development of anthropomorphic robots capable of analyzing human emotions and generating similar responses.
    • People becoming more accustomed to interacting with robots in leisure activities, fostering a more technologically integrated culture.
    • New legislation to regulate their use and ensure ethical standards, leading to a more comprehensive legal framework for emerging technologies.
    • Innovation in AI and robotics leading to a broader technological revolution with far-reaching implications.
    • Increased electronic waste requiring more sustainable manufacturing and recycling practices to mitigate potential environmental impacts.

    Questions to consider

    • Would you prefer to have an entertainment robot as a companion? Why? 
    • What are the risks associated with the implementation of robotics in the entertainment industry?

    Insight references

    The following popular and institutional links were referenced for this insight: