The robot stands about 60 cm tall . Initially, the researchers had hoped that he could engage children in general conversation. But artifi cial intelligence has not yet reached this point. “So we decided to restrict what the children did with the robot to more closed things, such as playing quizzes and little games—the robot is very good at that”, explained Tony Belpaeme, Professor of Cognitive Systems and Robotics at Plymouth University (Plymouth, UK), and academic lead for the ALIZ-E project. The €8·3 million initiative, funded by the European Commission, has brought together researchers from around Europe in an attempt to build a robot to interact with children with type 1 diabetes. “In most countries, these children spend a week in hospital; during that week, the kids have to learn a lot about their condition—what is diabetes, how they can manage it, how they can measure their glucose levels, how to inject insulin, and so on”, Belpaeme added. “We thought we could use a robot to provide comfort and take on some of the tasks that the medical staff were doing, such as providing education.” Belpaeme’s team at first considered presenting the robot as a mini doctor or nurse, an omniscient authority figure. But it turned out to be a far more effective learning tool if the robot took on the role of a youngster who happened to find himself in hospital alongside the child with diabetes. This meant establishing the robot as an imperfect and sometimes ignorant creature. “He doesn’t know everything about diabetes and he says silly things—the children really enjoy that because they can then correct the robot”, said Belpaeme. Parents reported that return visits to the hospitals in which the robot was trialled were no longer so traumatic, while nurses found the robot a useful distraction when they took blood. By keeping track of each child’s performance, the robot was able to off er specifi cally tailored lessons, and the one-on-one interaction enhanced learning. “The physical presence is very important; children learn more than they do from a computer screen—human beings are a social species”, concluded Belpaeme. The £5000 price-tag is an obstacle to widespread domestic use, but Belpaeme hopes that eventually the robot could be commercialised. In the meantime, his team is developing an app that would allow children to maintain their relationship with the robot at home. Across the Atlantic, Jerry the Bear actually suff ers from diabetes. “With Jerry’s simulated diabetes, kids aren’t alone”, proclaimed the startup company who developed the teddy. “Jerry helps children gain handson skills to help them move toward mastering how to count carbs, monitor their blood sugar levels, and dose insulin.” He comes with six injection sites, ten food cards, and an insulin pump. His fi ngers are equipped with sensors to help children become familiarised with the fi nger-pricking process, and a screen in his stomach displays his blood glucose and insulin concentrations. When Jerry’s glucose concentration moves out of the optimum range, he complains. Monster Manor, an app developed by Diabetes UK, Sanofi UK, and Ayogo, a company that specialises in gamifi cation for people with chronic disorders, off ers rewards to children who enter their blood glucose test results. “Less than 20% of kids receive the most recent target for blood glucose control, so anything that can make that process simpler is to be welcomed”, pointed out Diabetes UK’s Simon O’Neill. And there is clearly a market for such apps—Monster Manor has been downloaded more than 1200 times (there are around 5000 children with type 1 diabetes in the UK). It remains unclear whether innovations such as Monster Manor or Jerry the Bear can improve diabetes control, which tends to worsen during childhood anyway, but they certainly seem to off er psychological benefi ts. “Things that engage children in taking control of their diabetes, or owning it, are just as important as achieving blood glucose control”, said O’Neill. He cited the example of Mission T1D. “It is a straightforward computer game-type app, but every now and again, it comes up with messages about living with type 1 diabetes as a child”, O’Neill explained. The aim is for children with diabetes to play with their schoolfellows and friends. “It helps to normalise diabetes— it is a positive thing about their diabetes, rather than everything else, which is usually seen as quite negative”, added O’Neill. Belpaeme’s robot has a similar eff ect, mitigating the isolation that usually attends a diabetes diagnosis. “Discovering they have diabetes can really knock a child’s confi dence”, Belpaeme told The Lancet Diabetes & Endocrinology. “But suddenly they go from the kid in class who needs injections to the cool kid who has a robot friend—it really helps them get their confi dence back.”
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