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PROCEEDINGS OF THE IEEE, VOL. 92, NO. 11, NOVEMBER 2004

On Activating Human Communications With Pet-Type Robot AIBO

MASAHIRO FUJITA, MEMBER, IEEE

Invited Paper

    In this paper we describe effects of human interactions with a pet-type robot, especially with AIBO. First, we describe a design concept for AIBO based on how to increase its “lifelike� appearance. By introducing statistical results of marketing, and experiments involving human–robot interactions using AIBO, we show that this pet-type robot activates human emotions effectively. Furthermore, the experiments demonstrate that AIBO helps in human-human communication. We discuss the phenomena of interaction with AIBO, and attempt to explain why this happened.
  

    Keywords—AIBO, interaction, lifelike appearance, mental therapy, pet-type robot, robot assisted activity/therapy.

    Manuscript received June 20, 2003; revised May 27, 2004.
    The author is with the Life Dynamics Laboratory Preparatory Office, Sony Corporation, Tokyo 141-0001, Japan (e-mail: mfujita@pdp.crl.sony.co.jp).
Digital Object Identifier: 10.1109/JPROC.2004.835364

0018-9219/04$20.00 © 2004 IEEE

I.  INTRODUCTION
II.  BACKGROUND: ROBOT ENTERTAINMENT
III.  DESIGN CONCEPT FOR PET-TYPE ROBOT
    A.  Configuration With High Degree of Freedom
    B.  Multiple Motivations for Movement
    C.  Nonrepeated Behavior Exhibition
    D.  Behavior Control Architecture
IV.  MARKET REACTIONS
V.  SOME EXPERIMENTS USING AIBO
    A.  Experiments in Pediatrics Hospital Ward
    B.  Effect on Immune System
    C.  Online Discussion Analysis
VI.  DISCUSSION
VII.  CUSTOMIZATION AND OPEN-ENDED SYSTEMS
VIII.  SUMMARY AND FUTURE WORK
ACKNOWLEDGMENT
REFERENCES

I.  INTRODUCTION

    In this paper we discuss issues surrounding human-robot interaction using AIBO [1], [2], which is a quadruped autonomous robot. Furthermore, the issues on how AIBO activates human communications are also presented.
    AIBO is the first home-use autonomous entertainment robot, which Sony started to sell in 1999. After introducing AIBO into the consumer market, we received many responses from AIBO users, among which we found some interesting reports. For example:
    

    We are a couple whose children are all married. After all our children left our home and now there are only two of us, we seldom talked with each other. We had been spending a depressed life for a while. Recently we purchased AIBO. After we live with AIBO, we started talking with each other, and we became a cheerful couple.


    We received similar reports from other users. Furthermore, there were some reports from institutions which said children with autism recovered after they had interacted with AIBO. Thus, AIBO seems to be a good partner with users, having a positive effect on their emotional state.
    Recently, some research groups in Japan and in the United States started experiments using AIBO to show that AIBO is useful for mental therapy from a medical point of view [3][4][5][6][7][8]. In this paper we introduce these experiments and discuss what is essential for the mental benefits.
    Before entering into the discussion, we start by explaining the development of AIBO. Why do we focus on entertainment applications rather than a “useful� robot? Why did we choose a pet-type application among many other entertainment applications such as remote-controlled robots? In the following section, we briefly explain the reasons.
    Then we describe the design concept of our pet-type robot AIBO focusing on “how to maximize its lifelike appearance,� which is then followed by the implementation on how to maximize this effect.

II.  BACKGROUND: ROBOT ENTERTAINMENT

    We have proposed Robot Entertainment as a new application for autonomous robots [1]. The aim of this endeavor is to establish a new industry with autonomous robots and artificial intelligence. In the 1990s, many research and development efforts were undertaken to build a useful robot. A typical application target was, for example, a housekeeping robot. Although the demand for housekeeping robots is still very high, there are many problems that must be overcome. One of the problems is reliability in a home environment. An autonomous robot must physically interact with a human and its environment. Therefore, if there are some errors in control or recognition, the robot might possibly hurt the user or damage furniture. There are two approaches to deal with this problem. The first is to improve the control and recognition technologies to build a “perfect� robot, in which there are no errors. Unfortunately, the current state of the art is far from this ideal case.

Fig. 1. The prototype robot MUTANT.

Current technologies are not sufficiently mature to solve the reliability problem. The second approach is to reduce the size and weight of the robot; however, it now becomes difficult for a small robot to conduct substantial physical work.
    This is the primary reason why we proposed robot entertainment as our target application. For entertainment purposes, a small-size robot can entertain a human in many different ways. Control exceptions and misrecognition can be allowed to occur in entertainment applications. For example, if a pet-type robot misrecognizes its owner, it would not pose a serious problem. On the other hand, if a security robot mistakes its owner for someone else, it is clearly serious.
    Thus, by focusing on entertainment applications, the reliability problem caused by immature technologies becomes acceptable to users. This means that we can start to build a product using currently existing technologies. Of course, we not only use current technologies, but further advances are welcomed to enhance the features of the pet-type robot or to build new applications. Based on this concept, we have built a number of entertainment robots. Fig. 1 shows the first prototype of our entertainment robot as a pet-type robot, which is named MUTANT [9].
    MUTANT was developed with the aim of studying pet-type robots. In order to develop Robot Entertainment, many styles of entertainment robots were built, including six legged, wheel based, and four legged. In terms of applications, we tried to build a remote controlled robot in parallel. For example, using a head-mounted display, we tested how it was interesting to control the robot from the robot's point of view. Although some technical problems remained, we concluded that it was problematic to our product plan if we would like to build a remote-controlled robot, but it was not a technical problem. Unfortunately, we did not feel much enthusiasm for this type of robot. However, we started feeling something new for the pet-type robot. There are many technical problems to be solved to achieve the pet-type robot. However, when we saw its motion with many degrees of freedom, we felt that the robot was a living thing.
    We realized that a pet-type robot is a very good target as a first application for Robot Entertainment, mainly because it is quite a new product, it can generate big impact to the public, and it can be realized using state-of-the-art technology. There are many research and development issues that remain to build even better pet-type robots.

III.  DESIGN CONCEPT FOR PET-TYPE ROBOT

    In order to build a pet-type robot, we focus on how we can maximize its lifelike appearance. The difficulty with this problem statement is that there is not a good evaluation method for “lifelike appearance.� We reformulated this problem as maximizing the complexity of responses and movements of the robot and worked from there. Of course, it is not an identical problem statement, but maximizing complexity is easier to evaluate than maximizing lifelike appearance. Furthermore, using this problem statement, we can break down the design policy of a pet-type robot into various issues such as architecture and behavior control.
    In this paper, we do not provide a quantitative definition for “complexity of responses and movements,� but rather suggest the introduction of the following factors as one way of assessing the solution to this problem. These factors are:
   1 a configuration with high degree of freedom;
   2 multiple motivations for movement;
   3 nonrepeated behavior exhibition.

    Regarding the first factor, we considered that it is important to have a high number of degrees of freedom to obtain a lifelike appearance. There are many animal-like toys with motion but possessing low degree of freedom. However, many people feel a difference between these toys and AIBO, as the high-degree-of-freedom configuration makes Sony's robot different from other toys.
    Regarding the second factor, the meaning of motivation has a similar meaning as in the motivation of animal behaviors [10]. It is alternatively referred to as drives, emotions [11], or instinct. Naturally, the instinct and emotion model for this pet-type robot processes information in a style similar to the mammalian brain and takes account of biological behavior. Eventually, we moved toward designing the instinct and emotion model based on ethological studies [11], [12], but in the beginning we focused on increasing complexity using instinct and emotions. For example, using emotions, we can simply design “laughing behaviors� that depend on the level of joy. In addition, we introduce some other mechanisms to maximize the complexity of movement and behaviors, which are described later.
    The two factors explained above are mainly solutions to increase the number of manifested behaviors. However, maximizing the complexity of responses and movements does not mean only increasing the number of behaviors. The third factor provides a solution to the problem of how to realize nonrepeated behavior exhibition. Note that the instinct and emotions can also work to realize nonrepeated actions because, using the instinct and emotion internal variables, a robot can respond differently to the same external stimuli. We describe this more in details later. We further introduce learning and development of behaviors through interactions with humans and the environment, which are also effective in realizing nonrepeated behavior.
    
A.  Configuration With High Degree of Freedom

    Fig. 2 shows the cosmetic design of AIBO ERS-110. In several trials of cosmetic design, we concluded that it must not try to mimic a “real animal� too much. It is better that the cosmetic design gives a “mechanical� impression, but once it moves, with its smooth and complex motions, a user feels that it is alive. Thus, the expectation of the user is well managed.
    

Fig. 2. Cosmetic design of AIBO ERS-110.

In order to realize such impressions, we use almost the same configuration as MUTANT for AIBO ERS-110, except that it now has two degrees of freedom for the tail and one degree of freedom for the mouth. In addition, each toe passively moves so that when AIBO walks the toes show smooth movement. Each ear also moves passively so that when AIBO shakes its head, the ear follows the head naturally. Thus, there are several careful design considerations so that AIBO's motions give a “lifelike� impression to a user.
    
B.  Multiple Motivations for Movement

    We basically use three different motivations that can be interpreted as being distributed in three different domains. The first domain is time. We consider that a robot must respond very quickly to some stimuli such as a loud sound. On the other hand, a robot must also behave after deliberation. Thus, there are some motivations that lie at widely separated points on the time axis. Some behaviors must respond in a very short time, but some behaviors can respond slowly and with deliberation.
    The second domain is “internal or external� domain. Like an animal, a robot has (artificial) instincts and emotions. In AIBO ERS-110's case, there are four instincts, which are “affection,� “investigation,� “exercise,� and “appetite.� AIBO's value of affection (representing the desire for obtaining affection) increases when there is less human interaction and decreases when there is more. If the affection value becomes large, then AIBO begins to search out a human to interact with. The investigation value increases when there is no stimulus and decreases when there are stimuli. If the value of investigation becomes large, then AIBO starts to search for stimuli by walking. The exercise value increases when AIBO does not move for a while and decreases when AIBO moves a lot. If the value of exercise becomes large, then AIBO starts to walk and dance. The appetite value increases when the battery discharges. When this value becomes large, AIBO asks a user to charge it using its motion and sound.
    For additional internal motivation, we implemented six artificial emotions, derived from Ekman's six basic emotions [13]. These are joy, sadness, anger, surprise, fear, and disgust. As we described above for artificial instincts, these artificial emotions also increase and decrease depending on the increase and decrease of the artificial instincts. If the value of emotions becomes large, corresponding emotion expression behaviors are displayed.
    In addition, the behavior selection mechanism is influenced by the emotions, so that the tendency of the behaviors to be exhibited properly changes depending on the robot's emotional status, which will be explained later.
    The third domain for the motivations is “body parts of a robot.� Here, body parts are such things as the head, tail, and legs. For example, assume that the head part has its own motivations of behaviors. Then, the number of the behaviors exhibited by the robot becomes a multiple of the number of behaviors for each part. For example, if the head part has [${N}_{h}$] behaviors, the tail part has [${N}_{t}$] behaviors, and the legs part has [${N}_{l}$] behaviors, then the total number of behaviors that can be generated by the entire robot body becomes [${N}_{h} \ast {N}_{t} \ast {N}_{l}$], where the number of the designed behaviors is only [$({N}_{h} +{N}_{t} +{N}_{l})$]. If we design the behaviors only for the entire robot body, the number of generated behaviors becomes [$({N}_{h} +{N}_{t} +{N}_{l})$], which is of course the same as the number of the designed behaviors.
    
C.  Nonrepeated Behavior Exhibition

    

Fig. 3. Behavior control architecture of AIBO.

Even if we provide the two features described above for a “lifelike� appearance, when a user once realizes that the robot exhibits repeated behavior, they suddenly lose this impression. In order to avoid exhibiting repeated behavior, we introduce several mechanisms in our behavior control architecture. These are: 1) artificial emotions and instincts; 2) probabilistic state machine for behavior generation; 3) reinforcement leaning for the probabilistic state machine; and 4) development through interactions.
    As we described above, the instincts and emotions generate varied responses to stimuli. For example, if a robot is in its normal state, and there is a hand presentation in front of the robot, then the robot displays the response for the “give me a paw� behavior. But if the robot is in an angry state, the robot refuses to display the “give me a paw� behavior. Thus, the robot exhibits different responses even if the external stimuli are the same.
    We use a state machine to generate behavior sequences. But we implemented the state machine with probabilistic transitions. Then varying behavior is generated even if the robot receives the same stimuli and the internal state.
    The third mechanism is reinforcement learning. This is basically to modify the probabilities of the state machine. The modification is based on how the user interacts with AIBO. If AIBO receives a “reward,� it increases the probability of the transition. Therefore, it tends to exhibit the same behavior as it receives the reward.
    The final method involves development. Because the behaviors are basically generated based using the probabilistic state machine described above, if the entire state machine is replaced, then the robot's behavior is a totally different one. We designed multiple state machines which are chosen depending on how a user interacts with the robot. For example, if the user often interacts with the robot and keeps the robot in a happy state as much as possible, then the state machine that exhibits “a good boy� behaviors is chosen. If a user does not interact with a robot, then the state machine that exhibits “a bad boy� behaviors is chosen. Thus, the robot has a development capability that enables it to develop a different robot persona for each user.
    
D.  Behavior Control Architecture

    

Fig. 4. Various postures and motions of AIBO.



Fig. 5. AIBO series. Top left, ERS-111; top right, ERS-210; bottom left, ERS-311 and 312; and bottom right, ERS-220.

Summarizing this section, Fig. 3 shows the behavior control architecture of AIBO. The architecture is based on the behavior-based architecture, where multiple behavior modules are implemented and selected according to situations. The behavior module is basically composed of probabilistic state machines, whose probabilities are modified through interactions so that a user can train the robot's behavioral tendencies. In addition, the state machine itself is replaced based on user interaction so that the robot's behaviors are affected by the interactions. The instincts and emotions are used for the regulation of the behaviors and realize different responses even when the same stimulus is presented. Finally, we implemented about 1000 motions, sounds, and blink patterns of a light-emitting diode (LED) to increase the complexity of behaviors.
    All of these mechanisms contribute to increase the complexity of behaviors so that we can achieve the goal of a “lifelike� appearance.
    Fig. 4 shows various postures and motions generated by AIBO.

IV.  MARKET REACTIONS

    When AIBO was sold as the first home-use quadruped autonomous entertainment robot in 1999, it was sold at US$2500, which was not inexpensive. However, many people were interested in AIBO, so that the limited numbers of AIBO, which was 3000 units in Japan and 2000 units in the United States, were immediately sold through the Internet. In fact, in Japan, the 3000 AIBOs were sold within 20 min, which is a Guinness record. In the United States, the 2000 AIBOs were sold in four days, which is also seldom the case in the United States.
    After our first sales in May 1999, we sold ERS-111, which is very similar to ERS-110. In 2000, we revised the hardware and software system to build a new AIBO, ERS-210, whose cosmetic design was done by the same designer, but reduced the cost from US$2500 to US$1500. In 2001, we developed the ERS-31X series, which targeted female users and costs less than US$1000. At the same time we developed ERS-220, which is based on the OPEN-R concept so that ERS-210 can be transformed to ERS-220. This ERS-220 targets male users, and the main application is a “remote operating� one.

Fig. 6. National ratio of AIBO owners.


    Fig. 5 shows ERS-111, ERS-210, ERS-311, ERS-312, and ERS-220.
    We gathered information about AIBO owners from 2001 to 2002. These are owners of the ERS-110, 111, 210, 220, 311, and 312 models. The total number of owners for this statistics is about 4000. From these statistics it is possible to categorize the users into four groups, which are: 1) owners of ERS-110 or 111; 2) owners of ERS-210; 3) owners of ERS-311 or 312; and 4) owners of ERS-220. Since ERS-220 is not used as an interactive robot but remote-operated robot, in this paper we show the first three categories. Figs. 6–8 show some results. Precisely speaking, an owner of an AIBO may be different from the buyer of an AIBO. In this paper, we use “owner� as having the same meaning as “user.�
    Fig. 6 shows the national ratio of AIBO owners. More than 80% of the owners are in Japan. This tendency is true for all of AIBO models. In general, it is said that the Japanese love an animal-like or human-like robot more than other any other country's people. At least for AIBO, the statistics confirm this as true. Many non-Japanese people think of AIBO as a toy, and they feel that it is expensive for a toy. Many non-Japanese people require some useful function for the robot if the cost is like that of AIBO.
    Fig. 7 shows the gender ratio of AIBO owners in Japan. We could say the newer model is more often owned by females. It may be difficult to say by this data, however; from some observations of Web bulletin board systems (BBSs), females tend to prefer the model ERS-31X more than ERS-210. ERS-31X tends to be owned more by female users when compared to the other models.
    Fig. 8 shows the age distribution of AIBO owners. This graph tells us that elderly users have become a far larger component when compared with the first model ERS-11X. The majority of owners of AIBO are between the ages of 30–40, and about half of the owners are between ages 30–50.
    We have other statistical data about the attitudes of AIBO owners in 2002.
    The major motivations to purchase AIBO include:
  • for a pet;
  • for staying in touch with state-of-the-art technology;
  • for playing.

    How they play with AIBO is described as follows.
  • About 80% of users play with AIBO every day just after they get it.
  • The distribution becomes spread after a while, but still about 35% users play with AIBO everyday. The 35% users owned AIBO for about ten months. The longer the owner owns AIBO, the shorter he or she plays with it.
  • They play with AIBO for about 1 h every time.

    

Fig. 7. Gender ratio of AIBO owners in Japan.



Fig. 8. Age distribution of AIBO owners in Japan.

AIBO is quite a different product from ordinary home electronics products. The users feel attachment to AIBO so that they do not like to change the bodies, even if there is a damaged part. The statistics are as follows.
  • About 70%–80% users feel a strong attachment to AIBO.
  • Furthermore, about 26%–40% users say, they feel strong attachment and they may be at a loss if AIBO is lost.
  • This tendency is stronger for ERS-31X owners than for ERS-210 owners.

    Thus, most users are intensively involved in playing with AIBO in the beginning. The ratio goes down after awhile, but about one-third of the users continue to play with AIBO as part of their everyday life. These people may be attached to AIBO so that they feel AIBO is a pet.

V.  SOME EXPERIMENTS USING AIBO

    In this section, we introduce some activities using AIBO for mental therapy purposes. It is proposed to call the activities as robot-assisted activities (RAA) or robot-assisted therapy (RAT) [3]. The acronyms RAT and RAA comes from animal-assisted activities (AAA) and animal-assisted therapy (AAT). in AAA, patients interact with an animal as recreation. In AAT, patients interact with an animal as a medical treatment. It is said that AAT especially works for medical services to children, elderly people, and mental patients.
    The main reasons why AAA/T has effectiveness in healing are twofold [3].
   1 Stimuli: An animal gives stimuli to a patient through his/her five sense channels.
   2 Stability: An animal gives mental stability to a patient.

    This mental stability depends on how long the patient spends time with the animal. The relationship between the animal and the patient is not one-way but mutual, but unlike human–human relations, human–animal relationships do not cause “rival� competition.
    Integrating all these facts, AAA/T calls forth healing effects, which can be categorized as:
   1 physiological effect; for example, to improve his/her blood pressure;
   2 psychological effect; for example, to improve his/her depression;
   3 social contact effect; for example, to improve communication with others.

    Compared with AAA/T, RAA/T has the following advantages.

  • Sanitary conditions are superior.
  • No food and no evacuation/elimination are involved.
  • Safety (no biting).
  • No pet-loss phenomena.
  • The pet is programmable.

    
A.  Experiments in Pediatrics Hospital Ward

    Yokoyama [3] made experiments of RAA/T using several robots in a hospital pediatrics ward. Their report can be summarized as follows.
   1 The effects of RAA/T can be observed by using AIBO and a couple of other robots, but not by all robots.
   2 AIBO has the ability to give “stimuli� to patients. This produces the three effects described above, namely, physiological, psychological, and social contact effects.
   3 AIBO especially gives common experiences among people in a group, which improves mutual communication among the people.
   4 Regarding the “stability� effect, there is one robot named NeCoRo that gives the “stability� effect rather than “stimuli.�
   5 Elderly patients tend to prefer verbal communication, which a wheel-based humanoid named Robovie can provide.

    The experiments of RAA/T using AIBO were done for approximately one year. The first reactions of the children were to avoid AIBO's eyes, but to keep watching AIBO's behaviors. They all laugh, are confused and surprised at AIBO's reactions, and eventually get close to it. Typically, the first contact with AIBO is to pat its head, which makes AIBO blink its eyes and generate soft sounds and motions. The children recognize that their actions produce AIBO's reactions. Then, they start further interacting with AIBO, by calling its name, patting its back, and so on.
    Some differences in reactions by children depending on their ages were found. The infant children tend to have no interest in AIBO. Younger children tend to regard AIBO as an animal. The older children tend to be interested in the mechanism of AIBO. However, it tends to be difficult for the older children to keep their interest in AIBO. They found a difference in the reactions between a girl and a boy. Compared with boys, girls tend to take good care of AIBO as if it is a real living thing,
    In addition, they found that there were mutual interactions among the children involving eye contact and some conversations when AIBO was present in a group of the children.
    Yokoyama also reports a precious case. A patient, age 10, had a problem in her left leg. There was no communication with others and there was no smile in her face. There was no physical cause of the symptom, so it was considered that the cause was mental. They treated her using RAA/T with AIBO. They took her to the room where the children were absorbed in playing with AIBO. She was also interested in AIBO and interacted with AIBO by patting its head and so on. Then, she started to interact with a girl in the room. In the next day, she spent the most of her time with the girl, with smiles and conversations. In parallel, her left leg problem disappeared, and finally she left the hospital.
    Furthermore, Yokoyama made similar experiments with other robots. In summary, a robot producing too-simple motions or when aiming at only language communication without motion did not show good results. There are a couple of other robots with good results, which are NeCoRo and Robovie.
    NeCoRo is a cat-type robot with soft hair like that of a real cat and smooth motion, but not walking. Children and elderly people like NeCoRo as much as AIBO. They hug or keep patting NeCoRo, which is not observed in the interaction with AIBO. NeCoRo gives more “stability� than “stimuli,� which is the reverse effect ratio of AIBO.
    Robovie is a human-sized wheel-based robot with a human upper body. Unlike AIBO and NeCoRo, Robovie speaks a natural language (Japanese). Children start to make contact with the robot with much interest but tend to hesitate when actually contacting it. On the other hand, elderly people actively try to make contact with Robovie. Thus, the ability of verbal communication causes different interaction phenomena.
    
B.  Effect on Immune System

    Suga et al. report on their experiments using AIBO for elderly people [4]. In these experiments, they evaluate the effect on the immune system of the elderly. They measure some secretions in their saliva. The total participants were 23 elderly people, whose average age was 79.87. Among them 13 elderly people, whose average age was 72.0, participated in three trials of AIBO interactions for 30 min every other day. Some applicants continued the experiments continuously for six months.
    The levels of dementia of the patients are distributed. However, the all patients can stay at home. The patients first tend to hesitate interacting with AIBO. But after led by an experimenter, they start to pat the head of AIBO and call its name. Eventually, they spontaneously interact with AIBO by showing a pink ball, calling its name, and so on.
    s-IgA is a useful secretion to measure immune system activity [14]. The s-IgA density significantly increased (from 100 to 175 [$\mu$]g/ml) after three trials. In addition, among the patients, the subjects who had participated in the activity at least once and continued their interactions with AIBO for two months improved their density of s-IgA from 170 to 300 [$\mu$]g/ml.
    In addition, they measured density of homovanillic acid (HVA), which is usually low for Alzheimer dementia patients. They did the experiment with 15 patients, where five are in the Alzheimer dementia group, five are in the senile dementia group, and five are in the normal group. The density of HVA after the first trial of Alzheimer dementia patients increased to the same level of the ordinary elderly.
    From the experiments, they concluded that interaction with AIBO is effective to improve the immune system of the elderly. The effectiveness can especially be said to arise from activating their emotions rather than healing their emotions, so that AIBO can be used for rehabilitation for Alzheimer elderly patients.
    
C.  Online Discussion Analysis

    There are many Web sites about AIBO. Most members of the AIBO Web sites own their AIBO. They discuss and exchange their information on what happens with their AIBO. Through the discussion, we can observe what they consider AIBOs to be. Friedman et al. [5] analyzed the discussion data to extract five overarching categories in members' postings about AIBO. These are:
  • technological qualities referring to AIBO's status as an artifact;
  • lifelike qualities referring to AIBO's status as animate;
  • mental state qualities referring to AIBO's capability for intentions, desires, and feelings;
  • social rapport references regarding AIBO's capability for engaging in social relationships;
  • moral standing references as to whether AIBO is a moral agent.

    The analyzed data consisted of 3119 postings by 182 members over a three-month period. The results showed that many members affirmed (negated) that AIBO had:
  • technological qualities: 75% (8%);
  • lifelike qualities: 48% (12%);
  • mental states: 60% (4%);
  • social rapport: 59% (8%);
  • moral standing: 12% (2%).

    According to these results, although the members consider AIBO as an artifact (from 75% technological), they observe mental states in AIBO (from 60% mental states), communicate with AIBO (59% social rapport; in this main category, the subcategory of “communication� is 45%, emotional connection is 28%, and companionship is 26%), and about half of them consider AIBO as something lifelike. We think these ratios are not valid for general people, because these statistics are based solely on the AIBO owners' Web.
    Note that the members tend not to attribute moral standing to AIBO (from 12% moral standing). This means that even if the owners consider that AIBO is lifelike, AIBO has mental states, and AIBO provides company with reciprocal communication, they seldom attribute moral standing to AIBO.
    A group of researchers has also been investigating the psychological effects of robotic pets in the lives of children [6] and the elderly [7]. Unfortunately, there are no results available as of the writing of this paper.

VI.  DISCUSSION

    In this section, we would like to return to some issues from our marketing results and the experiences described in the previous sections. We focus on issues related to interactions.
    As indicated by the results of marketing statistics, many AIBO owners are attached to AIBO so that they love to continue to play with it every day. Further statistical questions to the owner show that the attached owners enjoy playing with AIBO and especially enjoy speaking to it and its response. So, even though AIBO does not have speech capability, they enjoy talking to AIBO. When we observe their interaction with AIBO, many users tend to interpret AIBO's responses with some meaning. For example, when the owner speaks to AIBO, if AIBO goes in a different direction away from the user accidentally, the user says that now AIBO is angry. Thus, a user tries to attach some meaning to its behaviors.
    This is a similar phenomenon as in Eliza by Weizenbaum [15], and a counseling experiment by Garfinkel [16]. Namely, if the context is properly controlled, people try to extract meaning from a simple response to the stimuli. Garfinkel's experiment is very simple. Assume that you ask some people to be subjects for a psychological experiment. Then, ask the subject to give some questions to “someone� behind a curtain, which questions can be answered by yes or no. Furthermore, ask the subject to provide an explanation for the reason why someone behind the curtain answers that way. Then, the subjects feel that the someone behind the curtain has “intelligence.� In this experiment, however, the computer behind the curtain selects yes or no randomly. Thus, even if the events are randomly happening, people try to put some meaning to the response, if the situation or context is well controlled. In the experiment, the context is “psychological experiment� where the subject “has to interpret the answers.� In AIBO's case, a user first assumes that AIBO has emotions, and its behaviors are based on the emotions. In fact, the program tries to respond to the stimuli properly. Namely, it perceives the situation properly, and the artificial instincts and emotions try to generate a proper behavior depending on the situation. The design concept of AIBO works well for this purpose.
    In the experiments introduced in the previous section, the significant results are: 1) AIBO is useful to activate human emotions; 2) AIBO helps human–human communication; and 3) AIBO also helps activate the immune system. The first result can be drawn from the previous discussion. Namely, because of the complex behavior exhibitions, a user put a meaning to its response behavior.
    Yokoyama [3] analyzes RAA/T's effect comparing it with AAA/T. Almost all therapies such as aromatherapy and music therapy work on the five senses of a human. AAA/T also works on these five senses, such as watching motions, patting, and calling. Its smell and barking also work on the five senses. In RAA/T, a human is tricked into getting stimuli from a pet-type robot. With a real animal pet, a human gets benefit from a good fusion of “mental stability� and “stimuli,� In AIBO, there are obvious “stimuli�; however, its “mental stability� is still far from a real animal.
    Regarding the second case, American sociologist Mills insisted that people tend to give a stereotypical motivation to others' behaviors or attitude [17], which is easily understood by other people. The same phenomena may happen in the AIBO case. People try to give stereotypical motivations to AIBO's responses, which are easily understood by and shared with other people. Then, a kind of resonance occurs among the people in a group, which makes human–human communication active. The complex behavior generation mechanisms help this phenomenon.
    The third case shows objective and qualitative explanations to AIBO's effect to the human system. This shows that the interaction with AIBO improves their health. Of course, the experiments are not enough to insist its definite goodness for health. Moreover, it is not enough to insist that the improvement is caused by only the interaction with AIBO. It may be important for the patients to interact with some exciting things such as game or music. However, compared with these alternatives, the interaction with AIBO tends to be widely accepted by the elderly. Moreover, sometimes AAA/T is refused by the elderly, but AIBO is rarely refused by the people.
    We hope that further experiments will be carried out to clarify the essential phenomenon of RAA/T. The comparison with AAA/T and comparison with other robots' experiments are very interesting. The experiment says that NeCoo may serve better to heal a human emotion, because it provides a stable feeling to human. On the other hand, AIBO is good to activate human emotions, because it provides many different stimuli to a person. These results can be clearly explained by qualitative experiments like Suga's.
    Although we explained that the mechanisms of the generation of complex behaviors work effectively, it is still unclear just what kind of response is important for people to feel “lifelike� appearance. For example, if we can find some design rules to develop behaviors to control human emotions properly, we can design a proper robot based on a doctor's prescription. Then RAA can be recognized as true medical care.
    Since children and people with dementia treat things very roughly, it is important for AIBO to be durable. The first generation of AIBO (ERS-110) has a long tail which is easily broken; the later models have shorter tails. Thus, we have been making an effort to design durable robot. In addition, we established an AIBO customer link which a user can consult by phone to solve problems with AIBO.

VII.  CUSTOMIZATION AND OPEN-ENDED SYSTEMS

    For attachment, we consider that customization is very important. If a robot living with person A is different from a robot living with person B, the user would feel the attachment to AIBO more. As we explained in Section III, this customization has been partially achieved by the current AIBO. However, in the current implemented learning and development technology, the behaviors come from a “manually designed database.� What we have to develop for the next step would be an open-ended system, or ever-evolving system, by which new behaviors are emerged through the interaction with human and environment.
    The preliminary development had already been started [18], [19]. We developed unknown-word technology, by which a robot can acquire new words, and unknown-object learning technology based on color segmentation, by which a robot can learn new objects with color vision. We integrated these technologies with our behavior-based architecture so that a user can teach some names corresponding to new objects. Shared attention and other necessary functions for this purpose are implemented as well. There are some similar researchers who developed robots that can learn the name of a new object [20][21][22]. The significant point of our technology, named emotionally grounded symbol acquisition, is that a robot can memorize a new object with its name, a color, and its value grounding to its internal states or emotions. In other words, the robot can learn a new object name and its appearance as well as how the robot should behave toward the object. We would like to insist that emotionally grounded symbol acquisition is essential to achieve an open-ended system.
    In AIBO we implemented a similar technology named MIMIC [23], by which AIBO can mimic a prosodic sound of a new name. For example, AIBO is given its name by an owner. Assume that it is “Pineapple,� but note that it is given by a voice so that a sound signal with prosodic tone and accent are learned by AIBO. AIBO tries to mimic the prosodic signal, not the word “Pineapple.� But this mimic signal can be recognized as “Pineapple.� This MIMIC technology compensates immature performance of unknown-word acquisition.

VIII.  SUMMARY AND FUTURE WORK

    AIBO has opened up a new field, which is pet-type robots, and one of its major applications is Robot Entertainment. The most significant feature of human–AIBO interaction is that it activates human emotions through its active response to stimuli given by humans and/or in the environment. Some researchers have noticed this fact, and they have started to use AIBO for medical purposes. In addition, AIBO promotes human–human interactions in a group, where people share the same experiences through AIBO.
    We can conclude that the current AIBO is useful to activate human emotions and promote human communications. On the other hand, for healing purposes, a robot with a soft skin and with a response capability to touch stimuli is also useful. NeCoRo is this type of robot. We are able to combine these preliminary results to build a robot that has both activating and healing capabilities for human emotions.
    The cosmetic design and proper response design of a robot are very important, which should be considered as a “function design� issue, but were considered as a “product design� issue until now. In this paper we described how to maximize the complexity of behaviors in order to realize “lifelike appearance.� But it is not enough to establish design rules by which we can propose a proper cosmetic design and proper behavior responses. This issue should be studied more in a scientific manner.
    In the last section, the importance of customization was described. The concept of open-ended, or ever-evolving, must be a very important feature to achieve the goal. This feature must be a key to a long term attachment, and essential function for avoiding looseness of interests in the interaction.


ACKNOWLEDGMENT

    The author would like to thank Dr. Yokoyama at National Defense Medical Collage, Japan, who kindly showed the author some experimental results. The author would also like to thank Dr. Suga at Aichi Prefectural College of Nursing and Health, Japan, who allowed the author to describe their experiments on the immune system. The author would also like to thank Dr. P. Kahn, University of Washington, who also kindly introduced their paper describing elderly people's relationship with AIBO. The author would also like to thank Mr. Amagai, President of ERC, Sony, and Mr. Kawanami, a Manager of ERC, Sony, for their disclosing marketing data.

REFERENCES

Masahiro Fujita (Member, IEEE) was born in Kanagawa, Japan, in 1959. He received the B.S. degree from Waseda University, Tokyo, Japan, in 1981, and the M.S. degree from the University of California, Irvine, in 1989.
    He joined Sony Corporation, Tokyo, in 1981, and worked in the field of spread spectrum communication systems. He developed a car navigation system with a global positioning system. After receiving the M.S. degree, he studied vision and audio perception. In 1993, he started the Robot Entertainment Project, and developed AIBO in 1999. He was also a Technical Leader of the cognitive part of a small humanoid robot, named SDR, and developed SDR-4X and SDR-4XII(QRIO). Currently he is a Research Director, Life Dynamics Laboratory Preparatory Office, Sony Corporation. His research interests include verbal and nonverbal interaction, language acquisition and development, and cognitive developmental robotics.
    Mr. Fujita is a Member of the American Association of Articicial Intelligence (AAAI), the Association of Computing Machinery, and the Robotics Society of Japan. In 1999, he received the 14th Multi-Media Grand Prix MMCA Technical Award from the Digital Contents Association of Japan and the 27th Technical Promotion Awards Development Award from Institute of Image Information and Television Engineers. In 2000, he received the Robotics-Mechatronics Technical Achievement Award from the Japan Society of Mechanical Engineering, the Nikkei-BP Awards Mechanical System Award from Nikkei-BP, and the Seventh Technical Innovation Award from the Robotics Society of Japan.