PROCEEDINGS OF THE IEEE, VOL. 92, NO. 11, NOVEMBER 2004On Activating Human Communications
With Pet-Type Robot AIBO
MASAHIRO FUJITA, MEMBER, IEEEInvited 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.
 Â
   Â
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
ACKNOWLEDGMENTREFERENCESI.  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:
   Â
    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:
| Â Â Â 1Â | a configuration with high degree of freedom;
|
| Â Â Â 2Â | multiple motivations for movement;
|
| Â Â Â 3Â | 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.
   Â
A.  Configuration With High Degree of Freedom   Â
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.
   Â
| 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.
   Â
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}$]](http://mathfigs.ieeexplore.ieee.org/iel5/5/29676/1347460/1182395.gif)
behaviors, the tail part has
![[${N}_{t}$]](http://mathfigs.ieeexplore.ieee.org/iel5/5/29676/1347460/1182396.gif)
behaviors, and the legs part has
![[${N}_{l}$]](http://mathfigs.ieeexplore.ieee.org/iel5/5/29676/1347460/1182397.gif)
behaviors, then the total number of behaviors that can be
generated by the entire robot body becomes
![[${N}_{h} \ast {N}_{t} \ast {N}_{l}$]](http://mathfigs.ieeexplore.ieee.org/iel5/5/29676/1347460/1182398.gif)
, where the number of the designed behaviors is only
![[$({N}_{h} +{N}_{t} +{N}_{l})$]](http://mathfigs.ieeexplore.ieee.org/iel5/5/29676/1347460/1182399.gif)
. If we design the behaviors
only for the entire robot body, the number of generated behaviors becomes
![[$({N}_{h} +{N}_{t} +{N}_{l})$]](http://mathfigs.ieeexplore.ieee.org/iel5/5/29676/1347460/1182399.gif)
, which is of course the
same as the number of the designed behaviors.
   Â
C.  Nonrepeated Behavior Exhibition   Â
| 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)Â probabilistic state machine for behavior generation;
3)Â reinforcement leaning for the probabilistic state machine; and 4)Â 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.
   Â
D.  Behavior Control Architecture   Â
| 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.
   Â
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.
| |
   Â
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.�
   Â
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.
   Â
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.
   Â
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.
   Â
| 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].
| Â Â Â 1Â | Stimuli: An animal gives stimuli to a patient through
his/her five sense channels.
|
| Â Â Â 2Â | 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:
| Â Â Â 1Â | physiological effect; for example, to improve his/her
blood pressure;
|
| Â Â Â 2Â | psychological effect; for example, to improve his/her
depression;
|
| Â Â Â 3Â | 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.
   Â
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.
| Â Â Â 1Â | 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.
|
| Â Â Â 3Â | 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.�
|
| Â Â Â 5Â | 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.
   Â
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 13Â 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$]](http://mathfigs.ieeexplore.ieee.org/iel5/5/29676/1347460/1032415.gif)
g/ml) after
three trials. In addition, among the patients, the subjects who had participated
in the activity at least once and continued their interactions with AIBO for
two months improved their density of s-IgA from 170 to 300Â
![[$\mu$]](http://mathfigs.ieeexplore.ieee.org/iel5/5/29676/1347460/1032415.gif)
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.
   Â
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. Â Â Â Â 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. Â Â Â Â 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. |