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Chapter 8PLAYING THE EMOTION GAME WITH FEELIXWhat Can a LEGO Robot Tell Us about Emotion?Lola D. CañameroDepartment of Computer Science, University of HertfordshireAbstractThis chapter reports the motivations and choices underlying the design of Feelix,a simple humanoid LEGO robot that displays different emotions through facialexpression in response to physical contact. It concludes by discussing what thissimple technology can tell us about emotional expression and interaction.1. IntroductionIt is increasingly acknowledged that social robots and other artifacts interactingwith humans must incorporate some capabilities to express and elicitemotions in order to achieve interactions that are natural and believable to thehuman side of the loop. The complexity with which these emotional capabilitiesare modeled varies in different projects, depending on the intended purposeand richness of the interactions. Simple models have for example beenintegrated in affective educational toys for small children [7], or in robots performinga particular task in very specific contexts [11]. Sophisticated robotsdesigned to entertain socially rich relationships with humans [1] incorporatemore complex and expressive models. Finally, other projects such as [10] havefocused on the study of emotional expression for the sole purpose of socialinteraction; this was also our purpose in building Feelix 1 . We approached thisissue from a “minimalist” perspective, using a small set of features that wouldmake emotional expression and interaction believable and at the same time easilyanalyzable, and that would allow us to assess to what extent we could relyon the tendency humans have to anthropomorphize in their interactions withobjects presenting human-like features [8].Previous work by Jakob Fredslund on Elektra 2 , the predecessor of Feelix,showed that: (a) although people found it very natural to interpret the happyand sad expressions of Elektra’s smiley-like face, more expressions were needed

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