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Who Needs Emotions? The Brain Meets the Robot

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258 robots<br />

Object of Attachment<br />

Safe Zone<br />

Comfort<br />

Zone<br />

ROBOTIC EXPERIMENTS<br />

Figure 9.5 depicts <strong>the</strong> effects of various settings of comfort levels on a simulated<br />

robot’s performance during an exploration task in <strong>the</strong> presence of an<br />

attachment object. As <strong>the</strong> robot becomes less comfortable, it remains closer<br />

to its object of attachment. A complete statistical analysis of <strong>the</strong>se and o<strong>the</strong>r<br />

results is presented in Likhachev and Arkin (2000). Similar results were<br />

obtained during actual robotic experiments (Fig. 9.6).<br />

<strong>The</strong> notion of emotional comfort as a basis for modulating behavior can<br />

have significant impact in controlling a robot’s performance as it moves<br />

through <strong>the</strong> world. This is not only of value in ensuring that <strong>the</strong> robot does<br />

not stray from a given task or area with which it is familiar but can also provide<br />

a basis for establishing interspecies bonding in entertainment robotics,<br />

where creating a pet robot that can effectively relate to a human is of great<br />

importance. <strong>The</strong> next section focuses on various aspects of human–robot<br />

interaction in this new application domain for robots.<br />

CANINE ETHOLOGY IN SUPPORT<br />

OF HUMAN–ROBOT BONDING<br />

Figure 9.4. <strong>The</strong> safe and comfort zones of<br />

<strong>the</strong> robot around <strong>the</strong> object of attachment.<br />

One of <strong>the</strong> principal goals of entertainment robotics is to provide <strong>the</strong> illusion<br />

of life in a robot to a human. A strategy we have chosen to follow, in<br />

joint work with Sony Corporation (Arkin, Fujita, Takagi, & Hasegawa, 2001,<br />

2003), is to develop a computational model of behavior based on ethology.<br />

In this work, we engage <strong>the</strong> concept of motivational behavior in nonhuman<br />

animals, specifically dogs, with that of emotionality experienced in humans.<br />

One of <strong>the</strong> goals is to produce appropriate emotional responses in people<br />

through observation and interaction with a robotic artifact. This requires

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