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| Ana Viseu on Fri, 7 Jun 2002 12:20:59 +0200 (CEST) |
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| <nettime> building emotional machines |
[Published in Mindjack, April 22, 2002
<http://www.mindjack.com/feature/emachines.html>, republished with
permission.]
Building emotional machines
What is an emotional machine? Usually this term is applied to a
machine--soft or hardware--that is able to recognize, express and perhaps
even 'have' emotions [1]. The objective of these machines is to better
understand their user and model their behavior accordingly, in order to
provide a smoother and more intuitive interaction. Think, for instance, of
a computer that detects that you are nervous and actively starts providing
tips on how to perform the task at hand. Or the robot that knows you are
tired, and brings you a bottle of beer as soon as you sit on the couch.
(But don't think of the Microsoft paper clip).
Research in emotional machines resembles, in many ways, research applied to
building intelligent machines. In fact, the two are intimately related, as
it is currently thought that a machine can only be truly intelligent if it
is sensitive to human emotions. One of the main inspirations for the
current boost in this line of research is António Damasio's famous book
Descartes' Error [2] in which he transforms the famous dictum "I think
therefore I am" into "I feel therefore I am". The basis of consciousness is
no longer exclusively thought, but also emotions.
The goals may have changed, but the methods have not. The procedures for
making an emotional machine are strikingly similar to that of classic
artificial intelligence (AI): First, dissect human emotions, cut them in
their minimal slices. Then, model them into the machine.
This simplistic and individualistic approach is as likely to fall short
here as it did with AI. Human beings are complex beings, in constant
dynamic interaction with their environment and with others, (re)acting to
minimal changes in either. An individual-centered, dissective approach
cannot capture these variables, nor can it capture the "immediate coping"
[3] that accounts for most of our actions.
The dream of creating intelligent emotional machines certainly reflects
advances in technology, but it also reflects the culture of their creators.
In Western cultures, emotional machines are mainly being created to better
serve us. The ultimate dream, at least since the industrial revolution,
though stories of the "Golem" point to much further back, is one of human
leisure assisted by working robots.
But the Western way is not the only way of thinking about the issue. In
Japan, for instance, different way of thinking about emotional robots is
prevalent, one that escapes the master/servant relationship, and is open
to different ways of thinking about technological life forms.
Machiko Kusahara, an Associate Professor of Media Research at Kobe
University, Japan, recently gave a talk on this issue, as part of the Art
Creates Change series sponsored by the Ontario College of Arts and Design
and Critical Media. In her lecture Machico described what is best
summarized as Japan's cultural attitudes towards technology. They are
strikingly different from ours.
Japan is world leader in the areas of research and development of robots.
In 1999 it was home to 55% of all industrial robots in the world [4] and an
even larger percentage of recreational robots. From Japan came the first
robot-pets, be it the bygone Tamagotchi(tm) or the brand new Aibo(tm), a
dog with adaptive behaviour. These inventions co-exist with large scale,
business-oriented applications, such as Honda's Asimo(tm), a 4-foot,
95-pound, humanoid robot; and with a series of robots that defy
classification, such as the healing-robots, robots whose only goal is to be
looked at for therapeutic purposes of relaxation, for instance jellyfish
robots [5].
In fact, the proliferation and acceptance of robots in Japanese culture is
so large that when Sony first released its Aibo, it sold out so quickly
that Sony was flooded with letters begging for more! The demand was so
overwhelming that Sony decided to do some research into Aibo's target
group. Sony found that it was constituted mainly of two main types of
consumers: young men who like new gadgets and/or who are interested in
computers (robots as a way to enjoy science and technology), and people who
genuinely enjoy having a robot as their pet.
Aibo's proud owners dress up their puppies (although this is not
recommended by Sony) and teach them personalized tricks that help them
develop their own personality. The connection between owners and their pets
is so strong and personal, that "that at one Aibo get-together, owners were
able to distinguish their pets from other Aibo dogs" [6].
The differences become apparent here: Japanese industry invests heavily
into the recreational/leisure robots that seem to nourish emotions in their
users (rather than trying to create robots that decipher their users
emotional states). These users, in turn, are open to think of these robotic
pets as intelligent and emotional living beings (rather than considering
them mere machines to serve us).
The robot industry is years away of creating the perfect Jeeves butler, the
servant that cares for its owner. However, the technology to create a robot
that is "merely" a friend is already in place. Pets like Aibo, or the older
Tamagotchi, are good examples of this. These robots do not strive to
understand their owner's emotional state, although Aibo will "understand"
when its owner is angry and pats him (or it?), but they do have the ability
to create emotions in their owners.
In fact, rather than aiming for absolute perfection, in Japan, a commonly
used strategy is to use failure as a way to increase the realism of the
robot. (This is only possible given its entertainment oriented goals.) For
instance, one famous traditional Japanese automata, the "Bow and Arrow Boy"
(yumihiki doji), a doll that shoots 10 arrows, is programmed to fail at
least once for each set [7]. Aibo is also programmed to ignore its owner
every once and then, giving it an attitude.
By releasing thousands of 'friendly' robots into the commercial market,
Japanese robotic industry progresses not only by getting feedback from
users, but also because these robots have to get adapted to a variety of
people, situations and environments. The knowledge learned here can then be
applied to the creation of more sophisticated, business-oriented
applications. There is a continuum in the progression from entertainment to
"serious" enterprises. But it does more than this, it also helps people get
acquainted, and sympathetic towards, different life-forms: The robot as a
friend that needs attention and care.
But, why are robot pets such a mass phenomenon in Japan, whereas in the
West, they are regarded suspiciously?
In Japan, says Machico, robots are deemed considerate and friendly. They
are said to have thoughts and souls. This concurs with Japanese religious
beliefs (Shinto and Buddhism). While in the Christian view of the world God
created only people in its own image, in Japan it is believed that all
things in nature have a spirit, there is not clear distinction between
human beings and other life forms. As a Japanese saying goes, even a 1 inch
worm has a half inch soul. Once you extend this line, how do you
distinguish between life and nonlife?
Think, for instance, of the old Tamagotchi that died when it wasn't fed
properly or simply when it didn't get enough attention and caring. The
consequences of Tamagotchi death were so serious and emotional for many
owners that cemeteries were created for them. When a Tamagotchi has this
kind of reaction in its owner, and when the boundaries between humans and
others is not clear cut, clearly the "life" category has been extended to it.
Not all has to do with culture and religion of Japan, the particular
socio-demographics of Japan are also at work here. In Japan's overcrowded
large cities it is mostly forbidden to own pets in apartment buildings.
Having a robot-pet, or a relaxation 'healing-robot', is then the perfect
solution. A whole generation of Japanese youngsters is now being brought up
with artificial rather than real pets, and in years to come it will be
interesting to see how this affects them.
As Japan's population ages the demand for robots also increases. Many
Japanese seniors feel isolated and lonely, and the company of a robot-pet
helps them through the day. In addition, as these robots are increasingly
endowed with communicational capabilities, they start to fulfill a
surveillance/monitoring aspect. Besides keeping company, they can also
alert others if something goes wrong (for instance, if the pet owner does
not talk or move for a certain period of time).
Defining our machines says as much about the machine as it says about us.
The stress on the hierarchical asymmetry between humans and machines has
more to do with our Western conception of ourselves, than it has to do with
the characteristics of the machine. By placing a totally different set of
hopes and fears in the emotional machines of our creation, by fomenting
very different types of human/machine interactions, Japan is in effect
creating a different type of machine. The Japanese emotional robots are
less geared towards understanding human emotions, than they are towards
creating emotions in humans; it is considerate and friendly, rather than
wanting to conquer the world; and, it is a friend, not a servant whose sole
purpose is to make our life easier. By extending the blurring the
differences between life and nonlife the robot becomes part of us, rather
than one of them.
References:
[1] Rosalind W. Picard. (1997). Affective computing. Cambridge, MA: MIT Press.
[2] António R. Damasio. (1994). Descartes Error: Emotion, Reason and the
Human Brain. New York: G. P. Putnam.
[3] Francisco J. Varela. (1999). Ethical Know-How: Action, Wisdom, and
Cognition. Writing Science Series. Stanford, CA: Stanford University Press.
[4] < http://www.theglobalist.com/nor/factsheets/2001/05-08-01.shtml>
[5] Japan Information Network. (2001, February 1). Robot Pals: Once an SF
Dream, Now a Reality. <http://jin.jcic.or.jp/trends/article/010204ev_r.html>
[6] David Pogue. (2001, January 25). Looking at Aibo, the Robot Dog. The
New York Times. <http://www.nytimes.com/2001/01/25/technology/25STAT.html>
[7] This automata was created by one of Japan's most famous artisans,
Tanaka Hisashige (1799-1881)
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