Page 204 - Biomimetics : Biologically Inspired Technologies
P. 204

Bar-Cohen : Biomimetics: Biologically Inspired Technologies DK3163_c006 Final Proof page 190 21.9.2005 2:56am




                    190                                     Biomimetics: Biologically Inspired Technologies

                       Sparked largely by the mid-1990s MIT graduate work of Cynthia Breazeal, sociable robots
                    integrate many of these human-emulation technologies into singular synthetic organisms, designed
                    to communicate more effectively with people (Breazeal, 2002). While these robots only crudely
                    simulate social cognition, they are being actively used as modeling tools in cognitive science (Fong
                    et al., 2003). Since Breazeal’s seminal work, a sizable number of sociable robots have sprung into
                    existence. Although a comprehensive list is beyond the scope of this paper, a few sociable robots
                    include: Ridley at MIT (lead by Deb Roy), Nursebot Pearl of CMU, Kismet and Leonardo of MIT,
                    and Mabel at the University of Rochester (built by a team of undergraduates). Additionally,
                    companies including Panasonic, Sony, and Honda have lately pursued sociable humanoid robots.
                    Although these robots all seek to achieve bio-inspired communicative interaction with humans,
                    none has a realistic humanlike face.
                       In social robots that do have faces, the hardware mimics the expressive action of the human face
                    — humanity’s primary mode of expressing affective states (Ekman, 1989). Whether depicting a
                    realistic human or an abstract character (like a cartoon or animal), the expressive animated motions
                    of the character should be humanlike in order to be sensible to a human, because the human nervous
                    system is innately and finely attuned to understand the human face’s visual language (Levenson
                    et al., 1990; Bruce et al., 2002).
                       As discussed later in the chapter, this can be a challenging hardware task, and even harder can be
                    the socially interactive use of facial expressions. Better mechanization and automation of this social
                    expression could unlock many useful service and entertainment applications from toys to comfort-
                    ing companions for the elderly. Even in a military scenario, wherein a robot must communicate
                    swiftly with human soldiers, the power of emotive communications cannot be over-estimated.
                       The mechanics of the biological human face are well studied; meanwhile the semiotics of
                    human-facial communication have been preliminarily defined by anthropologist P. Ekman and
                    others in the aforementioned FACS (Ekman and Friesen, 1971). Body language, also well studied
                    (Birdwhistle, 1970), can further enable robotics’ sociable applications. While further work remains
                    to decipher the cognitive systems that underlie dynamic facial effect (including their complex
                    relation to language), these robots can still be interesting as entertainment, training devices, and as
                    quantitative tools for the better study of social cognition.
                       Most hardware technology for simulating facial expression springs from the entertainment
                    special effects industry, where the technology is used to animate characters in movies, theme
                    parks, etc. Stan Winston Studios, Walt Disney Imagineering, and Jim Henson Creature Shop, and
                    many other ‘‘animatronics’’ (themed animation robots) shops, utilize the power of nonverbal
                    communication, by simulating human and animal faces and figures in story-telling context. In
                    these applications, the complexity of social cognition is theatrically designed by animator and
                    writers, and is not interactive or intelligent. Nevertheless, these approaches that emphasize com-
                    mercially presentable results have achieved the highest degree of mechanical aesthetic biomimetics
                    in history (see Figure 6.9), as shown in feature films such as AI and Jurrassic Park among others.
                       Animatronics seems like a natural match for sociable robotics. Indeed, the merger of anima-
                    tronics and sociable robotics has begun; in 2002, one of the leading shops in animatronics built the
                    mechanical and aesthetic systems of Cynthia Breazeal’s Leonardo robot (Bar-Cohen and Breazeal,
                    2003; Landon, 2003) (see Figure 6.10).
                       As with the work of Luc Steels and Qrio, the Leonardo project uses learning algorithms with
                    vision–tactile–language knowledge fusion to accomplish learning by imitation. This work is
                    collinear to that of other MIT groups such as the Cognitive Machines Group (CGM) led by Deb
                    Roy, in which the robot Ripley uses a grasping mouth to manipulate objects. Ripley clearly has a
                    machine identity, and no facial expressions. Leonardo, by contrast, boasts 32 DOF in the face,
                    achieving very agile facial effect. While Leonardo is anthropomorphic, Leonardo is conscientiously
                    not human in form (Breazeal, 2002). Leonardo team leader Cynthia Breazeal expresses that realistic
                    animatronic technology is not quite human enough to be convincing, and just human enough to
                    push people’s expectations of the intelligence of the machine and too high to be met with today’s
   199   200   201   202   203   204   205   206   207   208   209