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Chapter 8


                              PLAYING THE EMOTION GAME WITH FEELIX

                              What Can a LEGO Robot Tell Us about Emotion?



                              Lola D. Cañamero
                              Department of Computer Science, University of Hertfordshire


                              Abstract   This chapter reports the motivations and choices underlying the design of Feelix,
                                         a simple humanoid LEGO robot that displays different emotions through facial
                                         expression in response to physical contact. It concludes by discussing what this
                                         simple technology can tell us about emotional expression and interaction.


                              1.     Introduction

                                It is increasingly acknowledged that social robots and other artifacts inter-
                              acting with humans must incorporate some capabilities to express and elicit
                              emotions in order to achieve interactions that are natural and believable to the
                              human side of the loop. The complexity with which these emotional capabil-
                              ities are modeled varies in different projects, depending on the intended pur-
                              pose and richness of the interactions. Simple models have for example been
                              integrated in affective educational toys for small children [7], or in robots per-
                              forming a particular task in very specific contexts [11]. Sophisticated robots
                              designed to entertain socially rich relationships with humans [1] incorporate
                              more complex and expressive models. Finally, other projects such as [10] have
                              focused on the study of emotional expression for the sole purpose of social
                                                                              1
                              interaction; this was also our purpose in building Feelix . We approached this
                              issue from a “minimalist” perspective, using a small set of features that would
                              make emotional expression and interaction believable and at the same time eas-
                              ily analyzable, and that would allow us to assess to what extent we could rely
                              on the tendency humans have to anthropomorphize in their interactions with
                              objects presenting human-like features [8].
                                                                         2
                                Previous work by Jakob Fredslund on Elektra , the predecessor of Feelix,
                              showed that: (a) although people found it very natural to interpret the happy
                              and sad expressions of Elektra’s smiley-like face, more expressions were needed
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