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Mind, Body, World- Foundations of Cognitive Science, 2013a

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y changing its facial expression, directing its gaze to a location in a shared environment,<br />

changing its posture, and vocalizing.<br />

When Kismet is communicating with a human, it uses the interaction to fulfill<br />

internal drives or needs (Breazeal, 2002). Kismet has three drives: a social drive to<br />

be in the presence <strong>of</strong> and stimulated by people, a stimulation drive to be stimulated<br />

by the environment in general (e.g., by colourful toys), and a fatigue drive that<br />

causes the robot to “sleep.” Kismet sends social signals to satisfy these drives. It can<br />

manipulate its facial expression, vocalization, and posture to communicate six basic<br />

emotions: anger, disgust, fear, joy, sorrow, and surprise. These expressions work<br />

to meet the drives by manipulating the social environment in such a way that the<br />

environment changes to satisfy Kismet’s needs.<br />

For example, an unfulfilled social drive causes Kismet to express sadness, which<br />

initiates social responses from a caregiver. When Kismet perceives the caregiver’s<br />

face, it wiggles its ears in greeting, and initiates a playful dialog to engage the caregiver.<br />

Kismet will eventually habituate to these interactions and then seek to fulfill<br />

a stimulation drive by coaxing the caregiver to present a colourful toy. However, if<br />

this presentation is too stimulating—if the toy is presented too closely or moved<br />

too quickly—the fatigue drive will produce changes in Kismet’s behaviour that<br />

attempt to decrease this stimulation. If the world does not change in the desired<br />

way, Kismet will end the interaction by “sleeping.” “But even at its worst, Kismet<br />

gives the appearance <strong>of</strong> trying to relate. At its best, Kismet appears to be in continuous,<br />

expressive conversation” (Turkle, 2011, p. 118).<br />

Kismet’s behaviour leads to lengthy, dynamic interactions that are realistically<br />

social. A young girl interacting with Kismet “becomes increasingly happy and<br />

relaxed. Watching girl and robot together, it is easy to see Kismet as increasingly<br />

happy and relaxed as well. Child and robot are a happy couple” (Turkle, 2011, p. 121).<br />

Similar results occur when adults converse with Kismet. “One moment, Rich plays<br />

at a conversation with Kismet, and the next, he is swept up in something that starts<br />

to feel real” (p. 154).<br />

Even the designer <strong>of</strong> a humanoid robot can be “swept up” by their interactions<br />

with it. Domo (Edsinger-Gonzales & Weber, 2004) is a limbed humanoid robot that<br />

is intended to be a physical helper, by performing such actions as placing objects<br />

on shelves. It learns to behave by physically interacting with a human teacher.<br />

These physical interactions give even sophisticated users—including its designer,<br />

Edsinger—a strong sense that Domo is a social creature. Edsinger finds himself<br />

vacillating back and forth between viewing Domo as a creature or as being merely a<br />

device that he has designed.<br />

For Edsinger, this sequence—experiencing Domo as having desires and then<br />

talking himself out <strong>of</strong> the idea—becomes familiar. For even though he is<br />

Domo’s programmer, the robot’s behaviour has not become dull or predictable.<br />

Elements <strong>of</strong> Embodied <strong>Cognitive</strong> <strong>Science</strong> 249

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