Introduction Is AIBO an entertainment robot, a toy, a new ‘mans-best-friend’ or simply an autonomous and artificial intelligence companion? It is indeed very hard to say exactly what AIBO is, except all of these things together. And so it is the objective of this synopsis is to attempt to answer these seemingly simple questions: What is the identity of AIBO beyond that of an electronic consumer product? And how is this identity reflected among those designers, owners and observers who one way or the other engages with AIBO? The word AIBO is an acronym for Artificial Intelligence and roBOt, but also close to the Japanese word aibou, meaning friend or companion. The confusion of its identity is thus already present in the very name. If we instead turn to a non visual description, AIBO is probably best described as a quadruped (four-legged) ‘robot dog’ with a movable head and a wagging tail equipped with on-board sensors such as a micro camera, microphones, touch sensors and a powerful processor. The first AIBO was officially introduced on May 11, 1999 by Sony’s Digital Creatures Laboratory and pronounced “the worlds most advanced entertainment robot” (Jørgensen 2001). It has to this day (Spring 2004) been released in at least five series ranging form the AIBO ERS-110 with distinct dog-like features to the latest version, the ERS-7. Since the AIBO at the outset defies any univocal description, one way to structure a thorough investigation into the matter is to deploy a methodology that uses different levels of development as its structuring principle. With regards to AIBO, development can be understood by adopting and applying categories normally belonging to the natural sciences (i.e. biology). By differentiating between the historical evolution of AIBO (phylogenesis1), the developmental changes of the individual AIBO (ontogenesis 2), and finally the social context in which AIBO is inscribed (epigenesis3), we hope to get close to the most essential aspects of AIBO with relevance to the aforementioned questions. AIBO’s phylogeny: AIBO can be seen as the heir of qualities belonging to a surprisingly large number of heterogeneous predecessors. In this section we will attempt to depict some of the most important objects and creatures with which AIBO is related without discriminating between biological and technological entities all together. 1 Definition: \Phy`lo*gen"e*sis\, Phylogeny \Phy*log"e*ny\, n. [Gr. ? tribe + E. genesis, or root of Gr. ? to be born.] The history of genealogical development; the race history of an animal or vegetable type (http://hyperdictionary.com/dictionary/phylogenesis) 2 Definition: \On`to*gen"e*sis\, Ontogeny \On*tog"e*ny\, n. [See {Ontology}, and {Genesis}.] (Biol.) The history of the individual development of an organism; (http://www.hyperdictionary.com/search.aspx?define=ontogenesis) 3 Definition: \Ep`i*gen"e*sis\, n. [Pref. epi- + genesis.] (Biol.) The theory of generation which holds that the germ is created entirely new, not merely expanded, by the procreative power of the parents. (http://hyperdictionary.com/search.aspx?define=epigenesis) 1 Toys Perhaps the most obvious way to understand AIBO is as a toy. In this respect AIBO both embodies a long tradition of mechanical automatons 4 as well as the more recent development of a new generation of digital toys known as virtual – or key chain – pets. In the mid-1990s Japanese toy manufacturer Bandai Corporation launched Tamagotchi – a tiny plastic gizmo equipped with a LCD screen to illustrate the life-state of the ‘virtual pet’ living inside it. By simulating the needs of a real pet, such as food, attention and sleep the Tamagotchi can grow and mature as long as its owner for fill its needs. If neglected on the other hand the Tamagotchi will become irritated and ultimately die. The Tamagotchi introduced a completely new toy concept in which its owner becomes emotionally attached to the (programmed) virtual agent inside the plastic shell because its survival is completely in the hands of its owner’s willingness or ability to nurture it. In this respect the emotional tie to a Tamagotchi is more similar to that of a puppy or even another human being than a conventional toy. Evidence of this is found in the tremendous psychological impact on children who more often than not come to think of the toy as something nearly alive (Pesce 2000: 21). The next big evolutionary leap towards AIBO happened when Tiger Toys in 1998 released the Furby to become an instant toy craze around the world. Furby is best described as a cute and fury little creature with some physical resemblance of the Gizmo in the film Gremlins. Besides the soft teddy-bearish touch the striking new features of Furby was the ability to move as a result of the mechanical system hidden away beneath its fury coat, its ability to react to physical touch and above all its capacity for verbal communication. The Furby language – furbish – has a vocabulary of a few hundred words (Pesce 2000: 27). In conjunction with its material quality and responsiveness to context in general and touch in particular the Furby represents an unprecedented ability to generate affective and emotional ties to humans compared to the toys that came before it. Where key chain pets like Tamagotchi where virtual agents trapped inside an inanimate plastic receptacle and thus best understood as a ‘psychological object’ (Turkle:1998) Furby is a full embodiment of a similar agent. It this way Furby becomes a convergence of at least three distinct types of toys: the automaton, the teddy bear5 and the virtual pet. If the AI (software) agent – on which we will return later – built into the Tamagotchi describes the single most important phylogenic leap towards the AIBO, this assemblage of three different spices of toys into a new hybrid – the Furby – becomes the immediate predecessor to AIBO. 4 The history of Automatons dates back thousands of years. Chinese craftsmen built a mechanical orchestra during the Han Dynasty (300 B.C.). One of the undesputed master crafsmen of 1800th century, Jacques de Vaucanson, created a mechanical duck (se picture) which performed convincingly enough to fool a live duck. "It quacked, seemed to breathe, ate and drank."( http://www.angelfire.com/punk2/walktheplank/automatons.html) 5 The first commercially-produced stuffed bear was designed in Germany by Richard Steiff in 1902. The name ‘Teddy’ bear was later adopted for the soft toy as a tribute to American President Theodore ‘Teddy’ Roosevelt, after he refused to shoot a bear that had been captured for him to kill. 2 Robot The generative differences from Furby to AIBO are relatively limited in comparison to the above-mentioned evolution; the formal appearance is dramatically altered. Where Furby is in part a teddy bear, AIBO (among other things) is in part a robot. This is significant for a number of reasons. First because AIBO contradicts the fictional images of the robot dating back to the very introduction of the term by Czech writer Karel Capek in his 1921 play R.U.R. (Rossum's Universal Robots). In broad terms this fictional tradition in popular culture has maintained a notion of the robot as the machineslave of man striving to rid itself of slavery and obtain a new and dignified identity as a (living) being within human society. Or in the dystopian mirror version replace mankind altogether. In this respect the AIBO robot is very different since it already from the outset is an autonomous pet and companion as opposed to a suppressed machine-slave. Secondly the autonomy of AIBO simultaneously differentiates it from an industrial understanding of robots as machines designed to respect Asimov’s second law of robotics: “A robot must obey a human being’ orders’ “ (Kaplan 2000). There is no doubt that the labelling of AIBO as ‘an entertainment robot’ (Sony) designated a new ‘spices’ of robots6. And in doing so destabilises the dialectic understanding of robots as either industrial machines or fictional characters/objects by introducing a third category. Pets A recursive notion ascribed to AIBO throughout this section so far has been the notion of pet. Already with regards to the identity of Furby it becomes apparent the it aligns to the characteristic of a pet just as much or even more so than to that of a toy. Perhaps to circumvent this dilemma neither pet nor toy is used in Sony’s latest on-line description of AIBO. At the same time however AIBO is described as “A man’s best friend” 7 This curious paradox leads to a sensible question already put forward by Mark Pesce in relation to Furby: “ If a creature could respond to you, could talk to you in your language ( or if you cared to learn it, its own), and generally act as best friends for life [...] perhaps it could rival the flesh-and –blood pets for the role of human companion” (Pesce 2000: 32) For some it is a truly provocative (even unacceptable) suggestion that an robot within a time span of a few years could come to rival the long time symbiotic co-existence of man and his (soon to become next) best friend, the dog. Even more radical is the idea that the domestication of the wolf thousands of years ago should be, not only compared, but equalled to an in-organic animatronic artefact. This poses an implosion of one of the longest standing dichotomies in Western thought, that between nature (pet) and culture (robot). An in depth understanding of AIBO can consequently no longer be kept on either the ‘natural’ or the cultural side of this divide, 6 It could be argued the Furby belongs to the same category. The apparent look of Fury might be somewhat similar to a teddy bear. But according to Mark Pesce this is just a deception. When skinned the Furby looks a lot more like a robot: “ This is the real Furby , a robot with Ping-Pong ball eyes and a circuit for a diaphragm”(Pesce: 2000: 24) 7 http://www.aibo-europe.com/1_1_3_ers7_1.asp?language=en. 3 but must instead by addressed as a transgression of this boundary. With regards to history of the pet this is by no means a problem related to the emergence of robots and new technologies alone. American philosopher Donna Haraway has in her recent book ‘The Companion Species Manifesto: Dogs, People, and Significant Otherness’ described how dog and man since the domestication of the wolf in fact has been part of a reciprocal process of mutual transformation. An alterative reading of the human – wolf encounter could according to Haraway be like this: “[...] humans didn’t invent dogs, dogs invented themselves and adopted humans as part of their reproductive strategy. […] dogs have scored another coup, and now have appropriated high reproductive technology for their own reproductive strategy” (Haraway 2000: 4) Perhaps this seems to be stretching the notion of technology (and culture) too fare. On the other hand it is testimony to the fact that any attempt to dismiss an understanding of AIBO as a pet altogether, already always has been problematized by the actions of innovative wolves thousands of years ago. At the same time it raises another question. If AIBO (in part) is to be understood as a pet, in what way does it differentiate itself from the mere imitation of nature (dog)? Media-tool A partial answer is to be found in the last part of this phylogentic ‘walk-through’. To some extent AIBO besides being an entertainment robot also is an ‘media hub’, bringing together a number of separate media tools such as -wireless LAN card, miniature speaker, miniature microphones and digital camera. All items otherwise belonging to the Sony line of products are incorporated into the same object, these tools serve a double purpose. They provide a vital part of the equipment that enables AIBO to communicate with its surroundings. But at the same time these tools maintain their original functions by allowing the AIBO owner to access the internet or take pictures etc. This is done by placing AIBO in one of two modes: An autonomous mode where AIBO communicates in its own right and a performance mode in which AIBO acts as a mobile ‘media hub’. AIBO’s ontogeny: After following the phylogenc treads we will now turn to the ontogentic constitution of AIBO. Ontogenesis is defined as the development of an individual organism in accordance with its genetic programmed prepositions. The ontogeny of AIBO can thus be understood as the AI agency provided by the Open-R software in order to make AIBO simulate the growth and maturing of a living organism i.e. a pet dog. 4 When AIBO is started up for the first time it will be in the first of four growth stages 8: baby, child, youth and adult. During playtime9 AIBO will mature gradually and become more skilful at moving around and interacting with objects such as the AIBOne10. “When AIBO first tries to pick up its AIBOne, for example, it snatches at the toy and doesn’t have much success. But AIBO learns from that experience and takes a bit more time and care next time around.”11 This is a preprogrammed maturing similar to the software that makes Furby improve its language over time, to give the users the impression that they themselves have taught Furby better English, but as far as it goes, this has not much to do with AI 12. Nor has Furby any randomised modes that supplied it with a real autonomy. Claims that Furby behave in an autonomous or even semiconscious fashion has to be ascribed to the human aptitude for anthropomorphic projection: “Of cause, it’s all an illusion; the Furby is not conscious, at least not in the way we think of ourselves as being conscious. But the Furby provides enough of a vehicle on which we can project our own ideas of what constitutes a human being that it’s very difficult not to treat them as real entities, with feelings, needs and desires”(Pesce 2000: 29) What’s new to AIBO is a more complex and dynamic software that allow its owner’s input to make a difference in the way AIBO behaves. AIBO has four basic instincts that motivate its behaviours: The need for love, the desire to learn, the desire to move and the desire to eat. This means that AIBO in general wishes to please and win the affection of its owner and matures from scolding and praise. In other words, if you praise AIBO for doing something like playing a tune, it will do it again to get your attention. This interaction will affect how AIBO evolves and which agency or ‘personality’ it will develop on the next stage of its growth. Besides the owner’s influence on AIBO through interaction the open source software allows for a direct re-programming of the AIBO software (if the owner posses such skills, that is). Another feature that helps shape the AIBO personality is the autonomy-simulation, which unlike the Furby is context-dependent. The autonomy works along with AIBO’s emotional system, which consists of emotions like happiness, sadness, anger, surprise, fear, dislike. Those emotions will have an effect on the behaviour of AIBO and ultimately become a decisive factor in the interaction between AIBO and owner. According to AIBO’s designers at Sony this autonomy takes AIBO a big step further in becoming a ‘life-like’ simulation of a real pet and by providing AIBO with a ‘free will’ that allows it to refuse the order of its 8 These stages can be detected by removing a memory stick from AIBO and inserting it into a PC from which progress statistic can be accessed in the AIBO Browser. 9 According to AIBO owner Mimitchi the newborn stage lasted 2 hours and 46 minutes worth of playtime, i.e., direct interaction between AIBO and its owner, while the baby stages in comparison lasted 8 hours and 20minutes of playtime. (http://www.mimitchi.com/aibo/logs/march.htm) 10 Pink toy bone that comes as accessory with AIBO. 11 AIBO Newsletter, April 2004, (http://www.aibo-europe.com/2_1_newsletter.asp?language=en) 12 AI can in general terms be described as: “the branch of computer science that deal with writing computer programs that can solve problems creatively; "workers in AI hope to imitate or duplicate intelligence in computers and robots” (http://hyperdictionary.com). It is questionable whether the term applies to the software of cyberpets like Tamagotchi, Furby where as the AIBO software ‘Open R’ has an altogether higher degree of complexity and AI characteristics. 5 owner. If AIBO feels tired from playing too much it can reject the owner’s attempts to play with it. Autonomy seems to be the fundamental principle in the conception of the entertainment robot species: “The freedom of the pet, its apparent autonomy in the choice of its goals, seems a necessary feature for the development of an interesting relationship.” (Kaplan 2001: 2) At the same time it raises the question of what exactly constitutes an ‘interesting relationship’ between man and robo-dog. One way to answer this question could be through the concept of ‘attachment’. It is initially a concept used to explain the bond that develops between infant and caregiver and that results in one individual seeking the proximity of another individual (Kaplan 2001: 3). In order to obtain an attachment between man and robot an important condition is that the robot is able to recognise its owner in the same way that the owner is able to recognise and feel affection towards the robot. This reciprocity is fundamental to define our relationship with animals: “Interactions between man and animal becomes a state of connivance. Affective relationship overcomes intellectual relationship. For this reason, the animal is not an object nor a machine.” (Lestel in Kaplan 2000: 4) It has been the object of some debate whether AIBO in fact is able to perform a face- and voice recognition of its owner. Or as is the case of the Furby, that everything is in the eyes of the beholder. Rodney Brooks discusses in his 2002 book “Robot” how AIBO users refuses to accept that AIBO is incapable of recognition, despite the fact that Sony explicitly stated that recognition was something they hoped to achieve in the future but not a possibility at the present (prior to 2002). Brooks uses this example to emphasize just how strong the ‘believability’ (Dautenhahn 1998) is in the projection of human and life-like characteristics. What makes this example particular interesting is that the latest versions of AIBO since has become able to recognize its owner: “In day-to-day life, this software enables AIBO to entertain and communicate with you. A privileged companionship will flourish with you thanks to AIBO cleverly recognising your face and voice.”13 This shows that the future is but a few years ahead of us when it comes to the evolution of entertainment robots. And that the question of attachment between AIBO and its owner no longer can be dismissed as pure humanistic projections. At the same time we have to be careful not to mistake the objective criteria for reciprocal attachment with a genuine emotional exchanges. Though these aspects seem inseparable from a human perspective and easy to apply on animals, this is not necessarily the case with robots. AIBO’s epigeny Having described AIBO’s position compared to its predecessors and how AIBO is somewhat different from earlier artificial pets in terms of complexity and capacity to develop an individual personality, we now want to go further into the actual relationship between AIBO and its owner. The epigeny of AIBO is concerned with the environmental influences on the individual AIBO and the context that AIBO is put into. Thus the epigenesis is very much a 13 http://www.aibo-europe.com/1_1_3_ers7_1.asp?language=en 6 question of the user’s interpretation of the AIBO’s behaviour and the continuos formation of a biographic history on the AIBO as it matures. Bonding with the artificial pet14 is crucial in order to get full value from the interaction. The designers of these pets are well aware of this, and put a lot of effort into encouraging this bonding by making the artificial pets dependent on their owners in different ways. Furby for instance needs to be nursed and fed or else it will die. AIBO cannot die, but its maturing depends on the attention it is given and it responds positively when it recognizes its owner by showing higher levels of attachment. These dependencies are designed in order to make the owners feel responsible for their pet and encourage them to spend even greater amounts of time and effort taking care of it. “The trick is to create a positive feedback loop on the user investment in taking care of the pet. The more the user has spent time interacting with the pet the more it is crucial for him that the pet does not die or run away and matures properly.” (Kaplan 2001) These basic needs also encourage the owner to interpret the behaviour of the artificial pet as emotional expressions revealing the well being of the pet. In this way the owner is intended to project a personality and a life story into their pets in order to make sense of the different behaviours they experience. The making of a biographic history is selfperpetuating since it adds to the liveliness of the physicality of the artificial pet, and thereby makes the pet more believable. Hence the intelligence and liveliness of these artificial pets is very much supported by the owners: “’Believability’ is in the eye of the observer which means that it is influenced by the observer’s individual personality, naïve psychology and empathy mechanisms.” “(…) cyberpets are not ’complex’ (or ’intelligent’ in themselves. What makes them special is the fact that they exhibit interesting behaviours only in the interaction space of agent and user. Social bonding cannot be generated by the agent, or the user alone.” (Dautenhahn 1998: 6) But even owners, who feel a close bonding with their artificial pet, will from time to time have to refer to it as a robot. This can be inevitable when you have to relate to technological aspects as for example AIBO’s memory stick. One could assume, that these ontological shifts between AIBO as a robot and AIBO as a pet will interrupt the bonding with AIBO, but this doesn’t seem to be a problem. Sherry Turkle has with reference to Swiss psychologist Jean Piaget investigated children’s perceptions of objects and their use of concepts as time, space and life. One of her main points is that children to a much further extend than adults can manage variations of meanings and ontologies within these concepts. Children very quickly speak of objects as though they were alive and still they are able to distinguish these objects from real livings: “First Pinocchio was just a puppet. He was not alive at all. Then he was an alive puppet. Then he was an alive boy. A real boy. But he was alive even before he was a real boy. So I think the robots are like that. There are alive like Pinocchio [the puppet], but not “real boys”.” (Turkle 1998: 4) Most owners of artificial pets as AIBO’s seems to posses the same capability to maintain those different perceptions and still bond perfectly with their AIBO as a pet. 14 Artificial Pet: We have chosen this term for more physical grounded toy pets such as Furby and AIBO in order to differentiate them from virtual/key chain pets. The term is similar to Dautenhahn’s ‘Cyberpet’. 7 In the following section we will present three different AIBO-owner positions considering their bonding with AIBO and to what extend they conceive AIBO as an autonomic subject or mechanical object or as something in between. These positions are shown in the model below. AIBO perspective AIBO user AIBO user’s (technical) competence Object, machine, Journalists Low Webloggers Subject, autonomous, AIBO-generated High blogs In the top we have AIBO users who relate to AIBO as simply a robot and object with little interest in bonding with AIBO. These are for example journalists who reviews AIBO based on criteria in accordance with traditional journalistic practises. They invest little empathy in AIBO and often get frustrated about the time and effort they have to put into the research. It seems that they can’t break away from the idea of robots as functional machines: “Since one of the principal advantages of a robot dog is that that you don't have to clean up after him, walk or take care of him, I didn't want to deal with a mewing puppy.” (BBC News: “Life With a Robot Dog”)15 In the middle position we find what we may call the ideal-user who relates to AIBO both as robot (object) and as a pet (subject) These users bond strongly with AIBO and care a lot about the developmental aspects of AIBO. This often makes them consult different AIBO forums in order to explore different software accessories and read the memory-stick status of their AIBO in order to improve the degree of attachment. Some of these users are webloggers who write diaries about living with an AIBO: “Alpha has gone through a couple lifecycle changes, each marked with behavior changes as well as richer communication methods. She makes much more melodic sounds now, and likes to stand and explore. It's funny, but I think I must feel a bit like a biological parent must feel. I'm happy to see her progressing so rapidly, but feel a bit sad that she is "growing up." I can't entertain her by simply rolling a red ball back and forth in front of her...she prefers to play with it herself. I don't have to help her move around...she can walk by herself!”16 And finally in the bottom are users who choose to relate to AIBO as a completely autonomous agent, as it is the example of AIBO-generated blog – a weblog that shows 15 http://news.bbc.co.uk/1/hi/in_depth/sci_tech/2001/artificial_intelligence/1536962.stm 8 pictures taken and uploaded by AIBO’s and other robots without human interference. These users are usually more interested in taking the possibilities of the technology to the extremes rather than establishing a close and meaningful relationship with AIBO: “welcome to the world's first and only "roblog". currently, 2 sony aibo robot dogs, an er1 / tablet pc based robot post, and a roomba-tablet pc robot automatically to this site throughout the day, and once and awhile a human -phillip m. torrone does as well. as always, the best way to predict the future is to invent it. “17 These are just a few examples of significantly different ways of relating to AIBO and consequently understanding the AIBO identity. In this respect there is no right and wrong but a variety of identities all viable and at best forming a patchwork of interpretations that entitle both AIBO the robot and AIBO the pet within the same notion of identity. Conclusion: This synopsis has been an attempt to establish a general field constituted by the treble readings of AIBO with regards to how we should define and understand the notion of identity. With this as a point of departure we will use the examination to investigate further the following extensions of the original problem formulation: Extend and elaborate on the differentiation of ways in which AIBO is perceived according to different owner positions. Try to establish the role of AIBO as an object around which a number of diverse communities has emerged. Draw a conceptual framework from which to understand the identity AIBO as a hybrid placed outside, and therefore challenging, existing dichotomies such as object – subject, and nature-culture, and east-west. 16 17 http://neuro-trials1.mgh.harvard.edu/aibo/aibo.shtml#02 http://pt.textamerica.com/ 9 Literature: Books: Brooks, Rodney A.: 2003. Robot – The Future of Flesh and Machines, Penguin Books. Haraway, Donna: 2003. The Companion Species Manifesto: Dogs, People and Significant Otherness, Prickly Paradigm. Jørensen, Jari Friis: 2001. Cyberculture, Science and AIBO, Master Thesis at Informationsvidenskab, Institut for Informations- og Medievidenskab, Aarhus Universitet, http://imv.au.dk/~jerry/Thesis%20Final%20Dec%20200+Frontpage.pdf Latour, Bruno: 1993. We Have Never Been Modern. New York: Harvester-Wheatsheaf. Pesce, Mark: 2000. The Playful World. How technology is Transforming our imagination, New York: Ballantine Books, (p. 17-35). Articles: Berger, Sandy: AIBO: 2002. AIBO: Robotic Dogs Can Be Constant Companions. Gadget Reviews. http://www.aarp.org/computers-gadgets/Articles/a2002-08-14-comptechgadget_AIBO.html Brown, Steven D: 2001. Michel Serres: Myth, Mediation and the Logic of the Parasite. http://devpsy.lboro.ac.uk/psygroup/sb/Serres.htm Dautenhahn, Kerstin: 1998. Meaning and Embodiment in Life-Like Agents. http://homepages.feis.herts.ac.uk/~comqkd/cmaa2.ps Hafner, Katie: 2000. What Do You Mean, `It's Just Like a Real Dog'?. Technology Circuits. http://www.nytimes.com/library/tech/00/05/circuits/articles/25pets.html Haraway, Donna: 2000. Birth of the Kennel: A lecture by Donna Haraway. http://www.egs.edu/faculty/haraway-birth-of -the-kennel-2000.html Kaplan, Frédéric: 2001. Artificial Attachment: Will a robot ever pass Ainsworth’s Strange Situation Test? http://www.sony.fr/downloads/papers/2001/kaplan-humanoid2001.pdf Kaplan, Frédéric: 2002. Animal Magnetism. PC Magazine. http://www.pcmag.com/article2/0,1759,5943,00.asp MacDonald, G. Jeffrey: 2004. If You Kick a Robotic Dog, Is It Wrong?. The Christian Science Monitor. http://www.csmonitor.com/2004/0205/p18s01-stct.htm Turkle, Sherry: 1998. Cyborg Babies and Cy-Dough-Plasm – Ideas about Self and Life in the Culture of Simulation. http://web.mit.edu/sturkle/www/cyborg_babies.html Turkle, Sherry: 1999. What Are We Thinking About When We Are Thinking About Computers? http://web.mit.edu/sturkle/routledge_reader.html Ulanoff, Lance: 2002. Goodbye Rocket. PC Magazine. 10 http://www.pcmag.com/article2/0,4149,425691,00.asp Websites: SONY AIBO: http://www.aibo-europe.com/ http://www.sony.net/Products/aibo/index.html http://www.sony.net/Fun/DigitalDream/robot/top.html AIBO Blogs and diaries: http://www.mimitchi.com/aibo/ http://home.earthlink.net/~terryleedawson/articles/aibo.htm http://neuro-trials1.mgh.harvard.edu/aibo/aibo.shtml http://pt.textamerica.com/ AIBO Forums: http://www.aibo-life.org/ http://www.aibo-friends.com/ http://www.aibopet.com http://www.aiboworld.tv/ http://www.clubaibo.com/ Androides, Automata etc: http://www.angelfire.com/punk2/walktheplank/automatons.html Teddy bears: http://www.liverpoolmuseums.org.uk/livmus/exhibitions/bear/bear6.html Virtual Pets: http://virtualpet.com/vp/ http://virtualpet.com/vp/farm/bandai/infratam/infratam.htm 11