Emulation of human feelings and behaviors in an animated artwork
The behavior of an animated artwork, survivor - a classroom chair which walks, with a dynamics which some viewers find haunting - reflects an attempt to emulate (and suggest to viewers) some feelings and behaviors that are typical of survivors of landmine blasts, learning to use crutches. The artwork itself is intended for sensitizing viewers to the horror experienced by those who survive, and those who do not. The behavior of such a survivor is affected by several factors: some are due to the objective difficulty of using prosthetic legs, and some are due to emotional factors, e.g., fear, "shame" of being in such situation, and pain. The mechanical structure, strongly conditioned by artistic requirements, was combined with a control system that exhibits appropriate behaviors. Behaviroal control, a technique developed for the control of mobile robots, was used in survivor, and implemented over a modified version of the traditional Brooks' subsumption architecture. This technique makes it possible to emulate normal locomotion behaviors such as the need of avoiding obstacles and typical animal feelings such as curiosity, hunger, fatigue and fear We describe the mechanics and viewers' response, and formalize aesthetic response. We briefly survey computer modelling of emotions, robotic art, and biomimetic locomotion in robotics.
subsumption architecture locomotion aesthetic response robotic art (bio)mimetism