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Prototype Sony AIBO Entertainment Robot

Six Legged Prototype

Plaster Model

Prototype

Prototype

Prototype

An engineer’s vision


The grassroots of AIBO can be traced back to the early 1990’s. The technological environment at the time was beginning to experience the creation of innovative and exciting applications spawning from the synergy of existing technologies. In the midst of this, Dr. Doi, the head of Sony’s Digital Creatures Lab and AIBO’s original progenitor, had a vision that would spark the groundbreaking creation of Sony Entertainment Robots.


With the tremendous advances that were being made in terms of computer processors, artificial intelligence, voice recognition and visual technology, Dr. Doi had the ingenious idea that these technologies could be brought together to conceive an autonomous robot. In particular, artificial intelligence specialists had mastered the process of receiving and expressing emotions. Encouraged by this, Sony envisioned not only a functional robot but also a companion for humans. AIBO would be capable of reacting to the interactions it would have with its owner, and express many feelings including happiness and excitement.


The realization of the immense potential sewn up in creating an autonomous robot, led to the vision that AIBO could one day overtake the popularity of personal computers and find its rightful place in the homes and lives of people worldwide. Owing to the extraordinary progress in Artificial Intelligence (AI), these companion robots would be able to learn and adapt to the people and environments they live with, enabling them to better respond to their owners’ functional and emotional needs. After the Personal Computer and the Internet eras, Sony was comfortably predicting that in the next decade Entertainment Robots would steal the show.

Overcoming the challenges of a new field

During the early phases of the development in 1992, the Sony design engineers put in charge of conceiving the robot were faced with several important challenges that nobody had ever attempted to tackle in robotics. At that time, robots with cameras had wheels, and required comprehensive reprogramming for every task or activity they were involved in.

Some of the design challenges faced, included enabling the robot to walk on legs and integrating an AI program capable of interacting with several sensory organs, such as touch, sight and sound.

By 1997 the first prototypes were beginning to emerge and carried the fruits of extensive research and development. Dr. Doi’s team, driven by the ambition of creating a friendly autonomous robot, had succeeded in overcoming the considerable design challenges they had experienced. The very first prototype actually had six legs and was the first step to having a robot on legs.


After this rudimentary model, Dr. Doi’s team sculpted an entertaining plaster model that carried the first indication of the shape the entertainment robot would take, or not take! Several other prototypes were developed, each one getting closer to the shape of the first AIBO that was launched. Each prototype, including current models, was evolving on the “OPEN-R" architecture. This is the standard interface for the entertainment robot system. It’s greatest advantage lies in the interactions it allows between hardware and software modules, which significantly expand the capabilities of Sony entertainment robots. It also enables a robot body to be modified by simply swapping a hardware module (head, leg or tail).

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