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Sunday, July 12, 2020

Toy

From Wikipedia, the free encyclopedia

A variety of traditional wooden Channapatna toys from India
 
A toy is an item that is used in play, especially one designed for such use. Playing with toys can be an enjoyable means of training young children for life in society. Different materials like wood, clay, paper, and plastic are used to make toys. Many items are designed to serve as toys, but goods produced for other purposes can also be used. For instance, a small child may fold an ordinary piece of paper into an airplane shape and "fly it". Newer forms of toys include interactive digital entertainment. Some toys are produced primarily as collectors' items and are intended for display only.

The origin of toys is prehistoric; dolls representing infants, animals, and soldiers, as well as representations of tools used by adults are readily found at archaeological sites. The origin of the word "toy" is unknown, but it is believed that it was first used in the 14th century. Toys are mainly made for children. The oldest known doll toy is thought to be 4,000 years old.

Playing with toys is considered to be important when it comes to growing up and learning about the world around us. Younger children use toys to discover their identity, help their bodies grow strong, learn cause and effect, explore relationships, and practice skills they will need as adults. Adults on occasion use toys to form and strengthen social bonds, teach, help in therapy, and to remember and reinforce lessons from their youth.

History

Antiquity

Little horse on wheels, Ancient Greek children's toy. From a tomb dating 950–900 BCE, Kerameikos Archaeological Museum, Athens

Most children have been said to play with whatever they can find, such as sticks and rocks. Toys and games have been unearthed from the sites of ancient civilizations. They have been written about in some of the oldest literature. Toys excavated from the Indus valley civilization (3010–1500 BCE) include small carts, whistles shaped like birds, and toy monkeys which could slide down a string.

The earliest toys are made from materials found in nature, such as rocks, sticks, and clay. Thousands of years ago, Egyptian children played with dolls that had wigs and movable limbs which were made from stone, pottery, and wood. Given their love of games, it is highly likely that the ancient Egyptians also had children's toys, but they are exceptionally difficult to identify with certainty in the archaeological record. Small figurines and models found in tombs are usually interpreted as ritual objects; those from settlements sites are more easily labelled as toys. They include spinning tops, balls of spring, and wooden models of animals with movable parts.

In Ancient Greece and Ancient Rome, children played with dolls made of wax or terracotta, sticks, bows and arrows, and yo-yos. When Greek children, especially girls, came of age it was customary for them to sacrifice the toys of their childhood to the gods. On the eve of their wedding, young girls around fourteen would offer their dolls in a temple as a rite of passage into adulthood.

The oldest known mechanical puzzle also comes from Greece and appeared in the 3rd century BCE. The game consisted of a square divided into 14 parts, and the aim was to create different shapes from these pieces. In Iran "puzzle-locks" were made as early as the 17th century (AD).

Enlightenment era

Toys became more widespread with the changing attitudes towards children engendered by the Enlightenment. Children began to be seen as people in and of themselves, as opposed to extensions of their household and that they had a right to flourish and enjoy their childhood. The variety and number of toys that were manufactured during the 18th century steadily rose; John Spilsbury invented the first jigsaw puzzle in 1767 to help children learn geography. He created puzzles on eight themes – the World, Europe, Asia, Africa, America, England and Wales, Ireland and Scotland. The rocking horse (on bow rockers) was developed at the same time in England, especially with the wealthy as it was thought to develop children's balance for riding real horses.

A boy with a hoop. Hoops have long been a popular toy across a variety of cultures.

Blowing bubbles from leftover washing up soap became a popular pastime, as shown in the painting The Soap Bubble (1739) by Jean-Baptiste-Siméon Chardin. Other popular toys included hoops, toy wagons, kites, spinning wheels and puppets. Many board games were produced by John Jefferys in the 1750s, including A Journey Through Europe. The game was very similar to modern board games; players moved along a track with the throw of a die (a teetotum was actually used) and landing on different spaces would either help or hinder the player.

In the nineteenth century, the emphasis was put on toys that had an educational purpose to them, such as puzzles, books, cards and board games. Religiously themed toys were also popular, including a model Noah's Ark with miniature animals and objects from other Bible scenes. With growing prosperity among the middle class, children had more leisure time on their hands, which led to the application of industrial methods to the manufacture of toys.

More complex mechanical and optics-based toys were also invented. Carpenter and Westley began to mass-produce the kaleidoscope, invented by Sir David Brewster in 1817, and had sold over 200,000 items within three months in London and Paris. The company was also able to mass-produce magic lanterns for use in phantasmagoria and galanty shows, by developing a method of mass production using a copper plate printing process. Popular imagery on the lanterns included royalty, flora and fauna, and geographical/man-made structures from around the world. The modern zoetrope was invented in 1833 by British mathematician William George Horner and was popularized in the 1860s. Wood and porcelain dolls in miniature doll houses were popular with middle-class girls, while boys played with marbles and toy trains.

Mass market

Frank Hornby's 1901 patent number GB190100587A for what later became known as Meccano

The golden age of toy development was at the turn of the 20th century. Real wages were rising steadily in the Western world, allowing even working-class families to afford toys for their children, and industrial techniques of precision engineering and mass production was able to provide the supply to meet this rising demand. Intellectual emphasis was also increasingly being placed on the importance of a wholesome and happy childhood for the future development of children. William Harbutt, an English painter, invented plasticine in 1897, and in 1900 commercial production of the material as a children's toy began. Frank Hornby was a visionary in toy development and manufacture and was responsible for the invention and production of three of the most popular lines of toys based on engineering principles in the twentieth century: Meccano, Hornby Model Railways and Dinky Toys.

Meccano was a model construction system that consisted of re-usable metal strips, plates, angle girders, wheels, axles and gears, with nuts and bolts to connect the pieces and enabled the building of working models and mechanical devices. Dinky Toys pioneered the manufacture of die-cast toys with the production of toy cars, trains and ships and model train sets became popular in the 1920s. The Britain's company revolutionized the production of toy soldiers with the invention of the process of hollow casting in lead in 1893 – the company's products remained the industry standard for many years.

Puzzles became greatly fashionable as well. In 1893, the English lawyer Angelo John Lewis, writing under the pseudonym of Professor Hoffman, wrote a book called Puzzles Old and New. It contained, amongst other things, more than 40 descriptions of puzzles with secret opening mechanisms. This book grew into a reference work for puzzle games and was very popular at the time. The Tangram puzzle, originally from China, spread to Europe and America in the 19th century.

During the Second World War, some new types of toys were created through accidental innovation. After trying to create a replacement for synthetic rubber, the American Earl L. Warrick inadvertently invented "nutty putty" during World War II. Later, Peter Hodgson recognized the potential as a childhood plaything and packaged it as Silly Putty. Similarly, Play-Doh was originally created as a wallpaper cleaner. In 1943 Richard James was experimenting with springs as part of his military research when he saw one come loose and fall to the floor. He was intrigued by the way it flopped around on the floor. He spent two years fine-tuning the design to find the best gauge of steel and coil; the result was the Slinky, which went on to sell in stores throughout the United States.

After the Second World War as society became ever more affluent and new technology and materials (plastics) for toy manufacture became available, toys became cheap and ubiquitous in households across the Western World. Among the more well known products of the 1950s there was the Danish company Lego's line of colourful interlocking plastic brick construction sets, Rubik's Cube, Mr. Potato Head, the Barbie doll and Action Man. Today there are computerized dolls that can recognize and identify objects, the voice of their owner, and choose among hundreds of pre-programmed phrases with which to respond. The materials that toys are made from have changed, what toys can do has changed, but the fact that children play with toys has not.

Culture

The act of children's play with toys embodies the values set forth by the adults of their specific community, but through the lens of the child's perspective. Within cultural societies, toys are a medium to enhance a child's cognitive, social, and linguistic learning.

In some cultures, societies utilize toys as a way to enhance a child's skillset within the traditional boundaries of their future roles in the community. In Saharan and North African cultures, play is facilitated by children through the use of toys to enact scenes recognizable in their community such as hunting and herding. The value is placed in a realistic version of development in preparing a child for the future they are likely to grow up into. This allows the child to imagine and create a personal interpretation of how they view the adult world.

However, in other cultures, toys are used to expand the development of a child's cognition in an idealistic fashion. In these communities, adults place the value of play with toys to be on the aspirations they set forth for their child. In the Western culture, the Barbie and Action-Man represent lifelike figures but in an imaginative state out of reach from the society of these children and adults. These toys give way to a unique world in which children's play is isolated and independent of the social constraints placed on society leaving the children free to delve into the imaginary and idealized version of what their development in life could be.

In addition, children from differing communities may treat their toys in different ways based on their cultural practices. Children in more affluent communities may tend to be possessive of their toys, while children from poorer communities may be more willing to share and interact more with other children. The importance the child places on possession is dictated by the values in place within the community that the children observe on a daily basis.

Child development

Toys, like play itself, serve multiple purposes in both humans and animals. They provide entertainment while fulfilling an educational role. Toys enhance cognitive behavior and stimulate creativity. They aid in the development of physical and mental skills which are necessary in later life.
One of the simplest toys, a set of simple wooden blocks is also one of the best toys for developing minds. Andrew Witkin, director of marketing for Mega Brands told Investor's Business Daily that, "They help develop hand-eye coordination, math and science skills and also let kids be creative." Other toys like marbles, jackstones, and balls serve similar functions in child development, allowing children to use their minds and bodies to learn about spatial relationships, cause and effect, and a wide range of other skills.

Two children playing with paddle balls in Hitting the Ball in the Shadow of the Banana, a painting by the Chinese artist Su Hanchen (苏汉臣, active 1130s–1160s AD), Song Dynasty

One example of the dramatic ways that toys can influence child development involves clay sculpting toys such as Play-Doh and Silly Putty and their home-made counterparts. Mary Ucci, Educational Director of the Child Study Center of Wellesley College, has demonstrated how such toys positively impact the physical development, cognitive development, emotional development, and social development of children.

Toys for infants often make use of distinctive sounds, bright colors, and unique textures. Through play with toys infants begin to recognize shapes and colors. Repetition reinforces memory. Play-Doh, Silly Putty and other hands-on materials allow the child to make toys of their own.

Educational toys for school age children of often contain a puzzle, problem-solving technique, or mathematical proposition. Often toys designed for older audiences, such as teenagers or adults, demonstrate advanced concepts. Newton's cradle, a desk toy designed by Simon Prebble, demonstrates the conservation of momentum and energy.

Not all toys are appropriate for all ages of children. Even some toys which are marketed for a specific age range can even harm the development of children in that range.

Age compression

Age compression is the modern trend of children moving through play stages faster than was the case in the past. Children have a desire to progress to more complex toys at a faster pace, girls in particular. Barbie dolls, for example, were once marketed to girls around 8 years old but have been found to be more popular in recent years with girls around 3 years old. The packaging for the dolls labels them appropriate for ages 3 and up. Boys, in contrast, apparently enjoy toys and games over a longer timespan, gravitating towards toys that meet their interest in assembling and disassembling mechanical toys, and toys that "move fast and things that fight". An industry executive points out that girls have entered the "tween" phase by the time they are 8 years old and want non-traditional toys, whereas boys have been maintaining an interest in traditional toys until they are 12 years old, meaning the traditional toy industry holds onto their boy customers for 50% longer than their girl customers.

Girls gravitate towards "music, clothes, make-up, television talent shows and celebrities". As young children are more exposed to and drawn to music intended for older children and teens, companies are having to rethink how they develop and market their products. Girls also demonstrate a longer loyalty to characters in toys and games marketed towards them. A variety of global toy companies have marketed themselves to this aspect of girls' development, for example, the Hello Kitty brand, and the Disney Princess franchise. Boys have shown an interest in computer games at an ever-younger age in recent years.

Gender

A toy tank with a remote control. Such toys are generally thought of as boys' toys.

Certain toys, such as Barbie dolls and toy soldiers, are often perceived as being more acceptable for one gender than the other. The turning point for the addition of gender to toys came about in the 1960s and 1970s. Before 1975, only about two percent of toys were labeled by gender, whereas today on the Disney store's website, considered a dominating global force for toys by researcher Claire Miller, all toys are labeled by gender. The journal Sex Roles began publishing research on this topic in 1975, focusing on the effects of gender in youth. Too, many psychological textbooks began to address this new issue. Along with these publications, researchers also started to challenge the ideas of male and female as being opposites, even going as far as to claim toys which have characteristics of both gender are preferable.

A milestone for research on gender is the use of meta-analysis, which provides a way to assess patterns in a systematic way, which is especially relevant for a topic such as gender, which can be difficult to quantify. Nature and nurture have historically been analyzed when looking at gender in play, as well as reinforcement by peers and parents of typical gender roles and consequently, gender play. Toy companies have often promoted the segregation by gender in toys because it enables them to customize the same toy for each gender, which ultimately doubles their revenue. For example, Legos added more colors to certain sets of toys in the 1990s, including colors commonly attributed to girls such as lavender.

It has been noted by researchers that, "Children as young as 18 months display sex-stereotyped toy choices". When eye movement is tracked in young infants, infant girls show a visual preference for a doll over a toy truck (d > 1.0). Boys showed no preference for the truck over the doll. However, they did fixate on the truck more than the girls (d = .78). This small study suggests that even before any self-awareness of gender identity has emerged, children already prefer sex-typical toys. These differences in toy choice are well established within the child by the age of three.

Another study done by Jeffrey Trawick-Smith took 60 different children ages three to four and observed them playing with nine different toys deemed best for development. They were allowed to play with the toys in a typical environment, a preschool classroom, which allowed for the results to be more authentic compared to research done in a lab. The researchers then quantified play quality of the children with each toy based on factors such as learning, problem solving, curiosity, creativity, imagination, and peer interaction. The results revealed that boys generally received higher scores for overall play quality than girls, and the toys with the best play quality were those identified as the most gender neutral, such as building blocks and bricks along with pieces modeling people. Trawick-Smith then concluded that the study encourages a focus on toys which are beneficial to both genders in order to create a better balance.

While some parents promote gender neutral play, many parents encourage their sons and daughters to participate in sex-typed activities, including doll playing and engaging in housekeeping activities for girls and playing with trucks and engaging in sports activities for boys. Researcher Susan Witt said that parents are the primary influencer on the gender roles of their children. Parents, siblings, peers, and even teachers have been shown to react more positively to children engaging in sex-typical behavior and playing with sex-typical toys. This is often done through encouragement or discouragement, as well as suggestions and imitation. Additionally, sons are more likely to be reinforced for sex-typical play and discouraged from atypical play. However, it is generally not as looked down upon for females to play with toys designed "for boys", an activity which has also become more common in recent years. Fathers are also more likely to reinforce typical play and discourage atypical play than mothers are. A study done by researcher Susan Witt suggests that stereotypes are oftentimes only strengthened by the environment, which perpetuates them to linger in older life.

This stereotypical attribution of sex-typical toys for girls and boys is gradually changing, with toys companies creating more gender neutral toys, as the benefits associated with allowing children to play with toys that appeal to them far outweighs controlling their individual preferences. For example, many stores are beginning to change their gender labels on children's play items. Target removed all identification related to gender from their toy aisles and Disney did the same for their costumes. The Disney store is an especially prevalent example of gender in play because they are a global identity in the toy world. A study done regarding their website found that though they have removed gender labels from their costumes, the toys online reflect more stereotypical gender identities. For example, males were associated with physicality and females were associated with beauty, housing, and caring. Too, though they promote their toys as being for both genders, there is no section for boys and girls combined on their website. Those which are generally deemed for both genders more closely resemble what many would label "boy toys," as they relate closer to the stereotype of masculinity within play.

Traditions within various cultures promote the passing down of certain toys to their children based on the child's gender. In South American Indian communities, boys receive a toy bow and arrow from their father while young girls receive a toy basket from their mother. In North African and Saharan cultural communities, gender plays a role in the creation of self-made dolls. While female dolls are used to represent brides, mothers, and wives, male dolls are used to represent horsemen and warriors. This contrast stems from the various roles of men and women within the Saharan and North African communities. There are differences in the toys that are intended for girls and boys within various cultures, which is reflective of the differing roles of men and women within a specific cultural community.

Research on the repercussions of gender in toys suggests that play should be encouraged to be more gender neutral in order to work towards a desegregation of the genders. Too, researcher Carol Auster and Claire Mansbach promote that allowing children to play with toys which more closely fit their talents would help them to better develop their skills. In terms of parental influence, a study found that parents who demonstrated some androgynous behavior have higher scores in support, warmth, and self-worth in regards to the treatment of their children. Even as this debate is evolving and children are becoming more inclined to cross barriers in terms of gender with their toys, girls are typically more encouraged to do so than boys because of the societal value of masculinity.

Economics

Toys "R" Us operated over 1,500 stores in 30 countries and had an annual revenue of US$13.6 billion

With toys comprising such a large and important part of human existence, it makes sense that the toy industry would have a substantial economic impact. Sales of toys often increase around holidays where gift-giving is a tradition. Some of these holidays include Christmas, Easter, Saint Nicholas Day, and Three Kings Day.

In 2005, toy sales in the United States totaled about $22.9 billion. Money spent on children between the ages of 8 and twelve alone totals approximately $221 million annually in the U.S. It was estimated that in 2011, 88% of toy sales was in the age group 0–11 years.

Toy companies change and adapt their toys to meet the changing demands of children thereby gaining a larger share of the substantial market. In recent years many toys have become more complicated with flashing lights and sounds in an effort to appeal to children raised around television and the internet. According to Mattel's president, Neil Friedman, "Innovation is key in the toy industry and to succeed one must create a 'wow' moment for kids by designing toys that have fun, innovative features and include new technologies and engaging content." 

In an effort to reduce costs, many mass-producers of toys locate their factories in areas where wages are lower. China manufactures about 70 percent of the world's toys and is home to more than 8,000 toy firms, most of which are located in the Pearl River Delta of Guangdong Province. 75% of all toys sold in the U.S., for example, are manufactured in China. Issues and events such as power outages, supply of raw materials, supply of labor, and raising wages that impact areas where factories are located often have an enormous impact on the toy industry in importing countries.

Many traditional toy makers have been losing sales to video game makers for years. Because of this, some traditional toy makers have entered the field of electronic games and even turning audio games into toys, and are enhancing the brands that they have by introducing interactive extensions or internet connectivity to their current toys.

In addition, the rise of distributed manufacturing enables consumers to make their own toys from open source designs with a 3-D printer. As of 2017 consumers were already offsetting 10s of millions of dollars per year by 3D printing their own toys from MyMiniFactory, a single repository.

Types

Lincoln Logs have been a popular construction type toy in the U.S. since the 1920s.

Construction sets

The Greek philosopher Plato wrote that the future architect should play at building houses as a child. A construction set is a collection of separate pieces that can be joined together to create models. Popular models to make include cars, spaceships, and houses. The things that are built are sometimes used as toys once completed, but generally speaking, the object is to build things of one's own design, and old models often are broken up and the pieces reused in new models.

The oldest and, perhaps most common construction toy is a set of simple wooden blocks, which are often painted in bright colors and given to babies and toddlers. Construction sets such as Lego bricks and Lincoln Logs are designed for slightly older children and have been quite popular in the last century. Construction sets appeal to children (and adults) who like to work with their hands, puzzle solvers, and imaginative sorts.

Some other examples include Bayko, Konstruk-Tubes, K'Nex, Erector Sets, Tinkertoys, and Meccano, and generic construction toys such as Neodymium magnet toys.

Dolls and miniatures

A girl and her doll in the 1900s.

A doll is a model of a human (often a baby), a humanoid (like Bert and Ernie), or an animal. Modern dolls are often made of cloth or plastic. Other materials that are, or have been, used in the manufacture of dolls include cornhusks, bone, stone, wood, porcelain (sometimes called china), bisque, celluloid, wax, and even apples. Often people will make dolls out of whatever materials are available to them.

Sometimes intended as decorations, keepsakes, or collectibles for older children and adults, most dolls are intended as toys for children, usually girls, to play with. Dolls have been found in Egyptian tombs which date to as early as 2000 BCE.

Dolls are usually miniatures, but baby dolls may be of true size and weight. A doll or stuffed animal of soft material is sometimes called a plush toy or plushie. A popular toy of this type is the Teddy Bear

Teddy Bear

A distinction is often made between dolls and action figures, which are generally of plastic or semi-metallic construction and poseable to some extent, and often are merchandising from television shows or films which feature the characters. Modern action figures, such as Action Man, are often marketed towards boys, whereas dolls are often marketed towards girls.

Toy soldiers, perhaps a precursor to modern action figures, have been a popular toy for centuries. They allow children to act out battles, often with toy military equipment and a castle or fort. Miniature animal figures are also widespread, with children perhaps acting out farm activities with animals and equipment centered on a toy farm.

Vehicles


Children have played with miniature versions of vehicles since ancient times, with toy two-wheeled carts being depicted on ancient Greek vases. Wind-up toys have also played a part in the advancement of toy vehicles. Modern equivalents include toy cars such as those produced by Matchbox or Hot Wheels, miniature aircraft, toy boats, military vehicles, and trains. Examples of the latter range from wooden sets for younger children such as BRIO to more complicated realistic train models like those produced by Lionel, Doepke and Hornby. Larger die-cast vehicles, 1:18 scale, have become popular toys; these vehicles are produced with a great attention to detail.

Puzzles

A Rubik's Cube

A puzzle is a problem or enigma that challenges ingenuity. Solutions to puzzle may require recognizing patterns and creating a particular order. People with a high inductive reasoning aptitude may be better at solving these puzzles than others. Puzzles based on the process of inquiry and discovery to complete may be solved faster by those with good deduction skills. A popular puzzle toy is the Rubik's Cube, invented by Hungarian Ernő Rubik in 1974. Popularized in the 1980s, solving the cube requires planning and problem-solving skills and involves algorithms.

There are many different types of puzzles, for example a maze is a type of tour puzzle. Other categories include; construction puzzles, stick puzzles, tiling puzzles, disentanglement puzzles, sliding puzzles, logic puzzles, picture puzzles, lock puzzles and mechanical puzzles.

Collectibles

Some toys, such as Beanie Babies, attract large numbers of enthusiasts, eventually becoming collectibles. Other toys, such as Boyds Bears are marketed to adults as collectibles. Some people spend large sums of money in an effort to acquire larger and more complete collections. The record for a single Pez dispenser at auction, for example, is US$1100.

Promotional merchandise

This toy tractor also works as an advertisement for John Deere.

Many successful films, television programs, books and sport teams have official merchandise, which often includes related toys. Some notable examples are Star Wars (a space fantasy franchise) and Arsenal, an English football club.

Promotional toys can fall into any of the other toy categories; for example they can be dolls or action figures based on the characters of movies or professional athletes, or they can be balls, yo-yos, and lunch boxes with logos on them. Sometimes they are given away for free as a form of advertising. Model aircraft are often toys that are used by airlines to promote their brand, just as toy cars and trucks and model trains are used by trucking, railroad and other companies as well. Many food manufacturers run promotions where a toy is included with the main product as a prize. Toys are also used as premiums, where consumers redeem proofs of purchase from a product and pay shipping and handling fees to get the toy. Some people go to great lengths to collect these sorts of promotional toys.

Digital toys

Digital toys are toys that incorporate some form of interactive digital technology. Examples of digital toys include virtual pets and handheld electronic games. Among the earliest digital toys are Mattel Auto Race and the Little Professor, both released in 1976. The concept of using technology in a way that bridges the digital with the physical world, providing unique interactive experiences for the user has also been referred to as "Phygital."

Physical activity

A boy from Jakarta with his ball. Ball games are good exercise, and are popular worldwide.

A great many toys are part of active play. These include traditional toys such as hoops, tops, jump ropes and balls, as well as more modern toys like Frisbees, foot bags, astrojax, and Myachi.

Playing with these sorts of toys allows children to exercise, building strong bones and muscles and aiding in physical fitness. Throwing and catching balls and frisbees can improve hand–eye coordination. Jumping rope, (also known as skipping) and playing with foot bags can improve balance.

Safety regulations

Toys with small parts, such as these Lego elements are required by law to have warnings about choking hazards in some countries.
 
Many countries have passed safety standards limiting the types of toys that can be sold. Most of these seek to limit potential hazards, such as choking or fire hazards that could cause injury. Children, especially very small ones, often put toys into their mouths, so the materials used to make a toy are regulated to prevent poisoning. Materials are also regulated to prevent fire hazards. Children have not yet learned to judge what is safe and what is dangerous, and parents do not always think of all possible situations, so such warnings and regulations are important on toys.

For toy safety, every country has their own regulations. But since the globalization and opening of markets, most of them try to harmonize their regulations. The most common action for younger children is to put toys in their mouths. This is why it is of utmost importance to regulate chemicals which are contained in the paintings and other materials children's products are made of. Countries or trade zones such as the European Union regularly publish lists to regulate the quantities or ban chemicals from toys and juvenile products.

There have also been issues of toy safety regarding lead paint. Some toy factories, when projects become too large for them to handle, outsource production to other less known factories, often in other countries. Recently, there were some in China that America had to send back. The subcontractors may not be watched as closely and sometimes use improper manufacturing methods. The U.S. government, along with mass market stores, is now moving towards requiring companies to submit their products to testing before they end up on shelves.

Disposal

Some communities require recycling of the batteries in toys such as qfix robot "crash-bobby".

When toys have been outgrown or are no longer wanted, reuse is sometimes considered. They can be donated via many charities such as Goodwill Industries and the Salvation Army, sold at garage sales, auctioned, sometimes even donated to museums. However, when toys are broken, worn out or otherwise unfit for use, care should be taken when disposing of them. Donated or resold toys should be gently used, clean and have all parts. Before disposal of any battery-operated toy, batteries should be removed and recycled; some communities demand this be done. Some manufacturers, such as Little Tikes, will take back and recycle their products.

In 2007, massive recalls of toys produced in China led many U.S.-based charities to cut back on, or even discontinue, their acceptance of used toys. Goodwill stopped accepting donations of any toys except stuffed animals, and other charities checked all toys against government-issued checklists.

The WEEE directive (Waste Electrical and Electronic Equipment), which aims at increasing re-use and recycling and reducing electronic waste, applies to toys in the United Kingdom as of 2 January 2007.

Toy use in animals

It is not unusual for some animals to play with toys. An example of this is a dolphin being trained to nudge a ball through a hoop. Young chimpanzees use sticks as dolls – the social aspect is seen by the fact that young females more often use a stick this way than young male chimpanzees. They carry their chosen stick and put it in their nest. Such behaviour is also seen in some adult female chimpanzees, but never after they have become mothers.

Automaton

From Wikipedia, the free encyclopedia

A postulated interior of the Duck of Vaucanson (1738-1739)
 
Pinocchio automaton.

An automaton (/ɔːˈtɒmətən/; plural: automata or automatons) is a relatively self-operating machine, or a machine or control mechanism designed to automatically follow a predetermined sequence of operations, or respond to predetermined instructions. Some automata, such as bellstrikers in mechanical clocks, are designed to give the illusion to the casual observer that they are operating under their own power. Since long ago the term is commonly associated with automated puppets that resemble moving humans or animals, built to impress and/or to entertain people.

Animatronics are a modern type of automata with electronics, often used for the portrayal of characters in films and in theme park attractions.

Etymology

The word "automaton" is the latinization of the Greek αὐτόματον, automaton, (neuter) "acting of one's own will". This word was first used by Homer to describe automatic door opening, or automatic movement of wheeled tripods. It is more often used to describe non-electronic moving machines, especially those that have been made to resemble human or animal actions, such as the jacks on old public striking clocks, or the cuckoo and any other animated figures on a cuckoo clock.

History

Ancient

The book About automata by Hero of Alexandria (1589 edition)

There are many examples of automata in Greek mythology: Hephaestus created automata for his workshop; Talos was an artificial man of bronze; Daedalus used quicksilver to install voice in his moving statues; King Alkinous of the Phaiakians employed gold and silver watchdogs.

The automata in the Hellenistic world were intended as tools, toys, religious idols, or prototypes for demonstrating basic scientific principles. Numerous water powered automata were built by Ktesibios, a Greek inventor and the first head of the Great Library of Alexandria, for example he "used water to sound a whistle and make a model owl move. He had invented the world's first "cuckoo" clock".[a] This tradition continued in Alexandria with inventors such as the Greek mathematician Hero of Alexandria (sometimes known as Heron), whose writings on hydraulics, pneumatics, and mechanics described siphons, a fire engine, a water organ, the aeolipile, and a programmable cart.

The Antikythera mechanism from 150–100 BC was designed to calculate the positions of astronomical objects.

Complex mechanical devices are known to have existed in Hellenistic Greece, though the only surviving example is the Antikythera mechanism, the earliest known analog computer. The clockwork is thought to have come originally from Rhodes, where there was apparently a tradition of mechanical engineering; the island was renowned for its automata; to quote Pindar's seventh Olympic Ode:
The animated figures stand
Adorning every public street
And seem to breathe in stone, or
move their marble feet.
However, the information gleaned from recent scans of the fragments indicate that it may have come from the colonies of Corinth in Sicily and implies a connection with Archimedes.

According to Jewish legend, Solomon used his wisdom to design a throne with mechanical animals which hailed him as king when he ascended it; upon sitting down an eagle would place a crown upon his head, and a dove would bring him a Torah scroll. It is also said that when King Solomon stepped upon the throne, a mechanism was set in motion. As soon as he stepped upon the first step, a golden ox and a golden lion each stretched out one foot to support him and help him rise to the next step. On each side, the animals helped the King up until he was comfortably seated upon the throne.

In ancient China, a curious account of automata is found in the Lie Zi text, believed to have originated around 400 BCE and compiled around the fourth century CE. Within it there is a description of a much earlier encounter between King Mu of Zhou (1023-957 BCE) and a mechanical engineer known as Yan Shi, an 'artificer'. The latter proudly presented the king with a very realistic and detailed life-size, human-shaped figure of his mechanical handiwork:
The king stared at the figure in astonishment. It walked with rapid strides, moving its head up and down, so that anyone would have taken it for a live human being. The artificer touched its chin, and it began singing, perfectly in tune. He touched its hand, and it began posturing, keeping perfect time...As the performance was drawing to an end, the robot winked its eye and made advances to the ladies in attendance, whereupon the king became incensed and would have had Yen Shih [Yan Shi] executed on the spot had not the latter, in mortal fear, instantly taken the robot to pieces to let him see what it really was. And, indeed, it turned out to be only a construction of leather, wood, glue and lacquer, variously coloured white, black, red and blue. Examining it closely, the king found all the internal organs complete—liver, gall, heart, lungs, spleen, kidneys, stomach and intestines; and over these again, muscles, bones and limbs with their joints, skin, teeth and hair, all of them artificial...The king tried the effect of taking away the heart, and found that the mouth could no longer speak; he took away the liver and the eyes could no longer see; he took away the kidneys and the legs lost their power of locomotion. The king was delighted.
The 5th-century BC Mohist philosopher Mozi and his contemporary Lu Ban are attributed with the invention of artificial wooden birds (ma yuan) that could successfully fly, according to the Han Fei Zi.

Other notable examples of automata include Archytas' dove, mentioned by Aulus Gellius. Similar Chinese accounts of flying automata are written of the 5th century BC Mohist philosopher Mozi and his contemporary Lu Ban, who made artificial wooden birds (ma yuan) that could successfully fly according to the Han Fei Zi and other texts.

Medieval

The manufacturing tradition of automata continued in the Greek world well into the Middle Ages. On his visit to Constantinople in 949 ambassador Liutprand of Cremona described automata in the emperor Theophilos' palace, including
"lions, made either of bronze or wood covered with gold, which struck the ground with their tails and roared with open mouth and quivering tongue," "a tree of gilded bronze, its branches filled with birds, likewise made of bronze gilded over, and these emitted cries appropriate to their species" and "the emperor's throne" itself, which "was made in such a cunning manner that at one moment it was down on the ground, while at another it rose higher and was to be seen up in the air."
Similar automata in the throne room (singing birds, roaring and moving lions) were described by Luitprand's contemporary, the Byzantine emperor Constantine Porphyrogenitus, in his book Περὶ τῆς Βασιλείου Τάξεως.

In the mid-8th century, the first wind powered automata were built: "statues that turned with the wind over the domes of the four gates and the palace complex of the Round City of Baghdad". The "public spectacle of wind-powered statues had its private counterpart in the 'Abbasid palaces where automata of various types were predominantly displayed." Also in the 8th century, the Muslim alchemist, Jābir ibn Hayyān (Geber), included recipes for constructing artificial snakes, scorpions, and humans that would be subject to their creator's control in his coded Book of Stones. In 827, Abbasid caliph al-Ma'mun had a silver and golden tree in his palace in Baghdad, which had the features of an automatic machine. There were metal birds that sang automatically on the swinging branches of this tree built by Muslim inventors and engineers. The Abbasid caliph al-Muqtadir also had a silver and golden tree in his palace in Baghdad in 917, with birds on it flapping their wings and singing. In the 9th century, the Banū Mūsā brothers invented a programmable automatic flute player and which they described in their Book of Ingenious Devices.

Automaton in the Swiss Museum CIMA.
 
An automaton writing a letter in Swiss Museum CIMA.

Al-Jazari described complex programmable humanoid automata amongst other machines he designed and constructed in the Book of Knowledge of Ingenious Mechanical Devices in 1206. His automaton was a boat with four automatic musicians that floated on a lake to entertain guests at royal drinking parties. His mechanism had a programmable drum machine with pegs (cams) that bump into little levers that operate the percussion. The drummer could be made to play different rhythms and drum patterns if the pegs were moved around. According to Charles B. Fowler, the automata were a "robot band" which performed "more than fifty facial and body actions during each musical selection."

Al-Jazari constructed a hand washing automaton first employing the flush mechanism now used in modern toilets. It features a female automaton standing by a basin filled with water. When the user pulls the lever, the water drains and the automaton refills the basin. His "peacock fountain" was another more sophisticated hand washing device featuring humanoid automata as servants who offer soap and towels. Mark E. Rosheim describes it as follows: "Pulling a plug on the peacock's tail releases water out of the beak; as the dirty water from the basin fills the hollow base a float rises and actuates a linkage which makes a servant figure appear from behind a door under the peacock and offer soap. When more water is used, a second float at a higher level trips and causes the appearance of a second servant figure — with a towel!" Al-Jazari thus appears to have been the first inventor to display an interest in creating human-like machines for practical purposes such as manipulating the environment for human comfort.

In 1066, the Chinese inventor Su Song built a water clock in the form of a tower which featured mechanical figurines which chimed the hours.

Samarangana Sutradhara, a Sanskrit treatise by Bhoja (11th century), includes a chapter about the construction of mechanical contrivances (automata), including mechanical bees and birds, fountains shaped like humans and animals, and male and female dolls that refilled oil lamps, danced, played instruments, and re-enacted scenes from Hindu mythology.

Villard de Honnecourt, in his 1230s sketchbook, depicted an early escapement mechanism in a drawing titled How to make an angel keep pointing his finger toward the Sun with an angel that would perpetually turn to face the sun. He also drew an automaton of a bird with jointed wings, which led to their design implementation in clocks.

At the end of the thirteenth century, Robert II, Count of Artois built a pleasure garden at his castle at Hesdin that incorporated several automata as entertainment in the walled park. The work was conducted by local workmen and overseen by the Italian knight Renaud Coignet. It included monkey marionettes, a sundial supported by lions and "wild men", mechanized birds, mechanized fountains and a bellows-operated organ. The park was famed for its automata well into the fifteenth century before it was destroyed by English soldiers in the sixteenth.

The Chinese author Xiao Xun wrote that when the Ming Dynasty founder Hongwu (r. 1368–1398) was destroying the palaces of Khanbaliq belonging to the previous Yuan Dynasty, there were —among many other mechanical devices— automata found that were in the shape of tigers.

Renaissance and early modern

A cuckoo clock with a built in automaton of a cuckoo that flaps its wings and opens its beak in time to the sounds of the cuckoo call to mark the number of hours on the analogue dial.

The Renaissance witnessed a considerable revival of interest in automata. Hero's treatises were edited and translated into Latin and Italian. Hydraulic and pneumatic automata, similar to those described by Hero, were created for garden grottoes

Giovanni Fontana, a Paduan engineer in 1420, developed Bellicorum instrumentorum liber which includes a puppet of a camelid driven by a clothed primate twice the height of a human being and an automaton of Mary Magdalene. He also created mechanical devils and rocket-propelled animal automata.

Bell-ringing Death on Prague astronomical clock

While functional, early clocks were also often designed as novelties and spectacles which integrated features of automata. Many big and complex clocks with automated figures were built as public spectacles in European town centres. One of the earliest of these large clocks was the Strasbourg Clock, built in the fourteenth century which takes up the entire side of a cathedral wall. It contained an astronomical calendar, automata depicting animals, saints and the life of Christ. The clock still functions to this day but has undergone several restorations since its initial construction. The Prague astronomical clock was built in 1410, animated figures were added from the 17th century onwards. Numerous clockwork automata were manufactured in the 16th century, principally by the goldsmiths of the Free Imperial Cities of central Europe. These wondrous devices found a home in the cabinet of curiosities or Wunderkammern of the princely courts of Europe.

In 1454, Duke Philip created an entertainment show named The extravagant Feast of the Pheasant, which was intended to influence the Duke's peers to participate in a crusade against the Ottomans but ended up being a grand display of automata, giants, and dwarves.

A banquet in Camilla of Aragon's honor in Italy, 1475, featured a lifelike automated camel. The spectacle was a part of a larger parade which continued over days.

Leonardo da Vinci sketched a complex mechanical knight, which he may have built and exhibited at a celebration hosted by Ludovico Sforza at the court of Milan around 1495. The design of Leonardo's robot was not rediscovered until the 1950s. A functional replica was later built that could move its arms, twist its head, and sit up.

Da Vinci is frequently credited with constructing a mechanical lion, which he presented to King Francois I in Lyon in 1515. Although no record of the device's original designs remain, a recreation of this piece is housed at the Château du Clos Lucé.

The Smithsonian Institution has in its collection a clockwork monk, about 15 in (380 mm) high, possibly dating as early as 1560. The monk is driven by a key-wound spring and walks the path of a square, striking his chest with his right arm, while raising and lowering a small wooden cross and rosary in his left hand, turning and nodding his head, rolling his eyes, and mouthing silent obsequies. From time to time, he brings the cross to his lips and kisses it. It is believed that the monk was manufactured by Juanelo Turriano, mechanician to the Holy Roman Emperor Charles V.

The first description of a modern cuckoo clock was by the Augsburg nobleman Philipp Hainhofer in 1629. The clock belonged to Prince Elector August von Sachsen. By 1650, the workings of mechanical cuckoos were understood and were widely disseminated in Athanasius Kircher's handbook on music, Musurgia Universalis. In what is the first documented description of how a mechanical cuckoo works, a mechanical organ with several automated figures is described. In 18th-century Germany, clockmakers began making cuckoo clocks for sale. Clock shops selling cuckoo clocks became commonplace in the Black Forest region by the middle of the 18th century.

A Japanese automata theater in Osaka, drawn in 18th century. The Takeda family opened their automata theater in 1662.

Japan adopted clockwork automata in the early 17th century as "karakuri" puppets. In 1662, Takeda Omi completed his first butai karakuri and then built several of these large puppets for theatrical exhibitions. Karakuri puppets went through a golden age during the Edo period (1603–1867).

Elephant automaton at Waddesdon Manor

A new attitude towards automata is to be found in René Descartes when he suggested that the bodies of animals are nothing more than complex machines - the bones, muscles and organs could be replaced with cogs, pistons and cams. Thus mechanism became the standard to which Nature and the organism was compared. France in the 17th century was the birthplace of those ingenious mechanical toys that were to become prototypes for the engines of the Industrial Revolution. Thus, in 1649, when Louis XIV was still a child, an artisan named Camus designed for him a miniature coach, and horses complete with footmen, page and a lady within the coach; all these figures exhibited a perfect movement. According to P. Labat, General de Gennes constructed, in 1688, in addition to machines for gunnery and navigation, a peacock that walked and ate. Athanasius Kircher produced many automata to create Jesuit shows, including a statue which spoke and listened via a speaking tube.

All three of Vaucanson's Automata: The Flute Player, The Tambourine Player, and Digesting Duck

The world's first successfully-built biomechanical automaton is considered to be The Flute Player, which could play twelve songs, created by the French engineer Jacques de Vaucanson in 1737. He also constructed The Tambourine Player and the Digesting Duck, a mechanical duck that - apart from quacking and flapping its wings - gave the false illusion of eating and defecating, seeming to endorse Cartesian ideas that animals are no more than machines of flesh.

In 1769, a chess-playing machine called the Turk, created by Wolfgang von Kempelen, made the rounds of the courts of Europe purporting to be an automaton. The Turk was operated from inside by a hidden human director, and was not a true automaton. 

Maillardet's automaton is drawing a picture

Other 18th century automaton makers include the prolific Swiss Pierre Jaquet-Droz (see Jaquet-Droz automata) and his son Henri-Louis Jaquet-Droz, and his contemporary Henri Maillardet. Maillardet, a Swiss mechanic, created an automaton capable of drawing four pictures and writing three poems. Maillardet's Automaton is now part of the collections at the Franklin Institute Science Museum in Philadelphia. Belgian-born John Joseph Merlin created the mechanism of the Silver Swan automaton, now at Bowes Museum. A musical elephant made by the French clockmaker Hubert Martinet in 1774 is one of the highlights of Waddesdon Manor. Tipu's Tiger is another late-18th century example of automata, made for Tipu Sultan, featuring a European soldier being mauled by a tiger.

According to philosopher Michel Foucault, Frederick the Great, king of Prussia from 1740 to 1786, was "obsessed" with automata. According to Manuel de Landa, "he put together his armies as a well-oiled clockwork mechanism whose components were robot-like warriors".

In 1801, Joseph Jacquard built his loom automaton that was controlled autonomously with punched cards.

Automata, particularly watches and clocks, were popular in China during the 18th and 19th centuries, and items were produced for the Chinese market. Strong interest by Chinese collectors in the 21st century brought many interesting items to market where they have had dramatic realizations.

Modern

A singing bird box made about 1890 by Bontems. Bird dressed with iridescent hummingbird feathers and case made of tortoiseshell.
 
The famous magician Jean-Eugène Robert-Houdin (1805–1871) was known for creating automata for his stage shows. 

The flute-player by Innocenzo Manzetti (1840)

In 1840, Italian inventor Innocenzo Manzetti constructed a flute-playing automaton, in the shape of a man, life-size, seated on a chair. Hidden inside the chair were levers, connecting rods and compressed air tubes, which made the automaton's lips and fingers move on the flute according to a program recorded on a cylinder similar to those used in player pianos. The automaton was powered by clockwork and could perform 12 different arias. As part of the performance it would rise from the chair, bow its head, and roll its eyes.

Tea-serving Japanese automaton, "karakuri ningyō", with mechanism (right), 19th century.

The period 1860 to 1910 is known as "The Golden Age of Automata". During this period many small family based companies of Automata makers thrived in Paris. From their workshops they exported thousands of clockwork automata and mechanical singing birds around the world. Although now rare and expensive, these French automata attract collectors worldwide. The main French makers were Bontems, Lambert, Phalibois, Renou, Roullet & Decamps, Theroude and Vichy.

Contemporary automata continue this tradition with an emphasis on art, rather than technological sophistication. Contemporary automata are represented by the works of Cabaret Mechanical Theatre in the United Kingdom, Dug North and Chomick+Meder, Thomas Kuntz, Arthur Ganson, Joe Jones, and Nico Cox in the United States, Le Défenseur du Temps by French artist Jacques Monestier, and François Junod in Switzerland.

One of the most advanced automata proposed to date is NASA's Automaton Rover for Extreme Environments (AREE), a wind-powered automaton to be used for exploring Venus. Unlike other modern automata, AREE is an automaton instead of a robot for practical reasons — Venus's harsh conditions, particularly its surface temperature of 462 °C (864 °F), make operating electronics there for any significant time impossible.

Since 1990, Dutch artist Theo Jansen has been building an artificial breed of large automated PVC structures called Strandbeest (Beach beast) that can walk on wind power or compressed air. Jansen claims that he intends them to automatically evolve and develop artificial intelligence, with herds roaming freely over the beach.

In education

The potential educational value of mechanical toys in teaching transversal skills has been recognised by the European Union education project Clockwork objects, enhanced learning: Automata Toys Construction (CLOHE).

Saturday, July 11, 2020

History of artificial life

From Wikipedia, the free encyclopedia
 
The idea of human artifacts being given life has fascinated humankind for as long as people have been recording their myths and stories. Whether Pygmalion or Frankenstein, humanity has been fascinated with the idea of artificial life.

Pre-computer

Automatons were quite a novelty. In the days before computers and electronics, some were very sophisticated, using pneumatics, mechanics, and hydraulics. The first automata were conceived during the third and second centuries BC and these were demonstrated by the theorems of Hero of Alexandria, which included sophisticated mechanical and hydraulic solutions. Many of his notable works were included in the book Pneumatics, which was also used for constructing machines until early modern times. In 1490, Leonardo da Vinci also constructed an armored knight, which is considered the first humanoid robot in Western civilization.

Other early famous examples include al-Jazari's humanoid robots. This Arabic inventor once constructed a band of automata, which can be commanded to play different pieces of music. There is also the case of Jacques de Vaucanson's artificial duck exhibited in 1735, which had thousands of moving parts and one of the first to mimic a biological system. The duck could reportedly eat and digest, drink, quack, and splash in a pool. It was exhibited all over Europe until it fell into disrepair.

However, it wasn't until the invention of cheap computing power that artificial life as a legitimate science began in earnest, steeped more in the theoretical and computational than the mechanical and mythological.

1950s–1970s

One of the earliest thinkers of the modern age to postulate the potentials of artificial life, separate from artificial intelligence, was math and computer prodigy John von Neumann. At the Hixon Symposium, hosted by Linus Pauling in Pasadena, California in the late 1940s, von Neumann delivered a lecture titled "The General and Logical Theory of Automata." He defined an "automaton" as any machine whose behavior proceeded logically from step to step by combining information from the environment and its own programming, and said that natural organisms would in the end be found to follow similar simple rules. He also spoke about the idea of self-replicating machines. He postulated a machine – a kinematic automaton – made up of a control computer, a construction arm, and a long series of instructions, floating in a lake of parts. By following the instructions that were part of its own body, it could create an identical machine. He followed this idea by creating (with Stanislaw Ulam) a purely logic-based automaton, not requiring a physical body but based on the changing states of the cells in an infinite grid – the first cellular automaton. It was extraordinarily complicated compared to later CAs, having hundreds of thousands of cells which could each exist in one of twenty-nine states, but von Neumann felt he needed the complexity in order for it to function not just as a self-replicating "machine", but also as a universal computer as defined by Alan Turing. This "universal constructor" read from a tape of instructions and wrote out a series of cells that could then be made active to leave a fully functional copy of the original machine and its tape. Von Neumann worked on his automata theory intensively right up to his death, and considered it his most important work.

Homer Jacobson illustrated basic self-replication in the 1950s with a model train set – a seed "organism" consisting of a "head" and "tail" boxcar could use the simple rules of the system to consistently create new "organisms" identical to itself, so long as there was a random pool of new boxcars to draw from. Edward F. Moore proposed "Artificial Living Plants", which would be floating factories which could create copies of themselves. They could be programmed to perform some function (extracting fresh water, harvesting minerals from seawater) for an investment that would be relatively small compared to the huge returns from the exponentially growing numbers of factories. Freeman Dyson also studied the idea, envisioning self-replicating machines sent to explore and exploit other planets and moons, and a NASA group called the Self-Replicating Systems Concept Team performed a 1980 study on the feasibility of a self-building lunar factory.

University of Cambridge professor John Horton Conway invented the most famous cellular automaton in the 1960s. He called it the Game of Life, and publicized it through Martin Gardner's column in Scientific American magazine.

1970s–1980s

Philosophy scholar Arthur Burks, who had worked with von Neumann (and indeed, organized his papers after Neumann's death), headed the Logic of Computers Group at the University of Michigan. He brought the overlooked views of 19th century American thinker Charles Sanders Peirce into the modern age. Peirce was a strong believer that all of nature's workings were based on logic (though not always deductive logic). The Michigan group was one of the few groups still interested in alife and CAs in the early 1970s; one of its students, Tommaso Toffoli argued in his PhD thesis that the field was important because its results explain the simple rules that underlay complex effects in nature. Toffoli later provided a key proof that CAs were reversible, just as the true universe is considered to be.




Christopher Langton was an unconventional researcher, with an undistinguished academic career that led him to a job programming DEC mainframes for a hospital. He became enthralled by Conway's Game of Life, and began pursuing the idea that the computer could emulate living creatures. After years of study (and a near-fatal hang-gliding accident), he began attempting to actualize Von Neumann's CA and the work of Edgar F. Codd, who had simplified Von Neumann's original twenty-nine state monster to one with only eight states. He succeeded in creating the first self-replicating computer organism in October 1979, using only an Apple II desktop computer. He entered Burks' graduate program at the Logic of Computers Group in 1982, at the age of 33, and helped to found a new discipline.


Langton's official conference announcement of Artificial Life I was the earliest description of a field which had previously barely existed:
Artificial life is the study of artificial systems that exhibit behavior characteristic of natural living systems. It is the quest to explain life in any of its possible manifestations, without restriction to the particular examples that have evolved on earth. This includes biological and chemical experiments, computer simulations, and purely theoretical endeavors. Processes occurring on molecular, social, and evolutionary scales are subject to investigation. The ultimate goal is to extract the logical form of living systems.
Microelectronic technology and genetic engineering will soon give us the capability to create new life forms in silico as well as in vitro. This capacity will present humanity with the most far-reaching technical, theoretical and ethical challenges it has ever confronted. The time seems appropriate for a gathering of those involved in attempts to simulate or synthesize aspects of living systems.
Ed Fredkin founded the Information Mechanics Group at MIT, which united Toffoli, Norman Margolus, Gerard Vichniac, and Charles Bennett. This group created a computer especially designed to execute cellular automata, eventually reducing it to the size of a single circuit board. This "cellular automata machine" allowed an explosion of alife research among scientists who could not otherwise afford sophisticated computers. 

In 1982, computer scientist named Stephen Wolfram turned his attention to cellular automata. He explored and categorized the types of complexity displayed by one-dimensional CAs, and showed how they applied to natural phenomena such as the patterns of seashells and the nature of plant growth. Norman Packard, who worked with Wolfram at the Institute for Advanced Study, used CAs to simulate the growth of snowflakes, following very basic rules.

Computer animator Craig Reynolds similarly used three simple rules to create recognizable flocking behaviour in a computer program in 1987 to animate groups of boids. With no top-down programming at all, the boids produced lifelike solutions to evading obstacles placed in their path. Computer animation has continued to be a key commercial driver of alife research as the creators of movies attempt to find more realistic and inexpensive ways to animate natural forms such as plant life, animal movement, hair growth, and complicated organic textures.

J. Doyne Farmer was a key figure in tying artificial life research to the emerging field of complex adaptive systems, working at the Center for Nonlinear Studies (a basic research section of Los Alamos National Laboratory), just as its star chaos theorist Mitchell Feigenbaum was leaving. Farmer and Norman Packard chaired a conference in May 1985 called "Evolution, Games, and Learning", which was to presage many of the topics of later alife conferences.

2000s

On the ecological front, research regarding the evolution of animal cooperative behavior (started by W. D. Hamilton in the 1960s resulting in theories of kin selection, reciprocity, multilevel selection and cultural group selection) was re-introduced via artificial life by Peter Turchin and Mikhail Burtsev in 2006. Previously, game theory has been utilized in similar investigation, however, that approach was deemed to be rather limiting in its amount of possible strategies and debatable set of payoff rules. The alife model designed here, instead, is based upon Conway's Game of Life but with much added complexity (there are over 101000 strategies that can potentially emerge). Most significantly, the interacting agents are characterized by external phenotype markers which allows for recognition amongst in-group members. In effect, it is shown that given the capacity to perceive these markers, agents within the system are then able to evolve new group behaviors under minimalistic assumptions. On top of the already known strategies of the bourgeois-hawk-dove game, here two novel modes of cooperative attack and defense arise from the simulation.

For the setup, this two-dimensional artificial world is divided into cells, each empty or containing a resource bundle. An empty cell can acquire a resource bundle with a certain probability per unit of time and lose it when an agent consumes the resource. Each agent is plainly constructed with a set of receptors, effectors (the components that govern the agents' behavior), and neural net which connect the two. In response to the environment, an agent may rest, eat, reproduce by division, move, turn and attack. All actions expend energy taken from its internal energy storage; once that is depleted, the agent dies. Consumption of resource, as well as other agents after defeating them, yields an increase in the energy storage. Reproduction is modeled as being asexual while the offspring receive half the parental energy. Agents are also equipped with sensory inputs that allow them to detect resources or other members within a parameter in addition to its own level of vitality. As for the phenotype markers, they do not influence behavior but solely function as indicator of 'genetic' similarity. Heredity is achieved by having the relevant information be inherited by the offspring and subjected to a set rate of mutation.

The objective of the investigation is to study how the presence of phenotype markers affects the model's range of evolving cooperative strategies. In addition, as the resource available in this 2D environment is capped, the simulation also serves to determine the effect of environmental carrying capacity on their emergence.




One previously unseen strategy is termed the "raven". These agents leave cells with in-group members, thus avoiding intra-specific competition, and attack out-group members voluntarily. Another strategy, named the 'starling', involves the agent sharing cells with in-group members. Despite individuals having smaller energy storage due to resource partitioning, this strategy permits highly effective defense against large invaders via the advantage in numbers. Ecologically speaking, this resembles the mobbing behavior that characterizes many species of small birds when they collectively defend against the predator.


In conclusion, the research claims that the simulated results have important implications for the evolution of territoriality by showing that within the alife framework it is possible to "model not only how one strategy displaces another, but also the very process by which new strategies emerge from a large quantity of possibilities".

Work is also underway to create cellular models of artificial life. Initial work on building a complete biochemical model of cellular behavior is underway as part of a number of different research projects, namely Blue Gene which seeks to understand the mechanisms behind protein folding.

Operator (computer programming)

From Wikipedia, the free encyclopedia https://en.wikipedia.org/wiki/Operator_(computer_programmin...