Objects that interact with a user at a visceral level when the object
comes within the user's personal environment. The objects detect a user's
visceral behavior, for example breathing pattern or perspiration. In
response to the visceral behavior the object simulates a behavior of a
living entity such as breathing, or produces an output to which the user
responds viscerally, such as an electric field. The form of the output or
simulated behavior is determined by the visceral behavior. The output or
simulated behavior may be modified to guide the user's visceral behavior,
for example by first synchronizing simulated breathing to the user's
breathing and then slowing down while the user's breathing is entrained
to the simulated breathing. One such object has a skin that is warm to
the touch, and simulates breathing with a breathing sound. Another such
object produces electric fields like electric fields of the heart. A
further such object simulates a purring sound in response to the user's
breathing: the form of the purring also depends on sounds in the
environment.