Amol A. Deshmukh

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We investigate the relationship between the embodiment of an artificial companion and user perception and interaction with it. In a Wizard of Oz study, 42 users interacted with one of two embodiments: a physical robot or a virtual agent on a screen through a role-play of secretarial tasks in an office, with the companion providing essential assistance.(More)
In this demonstration, we describe a scenario developed in the EMOTE project [2]. The overall goal of the EMOTE project is to develop an empathic robot tutor for 11-13 year old school students in an educational setting. The pedagogical domain we demonstrate here is to assist students in learning and testing their map-reading skills typically learned as part(More)
Robots acting as assistants or companions in a social environment must be capable of sensing information about the location of the users and analysing and interpreting their social, affective signals in order to be able to plan and generate an appropriate response. Social perception abilities are thereby very important for the robot to evaluate whether it(More)
We are addressing the problem of creating empathic robot tutors to support school students studying geography topics on a multitouch table. A multi-role serious game Enercities-2 has been developed from an earlier single-user version in which a Mayor, Economist and Environmentalist have control over differing resources. The game explores the tension between(More)
There has been some studies in applying robots to education and recent research on socially intelligent robots show robots as partners that collaborate with people. On the other hand, serious games and interaction technologies have also proved to be important pedagogical tools, enhancing collaboration and interest in the learning process. This paper relates(More)
This paper describes the results from a user evaluation of a robot bartender system, which supports situated, social interaction with multiple customers. The system is a Nao-based version of an existing robot bartender, developed in the JAMES project [1]. The Nao-based version has provided us with a local experimentation platform, bearing in mind that our(More)
We present a study that investigates the effect of incorporating memory in the interaction for a virtual robotic tutor in terms of helping children achieve a pedagogical goal and the perceived likeability and empathy of the tutor. The domain is a virtual robotic tutor who is guiding and helping learners through a mobile Treasure Hunt exercise that tests(More)
This paper presents results from a user evaluation of a robot bartender system, which supports social engagement and interaction with multiple customers. The system is a Nao-based alternative version of an existing robot bartender developed in the JAMES project [1]. The Nao-based version has given us a local experimentation platform, allowing us to focus on(More)