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Gameplay with Virtual Robots for Children's Well-being
As a part of my PhD research, I developed a game-based intervention using the computer graphics version of CommU, a social robot, developed by researchers at Osaka University, Japan, in collaboration with Vstone Co., Ltd., to support children's emotional and social development.
Children from India played "Snowventure: Love 'n' Learn", a custom-designed game that taught self-esteem concepts through interactive challenges, across three sessions over a month. The virtual robot acted as a supportive companion, offering encouragement, making eye contact, and celebrating the children's progress. The impact was significant: children who played with CommU showed measurable improvements in their self-esteem, made more friends, and found it easier to talk and share with peers. They also stayed more interested and engaged throughout all sessions compared to children who played without the robot.
This work demonstrates how virtual social robots can serve as scalable, accessible tools for supporting children's well-being, particularly valuable in contexts where traditional interventions may be limited.










