CELLULO

In the Cellulo Project, we are aiming to design and build the pencils of the future’s classroom, in the form of robots. We imagine these as swarm robots, each of them very simple and affordable, that reside on large paper sheets that contain the learning activities. Our vision is that these be ubiquitous, namely a natural part of the classroom ecosystem, as to shift the focus from the robot to the activity. With Cellulo you can actually grab and move a planet to see what happens to its orbit, or vibrate a molecule with your hands to see how it behaves. Cellulo makes tangible what is intangible in learning.

This project is supported by the Swiss National Science Foundation through the National Centre of Competence in Research Robotics.

Journal Articles

Gamified Motor Training With Tangible Robots in Older Adults: A Feasibility Study and Comparison With the Young

A. G. Ozgur; M. J. Wessel; J. K. Olsen; W. Johal; A. Ozgur et al. 

Frontiers In Aging Neuroscience. 2020-04-03. Vol. 12, p. 59. DOI : 10.3389/fnagi.2020.00059.

Conference Papers

Predictive Analysis of Errors During Robot-Mediated Gamified Training

N. E. Yuceturk; S. Demir; Z. Ozdemir; I. Irina Bejan; N. Dresevic et al. 

2022. IEEE 18th International Conference on Rehabilitation Robotics (ICORR), Rotterdam, Netherlands, July 25-29, 2022.

Modulo Cellulo: Modular Versatile Tangible Educational Robots

H. Khodr; K. A. Holdcroft; Y-S. Wu; V. Borja Guimera; H. Sprumont et al. 

2022. The 2022 IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS 2022), Kyoto, Japan, 23-27 October 2022.

Designing Online Multiplayer Games with Haptically and Virtually Linked Tangible Robots to Enhance Social Interaction in Therapy

A. Güneysu Özgür; H. Khodr; M. Akeddar; M. Roust; P. Dillenbourg 

2022. 31st IEEE International Conference on Robot & Human Interactive Communication (RO-MAN), Naples, Italy, August 29-September 2, 2022.

Effect of Different Communication Affordances on the Emergence of Collaboration Strategies in an Online Multiplayer Game

H. Khodr; N. Wagner; B. Bruno; A. Kothiyal; P. Dillenbourg 

2022. 13th International Conference on Swarm Intelligence (ANTS), Malaga, Spain, November 2-4, 2022.

An Assessment Framework for Complex Systems Understanding

H. Khodr; A. Kothiyal; B. Bruno; P. Dillenbourg 

2022. ICLS 2022: 16. International Conference on Learning Sciences, Tokio, Japan, June 9–10, 2022.

How Diseases Spread: Embodied Learning of Emergence with Cellulo Robots

H. Khodr; J. Brender; A. Kothiyal; P. Dillenbourg 

2021. 29th International Conference on Computers in Education. Asia-Pacific Society for Computers in Education (ICCE 2021), Cyberspace, November 22-26, 2021.

Design of Dynamic Tangible Workspaces for Games: Application on Robot-Assisted Upper Limb Rehabilitation

A. Güneysu Özgür; B. Bruno; V. Taburet; A. Ozgur; P. Dillenbourg 

2020-10-14. 2020 29th IEEE International Conference on Robot and Human Interactive Communication (RO-MAN), Naples, Italy, August 31, 2020. p. 172-178. DOI : 10.1109/RO-MAN47096.2020.9223332.

Being Part of the Swarm: Experiencing Human-Swarm Interaction with VR and Tangible Robots

H. Khodr; U. Ramage; K. Kim; A. Guneysu Ozgur; B. Bruno et al. 

2020-10-01. Symposium on Spatial User Interaction, Virtual Event, Canada, October 31-November 1, 2020. p. 1-2. DOI : 10.1145/3385959.3422695.

Using tabletop robots to promote inclusive classroom experiences

I. Neto; W. Johal; M. Couto; H. Nicolau; A. Paiva et al. 

2020-06-22. IDC ’20: Interaction Design and Children, London, United Kingdom, June, 2020. p. 281–292. DOI : 10.1145/3392063.3394439.