Conference Presentations by Md Rezaul Kabir Tutul
Springer Nature, 2023
Game-based learning has gained recognition for enhancing learner engagement and outcomes, while h... more Game-based learning has gained recognition for enhancing learner engagement and outcomes, while humanoid robots have shown promise in boosting motivation. However, the potential of sound recognition in humanoid robots to enhance learner engagement, motivation, and enjoyment remains relatively unexplored. This study explores the impact of incorporating sound recognition technology into humanoid robots in a game-based learning setting. Using the robot Pepper, participants engaged in interactive learning sessions featuring robot animations, background music, and scoring. Afterward, participants provided feedback through an online survey. The research findings shed light on how sound recognition enhances learner engagement, motivation, and enjoyment in educational games, offering valuable insights for educators and researchers.

Digital Interaction and Machine Intelligence. MIDI 2023, 2024
Humanoid social robots (HRS) differ not only in their physical appearance but also in the way it ... more Humanoid social robots (HRS) differ not only in their physical appearance but also in the way it is possible for humans to interact with them. But how exactly are human perceptions of these robots different and how do different perceptions impact the quality of the human-robot interaction? The answers to these questions are important when making decisions about which robot to apply for a specific social task. This paper reports on the results from a comparative study with 38 participants, in which two humanoid social robots Nao (ROB1, n=20) and Pepper (ROB2, n=18) performed the same task of facilitating empathy mapping sessions. The participants assessed the anthropomorphic qualities of the robotic facilitator using the Human-Robot Interaction Evaluation Scale (HRIES). The study explored how the perceptions of the two robots may be related to the experience of the Human-Robot Interaction (HRI). The results showed a number of significant differences in the perceptions of human-likeness of Nao and Pepper, but no significant differences in the experience of HRI. The robot's agency was a significant predictor of perceiving HRI as motivating, while the robot's disturbance was a significant predictor of perceiving HRI as frustrating. The results of the study can be used to inform designs in which prosocial behaviors towards a robot are important for shaping a successful HRI, e.g. in team-based and collaborative activities.

15th annual International Conference of Education, Research and Innovation, 2022
Game-based learning (GBL) is a popular approach to designing engaging educational experiences enh... more Game-based learning (GBL) is a popular approach to designing engaging educational experiences enhancing motivation and enjoyment while at the same time supporting the attainment of learning outcomes. Robot-assisted language learning (RALL) based on game-based learning with humanoid robots is becoming an interesting area of human-robot interaction (HRI) which has the potential to enrich educational curricula. Studies have shown that interacting with a humanoid robot as part of language learning may be beneficial for learner motivation and improvement across a range of language skills, especially speaking accuracy, fluency, and pronunciation. Both RALL and GBL can reduce learning anxiety and enhance positive attitudes towards learning grammar, which tends to be perceived as boring and complicated by language learners. This paper presents an instructional design and programming of a game-based learning scenario for learning English grammar in higher education, in which the humanoid robot Pepper is used as a game partner. The scenario is called "Make or Do Game with Pepper" and is intended as an educational, interactive quiz in two versions, i.e. a single player version and a team-based version. This paper presents the first version of the game for one-on-one play between the human and the robot. This version of the game was tested with a small group of five students in Digital Business Studies. The game consists of two main parts: the interaction with the Pepper robot and the tablet application which is fixed to the chest of the robot. The results from the pilot study show that students enjoyed playing the grammar game with the Pepper robot, and perceived the robot as a friendly, kind, pleasant, funny and relaxed game partner which appeared good-humoured, jocular, funny, relaxed and interested. The paper also describes what the participants liked and what they did not like about the game, and which recommendations were made for future iterations The paper ends with a conclusion and recommendations for further research.
Advances in Acoustics - DAGA 2023, 2023
In this study a quiz game was implemented, in which the robot Pepper asks questions, the particip... more In this study a quiz game was implemented, in which the robot Pepper asks questions, the participant, who wants to answer, presses a buzzer button, and the robot decides, which buzzer was pressed (or which buzzer was pressed first in case of both buzzers activated) and awaits the answer. The battery-driven buzzers radiate two different and clearly distinguishable artificial sounds. By the manufacturer of the buzzers, these two sounds are called “charge” (blue buzzer) and “laser” (green buzzer). Figure 1 shows the two buzzers. The buzzers are not connected in any way to the robot.
Papers by Md Rezaul Kabir Tutul

International Journal of Science, Technology, Engineering & Mathematics, 2025
In this study, we propose a dynamic template adaptation approach for noise-robust sound classific... more In this study, we propose a dynamic template adaptation approach for noise-robust sound classification and distance estimation in single-channel audio environments. Traditional cross-correlation methods rely on fixed sound templates that limit their performance under dynamic and noisy conditions. Our method integrates a low-pass filter for noise reduction and uses an online support vector machine (SVM) to dynamically update the sound templates based on real-time audio inputs. This hybrid approach enables continuous refinement of the templates and improves both the accuracy of sound classification and the ability to determine the relative distance between sound sources by estimating time delays. The robustness and adaptability of the algorithm make it suitable for real-world applications such as environmental monitoring, speaker recognition, and sound event localization. We demonstrate the effectiveness of the proposed method in various noisy and overlapping sound scenarios and compare it with traditional approaches such as ICA, NMF, and TFM. The results show that dynamic template adaptation and incremental learning significantly improve the classification accuracy and distance detection in changing environments. These findings demonstrate that the proposed method not only enhances real-time sound classification and distance determination but also holds potential for applications in autonomous vehicles, urban noise monitoring, and smart home systems, where robust audio processing in dynamic environments is critical.

ICERI2022 Proceedings, 2022
Game-based learning (GBL) is a popular approach to designing engaging educational experiences enh... more Game-based learning (GBL) is a popular approach to designing engaging educational experiences enhancing motivation and enjoyment while at the same time supporting the attainment of learning outcomes. Robot-assisted language learning (RALL) based on game-based learning with humanoid robots is becoming an interesting area of human-robot interaction (HRI) which has the potential to enrich educational curricula. Studies have shown that interacting with a humanoid robot as part of language learning may be beneficial for learner motivation and improvement across a range of language skills, especially speaking accuracy, fluency, and pronunciation. Both RALL and GBL can reduce learning anxiety and enhance positive attitudes towards learning grammar, which tends to be perceived as boring and complicated by language learners. This paper presents an instructional design and programming of a game-based learning scenario for learning English grammar in higher education, in which the humanoid robot Pepper is used as a game partner. The scenario is called "Make or Do Game with Pepper" and is intended as an educational, interactive quiz in two versions, i.e. a single player version and a team-based version. This paper presents the first version of the game for one-on-one play between the human and the robot. This version of the game was tested with a small group of five students in Digital Business Studies. The game consists of two main parts: the interaction with the Pepper robot and the tablet application which is fixed to the chest of the robot. The results from the pilot study show that students enjoyed playing the grammar game with the Pepper robot, and perceived the robot as a friendly, kind, pleasant, funny and relaxed game partner which appeared good-humoured, jocular, funny, relaxed and interested. The paper also describes what the participants liked and what they did not like about the game, and which recommendations were made for future iterations The paper ends with a conclusion and recommendations for further research.
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Conference Presentations by Md Rezaul Kabir Tutul
Papers by Md Rezaul Kabir Tutul