Interbots

Interbots

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Specializes in the design and construction of emotionally expressive interactive robots, easy-to-use control software.

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$150k

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Interbots emerged in 2005 from Carnegie Mellon University's Entertainment Technology Center, a graduate program known for blending artistic and technical disciplines. The company was founded by a multidisciplinary team from the university, including Seema Patel as CEO, David Culyba handling software, Sabrina Haskell on design, and Andy Hosmer as the mechanical designer. This diverse background, spanning robotics, engineering, design, artificial intelligence, and even theater, forms the core of the company's approach to creating interactive experiences.

The firm specializes in the development of custom interactive characters, encompassing both physical animatronics and virtual avatars. Their business revolves around crafting these characters and the underlying control software and multimedia content to facilitate engaging interactions for their clients' guests. One of their initial creations, an animatronic character named Quasi, gained significant media attention and was featured at events like the SIGGRAPH 2005 Emerging Technologies Exhibition. Another notable project was the development of a character named Moxi for the Singapore Science Center.

Interbots has also directed its focus toward the consumer market, particularly in the realm of therapeutic robotics. The company gained recognition by winning the inaugural RoboBowl venture competition for its concept of an affordable consumer robot designed to assist children with autism in practicing social skills. This product direction involves creating a robot paired with software on platforms like the iPad, allowing therapists and parents to guide children through interactive play to develop social referencing skills. This positions the company to serve not only the entertainment and museum sectors but also the growing market for healthcare and quality-of-life robotics.

Keywords: interactive characters, animatronics, robotics, virtual avatars, entertainment technology, character design, human-computer interaction, edutainment, therapeutic robotics, autism therapy, social skills development, consumer robotics, Carnegie Mellon spinoff, interactive experiences, museum exhibits, control software, multimedia content, animatronic figures, educational robots, assistive technology

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