Quasi
Quasi
“An ETC-Built Celebrity”
Project Title: Interbots Initiative
Team Members: Will Bosley, Dave Culyba, Sabrina Culyba, Andrew Hosmer, TJ Jackson, Shane Liesegang, Seema Patel, Christine Skarulis, Peter Stepniewicz, Jim Valenti, and Salim Zayat
Faculty Advisors: Brenda Harger, ETC Teaching Professor
The Idea
When consumer robots like the Roobma or Sony’s AIBO first began sparking consumer curiosity, they also sparked curiosity at the ETC. So much so, that a team of ETC students began to wonder what it would look like to build one that was not just interactive, but entertaining. This kernel of an idea became Quasi: an expressive, animatronic character designed not to follow commands but to create shared moments with guests.
Quasi wasn’t just a robot. He was an emotionally-driven, responsive character that combined behavior modeling, real-time control, and animation to create a platform where technology and entertainment were fully integrated. And unlike theme park robots operating through repeat loops, Quasi was meant to be autonomous and capable of not just acting but reacting.
Quasi is a great example of the power of the interdisciplinary team practice at the ETC. The team focused on building a nonverbal character first which resulted in a well rounded experience that only became better once the engineering realized their vision. When Quasi got his voice, the delight only increased.
Brenda Harger
ETC Teaching Professor and Interbots faculty advisor
The Process
In just 14 weeks, the ETC’s Interbots Initiative developed Quasi — both as a physical animatronic character and as a platform for exploring interactive, emotionally responsive robotics. Quasi was built with 30+ servo motors and expressive hardware like LED eyes and antennae, all designed to help him convey complex emotions through posture, movement, and color.
To bring Quasi to life, the team created a layered control architecture centered on the Character State Control System (CSCS). This logic engine enabled Quasi to react autonomously to environmental inputs, shifting between behavioral “superstates” like greeting, sleep, or play. Supporting this was the Real-Time Show Control System (RSCS), which interpreted CSCS commands into motion and sound in real time.
In addition to autonomous interaction, the team introduced the Guided Performance Interface (GPI): a novel control tool allowing a single actor to animate Quasi in real time, blending scripted behavior with improvisation. This hybrid system proved essential during live appearances like SIGGRAPH 2005, where Quasi captivated guests for extended periods.
By designing both software and hardware with accessibility in mind, the team empowered inexperienced programmers to create everything from karaoke shows to emotionally reactive performances with Quasi, redefining what entertainment robotics could be.
The Quasi project was everything an ETC project promises to be: an opportunity to create something that couldn't be made anywhere else with a team of wildly diverse skills. It was also a project that had its fair share of twists and turns: building a full portable development workstation in a giant road case, a sleepless van ride to New York while the paint was still drying. All of that was what made it such an important experience — we were trusted to solve our own problems and find our own way to success.
Dave Culyba (ETC ‘06)
ETC Associate Teaching Professor and Interbots Initiative team member
The Impact
Quasi became a standout example of how storytelling, robotics, and design can combine in a single meaningful interaction — so standout, in fact, he became a little famous. He greeted guests on the red carpet at Super Bowl XLI; he showed up on the Discovery Channel, CBS Evening News, and Good Morning America; and he was appointed official mascot at the 2006 World's Fair for Kids.
Quasi was far more than just a tech demo. He was a character who delighted kids, surprised faculty and staff alike, and demonstrated the power of play. When he debuted in 2004, he stood at the forefront of entertainment technology. Quasi's ability to balance scripted interactions with real-time, responsive behavior anticipated many of the ways AI is now being integrated into interactive experiences.
Quasi is a remarkable achievement in any measure and caliber, and equally impressive are the students that built him. … This robot's 'got legs,' both figuratively and literally. Bravo to our alliance partners at ETC.
Brian Sockin
President and CEO of World’s Fair for Kids in 2006