Changes for page Team Design Patterns

Last modified by Mathieu Jung-Muller on 2022/04/04 13:54

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edited by Pierre Bongrand
on 2022/04/02 15:42
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edited by Sneha Lodha
on 2022/04/02 16:35
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5 5  In our case, the agent interacting in our environment can be of two different nature:
6 6  * Human
7 7  * Robot
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11 11  ===Type of work:===
12 12  The language model of van Diggelen et al. emphasises two important aspect of work, wether it is tangible or intangible work and how much it is related to the team goal. Below are the definition of both these concepts as they are explained in their paper [1].
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19 19  * //Direct work// is any type of work that aims at reducing the distance to the team goal. It is represented by the colour of either the object or the agent's head is dark red.
20 20  * //Indirect work// is any type of work that aims at making the team more effective or efficient at achieving the team goal, but does not move the team closer to its goal. It is represented by the colour of either the object or the agent's head is pale red.
21 21  * //Off-task work// is any type of work that is unrelated to achieving the team goal and does not have the intention of improving team effectiveness. It is represented by the colour of either the object or the agent's head is dark grey.
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26 26  ===Scalability:===
27 27  The image below shows that both cognitive and physical work can be quantified.
28 28  Moreover, even though it is not shown on the image, a quantified amount of cognitive or physical work can still be contributing directly, indirectly to the team goal or even being off-task.
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34 34  ===Type of communication:===
35 35  van Diggelen et al. propose three different level of communication:
36 36  * Supervision, it is represented by a dotted line between both agents and an arrow indicating who is supervising who. In the image below, the agent on the left supervises the agent on the right.
37 37  * Open communication channel, it it is represented by a dotted line between both agents.
38 38  * No communication, it is represented by the lack of dotted line between both agents.
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42 42  ==General Reminder Design Pattern==
43 43  **Overview**
44 44  The general reminder design pattern depicts the flow of interactions between Pepper and the PwD in reminder related usecases. This TDP contains the overarching generalizations of the medication, nutrition and calendar event reminders as mentioned in the use cases (UC01, UC02, UC03). Below we describe this TDP in further detail.
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