Changes for page Test

Last modified by Clara Stiller on 2022/04/05 13:44

From version Icon 44.1 Icon
edited by Clara Stiller
on 2022/03/27 15:24
Change comment: Upload new image "mood.png", version 1.1
To version Icon 38.1 Icon
edited by Clara Stiller
on 2022/03/27 13:43
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11 11  
12 12  1. What percentage of people are prevented from going out unsupervised? (Quantitative) (CL01, CL05)
13 13  1. How does the interaction change the participant's mood? (CL02)
14 -1. Can the robot respond appropriately to the participant's intention? (CL03)
14 +1. Can the robot respond appropriately to the participant's intention? (CL03)
15 15  1. How do the participants react to the music? (CL04)
16 16  1. Does the activity that the robot suggests prevent people from wandering/ leaving? (CL06)
17 17  1. Can pepper identify and catch the attention of the PwD?
18 18  
19 -//Future research questions//
20 20  
20 +
21 +//Future research questions//
21 21  1. Does the interaction with Pepper make PwD come back to reality? (CL08)
22 22  1. Does the interaction with Pepper make PwD feel he/she is losing freedom? (CL09)
23 23  1. Does preventing the participant from going out alone make them feel dependent? (CL10)
24 24  
26 +
25 25  = Method =
26 26  
27 27  A between-subject study with students who play the role of having dementia. Data will be collected with a questionnaire (before and after participation), observing the participant's body language and the way that they're responding to Pepper.
... ... @@ -102,41 +102,35 @@
102 102  
103 103  = Results =
104 104  
105 -==== Condition 1 - intelligent Prototype: ====
107 +**Results from Questionnaire:**
106 106  
107 -{{html}}
108 -<img src="/xwiki/wiki/sce2022group05/download/Test/WebHome/Music_reco.svg" width="500" height="270" /> <br>
109 -{{/html}}
110 -
109 +1. Condition 1 - intelligent Prototype:
111 111  8 out of 11 Participants answered, that they don't know the music that has been played. If we told them afterward the title of the song, most participants do know the song. Why didn't they recognize it during the interaction?
112 112  This can have two reasons: The part of the song we pick was too short to be recognized or not the most significant part of the song. For example, the beginning of "escape - the pina colada song" is not as well known as its chorus. Another reason could be, that the participant was distracted or confused by the robot and therefore couldn't carefully listen to the music.
113 -
114 -{{html}}
115 -<img src="/xwiki/wiki/sce2022group05/download/Test/WebHome/Music_fit.svg" width="500" height="270" /> <br>
116 -{{/html}}
117 -
118 118  Only 4 out of 11 people agreed, that the music fits the situation. One of our claims, to use music that fits the situation or place, is therefore not reached and the music didn't have the intended effect. Even though we carefully choose the music and discussed a lot about our choice, it was hard to find music that different people connect with a certain place or activity. An approach to improve this could be using an individual playlist for each participant.
113 +
114 +1. Condition 2 - less intelligent prototype:
115 +Non of the participants who interacted with the less intelligent robot were prevented from leaving.
119 119  
120 120  
121 121  
122 -==== Condition 2 - less intelligent prototype: ====
119 +**Comparison between intelligent (cond. 1) and less intelligent (cond. 2) prototype**
123 123  
124 -Participants assigned to condition 2 weren't convinced to leave. We saw, that most of them tried to continue talking to pepper when it raises its arm to block the door, even though it didn't listen. They were surprised by peppers reaction and asked for a reason why they are not allowed to leave. In order to have a natural conversation flow, the robot should provide an explanation for each scenario that tells why the person is not allowed to leave. This confirms that our approach, to give reason to stay inside, might be helpful to convince PwD to stay inside.
125 -
126 -=== Comparison between intelligent (cond. 1) and less intelligent (cond. 2) prototype ===
127 -
128 128  {{html}}
129 129  <img src="/xwiki/wiki/sce2022group05/download/Test/WebHome/Stay_inside.svg" width="500" height="270" />
130 130  {{/html}}
124 +Non of the participants from condition 2 could be stopped from going out.
131 131  
132 -Non of the participants who interacted with the less intelligent robot was prevented from leaving. Still, 3 people assigned to condition 1 weren't convinced to stay inside. A failure rate of 27,3 % is too high for this application since people could be in danger if the system fails.
126 +Music
133 133  
128 +{{html}}
129 +<img src="/xwiki/wiki/sce2022group05/download/Test/WebHome/Music_reco.svg" width="500" height="270" /> <br>
130 +<img src="/xwiki/wiki/sce2022group05/download/Test/WebHome/Music_fit.svg" width="500" height="270" />
131 +{{/html}}
134 134  
135 -Mood evolution
136 -Condition 1: Improvement in 4 cases,
133 +**Observations:**
134 +Problems that occurred during the evaluation
137 137  
138 -=== Problems that occurred during the evaluation ===
139 -
140 140  1. lots of difficulties with speech recognition:
141 141  1.1. even though the participant said one of the expected words, pepper understood it wrong and continued with a wrong path
142 142  1.2. If the participant started to talk before pepper was listening (eyes turning blue), it misses a "yes" or "no" at the beginning of the sentence, which causes misunderstandings.
... ... @@ -150,8 +150,9 @@
150 150  The reasons for failure in speech recognition are listed above. An unsuitable answer can e.g. be an argument to stay inside, that doesn't fit the participant's reason to leave. Also, some people told in a long sentence that they don't like the provided activity and still want to leave. If the speech recognition fails in this case and pepper understood you would like to do the activity, it seems like it encourages you to leave, instead of doing the activity. This leads to the total opposite of our intention.
151 151  Furthermore, we found out, that our prototype doesn't fit in the environment of the lab. We encourage the participant to do some activities, that they can't do in the lab environment (go to the living room, have a coffee or do a puzzle). If the robot tells asks you if you want to do the activity, most people don't know how to react and are insecure about how to answer. Participants "freeze" in front of the robot or just left the room.
152 152  
149 +Condition 2:
150 +Participants assigned to condition 2 weren't convinced to leave. We saw, that most of them tried to continue talking to pepper when it raises its arm to block the door, even though it didn't listen. They were surprised by peppers reaction and asked for a reason why they are not allowed to leave. In order to have a natural conversation flow, the robot should provide an explanation for each scenario that tells why the person is not allowed to leave. This confirms that our approach, to give reason to stay inside, might be helpful to convince PwD to stay inside.
153 153  
154 -
155 155  = Discussion =
156 156  
157 157  
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160 160  
161 161  
162 162  = Conclusions =
163 -
164 164  just some notes...
165 -
166 166  * Evaluation is not significant enough to answer our main question/ goal, due to many issues with speech reco and misunderstandings
167 167  * difference in effectiveness between cond 1 and cond 2, but not in all cases
168 168  * Confusion + waiting for the robot to listen -> bad for PwD, because they are already confused and might not remember to wait for the eyes to turn blue
164 +
Icon mood.png
Author
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1 -XWiki.ClaraStiller
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