Changes for page Test

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

From version Icon 50.1 Icon
edited by Clara Stiller
on 2022/03/27 15:47
Change comment: Deleted image "Stay_inside.svg"
To version Icon 52.2 Icon
edited by Clara Stiller
on 2022/03/27 16:23
Change comment: There is no comment for this version

Summary

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101 101  
102 102  
103 103  = Results =
104 +=== Comparison between intelligent (cond. 1) and less intelligent (cond. 2) prototype ===
104 104  
106 +{{html}}
107 +<img src="/xwiki/wiki/sce2022group05/download/Test/WebHome/Stay_inside.svg" width="500" height="270" />
108 +{{/html}}
109 +
110 +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.
111 +
112 +**Mood evolution**
113 +[[image:mood_only.png||height="150"]]
114 +
115 +{{html}}<img src="/xwiki/wiki/sce2022group05/download/Test/WebHome/mood_before.svg" width="500" height="270" /><br>
116 +<img src="/xwiki/wiki/sce2022group05/download/Test/WebHome/mood_after.svg" width="500" height="270" /><br>{{/html}}
117 +
118 +Regarding the changes in mood, 4 out of 11 participants assigned to condition 1 had an increase in mood throughout the interaction. Only one participant felt less happy afterward, the rest stayed at the same level of happiness. The overall mood shifted to happier in general (as you can see in the graphic above), even though only small improvements in mood were detected (<= 2 steps on the scale).
119 +The participants from condition 2 mostly stayed at the same mood level, 2 were less happy, one participant was happier afterward. Comparing both conditions it becomes clear, that condition 1 had a more positive impact on the participant's mood.
120 +
121 +Interesting is also, none of the participants was in a really bad mood at the beginning or end.
122 +
105 105  ==== Condition 1 - intelligent Prototype: ====
106 106  
107 107  {{html}}
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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.
119 119  
120 120  
121 -
122 122  ==== Condition 2 - less intelligent prototype: ====
123 123  
124 124  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.
125 125  
126 -=== Comparison between intelligent (cond. 1) and less intelligent (cond. 2) prototype ===
127 127  
128 -{{html}}
129 -<img src="/xwiki/wiki/sce2022group05/download/Test/WebHome/Stay_inside.svg" width="500" height="270" />
130 -{{/html}}
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.
133 -
134 -**Mood evolution**
135 -[[image:mood_only.png||height="200"]]
136 -
137 -{{html}}<img src="/xwiki/wiki/sce2022group05/download/Test/WebHome/mood_before.svg" width="500" height="270" /><br>
138 -<img src="/xwiki/wiki/sce2022group05/download/Test/WebHome/mood_after.svg" width="500" height="270" /><br>{{/html}}
139 -Regarding the changes in mood, 4 out of 11 participants assigned to condition 1 had an increase in mood throughout the interaction. Only one participant felt less happy afterward, the rest stayed at the same level of happiness. The overall mood shifted to happier in general (as you can see in the graphic above), even though only small improvements in mood were detected (<= 2 steps on the scale).
140 -The participants from condition 2 mostly stayed at the same mood level, 2 were less happy, one participant was happier afterward. Comparing both conditions it becomes clear, that condition 1 had a more positive impact on the participant's mood.
141 -
142 -Interesting is also, non of the participants was in a really bad mood at the beginning or end.
143 -
144 144  === Problems that occurred during the evaluation ===
145 145  
146 146  1. lots of difficulties with speech recognition:
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164 164  
165 165  
166 166  
167 += Limitation=
167 167  
169 +* participants don't have dementia, only playing the role of having it. --> it's hard to play someone starting to wander
170 +* issues with speech recognition leads to "wrong" dialogues and unintended behavior of the robot
171 +* unsuitable environment confused participants in how they should continue, they might have done something else, if they would know where to do the provided activities
172 +
173 +
174 +
168 168  = Conclusions =
169 169  
170 170  just some notes...
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1 +XWiki.ClaraStiller
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1 +7.0 KB
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