Changes for page Test
Last modified by Clara Stiller on 2022/04/05 13:44
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52.2


edited by Clara Stiller
on 2022/03/27 16:23
on 2022/03/27 16:23
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To version
40.1


edited by Clara Stiller
on 2022/03/27 14:00
on 2022/03/27 14:00
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... ... @@ -16,6 +16,7 @@ 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 + 19 19 //Future research questions// 20 20 21 21 1. Does the interaction with Pepper make PwD come back to reality? (CL08) ... ... @@ -101,48 +101,37 @@ 101 101 102 102 103 103 = Results = 104 -=== Comparison between intelligent (cond. 1) and less intelligent (cond. 2) prototype === 105 105 106 -{{html}} 107 -<img src="/xwiki/wiki/sce2022group05/download/Test/WebHome/Stay_inside.svg" width="500" height="270" /> 108 -{{/html}} 106 +**Results from Questionnaire:** 109 109 110 -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. 108 +1. Condition 1 - intelligent Prototype: 109 +{{html}}<img src="/xwiki/wiki/sce2022group05/download/Test/WebHome/Music_reco.svg" width="500" height="270" /> <br>{{/html}} 111 111 112 -**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 - 123 -==== Condition 1 - intelligent Prototype: ==== 124 - 125 -{{html}} 126 -<img src="/xwiki/wiki/sce2022group05/download/Test/WebHome/Music_reco.svg" width="500" height="270" /> <br> 127 -{{/html}} 128 - 129 129 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? 130 130 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 +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. 131 131 132 132 {{html}} 133 -<img src="/xwiki/wiki/sce2022group05/download/Test/WebHome/Music_fit.svg" width="500" height="270" /> <br>116 +<img src="/xwiki/wiki/sce2022group05/download/Test/WebHome/Music_fit.svg" width="500" height="270" /> 134 134 {{/html}} 135 135 136 -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 +Still, for most participants the music was suitable to that situation. 120 + 137 137 122 +1. Condition 2 - less intelligent prototype: 138 138 139 -==== Condition 2 - less intelligent prototype: ==== 140 140 141 - Participantsassigned tocondition2 weren'tconvinced to leave. We saw, that most of them tried to continuetalkingto pepper whenitraises its arm to block the door, eventhough itdidn't listen.Theywere surprised by peppers reactionandasked for a reason why they are not allowed to leave. In order to have a natural conversation flow, the robotshouldprovide anexplanation foreach scenario that tells why thepersonis notallowedto leave.Thisconfirms that our approach,togive reasonto stayinside, might be helpful to convincePwD to stay inside.125 +**Comparison between intelligent (cond. 1) and less intelligent (cond. 2) prototype** 142 142 127 +{{html}}<img src="/xwiki/wiki/sce2022group05/download/Test/WebHome/Stay_inside.svg" width="500" height="270" />{{/html}} 128 +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. 143 143 144 -=== Problems that occurred during the evaluation === 145 145 131 + 132 + 133 +**Observations:** 134 +Problems that occurred during the evaluation 135 + 146 146 1. lots of difficulties with speech recognition: 147 147 1.1. even though the participant said one of the expected words, pepper understood it wrong and continued with a wrong path 148 148 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. ... ... @@ -156,8 +156,9 @@ 156 156 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. 157 157 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. 158 158 149 +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. 159 159 160 - 161 161 = Discussion = 162 162 163 163 ... ... @@ -164,14 +164,7 @@ 164 164 165 165 166 166 167 -= Limitation= 168 168 169 -* 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 - 175 175 = Conclusions = 176 176 177 177 just some notes...
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