Changes for page Test
Last modified by Clara Stiller on 2022/04/05 13:44
From version
69.1


edited by Vishruty Mittal
on 2022/04/02 13:01
on 2022/04/02 13:01
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To version
77.1


edited by Vishruty Mittal
on 2022/04/02 14:49
on 2022/04/02 14:49
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... ... @@ -1,6 +1,5 @@ 1 1 Evaluation is an iterative process where the initial iterations focus on examining if the proposed idea is working as intended. Therefore, we want to first understand how realistic and convincing the provided dialogues and suggested activities are, and would they be able to prevent people from wandering. To examine this, we conduct a small pilot study with students, who role-play having dementia. We then observe their interaction with Pepper to examine the effectiveness of our dialog flow in preventing people from wandering. 2 2 3 - 4 4 = Problem statement and research questions = 5 5 6 6 **Goal**: How effective is music and dialogue in preventing people with dementia from wandering? ... ... @@ -32,13 +32,12 @@ 32 32 33 33 == Participants == 34 34 35 - 17studentswhoplaytheroleofhaving dementia.Theywill bedivided intotwogroups.One group(11 participants)will be interacting withdesignX (group1)robotwhile the othergroup(6students)willinteract with thedesignY (group 2).36 - It isassumedarelivingat thesamecarecenter.34 +The ideal participants for our user study would have been people suffering from dementia. As the people in this section fall under vulnerable groups, testing with them would have been very difficult due to the current pandemic situation. Therefore we planned to conduct our experiments with students instead. 35 +Our experiment involves 17 students who play the role of having dementia. They will be divided into two groups. One group (11 participants) will be interacting with design X while the other group (6 students) will interact with design Y. 37 37 38 38 == Experimental design == 39 39 40 40 **Before Experiment:** 41 - 42 42 We will explain to the participants the goal of this experiment and what do they need to do to prevent ambiguity. Therefore, as our participants are students and only playing the role of having dementia, we will give them a level of stubbornness/ willpower with which they are trying to leave the care home. 43 43 Participants will also be given a reason to leave, from the below list: 44 44 ... ... @@ -56,8 +56,12 @@ 56 56 57 57 == Material == 58 58 59 - Pepper,laptop,door,andmusic.57 +The items required for this evaluation are the following: 60 60 59 +* Pepper 60 +* Door 61 +* Caretaker in a nearby room in case of emergency 62 + 61 61 = Results = 62 62 63 63 {{html}} ... ... @@ -125,7 +125,8 @@ 125 125 <img src="/xwiki/wiki/sce2022group05/download/Foundation/Operational%20Demands/Personas/WebHome/RQ1.jpg?height=250&rev=1.1" /> 126 126 </td> 127 127 <td> 128 -Comment on the graph 130 +We used a Likert scale for this question, 1 being the lowest and 5 being the highest. Participants who interacted with design Y tend to agree less to stay inside compared to the people who interacted with design X. 131 + 129 129 </td> 130 130 </tr> 131 131 </table> ... ... @@ -140,7 +140,9 @@ 140 140 <img src="/xwiki/wiki/sce2022group05/download/Foundation/Operational%20Demands/Personas/WebHome/RQ2.jpg?height=250&rev=1.1" /> 141 141 </td> 142 142 <td> 143 -Comment on the graph 146 +We notice a positive change in valence with the full flow i.e design X (although negligible). This can be because of the music. The valence does not decrease for the baseline which might be due to the novelty effect of seeing Pepper for the first time. The change in arousal in both scenarios is nearly negligible. This might be due to the fact that the interaction with Pepper was very short. 147 +Additionally, in the case of the full flow i.e design X, these values might have not changed significantly as per the expectation (valence higher, arousal lower) because the music was not personalized for participants. 148 + 144 144 </td> 145 145 </tr> 146 146 </table>