Changes for page Test

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

From version Icon 71.1 Icon
edited by Vishruty Mittal
on 2022/04/02 13:04
Change comment: There is no comment for this version
To version Icon 77.1 Icon
edited by Vishruty Mittal
on 2022/04/02 14:49
Change comment: There is no comment for this version

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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?
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32 32  
33 33  == Participants ==
34 34  
35 -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 (group 1) robot while the other group (6 students) will interact with the design Y (group 2).
36 -It is assumed that all participants are living at the same care center.
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  
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55 55  
56 56  == Material ==
57 57  
58 -Pepper, laptop, door, and music.
57 +The items required for this evaluation are the following:
59 59  
59 +* Pepper
60 +* Door
61 +* Caretaker in a nearby room in case of emergency
62 +
60 60  = Results =
61 61  
62 62  {{html}}
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124 124  <img src="/xwiki/wiki/sce2022group05/download/Foundation/Operational%20Demands/Personas/WebHome/RQ1.jpg?height=250&rev=1.1" />
125 125  </td>
126 126  <td>
127 -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 +
128 128  </td>
129 129  </tr>
130 130  </table>
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139 139  <img src="/xwiki/wiki/sce2022group05/download/Foundation/Operational%20Demands/Personas/WebHome/RQ2.jpg?height=250&rev=1.1" />
140 140  </td>
141 141  <td>
142 -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 +
143 143  </td>
144 144  </tr>
145 145  </table>