Changes for page Test
Last modified by Clara Stiller on 2022/04/05 13:44
From version
77.1


edited by Vishruty Mittal
on 2022/04/02 14:49
on 2022/04/02 14:49
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To version
71.1


edited by Vishruty Mittal
on 2022/04/02 13:04
on 2022/04/02 13:04
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... ... @@ -1,5 +1,6 @@ 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 + 3 3 = Problem statement and research questions = 4 4 5 5 **Goal**: How effective is music and dialogue in preventing people with dementia from wandering? ... ... @@ -31,8 +31,8 @@ 31 31 32 32 == Participants == 33 33 34 - Theideal participantsforour user studywouldhavebeen peoplesufferingfromdementia.As thepeople inthissectionfall undervulnerablegroups,testing withthemwouldhavebeenvery difficult due tothecurrentpandemicsituation.Thereforewe plannedto conductourexperimentswithstudentsstead.35 - Our experiment involves17studentswho playthe role of having dementia.They willbe divided into two groups. One group (11 participants)will be interactingwithdesign X whiletheothergroup(6 students) will interact with design Y.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. 36 36 37 37 == Experimental design == 38 38 ... ... @@ -54,12 +54,8 @@ 54 54 55 55 == Material == 56 56 57 - Theitemsrequiredfor this evaluationarethefollowing:58 +Pepper, laptop, door, and music. 58 58 59 -* Pepper 60 -* Door 61 -* Caretaker in a nearby room in case of emergency 62 - 63 63 = Results = 64 64 65 65 {{html}} ... ... @@ -127,8 +127,7 @@ 127 127 <img src="/xwiki/wiki/sce2022group05/download/Foundation/Operational%20Demands/Personas/WebHome/RQ1.jpg?height=250&rev=1.1" /> 128 128 </td> 129 129 <td> 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 - 127 +Comment on the graph 132 132 </td> 133 133 </tr> 134 134 </table> ... ... @@ -143,9 +143,7 @@ 143 143 <img src="/xwiki/wiki/sce2022group05/download/Foundation/Operational%20Demands/Personas/WebHome/RQ2.jpg?height=250&rev=1.1" /> 144 144 </td> 145 145 <td> 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 - 142 +Comment on the graph 149 149 </td> 150 150 </tr> 151 151 </table>