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

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edited by Vishruty Mittal
on 2022/04/02 15:04
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To version Icon 93.1 Icon
edited by Vishruty Mittal
on 2022/04/02 16:07
Change comment: There is no comment for this version

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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.
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 dialogue flow in preventing people from wandering.
2 2  
3 3  = Problem statement and research questions =
4 4  
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22 22  
23 23  = Method =
24 24  
25 -A between-subject study with students who play the role of having dementia. Data will be collected with a questionnaire that participants fill out before and after interacting with Pepper. The questionnaire captures different aspects of the conversation along with their mood before and after the interaction with Pepper.
25 +We will conduct a between-subject study with students who play the role of having dementia. Data will be collected with a questionnaire that participants fill out before and after interacting with Pepper. The questionnaire captures different aspects of the conversation along with their mood before and after the interaction with Pepper.
26 26  
27 27  For our between-subject study, our independent variable is Pepper trying to distract the users by mentioning different activities along with the corresponding music. Through this, we want to measure the effectiveness of music and activities in preventing people from leaving the care home, which is thereby our dependent variable. So we developed 2 different prototype designs-
28 28  
29 -Design X - It is the full interaction flow where Pepper suggests activities and uses music to distract people from leaving.
30 -Design Y - It is the control condition where pepper simply tries to stop people from leaving by physically keeping its hand on the door.
29 +Design X - is the full interaction flow where Pepper suggests activities and uses music to distract people from leaving.
30 +Design Y - is the control condition where pepper simply tries to stop people from leaving by physically keeping its hand on the door.
31 31  
32 32  == Participants ==
33 33  
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.
34 +The ideal participants for our user study would have been people who have dementia. However, 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.
36 36  
37 37  == Experimental design ==
38 38  
39 39  **Before Experiment:**
40 -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.
41 -Participants will also be given a reason to leave, from the below list:
40 +We will explain to the participants the goal of this experiment and what 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.
41 +Participants will also be given a reason to leave from the below list:
42 42  
43 43  * going to the supermarket
44 44  * going to the office
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50 50  The participant begins interacting with Pepper who is standing near the exit door. The participant and robot have an interaction where the robot is trying to convince him/her to stay inside.
51 51  
52 52  **After Experiment:**
53 -After the participant finishes interacting with Pepper, he/she will be asked to fill out the remaining questionnaire. Almost all the questions in the questionnaire collect quantitative data, using a 5 point Likert scale. The questionnaire also used images from Self Assessment Manikin (SAM) so that user can self attest to their mood before and after their interaction with Pepper.
53 +After the participant finishes interacting with Pepper, he/she will be asked to fill out the remaining questionnaire. Almost all the questions in the questionnaire collect quantitative data, using a 5 point Likert scale. The questionnaire also used images from Self Assessment Manikin (SAM) so that users could self attest to their mood before and after their interaction with Pepper.
54 54  
55 55  == Material ==
56 56  
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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.
130 +We used a Likert scale for this question, 1 being the lowest and 5 being the highest. Participants who interacted with design X tend to agree to stay inside more than those who interacted with design Y.
131 131  
132 132  </td>
133 133  </tr>
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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.
146 +We notice a positive change in valence with the full flow i.e design X (although negligible). This could 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 not have changed significantly as per the expectation (valence higher, arousal lower) because the music was not personalized for participants.
148 148  
149 149  </td>
150 150  </tr>
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192 192  <img src="/xwiki/wiki/sce2022group05/download/Foundation/Operational%20Demands/Personas/WebHome/RQ5.jpg?height=250&rev=1.1" />
193 193  </td>
194 194  <td>
195 -Comment on the graph
195 +As per these results, we can say that if participants have a predilection toward the suggested activity, there is a higher chance of them staying in. Therefore there is a direct correlation between people staying in and their interest in the activity. After personalization, we expect the score to be further increased.
196 196  </td>
197 197  </tr>
198 198  </table>
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207 207  <img src="/xwiki/wiki/sce2022group05/download/Foundation/Operational%20Demands/Personas/WebHome/RQ6.jpg?height=250&rev=1.1" />
208 208  </td>
209 209  <td>
210 -Comment on the graph
210 +We find that the values for co-presence for both conditions are very similar. This may be attributed to the novelty effect and also to the fact that the face recognition module remains unchanged.
211 +The values for attention allocation are similar, but the controlled flow (design Y) has a higher value. We suspect that the potential reason might be, that people start to lose focus with the elongated conversations. 
212 +
213 +Besides the co-presence, all the observations are not statistically significant because of the high variance in the limited responses. 
214 +
211 211  </td>
212 212  </tr>
213 213  </table>
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222 222  <img src="/xwiki/wiki/sce2022group05/download/Foundation/Operational%20Demands/Personas/WebHome/RelScores.jpg?height=250&rev=1.1" />
223 223  </td>
224 224  <td>
225 -Comment on the graph
229 +We achieved a high Cronbatch alpha score (>60%) for almost all the sections of our analysis. Thereby providing reliability to our evaluation.
226 226  </td>
227 227  </tr>
228 228  </table>