Last modified by Varun Singh on 2023/03/14 15:54

From version 3.1
edited by Varun Singh
on 2023/03/14 15:18
Change comment: There is no comment for this version
To version 5.1
edited by Varun Singh
on 2023/03/14 15:24
Change comment: There is no comment for this version

Summary

Details

Page properties
Content
... ... @@ -4,11 +4,10 @@
4 4  
5 5  **Use when: **During the entertainment/break time when the patients are enjoying.
6 6  
7 -**Design rationale: **This design pattern follows the Didactic Communication pattern introduced by Khan et al., where there is a transmission of information from the robot to the human agent. By explaining the activity, participants will know what to expect and how they can participate in the activity.
7 +**Design rationale: **This design pattern follows the design patterns mentioned in [1], where they show how reminder patterns provide a flexible and powerful way to manage time-based events and actions in a variety of different applications.
8 8  
9 -**Example: Pepper can during the break time approach the PwD and remind them by asking them whether they would like to paint. The PwD can choose to then engage in the activity or not. If they do decide to engage then use case 01 (link) will be executed. If they decide to not engage in the activity then Pepper would leave them alone but then ask them after some time again whether they have changed their mind. If they respond no again then Pepper would leave them alone for good.**
9 +**Example: **Pepper can during the break time approach the PwD and remind them by asking them whether they would like to paint. The PwD can choose to then engage in the activity or not. If they do decide to engage then [[UseCase 01>>doc:Design Patterns.Interaction Design Patterns.IDP\: Explain a Group Activity.WebHome]] will be executed. If they decide to not engage in the activity then Pepper would leave them alone but then ask them after some time again whether they have changed their mind. If they respond no again then Pepper would leave them alone for good.
10 10  
11 -
12 12  |=(% colspan="2" %)Parameter|=Choice|=Rationale
13 13  |(% colspan="2" %)Gesture Openness|Open|Makes the interaction less formal so that the PwD can familiarize themself better with Pepper.
14 14  |(% colspan="2" %)Proxemic Closeness|(((
... ... @@ -21,4 +21,17 @@
21 21  |(% colspan="1" %)Speed|Slower than average|Since the PwD are old, a low speech rate will help them understand Pepper better but it should not be too slow otherwise, they will be bored.
22 22  |(% colspan="1" %)Prosody|Strong|The prosody of the voice should be strong so that Pepper can articulate better.
23 23  |(% colspan="2" %)Speech Acts|Informal|An informal tone makes the interaction more comfortable for the participants.
24 -|(% colspan="2" %)Eye Color|White|The eyes should be white so as to not distract the PwD.
23 +|(% colspan="2" %)Eye Color|White|(((
24 +The eyes should be white so as to not distract the PwD.
25 +
26 +
27 +)))
28 +
29 +
30 +References:
31 +
32 +[1] Gamma, E., Helm, R., Johnson, R.~,~, Vlissides, J. M. (1994). //Design Patterns: Elements of Reusable Object-Oriented Software//. Addison-Wesley Professional. ISBN: 0201633612
33 +
34 +
35 +
36 +