Changes for page Hrishita - Self Reflection
Last modified by Hrishita Chakrabarti on 2023/04/10 17:38
From version 10.1
edited by Hrishita Chakrabarti
on 2023/04/10 17:38
on 2023/04/10 17:38
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To version 8.1
edited by Hrishita Chakrabarti
on 2023/04/10 17:33
on 2023/04/10 17:33
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... ... @@ -4,6 +4,12 @@ 4 4 5 5 We have to consider certain factors when designing and/or assessing a human-centred design such as the extent of usability of the system by the target users, and how effective and efficient the system is in achieving the target goal. When designing the system we should also keep in mind the context the system will be used in and should also ensure the users have a pleasant experience when using the system. 6 6 7 +==== Music in robot-guided activities: ==== 8 + 9 +Why music? It evokes emotion, certain songs can trigger memories leading to reminiscence and also helps to connect people with similar music tastes. It also creates a pleasant environment for exercise. 10 + 11 +Talked further in detail in next week's guest lecture. 12 + 7 7 ==== ReJAM: ==== 8 8 9 9 Targeted for elderly residents of Pieter Van Foreest suffering from dementia ... ... @@ -64,8 +64,6 @@ 64 64 65 65 The normal human brain uses various pathways/networks of the brain to perceive different aspects of music. The brain is highly engaged when perceiving music hence the great potential for using it in rehabilitation. Music is already used by everyday individuals as a mood regulator in their everyday lives, it also provides a great opportunity for social interaction, and can even get the person moving to the rhythm (potential for movement rehabilitation). 66 66 67 -After the lecture, the team and I decided we could employ music in our use case to create a soothing and simultaneously more immersive environment for the patient during the story narration. We also decided to explore the possibility of using the patient's favourite songs during the narration to create more opportunities for reminiscing for the patient. 68 - 69 69 == Week 3: PAL == 70 70 71 71 The robot intervention system PAL was aimed at teaching kids with Type 1 diabetes how to become self-sufficient in managing their blood glucose levels (T1DM). The system through games and conversations would remind the kid to check their blood glucose levels and administer their prescribed dosage of insulin regularly, look forward to their meals and exercises and overall learn to cope with T1DM. ... ... @@ -78,8 +78,6 @@ 78 78 79 79 In PAL they made use of collaborative learning by deploying a robot which would not only play along with the kid but the robot would also adapt the tasks in the game to the kid's learning progress. The developers believed this would motivate the kids to perform the activity as it is tailored to their capabilities and would therefore be fun for them, however, they also noted that some kids may not reach the minimum performance level that they set within the time of evaluation due their relatively long learning curve. Their evaluation results corroborated their claim, and the children chose to play with the adaptive robot more often than the non-adaptive variant. They also noticed when using the adaptive robot, individual patients converted to their personal level of learning over the evaluation period which also corroborated their second claim. In the case of the non-adaptive robot, the kids all converged to a more common learning level with a lower overall mean across the patients. 80 80 81 -While our use case was not intended for learning, from the lecture we did realise that creating a more collaborative/conversational robot for our use case could definitely motivate the patient to look forward to their daily activities in comparison to a non-collaborative/non-conversational robot aid. 82 - 83 83 == Week 4: First Presentation == 84 84 85 85 My teammate and I presented our chosen problem scenario and our plans for the robot intervention. We elaborated on our personas and the issues all our direct stakeholders are facing during Georgina (the PwD)'s mealtime. Georgina is losing interest in her meals, Sam her son feels hesitant to talk to his mother for fear of triggering her anxiety/irritability and Eleana wishes to see her patient happy. Thus we introduce an intervention wherein the robot takes the role of a storyteller and engages all the present direct stakeholders in easy-going and nostalgic conversations around the story it narrates.