Changes for page Hrishita - Self Reflection
Last modified by Hrishita Chakrabarti on 2023/04/10 17:38
From version 7.4
edited by Hrishita Chakrabarti
on 2023/04/10 17:33
on 2023/04/10 17:33
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To version 9.1
edited by Hrishita Chakrabarti
on 2023/04/10 17:37
on 2023/04/10 17:37
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... ... @@ -4,12 +4,6 @@ 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 - 13 13 ==== ReJAM: ==== 14 14 15 15 Targeted for elderly residents of Pieter Van Foreest suffering from dementia ... ... @@ -70,6 +70,8 @@ 70 70 71 71 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). 72 72 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 + 73 73 == Week 3: PAL == 74 74 75 75 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.