Wiki source code of Improved communication between patient and family members
Version 2.1 by Hrishita Chakrabarti on 2023/04/11 00:02
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1 | |**Upside**|((( | ||
2 | The family member can take advantage of the prompts provided by the robot to have conversations with the patient. | ||
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4 | Given the patient is already enjoying the story, the patient will be more likely to engage in conversation thereby also lessening the family member's hesitance to interact with the patient. | ||
5 | ))) | ||
6 | |**Downside**|((( | ||
7 | The family member themselves may be too engrossed in the story and not catch the prompts in time or may not know how to start a conversation on the basis of the prompt provided by the robot leading to further confusion | ||
8 | ))) | ||
9 | |**Use Cases**|((( | ||
10 | [[UC01.2: Interactive story session>>path:/xwiki/wiki/sce202303/view/2.%20Specification/b.%20Use%20Cases/UC01.0%3A%20Music%20Bingo/UC01.2%3A%20Music%20Bingo%20Play/]] | ||
11 | ))) | ||
12 | |**Tests**|((( | ||
13 | - Implicit feedback through usage patterns of patients. Measure using a mood graph with a threshold value to quantify a mood. | ||
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15 | The robot can take in the family member and the patient's facial expressions to ensure they are in a happy mood and if it senses long periods of silence, with the help of the formal caregiver it can resume the story narration or create another prompt | ||
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17 | If a particular prompt leads to extended silences several times, then the robot can learn to avoid using that prompt in future story sessions | ||
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19 | - Explicit feedback from family members | ||
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21 | The family member could rate how helpful they found the prompts to be at the end of the story session | ||
22 | ))) |