Changes for page b. Use Case with Claims

Last modified by Soham Kulthe on 2025/10/07 17:28

From version 6.1
edited by Shivangi Kachole
on 2025/09/27 14:24
Change comment: There is no comment for this version
To version 7.1
edited by Soham Kulthe
on 2025/10/07 16:42
Change comment: There is no comment for this version

Summary

Details

Page properties
Author
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1 -XWiki.ShivangiKachole
1 +XWiki.SohamKulthe
Content
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10 10  {{/html}}
11 11  
12 12  
13 -**Use case 1: **Regular Memory Game
13 +**Use case 1: **Personalized Memory Game
14 14  
15 -|(% style="width:180px" %)**Objective**|(% style="width:716px" %)Support cognitive engagement and structured activity for people with dementia using a standard memory game.
16 -|(% style="width:180px" %)**TDP**|(% style="width:716px" %)TDP: Human-Robot Game Management
17 -|(% style="width:180px" %)**IDP**|(% style="width:716px" %)TBD
18 -|(% style="width:180px" %)**Actors**|(% style="width:716px" %)Person with Dementia, Caretaker, Pepper
19 -|(% style="width:180px" %)**Pre-Condition**|(% style="width:716px" %)(((
20 -PwD is waiting for the matching game in the activity room.
21 -
22 -Pepper is powered on,
23 -
24 -The generic memory game cards prepared.
25 -)))
26 -|(% style="width:180px" %)**Post-Condition**|(% style="width:716px" %)PwD has played through the game and the game has ended
27 -|(% style="width:180px" %)**Action Sequence**|(% style="width:716px" %)(((
28 -~1. PwD enters the room and waits for the matching game
29 -
30 -2. Pepper introduces itself and explains rules of the game.
31 -
32 -3. Pepper shows the regular matchmaking game, and interacts with PwD.
33 -
34 -4. The PwD plays the game.
35 -
36 -5. If PwD guesses incorrectly, then Pepper gives out hints that would aid them in guessing.
37 -
38 -6. The Game continues until the grid is completed.
39 -
40 -7. Pepper thanks player and ends the session
41 -)))
42 -
43 -|(% style="width:135px" %)**Claims (title)**|(% style="width:245px" %)**Function**|(% style="width:238px" %)**Effect(s)**|(% style="width:201px" %)**Action Sequence Step(s)**
44 -|(% style="width:135px" %)CL1 Robot guidance reduces caretaker's task load|(% style="width:245px" %)Rule explanation & game flow|(% style="width:238px" %)The caretaker can focus on emotional monitoring(((
45 -
46 -)))|(% style="width:201px" %)2–6
47 -|(% style="width:135px" %)CL2 People stay engaged when they get feedback.|(% style="width:245px" %)Motivational hints|(% style="width:238px" %)PwD stays focused|(% style="width:201px" %)5
48 -
49 -**Use case 2: **Personalized Memory Game
50 -
51 51  |(% style="width:180px" %)**Objective**|(% style="width:716px" %)Enhance engagement and emotional well-being by integrating personalized/family photos into the memory game.
52 52  |(% style="width:180px" %)**TDP**|(% style="width:716px" %)TDP: Human-Robot Game Management
53 53  |(% style="width:180px" %)**IDP**|(% style="width:716px" %)TBD
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82 82  
83 83  )))
84 84  
85 -
86 86  |(% style="width:135px" %)**Claims (title)**|(% style="width:245px" %)**Function**|(% style="width:238px" %)**Effect(s)**|(% style="width:201px" %)**Action Sequence Step(s)**
87 87  |(% style="width:135px" %)CL1 Personalization increases engagement|(% style="width:245px" %)Present personalized images|(% style="width:238px" %)Longer play duration(((
88 88