PRE2020 4 Group4: Difference between revisions
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==Approach== | ==Approach== | ||
Concerning the mental health of users, a main problem is loneliness. It has been researched before what the impact of robotic technologies is on social support. Ta et al. (2020) have found that artificial agents do not only provide social support in laboratory experiments, but also in daily life situations (Ta et al., 2020). Furthermore, Odekerken-Schröder et al. (2020) have also found that companion robots like Vector, can fulfill to reduce feelings of loneliness by building supportive relationships (Odekerken-Schröder et al., 2020). | |||
Regarding the physical well-being of users, the use of technology could be useful to improve physical activity. Concerning Cambo et al. (2017), using a mobile application/wearable that tracks self-interruption and initiates a playful break, could induce physical activity in the daily routine of users. Moreover, Henning et al. (1997) have found that at smaller work sites, users’ well-being improved when exercises were included in the small breaks (Henning et al., 1997). | |||
Finally considering the productivity of users, a paper by Abbasi and Kazi (2014) shows that a learning chatbot systems enhances the performance of students. In an experiment where one group used Google and another group used a chatbot to solve problems, the chatbot had impact on memory retention and learning outcomes of the students (Abbasi & Kazi, 2014). The same research as mentioned before from Henning et al. (1997) also showed that not only the users’ well-being, but also the users’ productivity would increase (Henning et al., 1997). Moreover, as has been researched in an experiment of Lester et al. (1997), the presence of a lifelike character in an online learning environment can have a strong influence on the perceived learning experience of students around the age of 12. Adding such an interactive agent to the learning process can make it more fun and the agent is perceived to be helpful and credible (Lester et al., 1997). | |||
===Method=== | ===Method=== | ||
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[[File:0LAUK0 Planning Group 4 (Q4).PNG|1300 px|alt=Planning Group 4]] | [[File:0LAUK0 Planning Group 4 (Q4).PNG|1300 px|alt=Planning Group 4]] | ||
==Research== | ==Research== |
Revision as of 13:35, 24 April 2021
Group Description
Members
Name | Student ID | Department | Email address |
---|---|---|---|
Eline Ensinck | 1333941 | Industrial Engineering & Innovation Sciences | e.n.f.ensinck@student.tue.nl |
Julie van der Hijde | 1251244 | Industrial Engineering & Innovation Sciences | j.v.d.hijde@student.tue.nl |
Ezra Gerris | 1378910 | Industrial Engineering & Innovation Sciences | e.gerris@student.tue.nl |
Silke Franken | 1330284 | Industrial Engineering & Innovation Sciences | s.w.franken@student.tue.nl |
Kari Luijt | 1327119 | Industrial Engineering & Innovation Sciences | k.luijt@student.tue.nl |
Logbook
See the following page: Logbook Group 4
Subject
We want to research an AI robot companion from a design / analysis perspective. We would like to improve online learning and working from home and diminish motivation and loneliness problems.
Problem Statement and Objectives
Target user group
Approach
Concerning the mental health of users, a main problem is loneliness. It has been researched before what the impact of robotic technologies is on social support. Ta et al. (2020) have found that artificial agents do not only provide social support in laboratory experiments, but also in daily life situations (Ta et al., 2020). Furthermore, Odekerken-Schröder et al. (2020) have also found that companion robots like Vector, can fulfill to reduce feelings of loneliness by building supportive relationships (Odekerken-Schröder et al., 2020). Regarding the physical well-being of users, the use of technology could be useful to improve physical activity. Concerning Cambo et al. (2017), using a mobile application/wearable that tracks self-interruption and initiates a playful break, could induce physical activity in the daily routine of users. Moreover, Henning et al. (1997) have found that at smaller work sites, users’ well-being improved when exercises were included in the small breaks (Henning et al., 1997). Finally considering the productivity of users, a paper by Abbasi and Kazi (2014) shows that a learning chatbot systems enhances the performance of students. In an experiment where one group used Google and another group used a chatbot to solve problems, the chatbot had impact on memory retention and learning outcomes of the students (Abbasi & Kazi, 2014). The same research as mentioned before from Henning et al. (1997) also showed that not only the users’ well-being, but also the users’ productivity would increase (Henning et al., 1997). Moreover, as has been researched in an experiment of Lester et al. (1997), the presence of a lifelike character in an online learning environment can have a strong influence on the perceived learning experience of students around the age of 12. Adding such an interactive agent to the learning process can make it more fun and the agent is perceived to be helpful and credible (Lester et al., 1997).
Method
At the end of the project, we will present our complete concept of the AI companion. This will include its design and functionality, which are based on both literature research and statistical analysis of send-out questionnaires. The questionnaires will be completed by the user group to make sure the actual users of the technology have their input in the development and analysis of the companion. Moreover, the user needs and perceptions will be described. The larger societal and entrepreneurial effects will also be taken into account. In this way, all USE-aspects will be addressed. Finally, a risk assessment will be included, as limitations related to the costs and privacy of the product are also important for the realization of the technology. These deliverables will be presented both in a Wiki-page and final presentation. A schematic overview of the deliverables can be found in Table 1.
Table 1: Schematic overview of the deliverables
Topic | Deliverable |
---|---|
Functionality | Literature study |
Results questionnaire 1: user needs | |
Design | Results questionnaire 2: design |
Example companion | |
Additional | Risk assessment |
Milestones
During the project, several milestones are planned to be reached. These milestones correspond to the deliverables mentioned in the section above and can be found in table 2.
Table 2: Overview of the milestones
Topic | Milestone |
---|---|
Organization | Complete planning |
Functionality | Complete literature study |
Responses questionnaire 1: user needs | |
Complete analysis questionnaire 1: user needs | |
Design | Responses questionnaire 2: design |
Complete analysis questionnaire 2: design | |
Design of the companion |
Planning
Research
State of the Art
Related Literature
A list of related scientific papers, including short summaries stating their relevance, can be found here.