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1

Whitfield, Ani S. "Describing the Motor Skills of Young Children with Developmental Delays Before and After Participating in an Augmented or Non-Augmented Language Intervention." Digital Archive @ GSU, 2012. http://digitalarchive.gsu.edu/psych_theses/96.

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This study described the effect of a non-augmented (Spoken Communication, SC) and two augmented language interventions (Augmented Communication-Input, AC-I or Augmented Communication-Output, AC-O) on the upper-body, gross and fine motor skills of toddlers at the onset and conclusion of the intervention. The data presented are from a longitudinal study by Romski, Sevcik, Adamson, Cheslock, Smith, Barker, & Bakeman (2010). Three standardized assessments and five observational measures examined the participants' motor skills used to activate the speech generating device (SGD), language abilities and outcomes. The AC-O intervention decreased physical prompting, increased error-free symbol activations, and increased developmentally appropriate gross and fine motor use. An augmented intervention that utilizes a SGD may facilitate both language and motor development through the combination of the communicative goals and increased motor learning opportunities when accessing the SGD device.
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2

Stockley, Nicola. "The effect of augmented input on the auditory comprehension of narratives for persons with chronic aphasia." Diss., University of Pretoria, 2017. http://hdl.handle.net/2263/64959.

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Background: Augmented input (AI) refers to any visual or linguistic strategy used by communication partners to increase the message comprehension of a person with aphasia. Previous research has focused on the type of AI, such as high versus low context images and linguistic versus visual supports, that can be used to facilitate improved auditory and reading comprehension. The results of these studies have been varied. To date, researchers have not evaluated the frequency of AI required to improve auditory comprehension of persons with chronic aphasia. Aims: The purpose of this study was to determine the effect of AI using no context Picture Communication Symbols™ (PCS) images, presented at a frequency of 70%, versus no AI on the accuracy of auditory comprehension of narratives for persons with chronic aphasia. Methods and procedures: A total of 12 participants with chronic aphasia listened to two narratives, one in each of the conditions. Auditory comprehension was measured by assessing participants’ accuracy in responding to 15 multiple choice cloze-type statements related to the narratives. Results: Of the 12 participants, 7 participants (58.33%) gave more accurate responses to comprehension items in the AI condition, 4 participants (33.33%) gave more accurate responses in the no AI condition and 1 participant scored the same in both the conditions. Conclusion: No context Picture Communication Symbols™ (PCS) images used as AI improved the accuracy of responses to comprehension items based on narratives for some persons with chronic aphasia. Continued research is necessary in order to determine what forms and frequency of AI will lead to improved auditory comprehension for persons with aphasia.
Mini Dissertation (M(AAC))--University of Pretoria, 2017.
National Research Foundation (NRF)
Centre for Augmentative and Alternative Communication (CAAC)
M(AAC)
Unrestricted
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Flores, Catherine Alexandra. "The effect of augmentative and alternative communication on the receptive language skills of children with developmental disabilities : a scoping review." Diss., University of Pretoria, 2017. http://hdl.handle.net/2263/64958.

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Receptive language skills form the foundation for later expressive use and therefore play an important role in language development. The role of receptive language skills in the field of augmentative and alternative communication (AAC) has received limited attention as, historically, the function of AAC has been to enhance the expressive language skills of persons who rely on AAC. While this is an important role and the primary outcome of AAC intervention, the role of AAC intervention on receptive language skills is equally important. The ability of persons who rely on AAC to understand spoken language ranges from age equivalent comprehension to minimal comprehension. AAC interventions that improve comprehension include a variety of strategies, but a synthesis of the effects of these strategies has not occurred. The aim of this scoping review was, therefore, to map and synthesise the research evidence on the effects of AAC interventions on receptive language skills of children with developmental disabilities. A four-pronged search strategy was used to identify studies that met the inclusion criteria. Twenty-three studies were included in the scoping review. The studies were described in terms of number of publications, participant characteristics, research design, AAC interventions, intervention outcomes, intervention effects, and quality appraisal. Furthermore, the studies were described in terms of three groups of effects: (i) the effect of aided AAC interventions, (ii) the effect of unaided AAC interventions, and (iii) a comparison of two types of AAC interventions. The trends and gaps in the literature are highlighted in terms of the use of AAC interventions and the receptive language skills addressed. Directions for future research are posited. Valuable preliminary evidence regarding the effects of AAC interventions on receptive language skills of children with developmental disabilities was obtained in the scoping review.
Mini Dissertation (M(AAC))--University of Pretoria, 2017.
National Research Foundation (NRF)
Centre for Augmentative and Alternative Communication (CAAC)
M(AAC)
Unrestricted
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4

Chipinka, Megan. "The effects of augmented input on receptive and expressive language for native augmentative and alternative communication (AAC) users during shared storybook readings." Thesis, California State University, Long Beach, 2017. http://pqdtopen.proquest.com/#viewpdf?dispub=10196441.

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The study was a pre-experimental pre- and post-treatment single case study which focused on evaluating the effects of augmentative and alternative communication (AAC) modeling during shared storybook readings. Aided AAC modeling interventions provide verbal and visual language models to support language comprehension and use for children with complex communication needs (CCN). The study measured four aspects of change before and after the AAC modeling phase including a) the number of communicative turns by the AAC user; b) the complexity and length of the initiations and responses made by the AAC user; c) the accuracy in responses to comprehension questions following the story; d) perceptions of the parent participant in regards to the intervention. The results indicated that when aided AAC modeling was implemented the child participant demonstrated an increase in: the number of communicative turns, accuracy in answering comprehension questions, comprehension of story grammar terminology, and production of story retells.

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5

Ngwira, Sheryll Philda Tebogo. "The effects of quantity of aided input on the accuracy of instruction following in children with Autism Spectrum Disorder." Diss., University of Pretoria, 2019. http://hdl.handle.net/2263/76747.

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Receptive and expressive language difficulties are some of the core challenges facing children with Autism Spectrum Disorder (ASD). Emerging research suggests that for children with ASD receptive language is more impaired than expressive language. Specifically, abstract concepts like prepositions, are challenging for them. Aided augmented input has been shown to be an effective means of facilitating understanding in some children with ASD, however the amount of aided augmented input required to ensure effective understanding has not been determined. The aim of this study was to measure and compare the participants’ ability to follow instructions containing prepositions, under two conditions of aided augmented input. A with-in subject research design, involving 17 participants with ASD, was used to measure the accuracy of responses to instructions containing prepositions. Each participant was presented with 12 instructions. Half of the instructions were provided with 25% aided augmented input (prepositions only) referred to as Condition A, and the other half were presented with 75% aided augmented input (subject, preposition and location) referred to as Condition B. Their responses to the instructions were recorded and analyzed. Results suggest that there was no statistical difference between the two conditions of aided augmented input. Eight participants responded better under Condition A and five participants responded better under Condition B. Four participants responded equally under both conditions. The findings suggest that some participants may benefit from more aided augmented input and some from less aided augmented input. There is need for additional studies to determine the conditions of aided augmented input needed for the effective understanding of instructions containing prepositions and factors affecting the outcome.
Mini Dissertation (MA)--University of Pretoria, 2019.
Centre for Augmentative and Alternative Communication (CAAC)
MA
Unrestricted
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Rosa, Valéria Ilsa. "Design inclusivo : processo de desenvolvimento de prancha de comunicação alternativa e aumentativa para crianças com transtorno do espectro do autismo utilizando realidade aumentada." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2018. http://hdl.handle.net/10183/174392.

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Durante muitos anos, diversas pesquisas na área de Design no Brasil, constataram limitados investimentos no desenvolvimento de produtos para auxiliar as pessoas com deficiência. Diante disso, esta tese teve por objetivo propor uma abordagem para os equipamentos de auxílio à comunicação de crianças com Transtorno do Espectro do Autismo (TEA) por meio do Design e da Realidade Aumentada (RA). Para o desenvolvimento da pesquisa foram realizadas pesquisa bibliográfica, pesquisa documental, Estudo de Caso e experimentos. Também foram realizadas observações das crianças com TEA, no ambiente da Associação de Pais e Amigos do Autista (AMA) da cidade de Florianópolis, para embasar a proposta de projeto de Prancha de Comunicação Alternativa e Aumentativa. A proposta resultante teve como base comum o produto prancha de comunicação que foi utilizada com aplicativo que utiliza Realidade Aumentada e está disponível no mercado. Nesta prancha de base o usuário aponta o dispositivo móvel para o pictograma e assim acessa e visualiza o vídeo que estabelece a comunicação transmitindo a ação que a criança realmente deseja executar. A base para a análise dos resultados foi a descrição detalhada dos casos por meio da apresentação de painéis representativos de cada criança por dia de aplicação e painéis comparativos de todas as crianças durante a realização do estudo. Evidenciam-se assim, os elementos indicadores de que a solução proposta apresenta vantagens em relação a algumas pranchas atualmente existentes e que pode contribuir para facilitar a comunicação e a interação não só das crianças com TEA, mas também de outras crianças com limitações na comunicação.
For many years, several studies in the area of Design in Brazil have founded limited investments in product development to help people with desabilities. Therefore, the aim of this thesis was to propose an approach to the equipment to aid the communication of children with Autism Spectrum Disorder (ASD) through Design and Augmented Reality (AR). For the development of the research were carried out bibliographic and documental researches, case studies and experiments. Observations were also made of the children with ASD in the Association of Parents and Friends of the Autistic (AMA) of Florianópolis to base the project proposal of the Alternative and Increasing Communication Board. The resulting proposal was based on the common product board that was developed together with an Augmented Reality mobile application available on the market. On this basis board the user points the mobile device to the pictogram and thus accesses and visualizes the video which establishes the communication and transmittes the action that the child really wants to perform. Thus, there is evidence that the proposed solution has advantages over some existing boards and can contribute to facilitate the communication and interaction not only of children with ASD, but also of other children with communication limitations.
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7

Dada, Shakila. "The impact of aided language stimulation on the receptive language abilities of children with little or no functional speech." Thesis, Pretoria : [s.n.], 2004. http://upetd.up.ac.za/thesis/available/etd-09232004-135726.

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8

Mariano, Daniel Teodoro Gonçalves. "Configurações para métodos de acesso por escaneamento." Universidade Federal de Uberlândia, 2016. https://repositorio.ufu.br/handle/123456789/17612.

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O emprego de tecnologias de acesso a comunicação, baseados em métodos de acesso por escaneamento, viabiliza novas oportunidades de comunicação para indivíduos com disfunção motora severa. Um dos exemplos mais comuns desse tipo de tecnologia é o teclado virtual operado por varredura. Teclados virtuais são frequentemente utilizados como dispositivos de comunicação aumentativa e alternativa por indivíduos com restrições motoras graves e que apresentam comprometimento da fala e da escrita. São compostos por uma matriz de teclas e simulam a operação de um teclado físico para a composição de mensagens. Uma das limitações desses sistemas é o baixo desempenho que possuem. Taxas de comunicação lentas e a considerável ocorrência de erros são alguns dos problemas que usuários desses dispositivos sofrem durante o uso diário. O desenvolvimento e a avaliação de novas estratégias em comunicação aumentativa e alternativa são essenciais para a melhoria das oportunidades de comunicação dos usuários que fazem uso desse tipo de tecnologia. Neste sentido, este trabalho explora diferentes estratégias para aumentar essa taxa de comunicação e reduzir os erros cometidos por seus usuários. Análises computacionais e práticas foram executadas para a avaliação das estratégias propostas.
The use of access technologies for communication, based on scanning methods, enables new communication opportunities for individuals with severe motor dysfunction. One of the most commom examples of this type of technology is the single switch scanning. Single switch scanning keyboards are often used as augmentative and alternative communication devices for inidividuals with severe mobility restrictions and with compromised speech and writing. They consist of a matrix of keys and simulate the operation of a physical keyboard to write messages. One of the limitations of these systems is their low performance. Low communication rates and considerable errors ocurrence are some of the few problems that users of these devices suffers during daily use. The development and evaluation of new strategies in augmentative and alternative communication are essential to improve the communication opportunities of user who make use of such technology. Thus, this work explores different strategies to increase communication rate and reduce user’s mistakes. Computational and practical analysis were performed for the evaluation of proposed strategies.
Dissertação (Mestrado)
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9

Zope, Anup Devidas. "Response surface analysis of trapped-vortex augmented airfoils." Thesis, Mississippi State University, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=1604198.

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In this study, the effect of a passive trapped-vortex cell on lift to drag (L/D) ratio of an FFA-W3-301 airfoil is studied. The upper surface of the airfoil was modified to incorporate a cavity defined by seven parameters. The L/D ratio of the airfoil is modeled using a radial basis function metamodel. This model is used to find the optimal design parameter values that give the highest L/D. The numerical results indicate that the L/D ratio is most sensitive to the position on an airfoil’s upper surface at which the cavity starts, the position of the end point of the cavity, and the vertical distance of the cavity end point relative to the airfoil surface. The L/D ratio can be improved by locating the cavity start point at the point of separation for a particular angle of attack. The optimal cavity shape (o19_aXX) is also tested for a NACA0024 airfoil.

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Garbin, Tania Rossi. "Ambientes de comunicação alternativos com base na realidade aumentada para crianças com paralisia cerebral: uma proposta de currículo em ação." Pontifícia Universidade Católica de São Paulo, 2008. https://tede2.pucsp.br/handle/handle/10072.

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Made available in DSpace on 2016-04-27T14:32:16Z (GMT). No. of bitstreams: 1 Tania Rossi Garbin.pdf: 2955516 bytes, checksum: 834cf24e07317a8e5a140f50a8afc893 (MD5) Previous issue date: 2008-06-04
Children with cerebral palsy may be unable to perform oral or written communication and manipulate traditional computer data input devices (mouse and keyboard) due to motor problems. People with special needs must have an alternative environment with a simple autonomous interface. Augmented Reality environments can offer interactivity and multimedia information with real and virtual images, and promote alternative situations for real-time communication and cooperation. Thus, Augmented Reality becomes a kind of sensorial transductor which transforms ideas and concepts into visual and audio sensations which can be noticed and processed. The objective of this study is to propose an alternative form of communication for children with cerebral palsy using Augmented Reality systems, with basis on the complexity theory. Augmented Reality systems and assisted-communication software were used in this study in order to elaborate interaction and communication environments for five first-graders with cerebral palsy from a public elementary school. Our experiments show that the environments provided offered children the chance to perform academic activities both individually and collectively, interact with his/her teacher and peers in an alternative communication environment, making the perception of physical and chemical phenomena, sensations and mental construction easier. We found that the relationships established in alternative communication environments with augmented reality allow for the interaction and construction of action networks, resulting in dynamic and cooperative processes
Crianças com paralisia cerebral podem estar impossibilitadas de realizar a comunicação verbal, escrita e manipular os dispositivos tradicionais de entrada de dados em computador (teclado e mouse), por problemas motores. O portador de necessidades especiais precisa de um ambiente alternativo com interface simples para promover a comunicação e auxiliar o processo de aprendizagem autônoma. Os ambientes de Realidade Aumentada podem oferecer interatividade, informações multimídia com imagens reais e virtuais, promover situações alternativas para a comunicação, colaboração, com intervenções em tempo real. A Realidade Aumentada torna-se, então, uma espécie de transdutor sensorial que traduz idéias e conceitos para sensações visuais e auditivas que podem ser percebidas e processadas. Este estudo teve como objetivo propor uma forma alternativa de comunicação para crianças com paralisia cerebral utilizando sistemas de realidade aumentada e com base na teoria da complexidade. Para realização do estudo foram utilizados sistemas de Realidade Aumentada e software de comunicação assistida para elaboração de ambientes de interação e comunicação destinados a cinco crianças com paralisia cerebral da primeira série do ensino fundamental de escolas públicas. As experiências realizadas mostraram que os ambientes propostos ofereceram às crianças a possibilidade de realizar atividades escolares de forma individual e coletiva, interagir com o professor e colegas de classe funcionando como um ambiente de comunicação alternativo, facilitando a percepção o entendimento de fenômenos físicos, químicos, sensações e construções mentais. Verificamos que as relações estabelecidas nos ambientes de comunicação alternativos com realidade aumentada permitem a interação e a construção de redes de ações resultando em processos dinâmicos e colaborativos
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Bernelind, Sarah. "Navigation in Augmented Reality, Navigation i Augmented Reality." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-172907.

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The concept of augmented reality has existed since the 60’s. In this thesis it has been investigated if navigation using a mobile device would benefit, from a usability perspective, if the navigational data were presented using augmented reality instead of a standardized map. The usability principles from which the applications were evaluated are learnability, user satisfaction, efficiency and effectivity. An AR prototype was developed and tested against a standard map, in the form of Google Maps, both used on a smart phone. The experiments were performed using think aloud during the tests and questionnaires before and after to collect both quantitative and qualitative data. The experiment was performed using possible users of AR as test subjects. The results were very similar for both applications but in favor of Google Maps. The author reflects on the results and the method and provides different situations where one might be better than the other.
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Häger, Ellen. "Enhanced Immersion in Augmented Reality Applications." Thesis, Linköpings universitet, Institutionen för systemteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-145217.

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This thesis will examine and evaluate different mechanics that could be used in games using augmented reality. Augmented reality, the technology used to integrate computer-generated images with the real world environment, allows developers to enhance a user's gaming experience.The different mechanics will focus on immersion and on user engagement and examine which of the two is more important in games. This is examined by implementing the different mechanics in an application for a Google Tango tablet. Immersion is created by letting the environment act on virtual objects, via occlusion culling. The virtual agent interacts with the real world to generate engagement. The different methods are surveyed online, and user tests performed with the application. The results showed how the concept of combining the surveyed methods of generating immersion and engagement using augmented reality was successful.
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Nourrisson, Sandrine Furby Alain. "La communication alternative dans la SLA." [S.l.] : [s.n.], 2007. http://castore.univ-nantes.fr/castore/GetOAIRef?idDoc=18341.

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Arnmark, Kevin, and Mattias Lundin. "Energimedvetenhet genom djur i Augmented Reality." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-276584.

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Hur kan man visualisera energifotavtryck på ett sätt som berör mottagaren och väcker känslor? I denna uppsats har vi utforskat alternativa sätt att representera energiförbrukning genom Augmented Reality (AR). Genom research through design har vi använt koncept som defamiliarisering för att utforska hur hushållsapparaters energiförbrukning kan representeras på uttrycksfulla sätt. Vår designprocess ledde oss till att utveckla en app där negativ miljöpåverkan påverkar djur i en AR-miljö. Specifikt har vi varit intresserade av hur designvalen för denna app påverkar betraktaren och vilka känslor de väcker. Dessa designval har involverat allt ifrån val av djur till texturer och animationer. I designprocessen har vi använt oss av input från en arbetsgrupp på KTH och utvärderat designvalen i peer reviews. Olika scenarion presenterades för användarna där energikonsumtionen påverkade designen på djuren. Genom att använda en okonventionell designidé har vi hoppats främmandegöra representationen av energi för mottagaren och på så vis öppna upp för tanke och reflektion. Vår slutsats är att AR är ett starkt medium för att förmedla känslor i denna kontext. Vi lyckades uppnå de avsikter vi hade inom ramen för att påverka betraktaren både positivt och negativt beroende på scenario. Den största faktorn som påverkade våra användare var djurens animationer i AR-miljön. P.g.a. att objekten i AR placeras i den verkliga världen bör stora avvägningar ske avseende objektens detaljrikedom och upplösning, något som riskerar att lämna tolkningsutrymme hos betraktaren och därmed inte spegla avsändarens avsikt. Detta arbete har skett under den pågående Corona-pandemin, vilket har påverkat vårt arbetssätt och vårt resultat. Den största förändringen är att användartesterna skett via videokonferens där användaren fick utvärdera en live-presentation av applikationen istället för att använda den själv.
How can we visualize energy footprints in a way that moves the recipient and evokes an emotional response? For this thesis we have explored alternative ways of representing energy usage through Augmented Reality (AR). By research through design we have used concepts such as defamiliarization to explore how the energy usage of household appliances can be represented in expressive ways. Our design process led us to develop an app where a negative impact on the environment affects animals in an AR world. Specifically, we have been interested in how our design choices affect the observer and what feelings they evoke. These design choices include the types of animals, their textures and animations, and more. In this process we have gotten input from a work group at KTH and evaluated our designs in peer reviews. Different scenarios have been presented to the users where the energy consumption have affected the animal designs. Through using unconventional designs, we hope to have made the representation of energy unfamiliar to the user, thereby invoking new perspectives and thoughts. Our conclusion is that AR is a potent medium for conveying emotions in this context. We achieved our intentions related to affecting the user positively and negatively depending on the scenario. The biggest factor in affecting the users was the animation of the animals. Because of AR objects being placed in the real world, the detail and fidelity of the objects should be considered carefully, or it might leave room for interpretation. This thesis work has been done during the ongoing Corona pandemic, which has influenced our work. The biggest change we have made is on our user testing, which had to be done by video conference where the application was presented to the users instead of letting them try it themselves.
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Ganten, Jessica. "Augmentative and alternative communication use among developmental disorders." Thesis, McGill University, 2012. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=106320.

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Most studies in the field of augmentative and alternative communication (AAC) involve single-subject experiments or case studies. Little is known about actual prevalence rates of AAC use, or the characteristics of AAC users. For this study, parents of children with autism spectrum disorder (ASD), Down syndrome, and cerebral palsy (CP) completed an online survey to examine AAC use in each population. The communication, cognitive, and adaptive behaviour subtests of the Developmental Profile 3 were used. The difference in performance between AAC users and non-users was examined for children of each disorder. Results indicate a prevalence rate of AAC use of approximately 1 in 5 for each disorder and the combined sample. There were no significant differences found between AAC users and non-users diagnosed with ASD or CP, but AAC users with Down syndrome had lower scores than those who did not use AAC. Interpretations of the results and future directions were discussed.
La plupart de la recherche dans le domaine de communication augmentative et alternative (CAA) comprit des études de cas ou des études avec seulement un sujet. On sait peu des taux de prévalence réelle pour l'utilisation de CAA, ou les caractéristiques des utilisateurs de CAA. Pour cette étude, les parents des enfants atteints des troubles du spectre autistique (TSA), du syndrome de Down, et de la paralysie cérébrale (PC) ont complété une enquête en ligne afin d'examiner l'utilisation de CAA dans chaque population. Les sous-tests de communication, de cognition et de comportement adaptif du test anglais Developmental Profile 3 (Profile de développent 3) ont été utilisés. Les différences entre les enfants qui utilisent et qui n'utilisent pas les systèmes de CAA ont été examinées pour les enfants avec chaque trouble. Les résultats indiquent un taux de prévalence de l'usage de CAA d'environ 1 en 5, pour chaque trouble et pour l'échantillon combiné. Il n'y avait aucune différence significative entre les utilisateurs de CAA et les non-utilisateurs atteignent de TSA ou de PC, mais les utilisateurs de CAA avec le syndrome de Down avaient des scores plus faibles que ceux qui n'utilisaient pas le CAA. Les interprétations des résultats et les orientations futures sont discutées.
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DODS, VINCENT F. (ALSO HOBAICA SLINGERLAND AND STEELE). "A COMPARATIVE STUDY OF ALTERNATIVE DESIGN COMMUNICATION TECHNIQUES." The University of Arizona, 1991. http://hdl.handle.net/10150/555215.

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Marks, Lori J., and M. L. McMurray. "Augmentative and Alternative Communication: A Continuum of Devices." Digital Commons @ East Tennessee State University, 2003. https://dc.etsu.edu/etsu-works/3551.

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Loup, Adam. "A Software Framework for Augmentative and Alternative Communication." ScholarWorks@UNO, 2012. http://scholarworks.uno.edu/td/1461.

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By combining context awareness and analytical based relevance computing software, the proposed Augmentative and Alternative Communication (AAC) framework aims provide a foundation to create communication systems to dramatically increase the words available to AAC users. The framework will allow the lexicon available to the user to be dynamically updated by varying sources and to promote words based on contextual relevance. This level of customization enables the development of highly customizable AAC devices that evolve with use to become more personal while also broadening the expressiveness of the user. In order to maximize the efficient creation of conversation for AAC users, the framework provides a lexicon with the ability to obtain words from multiple sources which are then organized according to relevance in a situational context.
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Mezzomo, Helen Angela. "Augmentative and Alternative Communication Systems in the Classroom." ScholarWorks, 2011. https://scholarworks.waldenu.edu/dissertations/861.

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Augmentative-alternative communication (AAC) systems are used to give voice to individuals who are nonverbal. As AAC systems become more complex and prevalent in the classroom expectations of school-based professionals expand. However, the roles of those expected to support AAC systems, primarily teachers and speech-language pathologists (SLPs), are not clearly defined. Without clearly defined roles, professionals may not provide needed support to students who use AAC. Dewey's theory of community suggests that role confusion leads to insufficient and ineffective services. The purpose of this cross-sectional quantitative study was to determine how teachers and SLPs view their roles in supporting AAC. The key research question examined associations linking the instructional role of the individual to perceptions of who is responsible for implementing and supporting AAC in the classroom. An Internet-based survey, consisting of 21 questions set on a categorical scale, was sent to teachers and SLPs who are members of a technology advocacy and support center located in a mid Atlantic US state. Responses collected through the survey site were analyzed using a chi squared test. Overall findings indicated that the teacher was perceived as primarily responsible to provide support within the classroom; SLPs provided additional support outside of the classroom, such as creation of overlays and vocabulary selection. Assistive technology coordinators also provided support in terms of obtaining the AAC system. In general, leadership changed as support tasks changed. Results of the survey may aid in the development of guidance to support teachers and SLPs working with students who use AAC in the classroom. Improving services for students with AAC needs supports social change by enabling them to use their voice and become more independent.
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Chan-Hellemeier, Malin. "Alternative Ways of Music Branding." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-293345.

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Music branding is not a new phenomenon in marketing, and it is not uncommon that companies brand themselves through means such as jingles, audio logotypes and the use of music in commercials. The digitalization of music has affected the way people listen to music, but it has also given brands the potential to brand themselves through music in other ways than those mentioned above. The aim of this study is to investigate and identify how music branding in alternative ways on digital platforms can build value for brands in the fashion industry. A literature study was conducted in the first part of this study, followed by a multiple-case study of the fashion companies Burberry and Converse and their respective digital platforms Burberry Acoustic and Converse Rubber Tracks. The findings indicate that the alternative music branding analyzed in this case study is successful and that it has led to both brands having a deeper emotional connection with their consumers. Having identified their respective target groups, they have managed to adjust their ways of alternative music branding to the needs of their customers.
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Kroll, Carly. "Communicating Augmented Reality Devices Improving Technology Acceptance among Electric Utility Field Workers." Thesis, Marquette University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10791776.

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Augmented Reality (AR) is very useful for many different fields and purposes such as entertainment, education, military, navigation, industrial, or electric utility. Electric utilities find use in AR due to the flexibility of location and the real-time information sharing with visuals to keep employees safe and efficient. This exploratory study investigated the use of infographic templates as a way to introduce this new technology to line workers in the electric utility field. Infographics were used as a way to prime workers to be more aware of the technology and its possible uses as well as usefulness. Through the use of Communication Accommodation Theory and the Technology Acceptance Model, the researcher found evidence indicating that presenting information in a clear and interesting way increased electric utility workers desire to adopt the new technology through perceived ease of use and perceived usefulness (Davis, Bagozzi & Warshaw, 1989).

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Drugge, Niclas. "Evaluating the use of mobile Augmented Reality as a digital communication tool." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-148948.

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For over a century, mankind has been dreaming about technologies that combined reality with the wonders of the virtual world. Nowadays, Augmented Reality (AR) is doing just that, and with an emergence of AR in many new fields, there is reason to believe that it will be a widely used communication tool in the future. However, it is important to know what the benefits and disadvantages of AR is, not just from a user perspective, but also from a developer perspective. Therefore, a literature study on human communication and AR was performed in this thesis, along with the development of a mobile AR application, and also two surveys inquiring about the attitudes regarding AR present in people in the communications industry. The literature study showed that AR can help people process information by increasing the visualization aspect, and that it is a durable technology to the changes that languages go through. There is, however, a risk that AR can be an excluding technology, especially for older people, and the application development process also showed that there are compatibility issues to consider before developing.
I mer än ett århundrade har mänskligheten drömt om teknologier som kombinerar verkligheten med den virtuella världens under. Nuförtiden gör Augmented Reality (AR) precis det, och med AR:s framträdande i många nya områden så finns det anledning att tro att det kommer bli ett vida använt kommunikationsverktyg i framtiden. Det är dock viktigt att veta vad AR:s för- och nackdelar är, inte bara från ett användarperspektiv, utan även från ett utvecklarperspektiv. Därmed utfördes i detta examensarbete en litteraturstudie om mänsklig kommunikation och AR, tillsammans med utvecklingen av en mobil AR-applikation, och även två enkäter som undersökte attityden kring AR som fanns hos personer i kommunikationsbranschen. Litteraturstudien påvisade att AR kan hjälpa människor att behandla information genom att öka visualiseringsaspekten, och att det är en teknologi som är hållbar mot de förändringar som språk genomgår. Det finns dock en risk att AR kan vara en exkluderande teknologi, speciellt för äldre människor, och applikationsutvecklingsprocessen visade också att det finns kompabilitetsproblem att överväga före utveckling.
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Athanasiou, Christos. "Evaluation of alternative communication schemes using environmentally adaptive algorithms." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2001. http://handle.dtic.mil/100.2/ADA393622.

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Thesis (M.S. in Electrical Engineering and M.S. in Applied Physics) Naval Postgraduate School, June 2001.
Thesis advisors, Andr'es Larraza, Kevin B. Smith, Monique P. Fargues. Includes bibliographical references (p. 67-68). Also Available online.
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COFFARO, CLIFFORD M. "A STUDY COMPARING REALITY TO ALTERNATIVE DESIGN COMMUNICATION TECHNIQUES." The University of Arizona, 1992. http://hdl.handle.net/10150/555224.

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Karatay, Okan Dinleyici M. Salih. "An alternative approach to free space optical communication link/." [s.l.]: [s.n.], 2004. http://library.iyte.edu.tr/tezler/master/elektronikvehaberlesme/T000475.rar.

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Leigh, Angela. "The Experiences of Intimacy for Adults with Acquired Communication Disorders Using Augmentative and Alternative Communication (AAC)." Thesis, University of Canterbury. Department of Communication Disorders, 2010. http://hdl.handle.net/10092/4276.

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Background: Intimacy has been described as a primary psychological need. In order to function ‚normally‛, we require repeated, positive interactions with those with whom we are in a caring relationship. To date, research looking at adults with acquired communication disorders who use Augmentative and Alternative Communication (AAC) has focussed on device selection, providing functional communication, acceptance and use of AAC, and caregiver support. There is a lack of research into how the use of AAC impacts the personal and social lives of adults with acquired communication disorders. The aim of this study was to explore the experience of intimacy and intimate communication from the perspective of individuals who have an acquired communication disorder and use AAC, and from the perspective of their partners. Method: A phenomenological research approach was used to address the study aim. Individual semi-structured interviews were conducted with five participants with an acquired communication disorder who had used AAC some or all of the time and with their five partners. Joint semi-structured interviews were conducted with four of the couples. Thematic analysis was used to identify themes within the data. Results: Eight key themes emerged from the data, namely effort, importance, time, closeness, adaptation, emotion, identity, and privacy. Within these themes participants discussed how AAC has been both beneficial and detrimental to their intimacy and intimate communication. Discussion and Conclusion: This study has identified a number of important areas that professionals need to consider in order to facilitate successful intimacy and intimate communication for adults with acquired communication disorders who use AAC and for their partners. Future research is needed to identify specific ways speech-language therapists can help this population adapt their communication to make the best use of AAC for intimacy and intimate communication.
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Jansson, Isabell. "Visualizing Realtime Depth Camera Configuration using Augmented Reality." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-139934.

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A Time-of-Flight camera from SICK IVP AB is used to monitor a region of interest which implies that the camera has to be configured, it has to be mounted correctly and be aware of the region of interest. Performing the configuration process currently induce the user to manage the captured 3-Dimensional data in a 2-Dimensional environment which obstructs the process and possibly causes configuration errors due to misinterpretations of the captured data. The aim of the thesis is to investigate the concept of using Augmented Reality as a tool for facilitating the configuration process of a Time-of-Flight camera and evaluate if Augmented Reality enhances the understanding for the process. In order to evaluate the concept, a prototype application is developed. The thesis report discusses the motivation and background of the work, the implementation as well as the results.
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Green, Scott Armstrong. "An Augmented Reality Human-Robot Collaboration System." Thesis, University of Canterbury. Mechanical Engineering, 2008. http://hdl.handle.net/10092/2585.

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Although robotics is well established as a research field, there has been relatively little work on human-robot collaboration. This type of collaboration is going to become an increasingly important issue as robots work ever more closely with humans. Clearly, there is a growing need for research on human-robot collaboration and communication between humans and robotic systems. Research into human-human communication can be used as a starting point in developing a robust human-robot collaboration system. Previous research into collaborative efforts with humans has shown that grounding, situational awareness, a common frame of reference and spatial referencing are vital in effective communication. Therefore, these items comprise a list of required attributes of an effective human-robot collaborative system. Augmented Reality (AR) is a technology for overlaying three-dimensional virtual graphics onto the user's view of the real world. It also allows for real time interaction with these virtual graphics, enabling a user to reach into the augmented world and manipulate it directly. The internal state of a robot and its intended actions can be displayed through the virtual imagery in the AR environment. Therefore, AR can bridge the divide between human and robotic systems and enable effective human-robot collaboration. This thesis describes the work involved in developing the Augmented Reality Human-Robot Collaboration (AR-HRC) System. It first garners design criteria for the system from a review of communication and collaboration in human-human interaction, the current state of Human-Robot Interaction (HRI) and related work in AR. A review of research in multimodal interfaces is then provided highlighting the benefits of using such an interface design. Therefore, an AR multimodal interface was developed to determine if this type of design improved performance over a single modality design. Indeed, the multimodal interface was found to improve performance, thereby providing the impetus to use a multimodal design approach for the AR-HRC system. The architectural design of the system is then presented. A user study conducted to determine what kind of interaction people would use when collaborating with a mobile robot is discussed and then the integration of a mobile robot is described. Finally, an evaluation of the AR-HRC system is presented.
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Salminen, Anna-Liisa. "Computer augmented communication in the daily life of severely disabled speech impaired children." Thesis, University of East London, 2000. http://roar.uel.ac.uk/1223/.

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This study investigated the impact of Bliss based computer augmented communication (CAC) on the daily communication and daily activities of severely disabled speech impaired children from a Finnish school for disabled children from the point of view of the children, their discussion partners and therapists; it also investigated the value and meaning of the CAC devices for them. The school staff had considerable experience in the use of computers with disabled children, but only a few had any experience of CAC. In order to gain a rich understanding of the subject matter, a qualitative multiple case study approach was adopted. The longitudinal study investigated CAC in the real life environments of six severely disabled speech impaired children, aged 7 to 15 years, their parents, helpers, teachers, speech therapists and occupational therapists. All of the speech impaired children had cerebral palsy and their main mode of communication was Blissymbolics, used with the aid of a communication folder. The multiple methods of data collection used in the study included interviews, videotaped observations, the Assessment of Communication Skills Questionnaire, essays and data logs. The data gathering started before the participants received their CAC devices and continued 3,6 and 12 months after they received the devices: it involved studying participants in three different communicative environments. The data analysis was conducted by a narrative analysis of each individual case, which was followed up with a cross-case analysis. The process of CAC was highly individual and context dependent. During the study all the speech impaired participants learned to operate their CAC devices. Their initial enthusiasm begant o decreaseth ree to six months after the participants received their devices.A t the end of the study year, one of the participants used his CAC device nearly daily in two of his communicative environments, two of them used their devices regularly a couple of times a week, two of them hardly at all, and one not at all. The CAC devices were hardly used for face-to-face communication, they were mainly used for educational purposes, written communication, play and leisure. The children and their discussion partners perceived that the main reasons for not using CAC devices were the poor usability of devices, such as slow speed of CAC and insufficient vocabularies, and insufficient related services. During the CAC process the motivation to communicate of four participants increased, the communication folder use of three participants increased and vocalisations of two participants increased. V Despite of the perceived limitations of CAC, the speech impaired children considered the CAC devices important for them and helpful primarily in school work and play. Participants' discussion partners assessed that CAC enriched the children's communication and increased dialogue between themselves and the children. Discussion partners also considered as particularly important the participants' independence in being able to operate the CAC devices themselves and their possibility to use voice output. New opportunities provided by CAC devices were especially meaningful to the participants' parents. The study showed that CAC requires substantial highly specialised services and a number of recommendations were made on the basis of the study. CAC interventions should focus on not only the operative and communication skills of the users. Professionals conducting CAC interventions should evaluate more carefully what users need and subsequently evaluate whether the CAC devices meet these needs. They should also understand and support the motivational processes and psychosocial aspects of developing the use of CAC. The findings suggest that CAC devices should be introduced to severely disabled speech impaired children as an additional mode of communication for face-to-face and indirect communicative purposes and within the context of meaningful activities. This study has shown that CAC is an extremely complex phenomenon with a mixture of interrelated elements that affect the daily communication and daily activities of severely disabled speech impaired children.
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Huebner, Hartmut. "The communicating company - Towards an alternative theory of corporate communication." Thesis, University of Salford, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.490544.

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Díaz, Pineda Jaime Alberto. "Advanced Augmentative and Alternative Communication System Based in Physiological Control." Doctoral thesis, Universitat Politècnica de València, 2017. http://hdl.handle.net/10251/90418.

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Dyskinetic Cerebral Palsy (DCP) is mainly characterized by alterations in muscle tone and involuntary movements. Therefore, these people present with difficulties in coordination and movement control, which makes walking difficult and affects their posture when seated. Additionally, their cognitive performance varies between being completely normal and severe mental retardation. People with DCP were selected as the objective of this thesis due to their multiple and complex limitations (speech problems and motor control) and because their capabilities have a great margin for improvement thanks to physiological control systems. Given their communication difficulties, some people with DCP have good motor con-trol and can communicate with written language. However, most have difficulty using Augmentative and Alternative Communication (AAC) systems. People with DCP gen-erally use concept boards to indicate the idea they want to communicate. However, most communication solutions available today are based on proprietary software that makes it difficult to customize the concept board and this type of control system. This is the motivation behind this thesis, with the aim of creating an interface with characteristics, able to be adapted to the user needs and limitations. Thus, this thesis proposes an Augmentative and Alternative Communication System for people with DCP based on physiological control. In addition, an innovative system for direct con-trol of concept boards with EMG is proposed. This control system is based on a physi-cal model that reproduces the muscular mechanical response (stiffness, inertia and viscosity). It allows for a selection of elements thanks to small pulses of EMG signal with sensors on a muscle with motor control. Its main advantage is the possibility of correcting errors during selection associated with uncontrolled muscle impulses, avoid-ing sustained muscle effort and thus reduced fatigue.
La Parálisis Cerebral de tipo Discinésica (DCP) se caracteriza principalmente por las alteraciones del tono muscular y los movimientos involuntarios. Por ello, estos pacientes presentan dificultades en la coordinación y en el control de movimientos, lo cual les dificulta el caminar y afecta su postura cuando están sentados. Cabe resaltar que la capacidad cognitiva de las personas con DCP puede variar desde completamente normal, hasta un retraso mental severo. Las personas con DCP han sido seleccionadas como objetivo de esta tesis ya el margen de mejora de sus capacidades es amplio gracias a sistemas de control fisiológico, debido a sus múltiples y complejas limitaciones (problemas de habla y control motor). Debido a sus dificultades de comunicación, algunas personas con DCP se pueden comunicar con lenguaje escrito, siempre y cuando tenga un buen control motor. Sin embargo, la mayoría tienen dificultades para usar sistemas de Comunicación Aumentativos y Alternativos (AAC). De hecho, las personas con DCP utilizan generalmente tableros de conceptos para indicar la idea que quieren transmitir. Sin embargo, la mayoría las soluciones de comunicación disponibles en la actualidad están basadas en software propietario que hacen difícil la personalización del tablero de conceptos y el tipo de sistema de control. Es aquí donde surge esta tesis, con el objetivo de crear una interfaz con esas características, capaz de adaptarse a las necesidades y limitaciones del usuario. De esta forma, esta tesis propone un sistema de comunicación aumentativo y alternativo para personas con DCP basado en control fisiológico. Además, se propone un Sistema innovador de control directo sobre tableros de conceptos basado en EMG. Este Sistema de control se basa en un modelo físico que reproduce la respuesta mecánica muscular (basado en parámetros como Rigidez, Inercia y Viscosidad), permitiendo la selección de elementos gracias a pequeños pulsos de señal EMG con sensores sobre un músculo con control motor. Sus principales ventajas son la posibilidad de corregir errores durante la selección asociado a los impulsos musculares no controlados, evitar el esfuerzo muscular mantenido para alcanzar un nivel y reducir la fatiga.
La Paràlisi Cerebral de tipus Discinèsica (DCP) es caracteritza principalment per les alteracions del to muscular i els moviments involuntaris. Per açò, aquests pacients presenten dificultats en la coordinació i en el control de moviments, la qual cosa els dificulta el caminar i afecta la seua postura quan estan asseguts. Cal ressaltar que la capacitat cognitiva de les persones amb DCP pot variar des de completament normal, fins a un retard mental sever. Les persones amb DCP han sigut seleccionades com a objectiu d'aquesta tesi ja el marge de millora de les seues capacitats és ampli gràcies a sistemes de control fisiològic, a causa dels seus múltiples i complexes limitacions (problemes de parla i control motor). A causa de les seues dificultats de comunicació, algunes persones amb DCP es poden comunicar amb llenguatge escrit, sempre que tinga un bon control motor. No obstant açò, la majoria tenen dificultats per a usar sistemes de Comunicació Augmentatius i Alternatius (AAC). De fet, les persones amb DCP utilitzen generalment taulers de conceptes per a indicar la idea que volen transmetre. No obstant açò, la majoria les solucions de comunicació disponibles en l'actualitat estan basades en programari propietari que fan difícil la personalització del tauler de conceptes i el tipus de sistema de control. És ací on sorgeix aquesta tesi, amb l'objectiu de crear una interfície amb aqueixes característiques, capaç d'adaptar-se a les necessitats i limitacions de l'usuari. D'aquesta forma, aquesta tesi proposa un sistema de comunicació augmentatiu i alternatiu per a persones amb DCP basat en control fisiològic. A més, es proposa un sistema innovador de control directe sobre taulers de conceptes basat en EMG. Aquest sistema de control es basa en un model físic que reprodueix la resposta mecànica muscular (basat en paràmetres com a Rigidesa, Inèrcia i Viscositat), permetent la selecció d'elements gràcies a xicotets polsos de senyal EMG amb sensors sobre un múscul amb control motor. Els seus principals avantatges són la possibilitat de corregir errors durant la selecció associat als impulsos musculars no controlats, evitar l'esforç muscular mantingut per a aconseguir un nivell i reduir la fatiga.
Díaz Pineda, JA. (2017). Advanced Augmentative and Alternative Communication System Based in Physiological Control [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/90418
TESIS
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32

Mazepa, Patricia. "The Solidarity Network in formation, a search for democratic alternative communication." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp03/MQ26930.pdf.

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33

Bonaventura, M. "An investigation of alternative expressive mechanisms for non-vocal symbolic communication." Thesis, University of Kent, 1985. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.303699.

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Mazepa, Patricia (Patricia Ann) Carleton University Dissertation Journalism and Communication. "The Solidarity Network in formation: A search for democratic alternative communication." Ottawa, 1997.

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Snyder, Caroline Elizabeth. "Increasing Children's Interest in Augmentative and Alternative Communication Apps for iPad." Ohio University Honors Tutorial College / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1399459343.

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36

Pugh, Deborah. "Family perspectives on augmentative and alternative communication : a constructivist grounded theory." Thesis, University of Northampton, 2015. http://nectar.northampton.ac.uk/8825/.

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This constructivist grounded theory explored the perspectives of twelve families of children who were using Augmentative and Alternative Communication Systems (AAC). There is a growing body of research literature concerning AAC but very little is focused on the perspectives of the ‘whole’ family and the use of AAC in the home environment. Twenty-five parents and children were interviewed using a variety of flexible qualitative methods including a ‘draw and tell’ approach for younger children and ‘Talking Mats’, a framework to support children with complex communication needs to express their views. The core category, ‘Finding a Voice’, emerged from the analysis of the data as families expressed the desire for their child with complex communication needs to gain a voice through the use of AAC. A trajectory was identified which provides a framework underpinning the families’ continuous progress towards ‘Finding a Voice’ for their child. The four phases in the trajectory: Loss of Voice, Prioritising a Voice, Gaining a Voice and Sustaining a Voice encapsulate the strategies parents used in implementing AAC in the home. Dynamic conditions associated with daily family life and routines resulted in parents redefining family roles and shifting priorities to allow the implementation of AAC. The findings show that although the use of AAC systems in the home can be challenging, parents in the study viewed successful communication as a high priority for their children. These findings give a greater insight into the perspectives of families using AAC systems with implications for professional practice.
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Persson, Li, and Green Salmonson Sigrid. "An Alternative Path to Customer Analysis : A qualitative case study with the aim to investigate the paradigm of segmentation and an alternative path to enhanced customer analysis." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Marketing and Logistics, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-44149.

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Problem: The concept of marketing segmentation was introduced over 60 years ago and have been a central element in the process of conducting customer analysis since then. However, it has barely been criticized. Consequently, companies have constructed their communication strategies upon segmentation criteria’s with the belief of it being the most effective alternative. As digitalization has changed the way in which information is retrieved and the way people communicate with one another, the customer analysis process should be adapted accordingly.   Purpose: This study aimed to explore how customer analysis is performed by professionals in the marketing field today and identify which factors professionals find essential when communicating with their target audience.   Method: To fulfil the purpose of this research and answer the research questions, a qualitative research approach with a case study was conducted. Semi-structured interviews with eight Swedish professionals in the field of marketing was held in the empirical data collection process.   Conclusion:   The analysis of the interviews showed that there is an understanding of new perspectives when conducting customer analysis among professionals today. Furthermore, acknowledgments were made that for marketing communication to be effective, changes in customer demand and individuals life context should be taken into account. Based on these results, we conclude that segmentation criteria’s might be less relevant when identifying prospects and communicating with target audiences today. Moreover, companies should become familiar with their customer's preparatory understandings, as this premise could be used as a complement to segmentation when identifying prospects and performing effective marketing communication.
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Kasperi, Johan. "Occlusion in outdoor Augmented Reality using geospatial building data." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-204442.

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Creating physical simulations between virtual and real objects in Augmented Reality (AR) is essential for the user experience. Otherwise the user might lose sense of depth, distance and size. One of these simulations is occlusion, meaning that virtual content should be partially or fully occluded if real world objects is in the line-of-sight between the user and the content. The challenge for simulating occlusion is to construct the geometric model of the current AR environment. Earlier studies within the field have all tried to create realistic pixel-perfect occlusion and most of them have either required depth-sensing hardware or a static predefined environment. This study proposes and evaluates an alternative model-based approach to the problem. It uses geospatial data to construct the geometric model of all the buildings in the current environment, making virtual content occluded by all real buildings in the current environment. This approach made the developed function compatible with non depth-sensing devices and in a dynamic outdoor urban environment. To evaluate the solution it was implemented in a sensor-based AR application visualizing a future building in Stockholm. The effect of the developed function was that the future virtual building was occluded as expected. However, it was not pixel-perfect, meaning that the simulated occlusion was not realistic, but results from the conducted user study said that it fulfilled its goal. A majority of the participants thought that their AR experience got better with the solution activated and that their depth perception improved. However, any definite conclusions could not be drawn due to issues with the sensor-based tracking. The result from this study is interesting for the mobile AR field since the great majority of smartphones are not equipped with depth sensors. Using geospatial data for simulating occlusions, or other physical interactions between virtual and real objects, could then be an efficient enough solution until depth-sensing AR devices are more widely used.
För att uppnå en god användarupplevelse i Augmented Reality (AR) så är det viktigt att simulera fysiska interaktioner mellan de virtuella och reella objekten. Om man inte gör det kan användare uppfatta saker som djup, avstånd och storlek felaktigt. En av dessa simulationer är ocklusion som innebär att det virtuella innehållet ska vara delvis eller helt ockluderat om ett reellt objekt finns i siktlinjen mellan användaren och innehållet. För att simulera detta är utmaningen att rekonstruera den geometriska modellen av den nuvarande miljön.Tidigare studier inom fältet har försökt att uppnå en perfekt simulation av ocklusion, men majoriteten av dem har då krävt antingen djupavkännande hårdvara eller en statisk fördefinierad miljö. Denna studie föreslår och utvärderar en alternativ modellbaserad lösning på problemet. Lösningen använder geospatial data för att rekonstruera den geometriska modellen av alla byggnader i den nuvarande omgivningen, vilket resulterar i att det virtuella innehållet blir ockluderat av alla reella byggnader i den nuvarande miljön. Den utvecklade funktionen blev i och med det kompatibel på icke djupavkännande enheter och fungerande i en dynamisk urban miljö. För attutvärdera denna funktion så var den implementerad i en sensorbaserad AR applikation som visualiserade en framtida byggnad i Stockholm. Resultatet visade att den utvecklade funktionen ockluderade den virtuella byggnaden som förväntat. Dock gjorde den ej det helt realistiskt, men resultatet från den utförda användarstudien visade att den uppnådde sitt mål. Majoriteten av deltagarna ansåg att deras AR upplevelse blev bättre med den utvecklade funktionen aktiverad och ett deras uppfattning av djup förbättrades. Dock kan inga definitiva slutsatser dras eftersom AR applikationen hade problem med den sensorbaserade spårningen. Resultaten är intressant för det mobila AR fältet eftersom majoriteten av alla smartphones ej har stöd för djupavkänning. Att använda geospatial data för att simulera ocklusion, eller någon annan fysisk interaktion mellan virtuella och reella objekt, kan då vara en tillräckligt effektiv lösning tills djupavkännande AR enheter används mer.
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Masso, Nicholas J. "The Coordination Table: Augmented Furniture to Read Rapport in Dyadic Interaction." Miami University Honors Theses / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=muhonors1303501049.

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Williams, L. E. "International marketing relationships : an alternative view." Lincoln University, 2001. http://hdl.handle.net/10182/2093.

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This study began with the observation that international marketing research (IMR) lacked a human face. A literature search confirmed this view. The review was thus widened to include international marketing (IM) studies of culture, cognition, and communication, since they were thought to underpin all human interactions. This step, it was believed, would help clarify marketing scholars' understanding of these encounters. Analysis established that not only were there few studies in these areas, but they also focused on dyads, prediction, and control. To establish how this research had evolved in this way and how it could best be extended, an exploration of how knowledge is created followed. This culminated in my understanding that the culture in mainstream marketing circles was responsible for the lack of development of IM relationship research. A decision was therefore made to study this area from an alternative perspective to the positivist approach typically adopted. An interpretive study of small business in a developing country and their overseas buyer was undertaken to that end. In total, more than eleven months fieldwork was conducted in Indonesia. The resulting interpretation was compared to the existing IM relationship research. The literature was then again extended to examine non-marketing studies that may help explain field findings that could not be explained by existing IMR. It was suggested that IM scholars needed to question whether the values and assumptions underlying their research, are appropriate in a global context.
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41

Paez, Alexander. "PERFORMANCE PEDAGOGY: UTILIZING ALTERNATIVE METHODS IN THE CLASSROOM." Scholarly Commons, 2018. https://scholarlycommons.pacific.edu/uop_etds/2982.

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Teaching methods and styles at the collegiate level have not changed all that much: Professors still generally give lectures from the lectern or stand in the front of the class, while writing on the board or pointing to a slide projected on a screen. Some questions and answers can occur with the occasional group activity; however, the focus seems always to come back to the text. Students read the required textbook, listen to a lecture and take tests. There are however alternative methods that engage the students as well as the professor in the learning process. Active learning is one such method that is rooted in anything course-related that all students in a class session are asked to do other than simply watching, listening and taking notes. Active learning focuses on involving students in the learning process more directly compared to traditional methods. Another method which infuses both a performative background with an academic footing called performance pedagogy, emphasizes on the students bringing their ideologies, cultures, belief systems, and backgrounds into the classroom while incorporating their physical and metaphorical selves into the classroom space. The idea is that when students are exposed to these methods in a classroom setting, they can apply the subject content more effectively outside of the classroom, receive more frequent and immediate feedback, and provide students an opportunity to think about, talk about, and process course material. To demonstrate these methodologies, this teacher’s supplement has been created containing class activities for an undergraduate intercultural communication course using a standard sixteen-week semester.
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Wynn, Freda A. "Alternative Realities/The Multiverse: A Metaphysical Conundrum." Digital Archive @ GSU, 2006. http://digitalarchive.gsu.edu/communication_theses/4.

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Films of every era reflect the concerns and fears of Western society. The acceleration of technology, the loss of a concrete world, the uneasy relationship with humans and ever increasing complex machines are inducing a fear of losing the ability to discern reality. The reality of ideas from science and the world around are woven into the narratives that we use to explain life.The films we watch reflect our hopes and fears and as the fears increase so do films with a shared theme of alternative realities. To know reality and search for the true Self is the job of the hero and the protagonist in recent alternative reality films.
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43

Johansson, Evegård Kristin, and Westman Gabriella. "Augmented Reality Navigation Interfaces Designed for People with Mild Dementia." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-232083.

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Navigation can prove a real challenge for a person suffering from dementia, even in well known environments. In order to relieve some of this burden, companies around the world are developing assistive technologies. However, getting accustomed to such technologies could still be challenging since people with dementia often perceive new technologies as difficult to use. Among the new technologies though, Augmented Reality (AR) technology has been reported as both intuitive and easily adopted. Therefore, this study aims to investigate how this particular technology could be implemented, i.e. how the AR interface could be designed, in a mobile navigation application so people with mild dementia can use the application without assistance. This qualitative study is based on a pilot study followed by two usability tests, where people diagnosed with mild dementia tested a mobile navigation application and a navigation mockup, both implementing augmented reality technology but with two different interface designs: i) one included an animated figure and ii) one used arrows with a filter that could be turned on or off. Five persons participated in each usability test. The collected interview and observational data was analyzed using a phenomenological hermeneutical method. Overall the participants found the suggested AR technology to be usable while navigating. The results also showed that the respondents were rather neutral to which of the two AR interfaces were used. The majority expressed that it was easier to navigate with the navigation mockup when the filter was off. Finally, the study presents five design implication suggestions to be considered while developing this type of assistive technologies for people with mild dementia. The AR interface should: use an unfiltered camera view, be intuitive, be adapted to outdoor conditions, not prevent the user from focusing on the surrounding environment, be precise and trustworthy.
Navigering kan innebära en stor utmaning för personer som lider av en demenssjukdom, även i för dem bekanta miljöer. Företag runtom i världen utvecklar idag assisterande hjälpmedel för denna målgrupp. Men att ta hjälp av och bli bekväm med att använda den här typen av teknologier kan fortfarande upplevas som problematiskt, då personer med demens vanligen kan uppleva ny teknologi som svår att använda. Bland dessa nya teknologier finns dock en teknologi som har skrivits om som både intuitiv och lätt att ta till sig, nämligen Augmented Reality (AR). Därför ämnar denna studie att undersöka hur denna specifika teknologi skulle kunna implementeras, med andra ord, hur ett AR-gränssnitt skulle kunna designas för en mobilnavigeringsapplikation så att personer med mild demens kan använda den självständigt. Denna kvalitativa studie baseras på en pilotstudie följt av två användbarhetstester, där personer som diagnostiserats med mild demens fått testa en navigeringsapplikation och en navigationsmockup för smartphone. Båda implementerar AR-teknik men med två olika gränssnittsdesigner: i) en som innehåller en animerad figur och ii) en som använder pilar samt ett filter som kan sättas på och av. Fem personer deltog i varje användbarhetstest. Den insamlade datan från intervjuerna och observationerna analyserades sedan med hjälp av en fenomenologisk–hermeneutisk metod. Överlag så tyckte deltagarna att AR-tekniken var användbar vid navigeringen. Resultatet visade också att respondenterna var relativt neutrala till vilken av AR-gränssnitten som användes. Majoriteten uttryckte att det var enklare att navigera med navigationsmockupen när filtret var av. Slutligen så presenterar denna studie fem designimplikationsförslag att ha med sig vid utvecklandet av den här typen av assisterande tekniska hjälpmedel för personer med mild demens. AR-gränssnittet bör: använda en ofiltrerad kameravy, vara intuitivt, vara anpassat till utomhusmiljöer, inte hindra användaren från att fokusera på omgivningen, vara precist och trovärdigt.
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44

Greene, ReAnna. "Enhancing communication through the use of augmentative and alternative communication in patients status post traumatic brain injury." Honors in the Major Thesis, University of Central Florida, 2011. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/388.

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Patients who suffer from traumatic brain injury often face communication deficits during their hospital stay. This thesis intended to examine approaches the nurse can use to facilitate communication in collaboration with the speech-language pathologist. A review of literature was conducted to examine current research on the most effective devices used to facilitate communication in this patient population. Research revealed that low-technology devices were the most effective means of communicating in the hospital setting. Barriers to effective communication were identified as lack of time, education and access to the devices. Recommendations for future research include developing a documentation component that emphasizes nursing assessment and intervention through collaboration with the SLP. Additional recommendations for research include the examination of impact of AAC use on patient satisfaction and outcomes. Communication using AAC is necessary in order to improve patient outcomes for traumatic brain injured individuals. This can be achieved through increased collaboration with the SLP, and increased nursing knowledge of the available devices and their implementation.
B.S.N.
Bachelors
Nursing
Nursing
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45

Schettini, Francesca <1983&gt. "Brain-Computer Interfaces for augmented communication: Asynchronous and adaptive algorithms and evaluation with end users." Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amsdottorato.unibo.it/6316/.

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This thesis aimed at addressing some of the issues that, at the state of the art, avoid the P300-based brain computer interface (BCI) systems to move from research laboratories to end users’ home. An innovative asynchronous classifier has been defined and validated. It relies on the introduction of a set of thresholds in the classifier, and such thresholds have been assessed considering the distributions of score values relating to target, non-target stimuli and epochs of voluntary no-control. With the asynchronous classifier, a P300-based BCI system can adapt its speed to the current state of the user and can automatically suspend the control when the user diverts his attention from the stimulation interface. Since EEG signals are non-stationary and show inherent variability, in order to make long-term use of BCI possible, it is important to track changes in ongoing EEG activity and to adapt BCI model parameters accordingly. To this aim, the asynchronous classifier has been subsequently improved by introducing a self-calibration algorithm for the continuous and unsupervised recalibration of the subjective control parameters. Finally an index for the online monitoring of the EEG quality has been defined and validated in order to detect potential problems and system failures. This thesis ends with the description of a translational work involving end users (people with amyotrophic lateral sclerosis-ALS). Focusing on the concepts of the user centered design approach, the phases relating to the design, the development and the validation of an innovative assistive device have been described. The proposed assistive technology (AT) has been specifically designed to meet the needs of people with ALS during the different phases of the disease (i.e. the degree of motor abilities impairment). Indeed, the AT can be accessed with several input devices either conventional (mouse, touchscreen) or alterative (switches, headtracker) up to a P300-based BCI.
Questa tesi affronta alcune delle problematiche che, allo stato dell'arte, limitano l'usabilità delle interfacce cervello computer (Brain Computer Interface - BCI) al di fuori del contesto sperimentale. E' stato inizialmente definito e validato un classificatore asincrono. Quest'ultimo basa il suo funzionamento sull'inserimento di un set di soglie all'interno del classificatore. Queste soglie vengono definite considerando le distribuzioni dei valori di score relativi agli stimoli target e non-target e alle epoche EEG in cui il soggetto non intendeva effettuare nessuna selezione (no-control). Con il classificatore asincrono, un BCI basato su potenziali P300 può adattare la sua velocità allo stato corrente dell'utente e sospendere automaticamente il controllo quando l'utente non presta attenzione alla stimolazione. Dal momento che i segnali EEG sono non-stazionari e mostrano una variabilità intrinseca, al fine di rendere possibile l'utilizzo dei sistemi BCI sul lungo periodo, è importante rilevare i cambiamenti dell'attività EEG e adattare di conseguenza i parametri del classificatore. A questo scopo, il classificatore asincrono è stato successivamente migliorato introducendo un algoritmo di autocalibrazione per la continua e non supervisionata ricalibrazione dei parametri di controllo soggettivi. Infine è stato definito e validato un indice per monitorare on-line la qualità del segnale EEG, in modo da rilevare potenziali problemi e malfunzionamenti del sistema. Questa tesi si conclude con la descrizione di un lavoro che ha coinvolto gli utenti finali (persone affette da sclerosi laterale amiotrofica-SLA). In particolare, basandosi sui principi dell’user-centered design, sono state descritte le fasi relative alla progettazione, sviluppo e validazione di una tecnologia assistiva (TA) innovativa. La TA è stata specificamente progettata per rispondere alla esigenze delle persone affetta da SLA durante le diverse fasi della malattia. Infatti, la TA proposta può essere utilizzata sia mediante dispositivi d’input tradizionali (mouse, tastiera) che alternativi (bottoni, headtracker) fino ad arrivare ad un BCI basato su potenziali P300.
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46

Ferraro, Andrea Marie. "Exploring An Alternative Public Relations Framework for the Public Sector." University of Akron / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=akron1429033839.

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47

Parker, John Scott. "Terahertz Relative Positioning| An Alternative to GPS for Aircraft Flying in Formation." Thesis, Tufts University, 2017. http://pqdtopen.proquest.com/#viewpdf?dispub=10232468.

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A new terahertz-frequency (THz) relative positioning capability is developed and demonstrated in simulation for the formation flight of cargo aircraft. Formation flight is used by the military for a wide variety of applications. This work specifically considers the precision airdrop of personnel and supplies over hostile territory. During these operations, aircraft must maintain precise relative positioning; however, the current technology is flawed because radio signals are easy to detect and GPS is easily jammed. We propose using THz signals, the unique propagation properties of which provide both stealth and robustness to jamming. THz is a nascent technology with growing interest, particularly for high-speed wireless communications. To the author’s knowledge, this is the first exploration of its potential for positioning. This dissertation develops methods for the measurement of range and bearing angle from the THz signal and a communication scheme to transmit altitude measurements over the THz link. These measurements are then fused together in a Kalman filter to estimate the aircrafts’ relative positions. Results from an integrated simulation demonstrate that the THz system is capable of precisely measuring the position, with cross-track errors of 11 m, two-sigma, at separations of 2 km, well within the 50 m requirements for the precision airdrop application.

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48

Ambruso, Victoria R. ""Where Are You Really From?" in La Dolce Vita| The Alternative Arc of Intercultural Adaptation." Thesis, California State University, Long Beach, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10839325.

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The aim of this study was to gain a deep understanding of the intercultural adaptation process during a short-term study abroad in Recanati, Italy. Specifically, this study examined the influence of cultural knowledge and adaptation, the particularity of students’ identity and background and everyday living, and the ways in which students’ expectations and self-efficacy changed as a result of the study abroad experience. A grounded theory approach allowed the researcher to explain difficult situations and phenomena that occurred as a result of the study abroad through extensive interviews and observations. Nine themes emerged from the interviews. The emergent themes produced the alternative arc of cultural adaptation, which highlights cultural knowledge and cultural similarity as prominent factors. These factors create a “sojourner profile” when examining the sojourner’s possibility for alternative and traditional experiences. This profile was indicative of the sojourner’s expectations and self-efficacy upon return.

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49

Pettersson, Isak, and Gabriel Rosenberg. "Hur energi fotavtryck kan förmedlas genom interaktion i augmented reality." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-279569.

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Global uppvärmning är ett av nutidens största hot mot mänskligheten. Idag syftar många projekt och initiativ till att minska utsläppen av CO2, bland annat genom att inspirera människor till att minska sina individuella utsläpp. Som en del av Homo colossus at Expo2020, ett projekt med målet att engagera och informera människor om hur vår livsstil påverkar vår planet, har ett första designförslag för en visuell augmented reality (AR) installation utvecklats. Mer specifikt ett fysiskt vykort som förmedlar ett energifotavtryck till läsaren och vars bud- skap är tänkt att förstärkas med interaktiva AR-element. AR är en relativt ny teknik med en enorm potential för framtiden och ett ämne där det finns stor efterfrågan på forskning om var tekniken kan appliceras. Denna studie har syftat till att vidare utforska installationer i utställningsmiljöer med fokus på AR som medium och vi har även undersökt hur man bör designa installationer med AR för att förmedla budskap genom interaktion. Detta har utforskats genom en Research through design metodik där idéskapande workshops, möten med experter och ett användartest på en utvecklad prototyp har utförts. Resultatet från studien visade på att det är viktigt med en personlig koppling till innehållet för att skapa reflektion kring energifotavtryck hos användaren. En stark koppling mellan de AR- element som visas och den energiförbrukning som de representerar visade sig även vara en stor faktor till hur effektivt budskapet togs emot hos användaren. AR-elementen visade vidare på en markant förbättring gällande engagemang och ökad förståelse hos användaren. Vi ser en stor framtida potential i AR som ett medium i att förmedla budskap och studien har likaså väckt en rad nya frågor inom ämnet som vi uppmanar kommande arbeten till att utforska vidare.
Global warming is one of humanity’s biggest threats. Today, many projects and initiatives aim to reduce CO2 emissions, among other things by inspiring people to lower their individual emission. As part of Homo colossus at Expo2020, a project with the goal of engaging and informing people about how our lifestyle affects our planet, a first design proposal for a visual augmented reality (AR) installation has been developed. More specifically, a physical postcard that conveys an energy footprint to the reader and whose message is intended to be reinforced with interactive AR elements. AR is a relatively new technology with enormous potential for the future and a topic where there is great demand for research on where the technology can be applied. This study aims to further explore installations in exhibition environments with a focus on AR as a medium. We have also explored how to design installations with AR to convey messages through interaction. This has been explored through a Research through design methodology where idea-generating workshops, meetings with experts and a user test on a developed prototype have been conducted. The results of the study showed that it is important to have a personal connection to the content in order to create a reflection on the energy footprint of the user. A strong link between the AR elements displayed and the energy consumption they represent also proved to be a major factor in how effectively the message was received by the user. The AR elements further showed a mayor improvement in commitment and increased understanding of the user. We see a great future potential in AR as a medium in conveying messages and the study has also raised a number of new issues within the subject that we encourage future studies to explore further.
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50

Sánchez, Garache Marvin. "Multihop Wireless Networks with Advanced Antenna Systems : An Alternative for Rural Communication." Doctoral thesis, KTH, Kommunikationssystem, CoS, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-4755.

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Providing access to telecommunication services in rural areas is of paramount importance for the development of any country. Since the cost is the main inhibiting factor, any technical solution for access in sparsely populated rural areas has to be reliable, efficient, and deployable at low-cost. This thesis studies the utilization of Multihop Wireless Networks (MWN) as an appealing alternative for rural communication. MWN are designed with a self-configuring capability and can adapt to the addition or removal of network radio units (nodes). This makes them simple to install, allowing unskilled users to set up the network quickly. To increase the performance and cost-efficiency, this thesis focuses on the use of Advanced Antenna Systems (AAS) in rural access networks. AAS promise to increase the overall capacity in MWN, improving the link quality while suppressing or reducing the multiple access interference. To effectively exploit the capabilities of AAS, a proper design of Medium Access Control (MAC) protocols is needed. Hence, the results of system level studies into MAC protocols and AAS are presented in this thesis. Two different MAC protocols are examined: Spatial Time Division Multiple Access (STDMA) and Carrier Sense Multiple Access Collision Avoidance (CSMA/CA) with handshaking. The effects of utilizing advanced antennas on the end-to-end network throughput and packet delay are analyzed with routing, power control and adaptive transmission data rate control separately and in combination. Many of the STDMA-related research questions addressed in this thesis are posed as nonlinear optimization problems that are solved by the technique called "column generation" to create the transmission schedule using AAS. However, as finding the optimal solution is computationally expensive, we also introduce low-complexity algorithms that, while simpler, yield reasonable results close to the optimal solution. Although STDMA has been found to be very efficient and fair, one potential drawback is that it may adapt slower than a distributed approach like CSMA/CA to network changes produced e.g. by traffic variations and time-variant channel conditions. In CSMA/CA, nodes make their own decisions based on partial network information and the handshaking procedure allows the use of AAS at the transmitter and the receiver. How to effectively use AAS in CSMA/CA with handshaking is addressed in this thesis. Different beam selection policies using switched beam antenna systems are investigated. Finally, we demonstrate how the proposed techniques can be applied in a rural access scenario in Nicaragua. The result of a user-deployed MWN for Internet access shows that the supported aggregated end-to-end rate is higher than an Asymmetric Digital Subscriber Line (ADSL) connection.
QC 20100908
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