53 research outputs found

    EvaluaciĂłn de aplicaciones educativas de AR con estudiantes adultos

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    There is a growing interest in the educational applications of Augmented Reality (AR). While most applications of these technologies have been examined in the context of children education, our knowledge about their usefulness in adult education is deficient and particularly more in the category of Location-Based Augmented Reality (LBMAR) games, so the aim of this thesis is to examine the opinions of adult learners (young, middle-aged and elderly) about one particular LBMAR game, the “Ingress”. The main problems addressed by this research comprise questions relating to the usefulness of some key technological components of AR in education (secondarily) and to aspects of training adults by using AR (primarily). As concerns the technological aspects, i.e. "which one of the three types of AR (marker-based, markerless, location-based) is more often associated with naturalistic approaches and what are their relative advantages?”, this research showed that naturalistic approaches applied to marker-based AR enhance active participation in virtual environments, motivate learners, promote personal involvement in conquering new information, offer different perspectives of the content and arouse interest for knowledge. In the case of markerless AR, naturalistic designs foster participants’ collaboration in games, enhance interactivity, offer panoramic views, visualization, and the possibility to examine the role of visual controls. Moreover, naturalistic approaches applied to location-based AR are suitable for designing multidisciplinary applications, can be used for training and have the possibility to be designed so as to account for locality and context. The fact that, as appears from the peer-reviewed literature that was examined, the location-based AR technologies are more appropriate for education and for smartphones, hints that a deeper examination of their potential usefulness for education (and for adult education in particular) might be interesting. As concerns the educational aspects, which also constitute the main focus of the thesis, these focus on the exploration of the usefulness of the LBMAR game “Ingress” in adult education, by answering two intertwined questions: a) how to assess opinions of adult learners about the LBMAR game “Ingress”? and b) what do adult learners think about this game and how do they perceive its features? Providing answers to these questions is tantamount to receiving adequate results from quantitative and qualitative empirical research which would be designed so as to explore their opinions, views and attitudes with respect to this LBMAR game. Hence, 45 adult persons from Greece, aged 20 to 62,cooperated as subjects of this research. They followed a short introductory informal training (on AR, VR, MAR and the games that are relevant to these technologies) by the researcher of this thesis and were subsequently given the instructions of how to use “Ingress” on a smartphone. The quantitative research was carried out before and after training and all trainees participated by filling 31 Likert-type closed questions before and after training. The qualitative research was based on the analysis of their responses to two different sets of open-ended questions. The first set consisted in 5 such questions to which answered 24 participants and the second set had 2 broader questions to which responded 36 participants. This research showed the advantages for adult education of integrating the ARCS model into the learning phase of an LBMAR game. Specifically, it was shown that using Keller’s widely known “ARCS model” (Attention – Relevance – Confidence - Satisfaction) enabled the classification of users’ responses with respect to their interaction with the game and is therefore useful in evaluating adult education with LBMAR games. The players’ responses did not change linearly with their age and the training has had different impact on each age group of learners. Also, statistical analyses proved that training increased the scores of the factors of ARCS model. Other results of this research showed that those over 36 years old focused more on the facts that the play of “Ingress” is primarily a geographical game and its scenario reflects interesting discussions about the evolution of humanity. Participants in the age groups 20–35 and >52 agreed that the game does not have idle phases, that it combines excitement with insecurity, and that it is pleasant to play locally a game of planetary proportions.Another age-related observation concerned the answers to the question (“How do you feel when you endow the geographical space with personal preferences?”) between age groups with age groups agreeing in pairs: the first two age groups (20–30) and (30–40) agreed more than with the last two (40–50) and (50–60). Yet, in question “Do you think that the game offers opportunities for learning and teaching geography, building on your previous geographical knowledge?” , there was an overlap in the responses of participants among age groups. As for the first question, the most critical concept was: “the users feel a kind of nostalgia”, followed by the concept “the users consider portals as personal creations”. In the case of the second question, the most critical concept was that the participants believe that the game offers entirely new opportunities for education in geography, compared with their previous experiences. This fosters an evidence of constructivist approaches to adult education and, also, relevance of some other prominent theories of adult education such as humanism. Methodologically, this research it was shown that content analysis is a valuable method for exploring opinions and attitudes of adult users towards MAR games and Jaccard indices can be used to quantitatively explore themes emerging from content analysis. Content analysis was performed on the users’ responses qualitatively in order to identify characteristic sentences expressing attitudes and opinions. For the quantitative assessment of similarities between responses for each question and subconcept, the Jaccard similarity index was calculated pair-wise for every pair of participants. In addition to the Jaccard indices and furthering the scope of new methods for content analysis, this thesis shows how to use Social Network Analysis (SNA) to model concept maps, thus opening up excellent opportunities to create visualizations of concepts and their inter-relationships. Quantitative aspects of SNA analysis (i.e. by using radial centrality and information centrality) provide mechanisms suitable to measure internal relationships in concept maps (in addition to visual inspection) that would not otherwise be visible. Using SNA enabled the classification of users’ responses with respect to their interaction with the game and therefore was a fruitful approach for education that involves MAR games. Furthermore, with this novelty, it is shown how texts derived from interviews or from responses to open questions by different individuals can be analyzed both qualitatively and quantitatively with SNA. Concluding, this research has produced novelties at both the educational and the methodological levels. As concerns adult education, it was shown that i) LBMAR games are suitable for it, ii) adult education about them can be enhanced by following Keller’s ARCS model, iii) perception and satisfaction of adult learners depends on age, and iv) certain theories of adult education (i.e. constructivism and humanism) can be relevant when adult learners use LBMAR games such as “Ingress”. As concerns methods of educational research, this research suggested entirely new methods, for first time ever, for analyzing data that are derived from trainees' responses to open questions. These new methods are content analysis of the participants’ responses with the use of Jaccard indices and methods of SNA and can have a wider applicability to educational research.Existe un creciente interĂ©s por las aplicaciones educativas de la Realidad Aumentada (RA). Mientras que la mayorĂ­a de las aplicaciones de estas tecnologĂ­as se han examinado en el contexto de la educaciĂłn infantil, nuestro conocimiento sobre su utilidad en la educaciĂłn de adultos es deficiente y, en particular, mĂĄs en la categorĂ­a de juegos de Realidad Aumentada Basada en la LocalizaciĂłn (LBMAR), por lo que el objetivo de esta tesis es examinar las opiniones de los estudiantes adultos (jĂłvenes, de mediana edad y mayores) sobre un juego LBMAR, el "Ingress". Los principales problemas que aborda esta investigaciĂłn comprenden cuestiones relacionadas con la utilidad de algunos componentes tecnolĂłgicos de la RA en la educaciĂłn (secundariamente) y con aspectos de la formaciĂłn de adultos mediante el uso de la RA (principalmente). En cuanto a los aspectos tecnolĂłgicos, es decir "ÂżcuĂĄl de los tres tipos de RA (basada en marcadores, sin marcadores, basada en la localizaciĂłn) se asocia mĂĄs a los enfoques naturalistas y cuĂĄles son sus ventajas relativas?", esta investigaciĂłn demostrĂł que los enfoques naturalistas aplicados a la RA basada en marcadores potencian la participaciĂłn activa en entornos virtuales, motivan a los alumnos, promueven la implicaciĂłn personal en la conquista de nueva informaciĂłn, ofrecen diferentes perspectivas del contenido y despiertan el interĂ©s por el conocimiento. En el caso de la RA sin marcadores, los diseños naturalistas fomentan la colaboraciĂłn de los participantes en los juegos, mejoran la interactividad, ofrecen vistas panorĂĄmicas, visualizaciĂłn y la posibilidad de examinar los controles visuales. AdemĂĄs, los enfoques naturalistas aplicados a la RA basada en la localizaciĂłn son adecuados para el diseño de aplicaciones multidisciplinares, pueden utilizarse para la formaciĂłn y tienen la posibilidad de diseñarse teniendo en cuenta la localidad y el contexto. El hecho de que, como se desprende de la literatura revisada por pares que se examinĂł, las tecnologĂ­as de RA basadas en la localizaciĂłn son mĂĄs apropiadas para la educaciĂłn y para los telĂ©fonos smartphones, sugiere que podrĂ­a ser interesante un examen mĂĄs profundo de su utilidad potencial para la educaciĂłn (y para la educaciĂłn de adultos en particular). En cuanto a los aspectos educativos, que tambiĂ©n constituyen el foco principal de la tesis, Ă©stos se centran en la exploraciĂłn de la utilidad del juego LBMAR "Ingress" en la educaciĂłn de adultos, respondiendo a dos preguntas entrelazadas: a) ÂżcĂłmo evaluar las opiniones de los alumnos adultos sobre el juego LBMAR "Ingress"? y b) ÂżquĂ© piensan los alumnos adultos sobre este juego y cĂłmo perciben sus caracterĂ­sticas? Dar respuesta a estas preguntas equivale a recibir resultados adecuados de una investigaciĂłn empĂ­rica, cuantitativa y cualitativa, que se diseñarĂ­a para explorar sus opiniones, puntos de vista y actitudes con respecto a este juego LBMAR. Por lo tanto, 45 personas adultas de Grecia, con edades entre 20 y 62 años, colaboraron como sujetos de esta investigaciĂłn. Siguieron una breve formaciĂłn informal introductoria por parte del investigador de esta tesis (sobre RA, realidad virtual, RA mĂłvil, y sobre los juegos relacionados con estas tecnologĂ­as) y posteriormente se les dieron las instrucciones de cĂłmo utilizar "Ingress" en un smartphone. La investigaciĂłn cuantitativa se llevĂł a cabo antes y despuĂ©s de la formaciĂłn y todos los alumnos participaron respondiendo a 31 preguntas cerradas del tipo Likert antes y despuĂ©s de la formaciĂłn. La investigaciĂłn cualitativa se basĂł en el anĂĄlisis de sus respuestas a dos conjuntos diferentes de preguntas abiertas. El primer conjunto constaba de 5 preguntas de este tipo (a las que respondieron 24 participantes) y el segundo conjunto tenĂ­a 2 preguntas mĂĄs amplias, a las que respondieron 36 participantes. La investigaciĂłn cuantitativa mostrĂł las ventajas para la educaciĂłn de adultos de integrar el modelo ARCS en la fase de aprendizaje de un juego LBMAR. En concreto, se demostrĂł que la utilizaciĂłn del conocido "modelo ARCS" de Keller (AtenciĂłn - Relevancia - Confianza - SatisfacciĂłn) permitiĂł clasificar las respuestas de los usuarios con respecto a sus interacciones con el juego y, tambiĂ©n, es Ăștil para evaluar la educaciĂłn de adultos con juegos LBMAR. Las respuestas de los jugadores no cambiaron linealmente con su edad y el entrenamiento ha tenido un impacto diferente en cada grupo de edad de los alumnos. AdemĂĄs, los anĂĄlisis estadĂ­sticos demostraron que el entrenamiento aumentĂł las puntuaciones de los factores del modelo ARCS. Otros resultados de esta investigaciĂłn mostraron que los mayores de 36 años se centraron mĂĄs en el hecho de que el juego "Ingress" es principalmente un juego geogrĂĄfico y su escenario refleja interesantes debates sobre la evoluciĂłn de la humanidad. Las opiniones de los participantes de los grupos de edad de 20-35 y >52 coincidieron en que el juego no tiene fases ociosas, que combina la emociĂłn con la inseguridad y que es agradable jugar a nivel local a un juego de proporciones planetarias. Otra observaciĂłn relacionada con la edad se referĂ­a a las respuestas a la pregunta ("ÂżCĂłmo te sientes cuando dotas al espacio geogrĂĄfico de preferencias personales?") entre grupos de edad que coincidĂ­an: los dos primeros grupos de edad (20-30) y (30-40) estaban mĂĄs de acuerdo que los dos Ășltimos (40-50) y (50-60). Sin embargo, en la pregunta "ÂżCrees que el juego ofrece oportunidades para aprender y enseñar geografĂ­a, aprovechando tus conocimientos geogrĂĄficos previos?" hubo un solapamiento en las respuestas de los participantes entre los grupos de edad. En cuanto a la primera pregunta, el concepto mĂĄs crĂ­tico fue: "los usuarios sienten una especie de nostalgia", seguido del concepto "los usuarios consideran los portales como creaciones personales". En el caso de la segunda pregunta, el concepto mĂĄs crĂ­tico fue que los participantes creen que el juego ofrece oportunidades totalmente nuevas para la educaciĂłn en geografĂ­a en comparaciĂłn con sus experiencias anteriores. Esto fomenta una evidencia de los enfoques constructivistas de la educaciĂłn de adultos y, tambiĂ©n, la relevancia de algunas otras teorĂ­as prominentes de la educaciĂłn de adultos, como el humanismo. MetodolĂłgicamente, esta investigaciĂłn demostrĂł tambiĂ©n que el anĂĄlisis de contenido es un mĂ©todo valioso para explorar las opiniones y actitudes de los usuarios adultos hacia los juegos MAR y los Ă­ndices de Jaccard pueden utilizarse para explorar cuantitativamente los temas que surgen del anĂĄlisis de contenido. El anĂĄlisis de contenido se realizĂł sobre las respuestas de los usuarios de forma cualitativa para identificar las frases caracterĂ­sticas que expresan actitudes y opiniones. Para la evaluaciĂłn cuantitativa de las similitudes entre las respuestas de cada pregunta y subconcepto, se calculĂł el Ă­ndice de similitud de Jaccard por parejas para cada par de participantes. AdemĂĄs de los Ă­ndices de Jaccard y de ampliar el alcance de los nuevos mĂ©todos de anĂĄlisis de contenido, esta tesis muestra cĂłmo utilizar el AnĂĄlisis de Redes Sociales (Social Networks Analysis - SNA) para modelar los mapas conceptuales, abriendo asĂ­ excelentes oportunidades para crear visualizaciones de los conceptos y sus interrelaciones. Los aspectos cuantitativos del anĂĄlisis SNA (es decir mediante el uso de la centralidad radial y la centralidad de la informaciĂłn) proporcionan mecanismos adecuados para medir las relaciones internas en los mapas conceptuales (ademĂĄs de la inspecciĂłn visual) que de otro modo no serĂ­an visibles. El uso del SNA permitiĂł la clasificaciĂłn de las respuestas de los usuarios con respecto a su interacciĂłn con el juego y, por lo tanto, fue un enfoque fructĂ­fero para la educaciĂłn que involucra los juegos MAR. AdemĂĄs, con esta novedad, se muestra cĂłmo los textos derivados de las entrevistas o de las respuestas a las preguntas abiertas de diferentes individuos pueden ser analizados tanto cualitativamente como cuantitativamente usando SNA. En conclusiĂłn, esta investigaciĂłn ha aportado novedades, tanto a nivel educativo como metodolĂłgico. En lo que respecta a la educaciĂłn de adultos, se ha demostrado que i) los juegos LBMAR son adecuados para ella, ii) la educaciĂłn de adultos sobre ellos puede mejorarse siguiendo el modelo ARCS de Keller, iii) la percepciĂłn y la satisfacciĂłn de los alumnos adultos depende de la edad, y iv) ciertas teorĂ­as de la educaciĂłn de adultos (es decir, el constructivismo y el humanismo) pueden ser relevantes cuando los alumnos adultos utilizan juegos LBMAR como "Ingress". En cuanto a los mĂ©todos de investigaciĂłn educativa, esta investigaciĂłn sugiriĂł mĂ©todos totalmente nuevos para analizar los datos que se derivan de las respuestas de los alumnos a las preguntas abiertas. Estos nuevos mĂ©todos son el anĂĄlisis de contenido de las respuestas de los participantes con el uso de los Ă­ndices de Jaccard y los mĂ©todos de SNA y pueden tener una aplicabilidad mĂĄs amplia a la investigaciĂłn educativa

    How to turn innovative startups into successful businesses: The case of Techperks

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    The Internet of Things, also known by the acronym IoT, comprises all devices and objects that are enabled to be permanently connected to the Internet, being able to identify on the network and communicate with each other. This technology is incorporated into a variety of products that are available today and designed to make life easier for consumers. The result was the emergence of smart cities, connected factories, connected cars, and an enormous amount of many other applications. All of this is evidence of how the world is adapting to the Internet of Things (IoT). IoT is a hot topic in our days and many business models arise from this trend, in form of new technologies, products, and services. However, when it comes to business strategy and profitability, it is not only about having the best idea or the best product but how to market it in the best way and attract the right target. Techperks is a startup built with the objective of bringing new IoT products to Portugal. However, the concept was not innovative enough to succeed as predicted in the Portuguese market. This case aims to highlight the biggest reasons explaining the brand's low performance and serve as a guide of “mistakes to avoid when launching a new innovative business”. It can also be used to stimulate student’s creativity in developing strategies used by Techperks to exploit the brand's total potential. “How should I begin?”: this is the question which students will be able to answer.A Internet das Coisas, tambĂ©m conhecida pelo acrĂłnimo IoT, compreende todos os dispositivos e objetos que se conectam permanentemente Ă  Internet, e que comunicam entre si. DaĂ­, surgiram cidades inteligentes, fĂĄbricas conectadas, carros conectados e um sem nĂșmero de outras aplicaçÔes que nos trazem, todos os dias, novas funcionalidades. Este Ă© um tĂłpico muito relevante e muitos novos modelos de negĂłcios surgem dessa nova tendĂȘncia, sob forma de novas tecnologias, produtos e serviços. Espera-se que muitos provavelmente tenham sucesso, dado o crescimento desta nova era da tecnologia. No entanto, quando se trata de estratĂ©gia de negĂłcios e lucro, nĂŁo se trata apenas de ter a melhor ideia ou o melhor produto, mas tambĂ©m como comercializĂĄ-lo da melhor maneira e atrair o alvo mais atrativo. A startup Techperks foi criada com vista a trazer novos produtos de IoT para Portugal, atravĂ©s da sua revenda. No entanto, o conceito nĂŁo foi inovador o suficiente para criar sucesso no mercado portuguĂȘs e a startup nĂŁo conseguiu instigar sua visĂŁo no mercado. Embora ainda em operação, a loja tem demonstrado resultados aquĂ©m das previsĂ”es. Este caso, tem como objetivo destacar os principais motivos que explicam o fraca performance da marca e servir como um guia para "os erros a serem evitados ao iniciar um novo negĂłcio retalhista inovador". AlĂ©m disso, pode ser utilizado para estimular a criatividade dos alunos no desenvolvimento de estratĂ©gias que poderiam ter sido usadas pela Techperks para evitar o insucesso e utilizar todo o potencial da marca

    Rural and Urban Mobility: Studying Digital Technology Use and Interaction

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    Understanding learners’ experiences of peer support in the intermediate phase.

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    Masters Degree. University of KwaZulu-Natal, Durban.The purpose of this study is to understand learners’ experiences of peer support in the intermediate phase. The study was conducted in one private, mainstream school in Pinetown, Durban. The study adopts a qualitative research approach in which a case study design was adopted. A total of six participants were selected for this study, two from grades 4,5 and 6 each, through purposive sampling and convenience sampling. The data generation process was obtained through talking circles with the participants and the collages that they created. A thematic analysis of the data revealed findings that show the intermediate phase learners as having a positive experience with the Peer Support Team. The learners were familiar with the Peer Support Team through the interactions made by the peer supporters. The learners recognized the team through classroom visits and the interactions they had with the Peer Support Team when they experienced bad situations, academic stress, issues of anger, or when their teachers were busy. As a result, the learners found the Peer Support Team helpful, nonjudgmental, open, loving, caring, understanding, encouraging, kind, and attentive listeners. They were also a source of happiness and growth. The learners also found that their experiences with the Peer Support Team could be enhanced through regular class visits, being able to find them in one place and having a larger Peer Support Team

    Exploring children's social and moral behaviour in a technology context

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    The central argument of this thesis is that disclosure of certain information via computer-mediated communication technologies influence specific behaviours in relation to trust, and betrayal for children and young people. The main aim of this thesis is to extend the computer mediated communication literature by investigating young people‘s use of digital communication devices in an effort to explore interactions between methods of computer mediated communication and young people‘s subsequent social and moral behaviour. The thesis begins with qualitative analyses of data gathered via focus groups to raise a broad range of issues important to the young user rather than the issues deemed important by parents and educators. Young people indicate clearly that they are aware of the safety issues that concern parents and academics eager to protect them from predators. Whilst the single most popular reason they identify for engaging with technology is to communicate, they identify three key areas of concern related to technology use; usage preferences, positive aspects of technology use and negative aspects of technology use. The topics relating to the latter two themes combine social and moral behaviours forming a preliminary framework for understanding behaviour within the HCI agenda. Subjective and objective methodology is implemented, typically via questionnaires and content analysis. In depth examination and assessment of those concerns deemed important to the young user is achieved via questionnaire studies developed from the issues raised in the focus groups. Building upon the preliminary framework identified in the first study, the thesis employs a questionnaire study to examine whether technology has an impact on trust by young people and how any betrayal of trust might impact on their subsequent behaviour. The questionnaire studies reveal that for young people dynamics of trust and forgiveness are functions of both type of medium chosen to convey information, as well as the recipient to whom the information is related. Further investigation confirms that similar elements exist for older users communicating via digital communication technologies. Subsequent investigation reveals that as young users of computer mediated communication adopt each new alternative communication medium, they then manipulate that new medium to fit their communication needs by using them in such a way as to enhance the speed and quality of communication

    Security Policies That Make Sense for Complex Systems: Comprehensible Formalism for the System Consumer

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    Information Systems today rarely are contained within a single user workstation, server, or networked environment. Data can be transparently accessed from any location, and maintained across various network infrastructures. Cloud computing paradigms commoditize the hardware and software environments and allow an enterprise to lease computing resources by the hour, minute, or number of instances required to complete a processing task. An access control policy mediates access requests between authorized users of an information system and the system\u27s resources. Access control policies are defined at any given level of abstraction, such as the file, directory, system, or network, and can be instantiated in layers of increasing (or decreasing) abstraction. For the system end-user, the functional allocation of security policy to discrete system components, or subsystems, may be too complex for comprehension. In this dissertation, the concept of a metapolicy, or policy that governs execution of subordinate security policies, is introduced. From the user\u27s perspective, the metapolicy provides the rules for system governance that are functionally applied across the system\u27s components for policy enforcement. The metapolicy provides a method to communicate updated higher-level policy information to all components of a system; it minimizes the overhead associated with access control decisions by making access decisions at the highest level possible in the policy hierarchy. Formal definitions of policy often involve mathematical proof, formal logic, or set theoretic notation. Such policy definitions may be beyond the capability of a system user who simply wants to control information sharing. For thousands of years, mankind has used narrative and storytelling as a way to convey knowledge. This dissertation discusses how the concepts of storytelling can be embodied in computational narrative and used as a top-level requirements specification. The definition of metapolicy is further discussed, as is the relationship between the metapolicy and various access control mechanisms. The use of storytelling to derive the metapolicy and its applicability to formal requirements definition is discussed. The author\u27s hypothesis on the use of narrative to explain security policy to the system user is validated through the use of a series of survey instruments. The survey instrument applies either a traditional requirements specification language or a brief narrative to describe a security policy and asks the subject to interpret the statements. The results of this research are promising and reflect a synthesis of the disciplines of neuroscience, security, and formal methods to present a potentially more comprehensible knowledge representation of security policy

    Experientially grounded language production: Advancing our understanding of semantic processing during lexical selection

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    Der Prozess der lexikalischen Selektion, d.h. die Auswahl der richtigen Wörter zur Übermittlung einer intendierten Botschaft, ist noch nicht hinreichend verstanden. Insbesondere wurde kaum erforscht, inwiefern Bedeutungsaspekte, welche in sensomotorischen Erfahrungen grĂŒnden, diesen Prozess der Sprachproduktion beeinflussen. Die Rolle dieser Bedeutungsaspekte wurde mit zwei Studien untersucht, in denen Probanden SĂ€tze vervollstĂ€ndigten. In Studie 1 wurde der visuelle Eindruck der Satzfragmente manipuliert, so dass die SĂ€tze auf- oder absteigend am Bildschirm erschienen. In Studie 2 mussten die Probanden Kopfbewegungen nach oben oder unten ausfĂŒhren, wĂ€hrend sie die Satzfragmente hörten. Wir untersuchten, ob rĂ€umliche Aspekte der produzierten Wörter durch die rĂ€umlichen Manipulationen sowie die rĂ€umlichen Eigenschaften der prĂ€sentierten Satzfragmente beeinflusst werden. Die vertikale visuelle Manipulation in Studie 1 wirkte sich nicht auf die rĂ€umlichen Attribute der produzierten Wörter aus. Die Kopfbewegungen in Studie 2 fĂŒhrten zu einem solchen Effekt – bei Kopfbewegungen nach oben waren die Referenten der produzierten Wörter weiter oben im Raum angesiedelt als nach Bewegungen nach unten (und anders herum). DarĂŒber hinaus war dieser Effekt stĂ€rker, je ausgeprĂ€gter die interozeptive SensibilitĂ€t der Probanden war. Zudem beeinflussten die rĂ€umlichen Aspekte der Satzfragmente die rĂ€umlichen Eigenschaften der produzierten Wörter in beiden Studien. Somit zeigt diese Arbeit, dass in der Erfahrung basierende Bedeutungsanteile, welche entweder in Sprache eingebettet sind oder durch körperliche AktivitĂ€t reaktiviert werden, die Auswahl der Wörter beim Sprechen beeinflussen und dass interindividuelle Unterschiede diesen Effekt modulieren. Die Befunde werden in Bezug zu Theorien der Semantik gesetzt. DarĂŒber hinaus wird das Methodenrepertoire erweitert, indem mit Studie 3 ein Ansatz fĂŒr die DurchfĂŒhrung von Online-Sprachproduktionsexperimenten mit Bildbenennung vorgestellt wird.The process of lexical selection, i.e. producing the right words to get an intended message across, is not well understood. Specifically, meaning aspects grounded in sensorimotor experiences and their role during lexical selection have not been investigated widely. Here, we investigated the role of experientially grounded meaning aspects with two studies in which participants had to produce a noun to complete sentences which described sceneries. In Study 1, the visual appearance of sentence fragments was manipulated and they seemed to move upwards or downwards on screen. In Study 2, participants moved their head up- or downwards while listening to sentence fragments. We investigated whether the spatial properties of the freely chosen nouns are influenced by the spatial manipulations as well as by the spatial properties of the sentences. The vertical visual manipulation used in Study 1 did not influence the spatial properties of the produced words. However, the body movements in Study 2 influenced participants’ lexical choices, i.e. after up-movements the referents of the produced words were higher up compared to after downward movements (and vice verse). Furthermore, there was an increased effect of movement on the spatial properties of the produced nouns with higher levels of participants’ interoceptive sensibility. Additionally, the spatial properties of the stimulus sentences influenced the spatial properties of the produced words in both studies. Thus, experientially grounded meaning aspects which are either embedded in text or reactivated via bodily manipulations may influence which words we chose when speaking, and interindividual differences may moderate these effects. The findings are related to current theories of semantics. Furthermore, this dissertation enhances the methodological repertoire of language production researchers by showing how language production studies with overt articulation in picture naming tasks can be run online (Study 3)
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