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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
411

Manipulation in Newspaper Articles : A Political Discourse Analysis of Lexical Choice and Manipulation in Japanese Newspaper Crisis Reporting in the case of North Korea

Zouave, Sonia January 2014 (has links)
This paper analyzes some forms of linguistic manipulation in Japanese in newspapers when reporting on North Korea and its nuclear tests. The focus lies on lexical ambiguity in headlines and journalist’s voices in the body of the articles, that results in manipulation of the minds of the readers. The study is based on a corpus of nine articles from two of Japan’s largest newspapers Yomiuri Online and Asahi Shimbun Digital. The linguistic phenomenon that contribute to create manipulation are divided into Short Term Memory impact or Long Term Memory impact and examples will be discussed under each of the categories.The main results of the study are that headlines in Japanese newspapers do not make use of an ambiguous, double grounded structure. However, the articles are filled with explicit and implied attitudes as well as attributed material from people of a high social status, which suggests that manipulation of the long term memory is a tool used in Japanese media. / この論文は日本語の新聞中の北朝鮮と核実験に関する報告記事の曖昧さと操作的な態度についてである。この研究は特に北朝鮮について新聞の記事中の計画的で無意識に言語的な操作態度についてである。記事の見出しと読者の心意を関わる曖昧さについてである。全部の記事は読売新聞と朝日新聞に取ったが、全部の中に、多大態度がある。調査は日本の最大の新聞読売オンラインと朝日新聞デジタルの九の記事のコーパスに基づいてである。研究の主な結果は、日本の新聞の見出しがあいまいな構造を利用していないことだが、記事は明示的な態度だけでなく、多大な引用文で満たされている
412

The acute impact of extended aerobic exercise on cognitive performance

Tichiwanhuyi, Tendayi Stephen January 2015 (has links)
Previous research has established a relationship between exercise and cognition, with more emphasis on this ascertained link, being made on the effects of long term and endurance exercise on cognition. However, enhanced worker effectiveness relies on a strong acute collaboration of physical and cognitive performance during task execution. As a result, the purpose of this study was to examine the acute effects of extended aerobic exercise on visual perception, working memory and motor responses, and to achieve this 24 participants (12 males and 12 females) aged between 18 and 24 participated in a 2 bout cycling exercise. The experimental condition had cycling resistance set at 60 percent of each individual’s maximum aerobic output and the control condition had zero cycling resistance, where three cognitive tasks were performed at 10 minute intervals during the cycling exercise. The results showed that exercise did not affect any significant changes on the cognitive performance measures over the entire cycling duration, as well as during the exercise phase (cycling with resistance). However, visual perception improved significantly (p<0.05) immediately after exercise. This led to the conclusion that moderate to high intensity exercise when performed for an extended duration, has selective effects on certain cognitive performance measures, with the time at which the performance is measured during the exercise being a relevant factor to be considered for maximum activation effects of the exercise.
413

Cross-cultural normative indicators on the Wechsler Memory Scale (WMS) associate learning and visual reproduction subtests

Fike, Lauren January 2008 (has links)
A comprehensive battery of commonly used neuropsychological tests, including the WMS Associate Learning and Visual Reproduction subtests, forming the focus of this study, were administered to a southern African sample (n = 33, age range 18-40). This sample composed of black South African, IsiXhosa speakers with an educational level of Grade 11 and 12, derived through DET and former DET schooling. The gender demographics were as follows; females n = 21 and males n = 12. This sample was purposefully selected based on current cross-cultural research which suggests that individuals matching these above-mentioned demographics are significantly disadvantaged when compared to available neuropsychological norms. This is due to the fact that current norms have been created in contexts with socio-cultural influences; including culture, language and quantity and quality of education distinctly dissimilar to individuals like that composed in the sample. Hence the purpose of this study was fourfold namely; 1) Describe and consider socio-cultural factors and the influence on test performance 2) Provide descriptive and preliminary normative data on this neuropsychologically underrepresented population 3) Compare test performance between age and gender through stratification of the sample and finally to 4) Evaluate the current norms of the two WMS subtests and assess their validity for black South Africans with DET and former DET schooling with comparisons to the results found in the study. Information derived from the statistical analyses indicated that a higher performance in favour of the younger group over the older age range was consistently found for both WMS subtests. With regards to gender, some higher means were evident for the male population in the sample than was produced by the female group. Lastly, due to the fact that most scores derived from the sample were considerably lower when compared to the available norms, it is felt that socio-cultural factors prevalent to this population are a significant cause of lower test performance and thus warrant the development of appropriate normative indicators.
414

VR systems for memory assessment and depth perception

Cárdenas Delgado, Sonia Elizabeth 15 January 2018 (has links)
La evolución de la tecnología de Realidad Virtual (RV) ha contribuido en todos los campos, incluyendo la psicología. Esta evolución implica mejoras tanto en hardware como en software, que permiten experiencias más inmersivas. En un entorno de RV los usuarios pueden percibir la sensación de "presencia" y sentirse "inmersos". Estas sensaciones son posibles utilizando HMDs. Hoy en día, el desarrollo de los HMDs se ha centrado en mejorar sus características técnicas para ofrecer inmersión total. En psicología, los entornos de RV son una herramienta de investigación. Hay algunas aplicaciones para evaluar la memoria espacial que utilizan métodos básicos de interacción. Sin embargo, sistemas de RV que incorporen estereoscopía y movimiento físico todavía no se han explotado en psicología. En esta tesis, se ha desarrollado un nuevo sistema de RV que combina características inmersivas, interactivas y de movimiento. El sistema de RV (tarea en un laberinto virtual) se ha utilizado para evaluar la memoria espacial y la percepción de profundidad. Se han integrado dos tipos diferentes de interacción: una basada en locomoción que consistió en pedalear en una bicicleta fija (condición1) y otra estacionaria usando un gamepad (condición2). El sistema integró dos tipos de visualización: 1) Oculus Rift (OR); 2) Una gran pantalla estéreo. Se diseñaron dos estudios. El primer estudio (N=89) evaluó la memoria espacial a corto plazo usando el OR y los dos tipos de interacción. Los resultados indican que existían diferencias significativas entre ambas condiciones. Los participantes que utilizaron la condición2 obtuvieron mejor rendimiento que los que utilizaron la tarea en la condición1. Sin embargo, no se encontraron diferencias significativas en las puntuaciones de satisfacción e interacción entre ambas condiciones. El desempeño en la tarea correlacionó con el desempeño en las pruebas neuropsicológicas clásicas, revelando la verosimilitud entre ellas. El segundo estudio (N=59) incluyó participantes con y sin estereopsis. Este estudio evaluó la percepción de profundidad comparando los dos sistemas de visualización. Los participantes realizaron la tarea usando la condición2. Los resultados mostraron que las diferentes características del sistema de visualización no influyeron en el rendimiento en la tarea entre los participantes con y sin estereopsis. Se encontraron diferencias significativas a favor del HMD entre las dos condiciones y entre los dos grupos de participantes respecto a la percepción de profundidad. Los participantes que no tenían estereopsis y no podían percibir la profundidad cuando utilizaban otros sistemas de visualización, tuvieron la ilusión de percepción de profundidad cuando utilizaron el OR. El estudio sugiere que para las personas que no tienen estereopsis, el seguimiento de la cabeza influye en gran medida en la experiencia 3D. Los resultados estadísticos de ambos estudios han demostrado que el sistema de RV desarrollado es una herramienta apropiada para evaluar la memoria espacial a corto plazo y la percepción de profundidad. Por lo tanto, los sistemas de RV que combinan inmersión total, interacción y movimiento pueden ser una herramienta útil para la evaluación de procesos cognitivos humanos como la memoria. De estos estudios se han extraído las siguientes conclusiones generales: 1) La tecnología de RV y la inmersión proporcionada por los actuales HMDs son herramientas adecuadas para aplicaciones psicológicas, en particular, la evaluación de la memoria espacial a corto plazo; 2) Un sistema de RV como el presentado podría ser utilizado como herramienta para evaluar o entrenar adultos en habilidades relacionadas con la memoria espacial a corto plazo; 3) Los dos tipos de interacción utilizados para la navegación en el laberinto virtual podrían ser útiles para su uso con diferentes colectivos; 4) El OR permite que los usuarios sin estereopsis puedan percibir l / The evolution of Virtual Reality (VR) technology has contributed in all fields, including psychology. This evolution involves improvements in hardware and software allowing more immersive experiences. In a VR environment users can perceive the sensation of "presence" and feel "immersed". These sensations are possible using VR devices as HMDs. Nowadays, the development of the HMDs has focused on improving their technical features to offer full immersion. In psychology, VR environments are research tools because they allow the use of new paradigms that are not possible to employ in a real environment. There are some applications for assessing spatial memory that use basic methods of HCI. However, VR systems that incorporate stereoscopy and physical movement have not yet been exploited in psychology. In this thesis, a novel VR system combining immersive, interactive and motion features was developed. This system was used for the assessment of the spatial memory and the evaluation of depth perception. For this system, a virtual maze task was designed and implemented. In this system, two different types of interaction were integrated: a locomotion-based interaction pedaling a fixed bicycle (condition1), and a stationary interaction using a gamepad (condition2). This system integrated two types of display systems: 1) The Oculus Rift; 2) A large stereo screen. Two studies were designed to determine the efficacy of the VR system using physical movement and immersion. The first study (N=89) assessed the spatial short term memory using the Oculus Rift and the two types of interaction The results showed that there were statistically significant differences between both conditions. The participants who performed the condition2 got better performance than participants who performed the condition1. However, there were no statistically significant differences in satisfaction and interaction scores between both conditions. The performance on the task correlated with the performance on other classical neuropsychological tests, revealing a verisimilitude between them. The second study (N=59) involved participants who had and who had not stereopsis. This study assessed the depth perception by comparing the two display systems. The participants performed the task using the condition2. The results showed that the different features of the display system did not influence the performance on the task between the participants with and without stereopsis. Statistically significant differences were found in favor of the HMD between the two conditions and between the two groups of participants regard to depth perception. The participants who did not have stereopsis and could not perceive the depth when they used other display systems (e.g. CAVE); however, they had the illusion of depth perception when they used the Oculus Rift. The study suggests that for the people who did not have stereopsis, the head tracking largely influences the 3D experience. The statistical results of both studies have proven that the VR system developed for this research is an appropriate tool to assess the spatial short-term memory and the depth perception. Therefore, the VR systems that combine full immersion, interaction and movement can be a helpful tool for the assessment of human cognitive processes as the memory. General conclusions from these studies are: 1) The VR technology and immersion provided by current HMDs are appropriate tools for psychological applications, in particular, the assessment of spatial short-term memory; 2) A VR system like the one presented in this thesis could be used as a tool to assess or train adults in skills related to spatial short-term memory; 3) The two types of interaction (condition1 and condition2) used for navigation within the virtual maze could be helpful to use with different collectives; 4) The Oculus Rift allows that the users without stereopsis can perceive the depth perception of 3D objects and have rich 3D experiences. / L'evolució de la tecnologia de Realitat Virtual (RV) ha contribuït en tots els camps, incloent la psicologia. Aquesta evolució implica millores en el maquinari i el programari que permeten experiències més immersives. En un entorn de RV, els usuaris poden percebre la sensació de "presència" i sentir-se "immersos". Aquestes sensacions són possibles utilitzant HMDs. Avui dia, el desenvolupament dels HMDs s'ha centrat a millorar les seves característiques tècniques per oferir immersió plena. En la psicologia, els entorns de RV són eines de recerca. Hi ha algunes aplicacions per avaluar la memòria espacial que utilitzen mètodes bàsics d'interacció. Tanmateix, sistemes de RV que incorporen estereoscòpia i moviment físic no s'han explotat en psicologia. En aquesta tesi, s'ha desenvolupat un sistema de RV novell que combina immersió, interacció i moviment. El sistema (tasca en un laberint virtual) s'ha utilitzat per a l'avaluació de la memòria espacial i la percepció de profunditat. S'han integrat dos tipus d'interacció: una interacció basada en locomoció pedalejant una bicicleta fixa (condició1), i l'altra una interacció estacionària usant un gamepad (condició2). S'han integrat dos tipus de sistemes de pantalla: 1) L'Oculus Rift; 2) Una gran pantalla estereoscòpica. Dos estudis van ser dissenyats. El primer estudi (N=89) va avaluar la memòria a curt termini i espacial utilitzant l'Oculus Rift i els dos tipus d'interacció. Els resultats indiquen que hi havia diferències significatives entre les dues condicions. Els participants que van utilitzar la condició2 van obtenir millor rendiment que els participants que van utilitzar la condició1. Tanmateix, no hi havia diferències significatives dins satisfacció i puntuacions d'interacció entre les dues condicions. El rendiment de la tasca va correlacionar amb el rendiment en les proves neuropsicològiques clàssiques, revelant versemblança entre elles. El segon estudi (N=59) va implicar participants que van tenir i que van haver-hi no estereopsis. Aquest estudi va avaluar la percepció de profunditat comparant els dos sistemes de pantalla. Els participants realitzen la tasca utilitzant la condició2. Els resultats van mostrar que les diferents característiques del sistema de pantalla no va influir en el rendiment en la tasca entre els participants qui tenien i els qui no tenien estereopsis. Diferències significatives van ser trobades a favor del HMD entre les dues condicions i entre els dos grups de participants. Els participants que no van tenir estereopsis i no podien percebre la profunditat quan van utilitzar altres sistemes de pantalla (per exemple, CAVE), van tenir la il.lusió de percepció de profunditat quan van utilitzar l'Oculus Rift. L'estudi suggereix que per les persones que no van tenir estereopsis, el seguiment del cap influeix en gran mesura en l'experiència 3D. Els resultats estadístics dels dos estudis han provat que el sistema de RV desenvolupat per aquesta recerca és una eina apropiada per avaluar la memòria espacial a curt termini i la percepció de profunditat. Per això, els sistemes de RV que combinen immersió plena, interacció i moviment poden ser una eina útil per la avaluació de processos cognitius humans com la memòria Les conclusions generals que s'han extret d'aquests estudis, són les següents: 1) La tecnologia de RV i la immersió proporcionada pels HMDs són eines apropiades per aplicacions psicològiques, en particular, la avaluació de memòria espacial a curt termini; 2) Un sistema de RV com el presentat podria ser utilitzat com a eina per avaluar o entrenar adults en habilitats relacionades amb la memòria espacial a curt termini; 3) Els dos tipus d'interacció utilitzats per navegació dins del laberint virtual podrien ser útils per al seu ús amb diferent col.lectius; 3) L'Oculus Rift permet que els usuaris que no tenen estereopsis puguen percebre la percepció de profunditat dels objectes 3D i tenir / Cárdenas Delgado, SE. (2017). VR systems for memory assessment and depth perception [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/94629 / TESIS
415

Stock Market Prediction Through Sentiment Analysis of Social-Media and Financial Stock Data Using Machine Learning

Al Ridhawi, Mohammad 20 October 2021 (has links)
Given the volatility of the stock market and the multitude of financial variables at play, forecasting the value of stocks can be a challenging task. Nonetheless, such prediction task presents a fascinating problem to solve using machine learning. The stock market can be affected by news events, social media posts, political changes, investor emotions, and the general economy among other factors. Predicting the stock value of a company by simply using financial stock data of its price may be insufficient to give an accurate prediction. Investors often openly express their attitudes towards various stocks on social medial platforms. Hence, combining sentiment analysis from social media and the financial stock value of a company may yield more accurate predictions. This thesis proposes a method to predict the stock market using sentiment analysis and financial stock data. To estimate the sentiment in social media posts, we use an ensemble-based model that leverages Multi-Layer Perceptron (MLP), Long Short-Term Memory (LSTM), and Convolutional Neural Network (CNN) models. We use an LSTM model for the financial stock prediction. The models are trained on the AAPL, CSCO, IBM, and MSFT stocks, utilizing a combination of the financial stock data and sentiment extracted from social media posts on Twitter between the years 2015-2019. Our experimental results show that the combination of the financial and sentiment information can improve the stock market prediction performance. The proposed solution has achieved a prediction performance of 74.3%.
416

Redukce šumu audionahrávek pomocí hlubokých neuronových sítí / Audio noise reduction using deep neural networks

Talár, Ondřej January 2017 (has links)
The thesis focuses on the use of deep recurrent neural network, architecture Long Short-Term Memory for robust denoising of audio signal. LSTM is currently very attractive due to its characteristics to remember previous weights, or edit them not only according to the used algorithms, but also by examining changes in neighboring cells. The work describes the selection of the initial dataset and used noise along with the creation of optimal test data. For network training, the KERAS framework for Python is selected. Candidate networks for possible solutions are explored and described, followed by several experiments to determine the true behavior of the neural network.
417

Drill Failure Detection based on Sound using Artificial Intelligence

Tran, Thanh January 2021 (has links)
In industry, it is crucial to be able to detect damage or abnormal behavior in machines. A machine's downtime can be minimized by detecting and repairing faulty components of the machine as early as possible. It is, however, economically inefficient and labor-intensive to detect machine fault sounds manual. In comparison with manual machine failure detection, automatic failure detection systems can reduce operating and personnel costs.  Although prior research has identified many methods to detect failures in drill machines using vibration or sound signals, this field still remains many challenges. Most previous research using machine learning techniques has been based on features that are extracted manually from the raw sound signals and classified using conventional classifiers (SVM, Gaussian mixture model, etc.). However, manual extraction and selection of features may be tedious for researchers, and their choices may be biased because it is difficult to identify which features are good and contain an essential description of sounds for classification. Recent studies have used LSTM, end-to-end 1D CNN, and 2D CNN as classifiers for classification, but these have limited accuracy for machine failure detection. Besides, machine failure occurs very rarely in the data. Moreover, the sounds in the real-world dataset have complex waveforms and usually are a combination of noise and sound presented at the same time. Given that drill failure detection is essential to apply in the industry to detect failures in machines, I felt compelled to propose a system that can detect anomalies in the drill machine effectively, especially for a small dataset. This thesis proposed modern artificial intelligence methods for the detection of drill failures using drill sounds provided by Valmet AB. Instead of using raw sound signals, the image representations of sound signals (Mel spectrograms and log-Mel spectrograms) were used as the input of my proposed models. For feature extraction, I proposed using deep learning 2-D convolutional neural networks (2D-CNN) to extract features from image representations of sound signals. To classify three classes in the dataset from Valmet AB (anomalous sounds, normal sounds, and irrelevant sounds), I proposed either using conventional machine learning classifiers (KNN, SVM, and linear discriminant) or a recurrent neural network (long short-term memory). For using conventional machine learning methods as classifiers, pre-trained VGG19 was used to extract features and neighborhood component analysis (NCA) as the feature selection. For using long short-term memory (LSTM), a small 2D-CNN was proposed to extract features and used an attention layer after LSTM to focus on the anomaly of the sound when the drill changes from normal to the broken state. Thus, my findings will allow readers to detect anomalies in drill machines better and develop a more cost-effective system that can be conducted well on a small dataset. There is always background noise and acoustic noise in sounds, which affect the accuracy of the classification system. My hypothesis was that noise suppression methods would improve the sound classification application's accuracy. The result of my research is a sound separation method using short-time Fourier transform (STFT) frames with overlapped content. Unlike traditional STFT conversion, in which every sound is converted into one image, a different approach is taken. In contrast, splitting the signal into many STFT frames can improve the accuracy of model prediction by increasing the variability of the data. Images of these frames separated into clean and noisy ones are saved as images, and subsequently fed into a pre-trained CNN for classification. This enables the classifier to become robust to noise. The FSDNoisy18k dataset is chosen in order to demonstrate the efficiency of the proposed method. In experiments using the proposed approach, 94.14 percent of 21 classes were classified successfully, including 20 classes of sound events and a noisy class. / <p>Vid tidpunkten för disputationen var följande delarbeten opublicerade: delarbete 2 och 3 inskickat.</p><p>At the time of the doctoral defence the following papers were unpublished: paper 2 and 3 submitted.</p> / AISound – Akustisk sensoruppsättning för AI-övervakningssystem / MiLo — miljön i kontrolloopen
418

Redukce šumu audionahrávek pomocí hlubokých neuronových sítí / Audio noise reduction using deep neural networks

Talár, Ondřej January 2017 (has links)
The thesis focuses on the use of deep recurrent neural network, architecture Long Short-Term Memory for robust denoising of audio signal. LSTM is currently very attractive due to its characteristics to remember previous weights, or edit them not only according to the used algorithms, but also by examining changes in neighboring cells. The work describes the selection of the initial dataset and used noise along with the creation of optimal test data. For creation of the training network is selected KERAS framework for Python and are explored and discussed possible candidates for viable solutions.
419

HMMs and LSTMs for On-line Gesture Recognition on the Stylaero Board : Evaluating and Comparing Two Methods / Kontinuerlig Gestdetektering meddels LSTMer och HMMer

Sibelius Parmbäck, Sebastian January 2019 (has links)
In this thesis, methods of implementing an online gesture recognition system for the novel Stylaero Board device are investigated. Two methods are evaluated - one based on LSTMs and one based on HMMs - on three kinds of gestures: Tap, circle, and flick motions. A method’s performance was measured in its accuracy in determining both whether any of the above listed gestures were performed and, if so, which gesture, in an online single-pass scenario. Insight was acquired regarding the technical challenges and possible solutions to the online aspect of the problem. Poor performance was, however, observed in both methods, with a likely culprit identified as low quality of training data, due to an arduous and complex gesture performance capturing process. Further research improving on the process of gathering data is suggested.
420

En studie av ordinlärning med elever i årskurs 3 : Påverkan av fonotaktisk sannolikhet och grannskapstäthet på ordinlärning samt koppling till fonologisk medvetenhet / A Study on Word Learning with Pupils in Primary School Third Grade : Effects of Phonotactic Probability and Neighborhood Density on Word Learning and Connection to Phonological Awareness

Hillerström, Elisabet, Stensson, Erika January 2019 (has links)
Examensarbetet bygger på tidigare forskning som visat att två egenskaper hos ord, hög/låg fonotaktisk sannolikhet och hög/låg grannskapstäthet, kan påverka ordinlärning hos vuxna och barn. I examens­arbetet upprepas ett ordexperiment som tidigare genomförts i USA och Neder­länderna. Syftet var att, genom en experimentell design, undersöka påverkan av fonotaktisk sannolikhet och grannskapstäthet på ordinlärningen hos 21 elever i åk 3 med typisk språk­ut­veckling. Sambandet mellan elevernas ordinlärning och vokabulär, fonologisk medvetenhet och/eller verbalt arbetsminne undersöktes också. Varje elev genomförde ett ordexperiment i en sagokontext med inlärning av 16 nonord som representerar svenska substantiv. De verbalt och visuellt förmedlade orden har skapats utifrån den svenska fonotaxen. Eleven mötte orden upprepade gånger och skulle genom sagans olika episoder lära in och reproducera dessa. Denna studies resultat är i linje med tidigare resultat från USA och Nederländerna. Eleverna genom­förde också ett test av ordförrådets bredd, PPVT-IV, fonologisk medvetenhet och verbalt arbets­minne, NEPSY-II.  Statistisk analys (ANOVA) visade att repetition förbättrade inlärning­en. En korrelationsanalys visade ett starkt positivt samband mellan antalet inlärda ord och fonologisk medvetenhet. Då det fanns en effekt av hög/låg fonotaktisk sannolikhet i interaktion med hög/ låg grannskapstäthet hos elever med typisk språkutveckling, kan det i vidare forskning vara av intresse att undersöka om denna effekt även gäller för elever med språkstörning och/eller dyslexi. / This student thesis is based on former research which claims that certain characteristics of words, high/low phonotactic probability and high/low neighbourhood density, may affect word learning in adults and children. In this thesis a word experiment, formerly used in the USA and the Netherlands, was replicated. The aim was through experimental design, examine the impact of phonotactic probability and neighbourhood density on word learning in 21 pupils in grade 3 with typical language development. Correlations between pupils’ word learning and vocabulary, phonological awareness and/or verbal short-term memory were also examined. Each pupil performed a word experiment through a story context where 16 pseudo words representing Swedish nouns were learned. The verbally and visually presented words have been created using Swedish phonotactics. The student encountered the words repeatedly and was tasked to during the different episodes learn and produce the words. The result of this study is in line with former studies in the USA and the Netherlands. The pupils also performed tests of vocabulary, PPVT-IV, phonological awareness and verbal short-term memory, NEPSY-II. Statistical analyses (ANOVA) suggested that repeated training improves learning. Correlation analysis indicated a strong positive correlation between number of words learned and phonological awareness. Since there was an effect of high/low phonotactic probability combined with high/low neighbourhood density in pupils with typical language development, future research may examine this effect in pupils with developmental language disorder and/or dyslexia.

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