scholarly journals Estudio exploratorio de las interacciones musicales entre hermanos/as en el entorno cotidiano

2021 ◽  
pp. 39
Author(s):  
Marta Dosaiguas Canal ◽  
Jèssica Pérez-Moreno

Es evidente que en el seno familiar se producen interacciones musicales entre hermanos/as y que estas tienen una transcendencia importante en el desarrollo musical de ambos participantes. Este artículo presenta datos de un estudio sobre estas interacciones de las que aún se sabe muy poco. Los/as participantes son hermanos/as de entre dos y seis años de tres familias catalanas de características similares. Los datos se recogen mediante el DLP (Digital Language Processor) de LENA®, una grabadora de audio que puede grabar hasta 16 horas con una alta calidad y de forma no intrusiva, que lleva puesta el hermano menor. Las grabaciones se recogen de forma periódica y durante un día entero, y se completan con notas de voz narradas por las familias para facilitar información del contexto de ese día. Los datos se analizan con una tabla validada que permite extraer información de cuatro dimensiones: 1) orden de participación; 2) lugar; 3) tipo de intervención, y 4) fuente. Los resultados revelan, entre otra información, que: a) en la mayor parte de las interacciones el hermano mayor empieza y el menor termina la interacción; b) que las interacciones se producen mayoritariamente en el hogar; c) que la imitación y la sincronía son las tipologías de interacción más utilizadas, y d) que las interacciones se basan por igual en canciones o en improvisaciones.

2014 ◽  
Vol 35 (8) ◽  
pp. 1301-1305 ◽  
Author(s):  
Lingsheng Li ◽  
Ami R. Vikani ◽  
Gregory C. Harris ◽  
Frank R. Lin

2018 ◽  
Vol 29 (04) ◽  
pp. 279-291 ◽  
Author(s):  
Kelsey E. Klein ◽  
Yu-Hsiang Wu ◽  
Elizabeth Stangl ◽  
Ruth A. Bentler

AbstractAuditory environments can influence the communication function of individuals with hearing loss and the effects of hearing aids. Therefore, a tool that can objectively characterize a patient’s real-world auditory environments is needed.To use the Language Environment Analysis (LENA) system to quantify the auditory environments of adults with hearing loss, to examine if the use of hearing aids changes a user’s auditory environment, and to determine the association between LENA variables and self-report hearing aid outcome measures.This study used a crossover design.Participants included 22 adults with mild-to-moderate hearing loss, age 64–82 yr.Participants were fitted with bilateral behind-the-ear hearing aids from a major manufacturer.The LENA system consists of a digital language processor (DLP) that is worn by an individual and records up to 16 hr of the individual’s auditory environment. The recording is then automatically categorized according to time spent in different types of auditory environments (e.g., meaningful speech and TV/electronic sound) by the LENA algorithms. The LENA system also characterizes the user’s auditory environment by providing the sound levels of different auditory categories. Participants in the present study wore a LENA DLP in an unaided condition and aided condition, which each lasted six to eight days. Participants wore bilateral hearing aids in the aided condition. Percentage of time spent in each auditory environment, as well as median levels of TV/electronic sounds and speech, were compared between subjects’ unaided and aided conditions using paired sample t tests. LENA data were also compared to self-report measures of hearing disability and hearing aid benefit using Pearson correlations.Overall, participants spent the greatest percentage of time in silence (∼40%), relative to other auditory environments. Participants spent ∼12% and 26% of their time in meaningful speech and TV/electronic sound environments, respectively. No significant differences were found between mean percentage of time spent in each auditory environment in the unaided and aided conditions. Median TV/electronic sound levels were on average 2.4 dB lower in the aided condition than in the unaided condition; speech levels were not significantly different between the two conditions. TV/electronic sound and speech levels did not significantly correlate with self-report data.The LENA system can provide rich data to characterize the everyday auditory environments of older adults with hearing loss. Although TV/electronic sound level was significantly lower in the aided than unaided condition, the use of hearing aids seemed not to substantially change users’ auditory environments. Because there is no significant association between objective LENA variables and self-report questionnaire outcomes, these two types of measures may assess different aspects of communication function. The feasibility of using LENA in clinical settings is discussed.


2021 ◽  
Author(s):  
Robert Vann

This report presents a case study about building a working digital language archive in a hosted university institutional repository. Best practices in language documentation regarding information architecture, organization, and retrieval are considered in relation to university library commitments to resource acquisition/preservation and online cataloging/delivery systems. Despite challenges, findings suggest that constructing digital language archives in university institutional repositories may offer viable collaborative solutions for researchers unable to find suitable, pre-existing archives in which to deposit their language documentary materials. The report concludes that, in such situations, the ability to satisfy best practices may respond to the strengths/weaknesses of particular software implementations as much as it reflects the design team’s vision, as theory and method in language documentation increasingly become matters of library and information science.


2020 ◽  
Vol 02 ◽  
Author(s):  
Rooweither Mabuya ◽  
Dimakatso Mathe ◽  
Mmasibidi Setaka ◽  
Menno van Zaanen

South Africa has eleven official languages. However, not all have received similar amounts of attention. In particular, for many of the languages, only a limited number of digital language resources (data sets and computational tools) exist. This scarcity hinders (computational) research in the fields of humanities and social sciences for these languages. Additionally, using existing computational linguistics tools in a practical setting requires expert knowledge on the usage of these tools. In South Africa, only a small number of people currently have this expertise, further limiting the type of research that relies on computational linguistic tools. The South African Centre for Digital Language Resources (SADiLaR) aims to enable and enhance research in the area of language technology by focusing on the development, management, and distribution of digital language resources for all South African languages. Additionally, it aims to build research capacity, specifically in the field of digital humanities. This requires several challenges to be resolved that we cluster under resources, training, and community building. SADiLaR hosts a repository of existing digital language resources and supports the development of new resources. Additionally, it provides training on the use of these resources, specifically for (but not limited to) researchers in the fields of humanities and social sciences. Through this training, SADiLaR tries to build a community of practice to boost information sharing in the area of digital humanities.


Author(s):  
Eurídice Cabañes ◽  
Luca Carrubba

Videogames, as a new and playful interactive language, have great potential in the education field. On the one hand, we can find educational videogames to cover almost the whole spectrum of topics offered by colleges and academies (although they are used mainly at home and not in the academic environment). On the other hand, playing videogames is in itself a recreational way to generate technical competencies and teach the use of a whole new “digital language.” Depending on different countries and cultures, there is a tendency to implement this technology in educational centres in varying degrees. In order to exemplify this implementation, the authors look at “Scratch,” a creative videogame program for children with a big community behind it. In the conclusion, they focus on the introduction of videogame language in the educational context, not as educational videogames but as a tool to learn digital literacy and contemporary society.


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