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the home of Minspeak®* Brand softwar
es, where language is made simple!

 

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Minspeak® Software FAQ's                          Simply Language!

Contents

[1] What areMinpseak® brand softwares?
[2] Why do you have to use pictures?
[3] Isn't it hard to learn all of the associations?
[4] Isn't it hard to learn the sequences?
[5] How does a person learn all of this?
[6] How much time does it take to learn all of this?
[7] How do you decide on the codes?


  1. What are Minspeak® brand softwares?

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    Minspeak® brand softwares are powerful pictorial systems used in augmentative communication. They allows fast, accurate access to language and voice for a very large number of individuals. The Minspeak® approach to language representation is patented and owned Bruce R. Baker. Over the past 25 years, Minspeak® language representation systems have had many contributions by clinicians, special educators, linguists, and people who rely on augmentative communication. In principle, Minspeak® systems can work on many different kinds of computers and handhelds, if the computer is set up to use this approach to language and language representation. However, though the Minspeak® system can work on any computer, a series of computer-based language aids developed by the Prentke Romich Company (PRC) have been specifically designed to take advantage of the educational clinical, and communicative power to represent natural language. The devices which have been specifically designed for Minspeak® language systems are the Pathfinder, Vantage, Vanguard/Vanguard II, SpringBoard and ChatBox.  The Minspeak® Application Programs used in these device are based on the UNITY®128** language program. **Registered Trademark of Semantic Compaction Systems in the United States and other countries*

    In 1980 Bruce Baker had his first contact with individuals who could not use speech or hand signs successfully with unfamiliar communication partners. He saw the communication aids and visual languages (VL's) used at that time and sensed that they did not really meet the needs of those people who relied on them for communication. In particular, he noticed that all the augmented communicators whom he met were significantly slowed down by the number of "hits" it took to generate speech with spelling.

    Just count the number of letters and spaces in the preceding sentence. The total is 182. If an individual were using a head stick and generating a letter every two seconds, it would take 364 seconds or over six minutes. This is not counting possible mistakes and giving no rest periods. Of course, not all sentences are this long. Nevertheless, sentences often run 75 or more keystrokes in length. The amount of time and effort spent in generating language this way is not practical.

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    Baker became aware of a variety of approaches to the keystroke problem. Some had suggested that a linguistically-oriented prediction program could "solve the problem" of the number of hits. Such a program could operate in a way that would allow a person to select a letter and then read a list of words to find whether the word he or she wanted might be on the list.

    This kind of computer-based system has the potential to reduce the number of keystrokes, but another problem intervenes. How many of us can remember what we want to say if after every keystroke we are presented with a list to be read? How much time would be involved in reading list after list? Our example sentence would require a system operator to read at least two dozen lists.  

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    Baker was also aware of, but rejected abbreviations as a way to lower the number of keystrokes. The problem here is that an average person uses thousands of words. The possibility of memorizing hundreds and hundreds of abbreviations seems both overwhelming and futile. Because there are only 26 letters, the abbreviations would soon become arbitrary. For example, how many words begin with "w. " There can only be 26 two letters abbreviations with "w" and these would include such abbreviations as "wq" and "wx."

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    Letters, even with computer power, did not seem to be a viable choice. It is interesting to note that Baker came to this conclusion even before he learned that the majority of individuals with developmental disabilities had difficulties in reading and spelling. He came to this conclusion interacting with college-educated adults who relied on augmentative communication devices. He saw that these individuals were not, at that time, nor would they in the future be, able to achieve voice output communicative competence using the alphabet.

    His own background in ancient and oriental languages predisposed him to look for semantic or meaning-based solutions. For instance, a typical Chinese sentence may have a dozen or fewer Chinese characters. Imagine the benefit, he thought, of a language representation technique for English that would average under 20 characters per sentence.

    Unfortunately, the "logographic" or Chinese approach creates another significant problem. The Chinese writing system has thousands of different characters. To achieve communicative competence using a Chinese-like logographic system, a person would need at least 1,000 characters. Imagine scanning through such a set!

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    Baker explored the possibility of more direct semantic representations, but here a similar problem arose. A child by the age of five uses thousands of different words. The possibility of using thousands of different pictures seemed unrealistic to him Even if a "bare bones" vocabulary could be established, many hundreds of words would have to be represented. A person who relies on augmentative communication would be faced with an overlay featuring hundreds of pictures. This might work with a manual or eye-gaze system where the teacher or clinician points to areas of the board, but it is impractical for use independently.

    The electronic alternative to this would be a menuing system where an individual would be forced, for example, to select a category of words and then have the overlay change to show just the pictures in that category. While this approach might be neat for showing the different members of a category to an augmented communicator, it would not help much with the actual language as we use it.

    For instance, when people are on the screen for emotion words, they rarely select more than one emotion to build a sentence. For example, in the sentence, "Many people like going to the zoo," a system operator would probably find the "many" picture on a different screen from the "people" picture. That picture in turn would be on a different screen from the "like" picture. The "like" picture might be on a different screen from the "go" picture, The "go" picture might again be on a different screen from the picture representing "to." And even the "the" picture might be on a different menu from the "zoo" picture.

    If "like" and "go" were on the same screen and "the" and "zoo" would be on the same screen, some of the problem involved with multiple screens would go away. But the solution would create another problem. If operators are going to select more than one picture from a screen, they need to tell the machine to leave each screen when they are finished. It can't be done automatically. So not only do users need to tell the computer which screen they are going to, but they must tell the system to leave each screen when they are finished.

    Such a system did not seem reasonable to Baker. He knew that able-bodied people generated speech effortlessly and semi-automatically. Introducing a complex range of visual search and discrimination tasks, menu to menu, picture to picture, and screen to screen, seemed very unnatural to him. Just the time spent visually refocusing would be a major stumbling block without considering the level of mental distraction.

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    Consider a somewhat parallel situation. Touch typists are able to remain within language without bothering about reading lists or key placement. If someone introduced a linguistic word-prediction system or a menu-driven picture system to a touch typist, keystrokes would be saved, but the results would, of course, be chaos.

    Baker was aware of other difficulties in representing language with a picture for each word, not the least of these is the problem of synonyms. For instance, how does a person distinguish among the pictures for "mad," "unhappy," "sad," "frown," etc. In English, as in all other languages, these words are encoded by using sounds which are arbitrarily linked to the concepts they represent. The sound "sad" encodes the notion "sad" simply because people who speak English use it that way. In French "triste" means what English speakers mean by "sad." These words do not illustrate a concept, they encode it. It is the natural language capacity of humans to encode rather than to represent meaning directly that allows people to speak and think automatically.

    Because of his linguistic training, Baker was impelled intuitively first to a pictorial system because pictures "give more bang to the punch." Such expressions as "A picture is worth a thousand words" have more than a grain of truth. The letter at best encodes a phone or phoneme. A picture can encode an entire idea or even a suite of ideas.

    Second, he was drawn to encoding systems because they allow for rapid, easy (automatic) language generation. He was also aware of the necessity to have a relatively small set of symbols. Combining these notions together, he explored the development of hieroglyphic-like systems because these systems allow for efficiency, great flexibility, automatic processing, and a small symbol set. His first efforts closely reflected an interpretation of hieroglyphic systems in the light of current microchip technology. The result was the first Minspeak® language representation system.

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    Baker's approach was relatively simple, but it has proven over the years to be practical and quite powerful. Many people assume that pictures have one meaning. A picture of a cup means a "cup." A picture of an apple means an "apple." However, objects do not exist in reality out of context and that context has been used all along in AAC. On language boards, people use a picture of a cup to mean things like "drink" and "thirsty." An apple can mean "fruit," "eat," or even "hungry."

    What Baker did was to systematize a natural process. He used the broader meaning of a picture for the purpose of encoding. For instance, a picture of a rainbow on a manual board can mean "happy" or even "rain." The interpretation, the meaning of the picture, is often in the interaction between the augmented communicator and his or her communication partner. People who have had experience in interacting with augmented communicators using picture systems are aware how clever the "point and guess" game can be.

    In a Minspeak® software system, rainbow could mean "happy" or "rain" according to the context in which it is used. But rather than depending upon the communication partner to determine the meaning of the picture, Minspeak® software allows the augmented communicator to select this meaning independently. A picture of a rainbow sequenced after a picture of an umbrella can mean "rain," but rainbow sequenced after a key illustrating a heart (representing emotions) can mean "happy." Rainbow as the first key can be designated to mean "colors." Rainbow followed by heart can then mean "red."

    Using this simple process, Baker discovered that he was able to encode hundreds of words and sentences with very few keystrokes (two or three symbol sequences) in ways that can lead directly to automatic language generation. Automatic language generation begins when a symbol sequence becomes so familiar that the operator no longer thinks of it. At this point, the physical effort is substantially lessened.

    The person now thinks directly of the word itself, not the symbol sequence. This is the way able-bodied individuals talk. When they have mastered the motor pattern for producing a word, they no longer think about that motor pattern. It becomes automatic. After developing children learn how to produce a word, they learn through using the word. They do not remain focused on how to produce the word.

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    Unlike with other symbol approaches, the augmented communicator can be allowed to decide on his or her own meanings. The computer is programmed to reflect the meanings that the user has decided upon. As with all electronic and non-electronic communication systems, the process of vocabulary and picture selection can be a long one.

    Consequently, early in the development of Minspeak® system, the idea arose to make software application programs with picture and vocabulary selection already done. The first of these application programs was dubbed Words Strategy® , it encoded more than 2,500 different vocabulary units with an average keystroke of 1.9 hits per word. The Words Strategy® application program allows an augmented communicator to generate language flexibly and more than 60% greater than if the same communicator were spelling. More than 2,000 professional person hours were spent on vocabulary selection and the selection of the icon sequences for this application program.

    Minspeak® application programs limits the involvement the communicator has in navigating from screen to screen, and it avoids having him or her to read list after list of predicted words. Approximately 100 to 180 hours of learning on Words Strategy® (currently Unity® application program), roughly the equivalent time required to master touch typing, are needed to bring a person to a level of automatic processing on the system.

    Baker's work has generally focused on adult language, communication rate enhancement, conversational competence, automatic processing, and other issues dealing with interaction and fluency. However, speech clinicians, special educators, and other professionals have taken the system in many different directions. In particular, Minspeak® application programs have been found to be a significant tool in teaching language concepts to people who have developmental disabilities.

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    Perhaps the best way to understand a Minspeak® language system is to look at some examples of its use by several individuals who rely on augmented communication. In the examples, pictures will often be referred to as icons. Calling pictures icons on computer systems is a wide spread practice. The term icon and picture can often be used interchangeably.

    Lindsay, who is five years old, has a red APPLE icon on her Liberator. The APPLE is used to represent the following words and sentences: "I want to eat," "When are we eating?", " I brought money for lunch," "eat," "hungry," "red," "food," and "kitchen." When she presses the APPLE followed by another key, it will say one of the above words or sentences.

    Lindsay's teacher, family, speech-therapist, and classroom aid all grasp the idea of the APPLE picture representing many ideas or words, but their question is, "When Lindsay presses the APPLE picture, how does the Liberator know what word or sentence she wants to say? "The answer is that the meaning of the picture is defined by the other pictures used with it.

    When Lindsay wants to say the word "red," she first presses the picture of the RAINBOW, which, for her, codes the idea of colors and then presses the APPLE. If she wants to ask "When are we eating?," she first presses the picture of a QUESTION MARK, which codes the idea of questions, and then the APPLE. The RAINBOW and question icons narrow down the topic to colors or questions. For each of Lindsay's messages with the APPLE icon, she first presses a different icon to code the topic and then presses the APPLE icon.

    In Lindsay's system, she uses nothing but two icon sequences. The first picture always codes the topic and the second picture always codes the specific idea she is communicating. She has 32 pictures on her overlay. Each picture codes a different topic and she has up to 32 sentences and single words with each topic. Lindsay's Minspeak® system is organized very efficiently for her, but that doesn't mean that all Minspeak® systems are or should be organized the way Lindsay's is.

    If Lindsay's pictures each had one and only one meaning, she would have just 32 messages in her system. By using the broader or contextual meaning of each picture to form codes, Lindsay has a vocabulary of several hundred words, phrases, and sentences in her system all available from a single overlay. She does not have to ask someone to change her overlay, and she does not have to navigate from screen to screen in order to talk. As Lindsay learns the motor patterns used in each sequence, language generation becomes more and more automatic. Lindsay can then concentrate more on using language and less on finding language in her system.

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    Sara, who is 22 years old has one, two, and three icon sequences. Using approximately 60 icons, she has nearly 800 single words and phrases coded according to part of speech (e.g., noun, verb, adjective, preposition). She presses one or two icons and then the part of speech needed to code the word she wants (e.g.,, APPLE + NOUN = food, APPLE + VERB = eat, APPLE + ADJECTIVE = hungry, APPLE + THERMOMETER + VERB = cook). Although Lindsay's system is different from Sara's, both people use multimeaning icons in sequences. Regardless of how the systems are organized, the operating principle of a Minspeak® brand software remains the same: The use of multimeaning icons in icon sequences.

    The principle that pictures have multiple meanings and that specific meanings can be defined by the combination of pictures has been grasped by Lindsay at age 5 and Sara at age 22. As Lindsay matures and her language needs increase, her system will gradually become more similar to Sara's. Although the icons will change and the icon sequences will vary and increase, the principle in Minspeak® brand systems will remain the same.

    Baker, as a theorist and linguist, has developed a visual system which has been a powerful language and communication tool for Lindsay, Sara, and numerous other augmented speakers. Not only does the use of Minspeak® language systems reduce the symbol set needed and save keystrokes when generating language, but it blends naturally with the therapeutic language needs of experience by many people who rely on augmented communication.

    Lindsay is learning to create a cognitive map of language. When looking at a picture, she is increasing her ability to associate a wide range of language concepts (e.g., What is it?, What do we do with it?, What goes with it?, Where is it found?, What shape/color/size is it? etc.). This type of language intervention parallels the same intervention and retrieval techniques used with speaking children who have language and communication disorders.

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    One might ask, "Why is it important to have a visual language system which promotes language development?" The answer is quite simple. Because the majority of augmented speakers have significant language and vocabulary deficits. The visual system used must do more than just represent the bare bones of language. It must promote growth and development. Anything short of that is not in the best interest of the person relying on augmented communication.

    In summary, what are Minspeak® brand systems? They are the use of multimeaning pictures in picture sequences. They provide a powerful and natural means of coding language, no matter what natural language one represents.. It is the only visual language system used by augmented communicators which, simultaneously, is efficient, promotes automatic processing, and supports, through its own structures, language development.

  2. Why do you have to use pictures? Wouldn't it be easier just to put words on the board?

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    Some people who use Minspeak® visual language cannot read; therefore, words are useless to them. Also, pictures naturally invoke multiple ideas, so more information can be stored with fewer pictures and less space on the communication board. For example, the word apple can be used to express the idea of an apple, whereas the picture of an apple can express not only the word apple, but also eating, the color red, hungry, New York (the big apple), worm, etc. Remember, a picture is worth a thousand words.

  3. Isn't it hard to learn all of the associations? How do you know what each picture means?

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    The associations of the pictures to their meanings are designed to be memorable, and make frequent use of many common mnemonic devices, such as homophony, rhebus, cultural association, shape, etc. (See Baker et. al in Minspeak® Conference Proceedings 1990). Also, Minspeak® visual language systems are designed to be customized, so a user can assign meaning to pictures according to his or her own experience, thus making the association more memorable.

  4. Isn't it hard to learn the sequences?

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    The sequences of icons in a Minspeak® visual language system are just as memorable as the associations to the pictures, for the same reasons. (See questions 1 and 2 above)

  5. How does a person learn all of this? Who can teach it?

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    A person learns all of this through practice, practice, practice. Just as an able-bodied child learns to speak using his or her own speech organs through trial and error and many years of speaking, so does a child with disabilites learn language and how to use it with his or her own AAC system. People who can teach Minspeak® language systems can be professionals such as special educators, speech pathologists and their facilitators or other persons familiar with the system, such as parents, friends, fellow classmates, etc. Some people can teach themselves with the device and manual at their disposal. These people are usually cognitively intact teens and adults who already know how to read.

  6. How much time does it take to learn all of this? Won't it take a long time before I can talk?

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    Training time, as with any learning task, varies from individual to individual. We recommend approximately 90 hours, for a cognitively and linguistically intact person, to learn a prestored vocabulary of approximately 2000 words well enough to carry on a normal everyday conversation. A person can begin talking immediately after learning a few words and phrases appropriate for certain situations. They may not be able to compose complete, grammatically correct sentences, but they will be able to communicate some of their ideas to others, which is the most important goal of the speech act.

  7. How do you decide on the codes? Who picks the codes?

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    A Minspeak® visual language system is completely customiziable. A user can define all of the codes by himself or herself. However, creating such a system requires hundreds of hours of intricate detailed work, since codes rely upon other codes and the semantic networks created by the pictures and the codes are tightly interwoven. As a result, Prentke Romich Company (PRC) offers pre-arranged vocabulary sets known as Minspeak® Application Programs (MAPs).

    We have found that it is more effective for an individual to spend the time learning a pre-arranged vocabulary rather than creating a complete vocabulary for himself or herself. PRCs MAPs have been developed by teams of speech/language pathologists, special educators and linguists with extensive experience working with individuals with mild to severe physical, cognitive and multiple impairments.

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Simply Language!

To contact Semantic Compaction Systems, send e-mail to Bob Conti at minspeak@minspeak.com

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Last update:October 10, 2005