User experience guidelines for mobile natural user interfaces: a case study of physically disabled users
- Authors: Jacobs, Gershwin
- Date: 2017
- Subjects: User interfaces (Computer systems) Human-computer interaction , Mobile computing Augmented reality
- Language: English
- Type: Thesis , Masters , MTech
- Identifier: http://hdl.handle.net/10948/17547 , vital:28377
- Description: Motor impaired people are faced with many challenges, one being the of lack integration into certain spheres of society. Access to information is seen as a major issue for the motor impaired since most forms of interaction or interactive devices are not suited to the needs of motor impaired people. People with motor impairments, like the rest of the population, are increasingly using mobile phones. As a result of the current devices and methods used for interaction with content on mobile phones, various factors prohibit a pleasant experience for users with motor impairments. To counter these factors, this study recognizes the need to implement better suited methods of interaction and navigation to improve accessibility, usability and user experience for motor impaired users. The objective of the study was to gain an understanding of the nature of motor impairments and the challenges that this group of people face when using mobile phones. Once this was determined, a solution to address this problem was found in the form of natural user interfaces. In order to gain a better understanding of this technology, various forms of NUIs and the benefits thereof were studied by the researcher in order to determine how this technology can be implemented to meet the needs of motor impaired people. To test theory, the Samsung Galaxy s5 was selected as the NUI device for the study. It must be noted that this study started in the year 2013 and the Galaxy S5 was the latest device claiming to improve interaction for disabled people at the time. This device was used in a case study that made use of various data collection methods, including participant interviews. Various motor impaired participants were requested to perform predefined tasks on the device, along with the completion of a set of user experience questionnaires. Based on the results of the study, it was found that interaction with mobile phones is an issue for people with motor impairments and that alternative methods of interaction need to be implemented. These results contributed to the final output of this study, namely a set of user experience guidelines for the design of mobile human computer interaction for motor impaired users.
- Full Text:
- Date Issued: 2017
- Authors: Jacobs, Gershwin
- Date: 2017
- Subjects: User interfaces (Computer systems) Human-computer interaction , Mobile computing Augmented reality
- Language: English
- Type: Thesis , Masters , MTech
- Identifier: http://hdl.handle.net/10948/17547 , vital:28377
- Description: Motor impaired people are faced with many challenges, one being the of lack integration into certain spheres of society. Access to information is seen as a major issue for the motor impaired since most forms of interaction or interactive devices are not suited to the needs of motor impaired people. People with motor impairments, like the rest of the population, are increasingly using mobile phones. As a result of the current devices and methods used for interaction with content on mobile phones, various factors prohibit a pleasant experience for users with motor impairments. To counter these factors, this study recognizes the need to implement better suited methods of interaction and navigation to improve accessibility, usability and user experience for motor impaired users. The objective of the study was to gain an understanding of the nature of motor impairments and the challenges that this group of people face when using mobile phones. Once this was determined, a solution to address this problem was found in the form of natural user interfaces. In order to gain a better understanding of this technology, various forms of NUIs and the benefits thereof were studied by the researcher in order to determine how this technology can be implemented to meet the needs of motor impaired people. To test theory, the Samsung Galaxy s5 was selected as the NUI device for the study. It must be noted that this study started in the year 2013 and the Galaxy S5 was the latest device claiming to improve interaction for disabled people at the time. This device was used in a case study that made use of various data collection methods, including participant interviews. Various motor impaired participants were requested to perform predefined tasks on the device, along with the completion of a set of user experience questionnaires. Based on the results of the study, it was found that interaction with mobile phones is an issue for people with motor impairments and that alternative methods of interaction need to be implemented. These results contributed to the final output of this study, namely a set of user experience guidelines for the design of mobile human computer interaction for motor impaired users.
- Full Text:
- Date Issued: 2017
Using computer vision to categorize tyres and estimate the number of visible tyres in tyre stockpile images
- Authors: Eastwood, Grant
- Date: 2017
- Subjects: Tires -- Specifications Tires -- Recycling , Tires -- Maintenance and repair
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: http://hdl.handle.net/10948/16022 , vital:28313
- Description: Pressures from environmental agencies contribute to the challenges associated with the disposal of waste tyres, particularly in South Africa. Recycling of waste tyres in South Africa is in its infancy resulting in the historically undocumented and uncontrolled existence of waste tyre stockpiles across the country. The remote and distant locations of such stockpiles typically complicate the logistics associated with the collection, transport and storage of waste tyres prior to entering the recycling process. In order to optimize the logistics associated with the collection of waste tyres from stockpiles, useful information about such stockpiles would include estimates of the types of tyres as well as the quantity of specific tyre types found in particular stockpiles. This research proposes the use of computer vision for categorizing individual tyres and estimating the number of visible tyres in tyre stockpile images to support the logistics in tyre recycling efforts. The study begins with a broad review of image processing and computer vision algorithms for categorization and counting objects in images. The bag of visual words (BoVW) model for categorization is tested on two small data sets of tread tyre images using a random sub-sampling holdout method. The categorization results are evaluated using performance metrics for multiclass classifiers, namely the average accuracy, precision, and recall. The results indicated that corner-based local feature detectors combined with speeded up robust features (SURF) descriptors in a BoVW model provide moderately accurate categorization of tyres based on tread images. Two feature extraction methods for extracting features for use in training neural networks (NNs) for tyre count estimations in tyre stockpiles are proposed. The two feature extraction methods are used to describe images in terms of feature vectors that can be used as input for NNs. The first feature extraction method uses the BoVW model with histograms of oriented gradients (HOG) features collected from overlapping sub-images to create a visual vocabulary and describe the images in terms of their visual word occurrence histogram. The second feature extraction method uses the image gradient magnitude, gradient orientation, and edge orientations of edges detected using the Canny edge detector. A concatenated histogram is constructed from individual histograms of gradient orientations and gradient magnitude. The histograms are then used to train NNs using backpropogation to approximate functions from the feature vectors describing the images to scalar count estimations. The accuracy of visible object count predictions are evaluated using NN evaluation techniques to determine the accuracy of predictions and the generalization ability of the fit model. The count estimation experiments using the two feature extraction methods for input to NNs showed that fairly accurate count estimations can be obtained and that the fit model could generalize fairly well to unseen images.
- Full Text:
- Date Issued: 2017
- Authors: Eastwood, Grant
- Date: 2017
- Subjects: Tires -- Specifications Tires -- Recycling , Tires -- Maintenance and repair
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: http://hdl.handle.net/10948/16022 , vital:28313
- Description: Pressures from environmental agencies contribute to the challenges associated with the disposal of waste tyres, particularly in South Africa. Recycling of waste tyres in South Africa is in its infancy resulting in the historically undocumented and uncontrolled existence of waste tyre stockpiles across the country. The remote and distant locations of such stockpiles typically complicate the logistics associated with the collection, transport and storage of waste tyres prior to entering the recycling process. In order to optimize the logistics associated with the collection of waste tyres from stockpiles, useful information about such stockpiles would include estimates of the types of tyres as well as the quantity of specific tyre types found in particular stockpiles. This research proposes the use of computer vision for categorizing individual tyres and estimating the number of visible tyres in tyre stockpile images to support the logistics in tyre recycling efforts. The study begins with a broad review of image processing and computer vision algorithms for categorization and counting objects in images. The bag of visual words (BoVW) model for categorization is tested on two small data sets of tread tyre images using a random sub-sampling holdout method. The categorization results are evaluated using performance metrics for multiclass classifiers, namely the average accuracy, precision, and recall. The results indicated that corner-based local feature detectors combined with speeded up robust features (SURF) descriptors in a BoVW model provide moderately accurate categorization of tyres based on tread images. Two feature extraction methods for extracting features for use in training neural networks (NNs) for tyre count estimations in tyre stockpiles are proposed. The two feature extraction methods are used to describe images in terms of feature vectors that can be used as input for NNs. The first feature extraction method uses the BoVW model with histograms of oriented gradients (HOG) features collected from overlapping sub-images to create a visual vocabulary and describe the images in terms of their visual word occurrence histogram. The second feature extraction method uses the image gradient magnitude, gradient orientation, and edge orientations of edges detected using the Canny edge detector. A concatenated histogram is constructed from individual histograms of gradient orientations and gradient magnitude. The histograms are then used to train NNs using backpropogation to approximate functions from the feature vectors describing the images to scalar count estimations. The accuracy of visible object count predictions are evaluated using NN evaluation techniques to determine the accuracy of predictions and the generalization ability of the fit model. The count estimation experiments using the two feature extraction methods for input to NNs showed that fairly accurate count estimations can be obtained and that the fit model could generalize fairly well to unseen images.
- Full Text:
- Date Issued: 2017
Video games as “play assemblages”: applying philosophical concepts from deleuze and guattari to create a novel approach to video games
- Authors: Du Plessis, Corné
- Date: 2017
- Subjects: Video games Video games -- Research , Video games -- History and criticism Video games -- Analysis, appreciation
- Language: English
- Type: Thesis , Doctoral , DPhil
- Identifier: http://hdl.handle.net/10948/16119 , vital:28322
- Description: The phenomena that we collectively refer to as “play” form a significant part of life at numerous levels. According to the play scholar, Johan Huizinga, play has not only been part of all human societies, it is also at the root of the development of numerous cultural activities, including structured games and sports, certain judicial and legal activities, war, and numerous forms of art. Despite its importance, play, with its various manifestations, is often relegated to being a children’s activity or an occasion of pure waste, and is a surprisingly marginalized topic in academic scholarship. In part to remedy this deficit, my aim in this thesis is to explore the comparatively new phenomenon of video games as a particular form of play. While there are undoubtedly many philosophical approaches that can respond to different aspects of the “problem” of video games, I propose that Gilles Deleuze and Felix Guattari’s philosophy of “difference” and “becoming” is particularly useful. On the one hand, Deleuze and Guattari’s philosophy provides a viable framework through which to determine the limitations of the current prominent theories in the field of video game studies, which include “narratology”, “ludology”, and the more recent “hybrid approach”. On the other hand, their philosophy enables one to extend the creative and transformative potential that is inherent to a philosophical “problem”, in this case the “problem” of video games. By adapting selected Deleuzian and Deleuzoguattarian philosophical concepts, including “assemblage”, “percept”, “affect”, “transversal becoming”, and “becoming-imperceptible”, I aim to establish a philosophical framework through which different forms of play, and different video games, can be analyzed in terms of their capacity to generate “difference” and “becoming”. More specifically, I argue that video games can be understood as particular kinds of “play assemblages” that can potentially open the player to “transversal becomings”. The video games that I analyze as play assemblages that can generate “transversal becomings” are Thatgamecompany’s Flower (2009) and Journey (2012). Importantly, “transversal becomings”, understood in this instance as the “becoming-other” of human individuals, have the potential to contribute to the individual’s capacity for creative thought and action. Therefore, I argue that video games, far from being activities of pure waste, can potentially open the player to various forms of “becoming-other”, which can, in turn, increase the player’s capacity to think differently, to become different and to create differences. Ultimately, I aim to promote the value of play and video games on the one hand, and the value of Deleuze and Guattari’s philosophy on the other hand, for the aim of extending the questioning power of life, and increasing our capacity to effectively respond to a continuously changing world of problems.
- Full Text:
- Date Issued: 2017
- Authors: Du Plessis, Corné
- Date: 2017
- Subjects: Video games Video games -- Research , Video games -- History and criticism Video games -- Analysis, appreciation
- Language: English
- Type: Thesis , Doctoral , DPhil
- Identifier: http://hdl.handle.net/10948/16119 , vital:28322
- Description: The phenomena that we collectively refer to as “play” form a significant part of life at numerous levels. According to the play scholar, Johan Huizinga, play has not only been part of all human societies, it is also at the root of the development of numerous cultural activities, including structured games and sports, certain judicial and legal activities, war, and numerous forms of art. Despite its importance, play, with its various manifestations, is often relegated to being a children’s activity or an occasion of pure waste, and is a surprisingly marginalized topic in academic scholarship. In part to remedy this deficit, my aim in this thesis is to explore the comparatively new phenomenon of video games as a particular form of play. While there are undoubtedly many philosophical approaches that can respond to different aspects of the “problem” of video games, I propose that Gilles Deleuze and Felix Guattari’s philosophy of “difference” and “becoming” is particularly useful. On the one hand, Deleuze and Guattari’s philosophy provides a viable framework through which to determine the limitations of the current prominent theories in the field of video game studies, which include “narratology”, “ludology”, and the more recent “hybrid approach”. On the other hand, their philosophy enables one to extend the creative and transformative potential that is inherent to a philosophical “problem”, in this case the “problem” of video games. By adapting selected Deleuzian and Deleuzoguattarian philosophical concepts, including “assemblage”, “percept”, “affect”, “transversal becoming”, and “becoming-imperceptible”, I aim to establish a philosophical framework through which different forms of play, and different video games, can be analyzed in terms of their capacity to generate “difference” and “becoming”. More specifically, I argue that video games can be understood as particular kinds of “play assemblages” that can potentially open the player to “transversal becomings”. The video games that I analyze as play assemblages that can generate “transversal becomings” are Thatgamecompany’s Flower (2009) and Journey (2012). Importantly, “transversal becomings”, understood in this instance as the “becoming-other” of human individuals, have the potential to contribute to the individual’s capacity for creative thought and action. Therefore, I argue that video games, far from being activities of pure waste, can potentially open the player to various forms of “becoming-other”, which can, in turn, increase the player’s capacity to think differently, to become different and to create differences. Ultimately, I aim to promote the value of play and video games on the one hand, and the value of Deleuze and Guattari’s philosophy on the other hand, for the aim of extending the questioning power of life, and increasing our capacity to effectively respond to a continuously changing world of problems.
- Full Text:
- Date Issued: 2017
Visual gaze behaviour of sub-elite cricket batsmen when facing fast in-swing and out-swing bowling
- Authors: Douglas, Wayde Percival
- Date: 2017
- Subjects: Cricket -- Batting -- Psychological aspects Gaze -- Psychological aspects , Visual perception
- Language: English
- Type: Thesis , Masters , MA
- Identifier: http://hdl.handle.net/10948/16098 , vital:28320
- Description: The primary aim of this study was to determine the visual gaze behaviour of sub-elite cricket batsmen when facing fast in-swing and out-swing bowling. To achieve the aim of this study, two main objectives were set: (1) to describe and compare the visual gaze behaviour of sub-elite cricket batsmen for both successful and unsuccessful trials irrespective of the ball faced; and (2) to describe and compare the visual gaze behaviour of sub-elite cricket batsmen for both in-swing and out-swing bowling trials irrespective of the outcome. The gaze behaviour characteristics were described and compared in terms areas of interest (AOI), number of fixations, duration of each fixation, starting and last fixation, and order of fixations. The study was pre-experimental in nature and utilised a quantitative approach. A One group post-test only design was followed in this study. A total of 13 batsmen were tested that met the inclusion criteria and were included in the study by means of purposive sampling. Four different variables were assessed: eye dominance, visual gaze behaviour, the speed of delivery and ambient light. No significant differences were found for the mean number and duration of fixations irrespective of the stroke outcome and the ball type faced. However, significant differences were obtained when specifically looking at the stroke outcome and the ball type faced. Results suggest that the AOI, upper body, arm/ ball release and pitch are considered as task relevant cues. Information appears to be acquired from the aforementioned AOI in a sequential manner to contribute to successful batting performance. In addition, batsmen should attempt to diminish the number of blinks at the end of trials to contribute towards more successful batting performance.
- Full Text:
- Date Issued: 2017
- Authors: Douglas, Wayde Percival
- Date: 2017
- Subjects: Cricket -- Batting -- Psychological aspects Gaze -- Psychological aspects , Visual perception
- Language: English
- Type: Thesis , Masters , MA
- Identifier: http://hdl.handle.net/10948/16098 , vital:28320
- Description: The primary aim of this study was to determine the visual gaze behaviour of sub-elite cricket batsmen when facing fast in-swing and out-swing bowling. To achieve the aim of this study, two main objectives were set: (1) to describe and compare the visual gaze behaviour of sub-elite cricket batsmen for both successful and unsuccessful trials irrespective of the ball faced; and (2) to describe and compare the visual gaze behaviour of sub-elite cricket batsmen for both in-swing and out-swing bowling trials irrespective of the outcome. The gaze behaviour characteristics were described and compared in terms areas of interest (AOI), number of fixations, duration of each fixation, starting and last fixation, and order of fixations. The study was pre-experimental in nature and utilised a quantitative approach. A One group post-test only design was followed in this study. A total of 13 batsmen were tested that met the inclusion criteria and were included in the study by means of purposive sampling. Four different variables were assessed: eye dominance, visual gaze behaviour, the speed of delivery and ambient light. No significant differences were found for the mean number and duration of fixations irrespective of the stroke outcome and the ball type faced. However, significant differences were obtained when specifically looking at the stroke outcome and the ball type faced. Results suggest that the AOI, upper body, arm/ ball release and pitch are considered as task relevant cues. Information appears to be acquired from the aforementioned AOI in a sequential manner to contribute to successful batting performance. In addition, batsmen should attempt to diminish the number of blinks at the end of trials to contribute towards more successful batting performance.
- Full Text:
- Date Issued: 2017
Women and co-operatives
- Tame, Faith Jabulile Nomfundiso
- Authors: Tame, Faith Jabulile Nomfundiso
- Date: 2017
- Subjects: Cooperative societies -- Women -- South Africa -- Eastern Cape Women in agriculture -- South Africa -- Eastern Cape , Agriculture -- Social aspects -- South Africa -- Eastern Cape
- Language: English
- Type: Thesis , Masters , MA
- Identifier: http://hdl.handle.net/10948/20615 , vital:29358
- Description: In this study, “Women and Cooperatives”, the researcher was interested in finding out whether women cooperatives contributed towards development of women and poverty reduction in Sarah Baartman District Municipality between 2004 and 2014. The study was conducted with three cooperatives situated in Makana Local Municipality, Sarah Baartman District Municipality and Eastern Cape Province. The cooperatives studied focused on sewing, poultry and agriculture. The study was explorative in nature as it was aimed at assessing the effectiveness of women cooperatives in empowering women, the effectiveness of women cooperatives in reducing poverty and to make recommendations regarding what can be done to address the challenges identified in the study. The qualitative research method was applied when conducting this study. Eight respondents from each cooperative were willing to take part and this led to a total of twenty-four respondents who participated. The questions asked were based on the interview schedule developed by the researcher. The results of the study and the recommendations indicated that more commitment from the government is required and the following key aspects should be taken into account when considering a development program: Infrastructure, Availability of funding, Access to resources, Skills development, Provision of basic services.
- Full Text:
- Date Issued: 2017
- Authors: Tame, Faith Jabulile Nomfundiso
- Date: 2017
- Subjects: Cooperative societies -- Women -- South Africa -- Eastern Cape Women in agriculture -- South Africa -- Eastern Cape , Agriculture -- Social aspects -- South Africa -- Eastern Cape
- Language: English
- Type: Thesis , Masters , MA
- Identifier: http://hdl.handle.net/10948/20615 , vital:29358
- Description: In this study, “Women and Cooperatives”, the researcher was interested in finding out whether women cooperatives contributed towards development of women and poverty reduction in Sarah Baartman District Municipality between 2004 and 2014. The study was conducted with three cooperatives situated in Makana Local Municipality, Sarah Baartman District Municipality and Eastern Cape Province. The cooperatives studied focused on sewing, poultry and agriculture. The study was explorative in nature as it was aimed at assessing the effectiveness of women cooperatives in empowering women, the effectiveness of women cooperatives in reducing poverty and to make recommendations regarding what can be done to address the challenges identified in the study. The qualitative research method was applied when conducting this study. Eight respondents from each cooperative were willing to take part and this led to a total of twenty-four respondents who participated. The questions asked were based on the interview schedule developed by the researcher. The results of the study and the recommendations indicated that more commitment from the government is required and the following key aspects should be taken into account when considering a development program: Infrastructure, Availability of funding, Access to resources, Skills development, Provision of basic services.
- Full Text:
- Date Issued: 2017
Young adults' experiences of romantic love relationships in virtual space
- Authors: Lambert, Tania
- Date: 2017
- Subjects: Online dating , Intimacy (Psychology) , Young adults
- Language: English
- Type: Thesis , Doctoral , DPhil
- Identifier: http://hdl.handle.net/10948/7577 , vital:21930
- Description: The arena for finding an intimate partner has changed significantly in the 21st century with online love relationships becoming more prevalent. Research indicates that individuals do experience meaningful online romantic love relationships and that these relationships often lead to face to face (FTF) relationships. However, limited research has been done on exploring the experiences of those who are/were involved in online romantic love relationships. Furthermore, research conducted on online love romantic relationships generally fails to investigate how people experience passion online, hereby ignoring this integral component of romantic love. The primary aim of the research study was to explore young adults’ experiences of romantic love relationships in virtual space. More specifically, the study explored how young adults experienced intimacy and passion as elements of romantic love online. The study was viewed from an interpretative paradigm and made use of a qualitative approach. The researcher conducted in-depth, semi-structured interviews with seven participants which were transcribed, and analysed using Interpretative Phenomenological Analysis (IPA). Four superordinate themes were identified, namely, Online Intimacy, Online Romance and Passion, Online Love, and Social Exchange Online. The participants experienced romantic love online and reported that these relationships were very significant, real and impacted on their psychological well-being. The study created a heuristic base that will provide impetus for this emerging field in research.
- Full Text:
- Date Issued: 2017
- Authors: Lambert, Tania
- Date: 2017
- Subjects: Online dating , Intimacy (Psychology) , Young adults
- Language: English
- Type: Thesis , Doctoral , DPhil
- Identifier: http://hdl.handle.net/10948/7577 , vital:21930
- Description: The arena for finding an intimate partner has changed significantly in the 21st century with online love relationships becoming more prevalent. Research indicates that individuals do experience meaningful online romantic love relationships and that these relationships often lead to face to face (FTF) relationships. However, limited research has been done on exploring the experiences of those who are/were involved in online romantic love relationships. Furthermore, research conducted on online love romantic relationships generally fails to investigate how people experience passion online, hereby ignoring this integral component of romantic love. The primary aim of the research study was to explore young adults’ experiences of romantic love relationships in virtual space. More specifically, the study explored how young adults experienced intimacy and passion as elements of romantic love online. The study was viewed from an interpretative paradigm and made use of a qualitative approach. The researcher conducted in-depth, semi-structured interviews with seven participants which were transcribed, and analysed using Interpretative Phenomenological Analysis (IPA). Four superordinate themes were identified, namely, Online Intimacy, Online Romance and Passion, Online Love, and Social Exchange Online. The participants experienced romantic love online and reported that these relationships were very significant, real and impacted on their psychological well-being. The study created a heuristic base that will provide impetus for this emerging field in research.
- Full Text:
- Date Issued: 2017
Youth entrepreneurship and poverty alleviation in Kentane
- Authors: Potwana, Viwe
- Date: 2017
- Subjects: Young adults -- Employment -- South Africa -- Eastern Cape , Youth development -- South Africa -- Eastern Cape , Poverty -- South Africa -- Eastern Cape , Economic development -- South Africa -- Eastern Cape , Entrepreneurship -- South Africa -- Eastern Cape
- Language: English
- Type: Thesis , Masters , MA
- Identifier: http://hdl.handle.net/10948/19850 , vital:28985
- Description: The goal of this research was to explore the experiences of the youth in Kentane with respect to the role that a entrepreneurship plays in alleviation poverty, with the intention to enhance recommendations to the local municipality, the private sector and governmental departments. The study focused on entrepreneurship as one of the strategies that is deemed capable of reducing poverty and increasing economic growth. A qualitative research approach was used to explore the experiences of the entrepreneurial youth, where permission was attained from the youth prior to the commencement of the study. Purposive sampling was utilised to recruit participants and data was collected by means of semi-structured interviews. Qualitative data analysis was carried out using steps outlined in Creswell (2003). Five main themes were identified during data analysis where the main finding was that there was a lack of knowledge and resources to broaden the scope of youth based businesses in the area. Another major finding from this study was the introduction and imposition of haphazard short-term projects aimed at alleviating poverty that often failed as they did not address the needs specific to the community. Youth of Kentane are dedicated as entrepreneurs; however, they need the collaboration of interested parties and stakeholders to realise their respective potentials. Developmental and training programmes are crucial to assist the entrepreneurial youth of Kentane.
- Full Text:
- Date Issued: 2017
- Authors: Potwana, Viwe
- Date: 2017
- Subjects: Young adults -- Employment -- South Africa -- Eastern Cape , Youth development -- South Africa -- Eastern Cape , Poverty -- South Africa -- Eastern Cape , Economic development -- South Africa -- Eastern Cape , Entrepreneurship -- South Africa -- Eastern Cape
- Language: English
- Type: Thesis , Masters , MA
- Identifier: http://hdl.handle.net/10948/19850 , vital:28985
- Description: The goal of this research was to explore the experiences of the youth in Kentane with respect to the role that a entrepreneurship plays in alleviation poverty, with the intention to enhance recommendations to the local municipality, the private sector and governmental departments. The study focused on entrepreneurship as one of the strategies that is deemed capable of reducing poverty and increasing economic growth. A qualitative research approach was used to explore the experiences of the entrepreneurial youth, where permission was attained from the youth prior to the commencement of the study. Purposive sampling was utilised to recruit participants and data was collected by means of semi-structured interviews. Qualitative data analysis was carried out using steps outlined in Creswell (2003). Five main themes were identified during data analysis where the main finding was that there was a lack of knowledge and resources to broaden the scope of youth based businesses in the area. Another major finding from this study was the introduction and imposition of haphazard short-term projects aimed at alleviating poverty that often failed as they did not address the needs specific to the community. Youth of Kentane are dedicated as entrepreneurs; however, they need the collaboration of interested parties and stakeholders to realise their respective potentials. Developmental and training programmes are crucial to assist the entrepreneurial youth of Kentane.
- Full Text:
- Date Issued: 2017