796 resultados para video conferencing
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In this paper, we describe the Vannotea system - an application designed to enable collaborating groups to discuss and annotate collections of high quality images, video, audio or 3D objects. The system has been designed specifically to capture and share scholarly discourse and annotations about multimedia research data by teams of trusted colleagues within a research or academic environment. As such, it provides: authenticated access to a web browser search interface for discovering and retrieving media objects; a media replay window that can incorporate a variety of embedded plug-ins to render different scientific media formats; an annotation authoring, editing, searching and browsing tool; and session logging and replay capabilities. Annotations are personal remarks, interpretations, questions or references that can be attached to whole files, segments or regions. Vannotea enables annotations to be attached either synchronously (using jabber message passing and audio/video conferencing) or asynchronously and stand-alone. The annotations are stored on an Annotea server, extended for multimedia content. Their access, retrieval and re-use is controlled via Shibboleth identity management and XACML access policies.
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Objective-To test the hypothesis that telemedicine for new patient referrals to neurological outpatients is as efficient and acceptable as conventional face to face consultation. Methods-A randomised controlled trial between two groups: face to face (FF) and telemedicine (TM). This study was carried out between a neurological centre and outlying clinics at two distant hospitals linked by identical medium cost commercial interactive video conferencing equipment with ISDN lines transmitting information at 384 kbits/s. The same two neurologists carried out both arms of the study. Of the 168 patients who were suitable for the study, 86 were randomised into the telemedicine group and 82 into the face to face group. Outcome measures were (I) consultation process: (a) number of investigations; (b) number of drugs prescribed; (c) number of patient reviews and (2) patient satisfaction: (a) confidence in consultation; (b) technical aspects of consultation; (c) aspects surrounding confidentiality. Diagnostic categories were also measured to check equivalence between the groups: these were structural neurological, structural non-neurological, nonstructural, and uncertain. Results-Diagnostic categories were similar (p>0.5) between the two groups. Patients in the telemedicine group had significantly more investigations (p=0.001). There was no difference in the number of drugs prescribed (p>0.5). Patients were generally satisfied with both types of consultation process except for concerns about confidentiality and embarrassment in the telemedicine group (p=0.017 and p=0.005 respectively). Conclusion-Telemedicine for new neurological outpatients is possible and feasible but generates more investigations and is less well accepted than face to face examination.
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Mestrado em Engenharia Informática, Área de Especialização em Tecnologias do Conhecimento e da Decisão
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The Iowa Communications Network (ICN) is the country’s premier distance learning and state government Network, committed to providing Iowans with convenient, equal access to education, government and healthcare. The Network makes it possible for Iowans, physically separated by location, to interact in an efficient, creative, and cost-effective manner. ICN provides high-speed Internet, data, video conferencing, and voice (phone) services to authorized users, under Code of Iowa, which includes: K-12 schools, higher education, hospitals, state and federal government, National Guard armories, and libraries.
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Iowa Code section 8D.10 requires certain state agencies prepare an annual report to the General Assembly certifying the identified savings associated with that state agency’s use of the Iowa Communications Network (ICN). This report covers estimated cost savings related to video conferencing via ICN for the Iowa Department of Transportation (DOT). In fiscal year (FY) 2012, the Iowa DOT conducted one session utilizing ICN’s video conferencing system that resulted in $1,266 in estimated savings to the Iowa DOT.
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Iowa Code section 8D.10 requires certain state agencies prepare an annual report to the General Assembly certifying the identified savings associated with that state agency's use of the Iowa Communications Network (ICN). This report covers estimated cost savings related to video conferencing via ICN for the Iowa Department of Transportation (DOT). In January 2012 the Iowa DOT requested the ISDN video circuit be disconnected which closed its ICN account.
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Tutkielman aihealue kuuluu liikeidean kehittämisen kenttään. Tutkielmassa on teoreettinen ja empiirinen osa. Teoreettisen viitekehyksen alussa käsitellään tietoyhteiskuntaa eri näkökulmista käsin. Lisäksi on käsitelty videoneuvotteluna toteutettua opetusta ja videoneuvottelutekniikkaa sekä pohdittu etäopetuskäsitteen suhdetta videoneuvotteluvälitteiseen opetukseen. Koska tutkielmassa on innovatiivinen ote, on lähdeaineiston avulla käsitelty myös innovaatioita. Liikeidean kehittämisen tueksi on selvennetty toiminta-ajatuksen ja liikeidean käsitteitä. Empiirinen osa rakentuu kyselytutkimuksen tulosten esittelyn sekä liikeidean kehittämisen ympärille. Empiirisen osan päätavoite on kehittää liikeideaa yritykselle, joka välittäisi erityisasiantuntijatason opetusta videoneuvottelujärjestelmien kautta. Liikeidean kehittämisen tueksi ja sen testaamiseksi on suoritettu sähköpostin avulla kyselytutkimus valitussa asiakaskohderyhmässä. Kyselytutkimuksen perusteella videoneuvottelujärjestelmien kautta välitettävälle erityisasiantuntemukselle on kysyntää. Videoneuvotteluna toteutettavaan opetukseen on mahdollista rakentaa moniulotteisesti asiakkaiden arvostamaa lisäarvoa. Liikeidean toteutuksen onnistumisen kannalta kriittisen tärkeitä tekijöitä ovat oikean asiakaskohderyhmän valitseminen, koulutussuunnittelu sekä markkinoinnin onnistuminen Erittäin kriittinen tekijä on erityisasiantuntijoiden "sisäänosto".
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Työ tutkii, miten yksinkertaisen opetuskäyttöön suunnatun videoneuvotteluportaalin prototyypin rakentaminen onnistuu avoimilla tekniikoilla. WebRTC mahdollistaa selaimen päällä toimivan videoneuvottelusovelluksen rakentamisen avoimia ohjelmistorajapintoja käyttäen. Prototyypin toteuttamiseen käytetään WebRTC:n lisäksi WebSocket-standardia keskustelun tahojen yhdistämiseen. WebSocket toteutetaan Node.js:ää käyttävällä socket.io-kirjastolla. Sovelluksen avulla on tarkoitus pystyä muodostamaan ääni- ja videoyhteys kahden asiakasohjelman välille. Opetuskäyttöä tukevina ominaisuuksina mukana on myös tekstipohjainen keskustelu ja mahdollisuus opetuskalvojen selaamiseen. Lopputuloksena on laajennettavissa oleva avoin videoneuvottelusovelluksen prototyyppi.
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The Academic South and Academic North buildings are located at the west end of campus. The 80 000 square-foot facilities include the Computer Commons, several multimedia lecture halls, office space, state-of-the-art labs, a food court, and student meeting space. The complex included some of the most modern technology, including broadband Internet video conferencing that enabled real-time visual contact between professors, students, and researchers from around the world.
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Background reading for coursework to prepare a technical report as part of the orientation phase. These items are business documents (i.e. grey literature) which might be read as a prelude or complement to finding information in peer reviewed academic publications. grey literature links and articles to be used in preparation of technical report. See also overview guidance document for this assignment http://www.edshare.soton.ac.uk/8017/
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Collaborative software is usually thought of as providing audio-video conferencing services, application/desktop sharing, and access to large content repositories. However mobile device usage is characterized by users carrying out short and intermittent tasks sometimes referred to as 'micro-tasking'. Micro-collaborations are not well supported by traditional groupware systems and the work in this paper seeks out to address this. Mico is a system that provides a set of application level peer-to-peer services for the ad-hoc formation and facilitation of collaborative groups across a diverse mobile device domain. The system builds on the Java ME bindings of the JXTA P2P protocols, and is designed with an approach to use the lowest common denominators that are required for collaboration between varying degrees of mobile device capability. To demonstrate how our platform facilitates application development, we built an exemplary set of demonstration applications and include code examples here to illustrate the ease and speed afforded when developing collaborative software with Mico.
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In collaborative situations, eye gaze is a critical element of behavior which supports and fulfills many activities and roles. In current computer-supported collaboration systems, eye gaze is poorly supported. Even in a state-of-the-art video conferencing system such as the access grid, although one can see the face of the user, much of the communicative power of eye gaze is lost. This article gives an overview of some preliminary work that looks towards integrating eye gaze into an immersive collaborative virtual environment and assessing the impact that this would have on interaction between the users of such a system. Three experiments were conducted to assess the efficacy of eye gaze within immersive virtual environments. In each experiment, subjects observed on a large screen the eye-gaze behavior of an avatar. The eye-gaze behavior of that avatar had previously been recorded from a user with the use of a head-mounted eye tracker. The first experiment was conducted to assess the difference between users' abilities to judge what objects an avatar is looking at with only head gaze being viewed and also with eye- and head-gaze data being displayed. The results from the experiment show that eye gaze is of vital importance to the subjects, correctly identifying what a person is looking at in an immersive virtual environment. The second experiment examined whether a monocular or binocular eye-tracker would be required. This was examined by testing subjects' ability to identify where an avatar was looking from their eye direction alone, or by eye direction combined with convergence. This experiment showed that convergence had a significant impact on the subjects' ability to identify where the avatar was looking. The final experiment looked at the effects of stereo and mono-viewing of the scene, with the subjects being asked to identify where the avatar was looking. This experiment showed that there was no difference in the subjects' ability to detect where the avatar was gazing. This is followed by a description of how the eye-tracking system has been integrated into an immersive collaborative virtual environment and some preliminary results from the use of such a system.
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For efficient collaboration between participants, eye gaze is seen as being critical for interaction. Video conferencing either does not attempt to support eye gaze (e.g. AcessGrid) or only approximates it in round table conditions (e.g. life size telepresence). Immersive collaborative virtual environments represent remote participants through avatars that follow their tracked movements. By additionally tracking people's eyes and representing their movement on their avatars, the line of gaze can be faithfully reproduced, as opposed to approximated. This paper presents the results of initial work that tested if the focus of gaze could be more accurately gauged if tracked eye movement was added to that of the head of an avatar observed in an immersive VE. An experiment was conducted to assess the difference between user's abilities to judge what objects an avatar is looking at with only head movements being displayed, while the eyes remained static, and with eye gaze and head movement information being displayed. The results from the experiment show that eye gaze is of vital importance to the subjects correctly identifying what a person is looking at in an immersive virtual environment. This is followed by a description of the work that is now being undertaken following the positive results from the experiment. We discuss the integration of an eye tracker more suitable for immersive mobile use and the software and techniques that were developed to integrate the user's real-world eye movements into calibrated eye gaze in an immersive virtual world. This is to be used in the creation of an immersive collaborative virtual environment supporting eye gaze and its ongoing experiments. Copyright (C) 2009 John Wiley & Sons, Ltd.
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This article explores the way users of an online gay chat room negotiate the exchange of photographs and the conduct of video conferencing sessions and how this negotiation changes the way participants manage their interactions and claim and impute social identities. Different modes of communication provide users with different resources for the control of information, affecting not just what users are able to reveal, but also what they are able to conceal. Thus, the shift from a purely textual mode for interacting to one involving visual images fundamentally changes the kinds of identities and relationships available to users. At the same time, the strategies users employ to negotiate these shifts of mode can alter the resources available in different modes. The kinds of social actions made possible through different modes, it is argued, are not just a matter of the modes themselves but also of how modes are introduced into the ongoing flow of interaction.
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This thesis focuses upon a series of empirical studies which examine communication and learning in online glocal communities within higher education in Sweden. A recurring theme in the theoretical framework deals with issues of languaging in virtual multimodal environments as well as the making of identity and negotiation of meaning in these settings; analyzing the activity, what people do, in contraposition to the study of how people talk about their activity. The studies arise from netnographic work during two online Italian for Beginners courses offered by a Swedish university. Microanalyses of the interactions occurring through multimodal video-conferencing software are amplified by the study of the courses’ organisation of space and time and have allowed for the identification of communicative strategies and interactional patterns in virtual learning sites when participants communicate in a language variety with which they have a limited experience. The findings from the four studies included in the thesis indicate that students who are part of institutional virtual higher educational settings make use of several resources in order to perform their identity positions inside the group as a way to enrich and nurture the process of communication and learning in this online glocal community. The sociocultural dialogical analyses also shed light on the ways in which participants gathering in discursive technological spaces benefit from the opportunity to go to class without commuting to the physical building of the institution providing the course. This identity position is, thus, both experienced by participants in interaction, and also afforded by the ‘spaceless’ nature of the online environment.