11,413 research outputs found

    Advancements and challenges towards a collaborative framework for 3D tele-immersive social networking

    Get PDF
    Social experiences realized through teleconferencing systems are still quite different from face to face meetings. The awareness that we are online and in a, to some extent, lesser real world are preventing us from really engaging and enjoying the event. Several reasons account for these differences and have been identified. We think it is now time to bridge these gaps and propose inspiring and innovative solutions in order to provide realistic, believable and engaging online experiences. We present a distributed and scalable framework named REVERIE that faces these challenges and provides a mix of these solutions. Applications built on top of the framework will be able to provide interactive, truly immersive, photo-realistic experiences to a multitude of users that for them will feel much more similar to having face to face meetings than the experience offered by conventional teleconferencing systems

    Technology in Practice (Section 2.31 of the Comprehensive Clinical Psychology: Vol. 2. Professional Issues)

    Full text link
    The contemporary practice of psychology requires a prudent balance of traditional and emerging communication methods. Interpersonal interactions in the context of human relationship (e.g., speech, emotional expressions, and nonverbal gestures) have been a vital part of emotional healing throughout many centuries, and research findings in the 1990s underscore the importance of relational factors in effective psychological interventions (Whiston & Sexton, 1993). In addition to the time honored interpersonal communication methods of professional psychology, rapid technological advances have propelled psychologists into another sphere of communication. Today\u27s professional psychologist is increasingly expected to attain mastery in both of these communication methods-the very old and the very new

    Holographic and 3D teleconferencing and visualization: implications for terabit networked applications

    Get PDF
    Abstract not available

    A framework for realistic 3D tele-immersion

    Get PDF
    Meeting, socializing and conversing online with a group of people using teleconferencing systems is still quite differ- ent from the experience of meeting face to face. We are abruptly aware that we are online and that the people we are engaging with are not in close proximity. Analogous to how talking on the telephone does not replicate the experi- ence of talking in person. Several causes for these differences have been identified and we propose inspiring and innova- tive solutions to these hurdles in attempt to provide a more realistic, believable and engaging online conversational expe- rience. We present the distributed and scalable framework REVERIE that provides a balanced mix of these solutions. Applications build on top of the REVERIE framework will be able to provide interactive, immersive, photo-realistic ex- periences to a multitude of users that for them will feel much more similar to having face to face meetings than the expe- rience offered by conventional teleconferencing systems

    Mixed reality participants in smart meeting rooms and smart home enviroments

    Get PDF
    Human–computer interaction requires modeling of the user. A user profile typically contains preferences, interests, characteristics, and interaction behavior. However, in its multimodal interaction with a smart environment the user displays characteristics that show how the user, not necessarily consciously, verbally and nonverbally provides the smart environment with useful input and feedback. Especially in ambient intelligence environments we encounter situations where the environment supports interaction between the environment, smart objects (e.g., mobile robots, smart furniture) and human participants in the environment. Therefore it is useful for the profile to contain a physical representation of the user obtained by multi-modal capturing techniques. We discuss the modeling and simulation of interacting participants in a virtual meeting room, we discuss how remote meeting participants can take part in meeting activities and they have some observations on translating research results to smart home environments

    Distributed collaboration between industry and university partners in HE

    Get PDF
    Over the past three years the School of Design has been experimenting with an innovative curriculum design and delivery model named ‘the Global Studio’. The Global Studio is a cross-institutional research informed teaching and learning collaboration conducted between Northumbria University and international universities and industry partners based in the UK, USA, Netherlands and Korea. The aims of the Global Studio are directly linked with current and future industry needs that are related to changes in the organisation of product and service development. These changes highlight the importance of equipping design students with skills for working in globally networked organisations particularly the development of skills in intercultural communication and collaboration. In this paper we will focus on the Global Studio conducted in 2008 which included Northumbria University (UK), Hongik University (Korea), Auburn University (USA), Intel (USA), Motorola design studios located in the UK and Korea and Great Southern Wood (USA). These projects will be used to illustrate challenges and benefits of international collaborative industry-based projects undertaken in distributed settings

    Saving the planet - where to start?

    Get PDF

    New Jersey's Growing Remote Workforce and the Skill Requirements of Employers

    Get PDF
    Highlights factors driving the rise in remote work jobs, the ways remote work is affecting the workplace, and the skills workers need to be effective in remote work environments

    Transforming Health Care in South Africa: A Summary Evaluation of The Atlantic Philanthropies' Nursing Programme

    Get PDF
    Nursing in South Africa has long been neglected, in part because of the turmoil brought about by apartheid. This lack of attention has had dire implications for the vast majority of South Africans who rely on the public health system for health care.From 2006-2012, The Atlantic Philanthropies invested $32.8 million to revitalise, develop and restore pride in the nursing profession in South Africa.Atlantic's investments focused on strengthening: (1) institutions that train nurses; (2) professional development of nurses; (3) research capacity; and (4) nurse leadership.ImpactA 2012 evaluation by Strategic Evaluation, Advisory & Development Consulting (SEAD) found that Atlantic's investment in the nursing sector has "had a major catalytic and sustainable positive impact." Outcomes include:Increased government funding and commitment to nursingIncreased number of nursesImproved infrastructure for institutions of higher educationStrengthened professional development for nursesStrengthened nurse leadership.Lessons and ChallengesSEAD's report also noted several challenges including: (1) a lack of technical skills from grantees in managing complex programmes; (2) difficulty recruiting appropriately qualified nursing students and filling specialist slots; (3) disappointing graduation rates of nurses from 4-year programmes; (4) delays in government funding and approval; and (5) sustainability of funded programmes.The report concludes with a number of lessons that may be useful to other funders seeking to contribute to the revitalisation of nursing in South Africa and other countries

    Virtual Meeting Rooms: From Observation to Simulation

    Get PDF
    Much working time is spent in meetings and, as a consequence, meetings have become the subject of multidisciplinary research. Virtual Meeting Rooms (VMRs) are 3D virtual replicas of meeting rooms, where various modalities such as speech, gaze, distance, gestures and facial expressions can be controlled. This allows VMRs to be used to improve remote meeting participation, to visualize multimedia data and as an instrument for research into social interaction in meetings. This paper describes how these three uses can be realized in a VMR. We describe the process from observation through annotation to simulation and a model that describes the relations between the annotated features of verbal and non-verbal conversational behavior.\ud As an example of social perception research in the VMR, we describe an experiment to assess human observers’ accuracy for head orientation
    corecore