651 research outputs found
Desktop video conferencing
This guide aims to provide an introduction to Desktop Video Conferencing (DVC) and forms part of the ESCalate Busy Teacher Educator Guides. You may be familiar with video conferencing, where participants typically book a designated conference room and communicate with another group in a similar room on another site via a large screen display. Desktop video conferencing allows users to video conference from the comfort of their own office, workplace or home via a desktop / laptop Personal Computer. DVC provides live audio and visual communication in real time from a standard PC and allows one to one and multiple user conferences by participants in different physical locations. Some software features a a âwhiteboardâ on the computer screen for information exchange and the option to show or share documents and websites between the participants
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Trends in virtual reality technologies for the learning patient
NextMed convened the Medicine Meets Virtual Reality 22 (MMVR 22) conference in 2016. Since 1992, the conference has brought together a diverse group of researchers to share creative solutions for the evolving challenge of integrating virtual reality tools into medical education. Virtual reality (VR) and its enabling technologies utilize hardware and software to simulate environments and encounters where users can interact and learn. The MMVR 22 symposium proceedings contain projects that support a variety of learners: medical students, practitioners, soldiers, and patients. This report will contemplate the trends in virtual reality technologies for patients navigating their medical and healthcare learning. The learning patient seeks more than intervention; they seek prevention. From virtual humans and environments to motion sensors and haptic devices, patients are surrounded by increasingly rich and transformative data-driven tools. Applied data enables VR applications to simulate experience, predict health outcomes, and motivate new behavior. The MMVR 22 presents investigations into the usability of wearable devices, the efficacy of avatar inclusion, and the viability of multi-player gaming. With increasing need for individualized and scalable programming, only committed open source efforts will align instructional designers, technology integrators, trainers, and clinicians.âCurriculum and InstructionCurriculum and Instructio
Digital Food Marketing to Children and Adolescents: Problematic Practices and Policy Interventions
Examines trends in digital marketing to youth that uses "immersive" techniques, social media, behavioral profiling, location targeting and mobile marketing, and neuroscience methods. Recommends principles for regulating inappropriate advertising to youth
A Low-cost, Wearable Opto-inertial 6 DOF Hand Pose Tracking System for VR
In this paper, a low cost, wearable six Degree of Freedom (6-DOF) hand pose tracking
system is proposed for Virtual Reality applications. It is designed for use with an integrated hand
exoskeleton system for kinesthetic haptic feedback. The tracking system consists of an Infrared (IR)
based optical tracker with low cost mono-camera and inertial and magnetic measurement unit. Image
processing is done on LabVIEW software to extract the 3-DOF position from two IR targets and
Magdwick filter has been implemented on Mbed LPC1768 board to obtain orientation data. Six DOF
hand tracking outputs filtered and synchronized on LabVIEW software are then sent to the Unity
Virtual environment via User Datagram Protocol (UDP) stream. Experimental results show that this
low cost and compact system has a comparable performance of minimal Jitter with position and
orientation Root Mean Square Error (RMSE) of less than 0.2 mm and 0.15 degrees, respectively. Total
Latency of the system is also less than 40 ms
Privacy and Consumer Agency in the Information Age: Between Prying Profilers and Preening Webcams
This article is about the ability of the consumer to control his or her destiny in the new electronic marketspace. Two seemingly opposite phenomena â the need for privacy and the desire for exhibitionism and voyeurism â are vying for attention on the media landscape. We believe the simultaneous occurrence of privacy concerns and ultraexhibitionism is not coincidental. Indeed, exhibitionism and voyeurism seem to offer new tools for consumer resistance against the electronic surveillance systems in networked markets and are inextricably linked to consumersâ desire for control over their intimate personal information
The use of technology to enhance zoological parks
Technology can be used in a zoological setting to improve visitor experience, increase research opportunities, and enhance animal welfare. Evaluating the quality of these technological innovations and their use by nonhuman and human counterparts is a critical part of extending the uses of technology to enhance animal welfare and visitor experience at zoological parks. Survey data from a small sample of institutions housing primates suggest that computers, television, radio, and sprinklers are the most prevalent types of technological enrichment currently used. Survey respondents were positive about the technology implemented, stating a desire to increase its use. Zoo Biol 30:487â497, 2011. © 2010 Wiley Periodicals, Inc.Peer Reviewedhttp://deepblue.lib.umich.edu/bitstream/2027.42/86919/1/20353_ftp.pd
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