31 research outputs found
Finally a Case for Collaborative VR?: The Need to Design for Remote Multi-Party Conversations
Amid current social distancing measures requiring people to work from home,
there has been renewed interest on how to effectively converse and collaborate
remotely utilizing currently available technologies. On the surface, VR
provides a perfect platform for effective remote communication. It can transfer
contextual and environmental cues and facilitate a shared perspective while
also allowing people to be virtually co-located. Yet we argue that currently VR
is not adequately designed for such a communicative purpose. In this paper, we
outline three key barriers to using VR for conversational activity : (1)
variability of social immersion, (2) unclear user roles, and (3) the need for
effective shared visual reference. Based on this outline, key design topics are
discussed through a user experience design perspective for considerations in a
future collaborative design framework
A DSP Coprocessor for ADSL Lite
Irish Signals and Systems Conference (ISSC), Galway, Ireland, January, 1999This paper presents Massana's DSP co-processor solution – FILU-DMT [1] for enabling soft G.Lite (or ADSL Lite) on Pentium and RISC processors. The user interacts with the coprocessor via a C API which accesses a shared RAM interface. All of the G.Lite DSP functions are pre-programmed and held in ROM. The FILU-DMT is implemented in fully synthesizable Verilog RTL with a single synchronous clock for high scan coverage. It is based on a dual MAC architecture which can perform a radix-4 FFT butterfly in 8 cycles yielding a 256 point FFT in 21 µs. This is the industry's fastest FFT for this class of processor. The FILU-DMT supports block floating-point arithmetic which achieves near floating-point performance at a fraction of the area cost of conventional DSPs
Should athletes return to sport after applying ice?: A systematic review of the effect of local cooling on functional performance
Applying ice or other forms of topical cooling is a popular method of treating sports injuries. It is commonplace for athletes to return to competitive activity, shortly or immediately after the application of a cold treatment. In this article, we examine the effect of local tissue cooling on outcomes relating to functional performance and to discuss their relevance to the sporting environment. A computerized literature search, citation tracking and hand search was performed up to April, 2011. Eligible studies were trials involving healthy human participants, describing the effects of cooling on outcomes relating to functional performance. Two reviewers independently assessed the validity of included trials and calculated effect sizes. Thirty five trials met the inclusion criteria; all had a high risk of bias. The mean sample size was 19. Meta-analyses were not undertaken due to clinical heterogeneity. The majority of studies used cooling durations >20 minutes. Strength (peak torque/force) was reported by 25 studies with approximately 75% recording a decrease in strength immediately following cooling. There was evidence from six studies that cooling adversely affected speed, power and agility-based running tasks; two studies found this was negated with a short rewarming period. There was conflicting evidence on the effect of cooling on isolated muscular endurance. A small number of studies found that cooling decreased upper limb dexterity and accuracy. The current evidence base suggests that athletes will probably be at a performance disadvantage if they return to activity immediately after cooling. This is based on cooling for longer than 20 minutes, which may exceed the durations employed in some sporting environments. In addition, some of the reported changes were clinically small and may only be relevant in elite sport. Until better evidence is available, practitioners should use short cooling applications and/or undertake a progressive warm up prior to returning to play
Bridging social distance during social distancing:exploring social talk and remote collegiality in video conferencing
Video conferencing systems have long facilitated work-related conversations
among remote teams. However, social distancing due to the COVID-19 pandemic has
forced colleagues to use video conferencing platforms to additionally fulfil
social needs. Social talk, or informal talk, is an important workplace practice
that is used to build and maintain bonds in everyday interactions among
colleagues. Currently, there is a limited understanding of how video
conferencing facilitates multiparty social interactions among colleagues. In
our paper, we examine social talk practices during the COVID-19 pandemic among
remote colleagues through semi-structured interviews. We uncovered three key
themes in our interviews, discussing 1) the changing purposes and opportunities
afforded by using video conferencing for social talk with colleagues, 2) how
the nature of existing relationships and status of colleagues influences social
conversations and 3) the challenges and changing conversational norms around
politeness and etiquette when using video conferencing to hold social
conversations. We discuss these results in relation to the impact that video
conferencing tools have on remote social talk between colleagues and outline
design and best practice considerations for multiparty videoconferencing social
talk in the workplace.Comment: Accepted to Journal of Human-computer Interaction Special Issue on
the Future of Remote Work: Responses to the Pandemi