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1.
Indian J Surg ; : 1-6, 2021 Jun 18.
Article in English | MEDLINE | ID: covidwho-2313953

ABSTRACT

Online teaching platforms have become a core appealing option for education and information delivery in current pandemic of Coronavirus disease 2019 (COVID-19) among medical professionals. This editorial aims to understand perspective of usability and practicality of audio and video conferencing platforms in the current situation. Review of various available online platforms was done, namely Zoom, Google Meet, Google Classroom, Microsoft Teams, Cisco Webex, Go ToMeet, and Say Namaste highlighting and comparing their essential features, their benefits, the system and operating system in which they are supported, user interface, number of individuals who can participate, price packages, security, customer support, and limitations. Based on this, educational implications are discussed and are a guide to choose a suitable platform as well as suggestion for future research.

2.
World Conference on Information Systems for Business Management, ISBM 2022 ; 324:519-534, 2023.
Article in English | Scopus | ID: covidwho-2279320

ABSTRACT

The lockdown due to Covid-19 has resulted in us relying heavily on technology to communicate and see each other. That, in turn, has led to an explosion of applications that provide audio and video conferencing solutions;which, in turn, has resulted in the generation of vast volumes of visual and auditory data. This ocean of data is mainly untapped and has vast potential to help us build applications that can one day hope to, truly, assist people. All this data, particularly auditory data, can be used to build applications that can support us by communicating with us and understanding what we say, making it comfortable and closer to humans. This data can also be processed to give us more insights into the behaviour of humans and what makes us truly us. All this and many more insights, which are waiting to be tapped, can be garnered from this goldmine of data, thereby allowing us to bridge the huge gap between man and machine. © 2023, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.

3.
5th International Conference on Information Science and Systems, ICISS 2022 ; : 43-48, 2022.
Article in English | Scopus | ID: covidwho-2162027

ABSTRACT

With the development of multimedia technology, people have fully enjoyed the pleasure of audio and video and start to pursue the immersion of multi-sensory interactive experience. Touching is the third interactive media after vision and hearing. We are eager to touch our loved ones remotely, not just through a cold screen to video them, especially during the COVID-19 epidemic. Operating the remote robot, We want to get tactile feedback without time delay as if we were there so as to complete the task better. We hope that the material of the scene can be felt and we can enjoy patting shoulders and clapping hands with each other. Therefore, it is necessary to build a new basic communication in the digital world, enabling low latency end-to-end transmission of tactile information and making our communication interaction warm and emotional. This paper presents an overview of the latest research progress of tactile communication from end-to-end. This paper briefly describes the tactile communication system, studies the current status of acquisition, display, compression and transmission of tactile data, analyzes application scenarios of tactile communication. Finally, the paper provides a conclusion and prospects the next research directions. It is hoped that this review can provide some insights into future research on tactile communication. © 2022 ACM.

4.
The Journal of Business Strategy ; 43(2):122-128, 2022.
Article in English | ProQuest Central | ID: covidwho-1713882

ABSTRACT

Purpose>This paper aims to explore the emerging market of video game streaming and eSports to provide readers with an understanding of the nature and content of this quickly growing entertainment industry. eSports or eGaming is the playing of video games for competition and for spectators by professionals. Popular platforms, eGaming celebrities and revenue sources are introduced. Building upon this knowledge, the authors then show the opportunities marketers have to use this medium for branding, promotional and retailing purposes. Challenges to these aims are also discussed.Design/methodology/approach>The eGaming and eSports industry is summarized by studying its evolution and current state. A thorough review of the players and their possible revenue sources is presented. Likewise, a survey of marketing-related tactics and challenges is discussed to help readers not only understand the field but also use the industry’s growth.Findings>This paper provides valuable information to understand why this new market of video game streaming is rapidly increasing and what impact it will have on consumers, brands and marketing strategists.Originality/value>This paper is unique in the sense that in one place it not only summarizes the advent and growth of an evolving field but also shows the opportunities that firms have to take advantage of this unique medium for connecting with customers. Firms are at the same time cautioned to consider increasing challenges with this new industry.

5.
12th IEEE Annual Information Technology, Electronics and Mobile Communication Conference, IEMCON 2021 ; : 583-589, 2021.
Article in English | Scopus | ID: covidwho-1672780

ABSTRACT

There are a lot of ongoing efforts to combat the COVID-19 pandemic using different combinations of low-cost sensing technologies, information/communication technologies, and smart computation. To provide COVID-19 situational awareness and early warnings, a scalable, real-time sensing solution is needed to recognize risky behaviors in COVID-19 virus spreading such as coughing and sneezing. Various coughing and sneezing recognition methods use audio-only or video-only sensors and Deep Learning (DL) algorithms for smart event recognition. However, each of these recognition processes experiences several types of failure behaviors due to false detection. Sensor integration is a solution to overcome such failures. Moreover, it improves event recognition precision. With the wide availability of low-cost audio and video sensors, we proposed a real-time integrated Internet of Things (IoT) architecture to improve the results of coughing and sneezing recognition. Implemented architecture joins edge and cloud computing. In edge computing, the microphone and camera are connected to the internet and embedded with a DL engine. Audio and video streams are fed to edge computing to detect coughing and sneezing actions in realtime. Cloud computing, which is developed based on the Amazon Web Service (AWS), combines the results of audio and video processing. In this paper, a scenario of a person coughing and sneezing was developed to demonstrate the capabilities of the proposed architecture. The experimental results show that the proposed architecture improved the reliability of coughing and sneezing recognition in the integrated cloud system compared to audio-only and video-only detectors. Three factors have been considered to compare the results of the proposed architecture: F-score, precision, and recall. The precision and recall of the cloud detector are improved on average by %43 and %15, respectively, compared to audio-only and video-only detectors. The F-score improved on average 1.24 times. © 2021 IEEE.

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