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1.
Emergency Medicine (Ukraine) ; 18(1):72-77, 2022.
Article in Ukrainian | Scopus | ID: covidwho-20245041

ABSTRACT

In 2020–2021, in the context of the COVID-19 pandemic, the postgraduate medical education system went to forced measures to preserve the life and health of students and teaching staff in the form of a temporary transition to distance learning. During the training on the "Emergencies” module by interns of various specialties, we conducted an anonymous testing of 342 young colleagues with subsequent certain conclusions. A remote andra gogical process is acceptable and useful only as a component of the dual form of higher medical education. The remote form of training in large classrooms has many disadvantages, so it is advisable to conduct classes in small groups. This type of training requires careful study, optimization and adaptation to modern conditions. © 2022. The Authors.

2.
Conference on Human Factors in Computing Systems - Proceedings ; 2023.
Article in English | Scopus | ID: covidwho-20244856

ABSTRACT

Children are one of the groups most influenced by COVID-19-related social distancing, and a lack of contact with peers can limit their opportunities to develop social and collaborative skills. However, remote socialization and collaboration as an alternative approach is still a great challenge for children. This paper presents MR.Brick, a Mixed Reality (MR) educational game system that helps children adapt to remote collaboration. A controlled experimental study involving 24 children aged six to ten was conducted to compare MR.Brick with the traditional video game by measuring their social and collaborative skills and analyzing their multi-modal playing behaviours. The results showed that MR.Brick was more conducive to children's remote collaboration experience than the traditional video game. Given the lack of training systems designed for children to collaborate remotely, this study may inspire interaction design and educational research in related fields. © 2023 ACM.

3.
2023 11th International Conference on Information and Education Technology, ICIET 2023 ; : 480-484, 2023.
Article in English | Scopus | ID: covidwho-20243969

ABSTRACT

In recent years, the COVID-19 has made it difficult for people to interact with each other face-to-face, but various kinds of social interactions are still needed. Therefore, we have developed an online interactive system based on the image processing method, that allows people in different places to merge the human region of two images onto the same image in real-time. The system can be used in a variety of situations to extend its interactive applications. The system is mainly based on the task of Human Segmentation in the CNN (convolution Neural Network) method. Then the images from different locations are transmitted to the computing server through the Internet. In our design, the system ensures that the CNN method can run in real-time, allowing both side users can see the integrated image to reach 30 FPS when the network is running smoothly. © 2023 IEEE.

4.
The Palgrave Handbook of Interactive Marketing ; : 301-327, 2023.
Article in English | Scopus | ID: covidwho-20241932

ABSTRACT

Recent years have seen a swift embracement of augmented reality (AR) as an interactive marketing tool, which has been accelerated even more rapidly by the COVID-19 pandemic. However, the general attitude toward the technology as well as the factors that inhibit or facilitate its adoption from both, the consumers, and practitioners, remain elusive. This prevents marketers from fully exploiting the potential related to AR marketing. This chapter (1) draws on current literature to conceptualize consumer experience in AR marketing and (2) complements these findings with a practitioner perspective by conducting interviews with small retailers. The results of the present chapter indicate that, from the consumer perspective, AR can give rise to diverse cognitive, affective, and social-psychological outcomes, which can translate into behavioral outcomes, including purchase intentions, word-of-mouth intentions, and brand engagement. From the practitioner's perspective, initial interview results reveal that advancements toward an easy integration of AR within existing IT infrastructures, as well as efficient ways to create virtual product replicas are crucial for the adoption of AR by small retailers. Based on the combined observations from literature and the conducted interviews, a comprehensive framework of interactive AR marketing is provided, and a way forward is discussed by addressing the emergent trends of AR as an interactive marketing technology. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2023.

5.
Contemporary Studies of Risks in Emerging Technology: Part B ; : 97-121, 2023.
Article in English | Scopus | ID: covidwho-20241752

ABSTRACT

Purpose: This study links SDG goal 9 of industry, innovation strategies and another infrastructural environment to branding relating to destination and interactive marketing. Digital marketing tools with various applications aim to offer hi-tech services to customers in interactive marketing services, namely multiple goods and services, data and innovative techniques in the tourism and travel sector. Exploring the study would add to the existing literature supporting interactive marketing procedures and destination branding. Branding relating to destinations fosters tourists around the globe facilitating economic growth and development and supporting the local economies. Need for the Study: It is observed from the literature that very few studies have been identified across the globe from various researchers on the interactive marketing and destination branding that ensures brand loyalty and reassesses the intent of the tourists just before the epidemic pandemic in the form of COVID-19. Artificial Intelligence, as part of information technology, offers various interactive marketing services in the form of different social media marketing strategies, attractive websites for tourists and travel providers and image building on destination branding. This study would help fill the marketing gap, which results in branding relating to destination, brand loyalty and reassessing the intent of various tours and travel plans just before the pandemic. Methodology: The study focused on the literature, demonstrating the stimulus organism methodology and examining the impact of potential marketing strategy, which is interactive focusing on the destination branding, loyalty relating to the brand and also procedures to revert with the intent that would motivate and facilitate the customer's confidence showering the loyalty relating to the brand in the travel and tourism sector. Findings and their Practical Implications: The study revealed that the marketing relating to interactive methodologies in the hi-tech digital approaches ought to be carried out to create opportunities for prospective tourists willing to get information about various tourists destinations with the help of various marketing techniques such as different social media applications, easy access of websites for accessing the tourist destinations and relevant information, accessing images pertinent to the tourism destinations with the ease of chat box and providing suitable audios and video sources to the potential customers. © 2023 by Seval Kardes Selimoglu and Mustafa Hakan Saldi. All rights reserved.

6.
2022 IEEE 14th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management, HNICEM 2022 ; 2022.
Article in English | Scopus | ID: covidwho-20240848

ABSTRACT

Mental health is more than the presence or absence of a mental illness. COVID-19 has led to self and social isolation, disconnection from family and friends. More people than ever are experiencing feelings of helplessness, isolation, grief, anxiety, and depression. In such cases, the team took advantage of the opportunity to raise mental health awareness by developing a trilogy of interactive short films with a website that would support the project's purpose. The film has three characters with different stories, namely Marion;a college student who is struggling to adjust to his new average experience from his online class and Kayla;a nurse who is also a mother of three children, who must participate in treating the patients with COVID at the hospital, and Marie;an OFW who works from Saudi Arabia wants to go home to visit her family. The study also intends to explore the impact of coping strategies and perceived social support on one's ability to handle social isolation stress. Each of the characters' stories will represent the different outlook on possible mental health symptoms that everyone has experienced during the pandemic. The stories presented in the film will be based on real-life circumstances and experiences of people who have lived through the pandemic. The story aims to give hope to its viewers on what lies ahead of the pandemic. Upon testing the produced output, the study results show that most people only have a general idea when it comes to the topic of mental health issues. The study also yielded that the project has spread and increased awareness about the topic under study. Although the project could attain its specific goals and adjectives, the best and only conclusion is to seek professional help from credible and trusted experts in their respective health fields. © 2022 IEEE.

7.
Universidad y Sociedad ; 15(2):666-674, 2023.
Article in English | Scopus | ID: covidwho-20240006

ABSTRACT

The effects of the COVID 19 pandemic led Cuban Higher Education to take emerging measures to continue the teaching-learning process. Consequently, the undergraduate courses had to rethink the curricular designs according to the existing possibilities. The change to the distance learning modality constituted an enormous challenge for university education, with an emphasis on engineering education where students must acquire a set of skills, abilities and attitudes that allow them to fulfill their social responsibilities in the exercise of the profession. The Faculty of Electrical Engineering of the Universidad Central "Marta Abreu” de Las Villas takes on the challenge and begins to design courses on the Moodle platform and re-design the existing ones according to the new study modality, which led to the need to seek a common structure for those designs so that students would quickly become familiar with them. In this paper, the experiences in the design of virtual classrooms for engineering education are presented and the teaching results obtained by the students and their satisfaction with the contents received in two distance-taught course are discussed. © 2023, University of Cienfuegos, Carlos Rafael Rodriguez. All rights reserved.

8.
IEEE Transactions on Education ; 66(3):203-210, 2023.
Article in English | ProQuest Central | ID: covidwho-20239790

ABSTRACT

Contribution: A research on applying blended teaching in microwave filter design in graduate students. Background: The Covid-19 epidemic has caused many universities worldwide to switch to online courses. Taiwan did not have a large-scale local infection in 2020, so the school has implemented a blended teaching plan, combining online and in-person courses. Intended Outcomes: Discuss the effectiveness and satisfaction of the Microwave Filter Design Course in Graduate Students for two classes, Online or In-person course. Application Design: This study uses a quasi-experiment to teach microwave filter courses in the two classes. The teacher integrated into the Flipped Classroom and Interactive Response System (IRS). Students must use the APP to complete the preclass preview and prepare materials. Class A [Formula Omitted] uses in-person classrooms for the whole course;Class B uses blended teaching. The first eight weeks are synchronized online, then mid-term exams, and in-person courses are used for the next ten weeks. Students in two classes in the last week filled out the course satisfaction questionnaire. Findings: Class B achieved better results in the eighth midterm exam week, showing better learning results. Although students in both classes are highly satisfied with the course, Class A is more satisfied than Class B. For graduate students participating in the microwave filter design course, in-person classrooms and blended teaching can achieve good learning results and satisfaction. However, teachers must pay attention to students' reception and understanding of flipped classrooms when using online teaching. And timely and in-depth guidance on the accuracy of APP use.

9.
2023 11th International Conference on Information and Education Technology, ICIET 2023 ; : 1-5, 2023.
Article in English | Scopus | ID: covidwho-20238842

ABSTRACT

There is an increasing interest for people to meet and interact in virtual online environments, including Gather.Town, especially during the COVID-19 pandemic and in the post-pandemic world. We present a scoping review of 11 empirical studies in Gather.town - a 2D Metaverse using a game-like interface with video-chat in which people can create their own virtual spaces and act as avatars to interact with each other for various purposes. To identify knowledge gaps, we summarized the included articles in terms of their application contexts, research issues, research methods, and key findings. We found that most of them were conducted in educational settings with a focus on students' learning experiences and perceptions. The findings of the reviewed studies generally suggested that the use of Gather.town benefited users' engagement. However, the available evidence was mostly based on short interventions (e.g., one session) and self-reported measures (e.g., surveys and interviews). This review concluded by presenting several research gaps for future research (e.g., studies with a longer duration and using more objective measurements of learning achievement and work results). © 2023 IEEE.

10.
Jisuanji Fuzhu Sheji Yu Tuxingxue Xuebao/Journal of Computer-Aided Design and Computer Graphics ; 35(2):248-261, 2023.
Article in Chinese | Scopus | ID: covidwho-20238640

ABSTRACT

The development of the COVID-19 epidemic has increased the home learning time of children. More researchers began to pay attention to children's learning in home. This survey reviewed the frontier and classic cases in the field of interactive design of children's home learning in the past five years, analyzed tangible user interface, augmented reality, and multimodal interaction in human-computer interaction of children's home learning. This paper reviewed the application of interactive system in children's learning and points out its positive side in development of ability, process of learning, habits of learning, and environment of learning of children. Through analysis, we advise that it is necessary to create home learning applications, link smart home systems, and build an interactive learning environment for smart home learning environment design. Finally, we point out the technical and ethical problems existing in the current research, proposes that intelligent perception, emotion recognition, and expression technologies should be introduced in the future, and looks forward to the development of this field. © 2023 Institute of Computing Technology. All rights reserved.

11.
2023 11th International Conference on Information and Education Technology, ICIET 2023 ; : 167-171, 2023.
Article in English | Scopus | ID: covidwho-20237696

ABSTRACT

With rapid proliferation of digitalization and compulsion by COVID-19 pandemic, learning formats have been changing from face-To-face to online. Online education enables learners to take courses from anywhere, anytime, but it can also cause some problems for learners who struggle to maintain motivation. In addition, for STEAM education, it is important to engage in hands-on activities, but the ongoing pandemic has made it difficult for students to gather in one place to perform such activities. Incorporating gamification into online education can potentially motivate students and make STEAM education more interactive. On this premise, we have developed PhyGame as a learning system to help high-school students learn Physics. The system includes common game elements such as badges and leaderboards, and interactive simulation of Physics concepts embodying game-like charm. It also includes three modes of learning that allow students to adjust the difficulty according to their own learning levels, and a function that automatically saves learning log. For evaluation, PhyGame was used by students (N=23) at a high school in central Tokyo. The students rated the system on a scale of 1 to 10, and the main results are as follows: (1) Using PhyGame made learning enjoyable (mean score: 7.74);(2) PhyGame provided a good UI/UX (mean score: 7.83);(3) The overall experience with PhyGame was satisfactory (mean: 7.00). Our evaluation results show that interactive and gamified learning systems like PhyGame have a positive impact on user engagement and motivation. © 2023 IEEE.

12.
Sustainability ; 15(11):8895, 2023.
Article in English | ProQuest Central | ID: covidwho-20237319

ABSTRACT

The purpose of this research is to examine the influential attributes of employees' attitudes and intentions to stay in the domain of human resources management in a low-cost carrier business. Using justice theory as a theoretical underpinning, financial compensation, nonfinancial compensation, coworker relationships, and procedural fairness were derived. The explained attributes of this research were attitude and intention to stay. This study used a survey and collected data on 233 employees in low-cost carriers as survey participants. To test the hypotheses, this study employed structural equation modeling. The results showed that attitude was positively impacted by financial compensation, nonfinancial compensation, coworker relationships, and procedural fairness. The results also revealed the positive effect of coworker relationships and attitudes on the intention to stay. This study sheds light on the literature by ensuring the explanatory power of justice theory in the area of low-cost carrier business.

13.
Education Sciences ; 13(5), 2023.
Article in English | Scopus | ID: covidwho-20234533

ABSTRACT

Background: COVID-19 pandemic times forced health education to go online, and, due to this necessity, long-term difficulties in education such as bibliographic search in databases like PubMed might have worsened even when platforms such as PubMed provide helping mechanisms to the user. These difficulties or even complete lack of knowledge are, unfortunately, not well documented in the literature. Therefore, this study aimed to describe doubts, lack of knowledge and questions of researchers regarding bibliographic research in PubMed as well as to solve all of those doubts by developing a didactic e-book in relation to bibliographic research in PubMed. Methods: This cross-sectional and populational-based study was conducted between January and April 2021. In northern Brazil, a total of 105 dentistry undergraduate students (DUS) received an anonymous digital form (Google® Forms Platform) using a non-probabilistic "snowball” sampling technique. The digital form was composed of four blocks of dichotomous and multiple-choice questions. After signing the informed consent term, the DUS were divided into three groups according to their period/semester in the dentistry program during the study time (G1: 1st period/semester;G2: 5th period/semester and G3: 10th period/semester). A total of 25 questions referring to demographic, educational and knowledge data about how to do scientific research and how to use bibliographic search in PubMed were asked, and all data were presented as descriptive percentages and then analyzed using the Chi square and G tests. Results: From 105 (100%), G1 had 29/105 (27.6%);G2 had 37/105 (35.2%);G3 had 39/105 (37.2%), the average age was 22.34 years and most participants were female 85/105 (81%). Among our sample, 56/105 (53.4%) had not used any type of search strategy, and 96/105 (91.4%) used database research methods. The main database for literature search used was Scielo 92/105 (87.6%), and 63/105 (60%) had general questions or doubts about bibliographic research. All these data had statistical significance p < 0.0001. Conclusions: The results demonstrate a lack of knowledge and doubts in DUS from three different periods/semesters, and this collected information can help in the formation of didactic material to solve such doubts. © 2023 by the authors.

14.
2022 IEEE 14th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management, HNICEM 2022 ; 2022.
Article in English | Scopus | ID: covidwho-20234399

ABSTRACT

Governments and health agencies around the world have been at the forefront of managing the COVID-19 pandemic. To control the spread of the outbreak, mandatory safety protocols have been put into effect. Despite the continuous development and strict enforcement of these preventive guidelines, non-compliance with these mandatory safety protocols has been reported. Getting the message to the public is one of the key challenges in convincing people to follow mitigation policies. In this study, we employed the media of video games to advocate for COVID-19 safety protocols. We developed a video game called "Corona Larona"that features microgames with action gameplay playable on a mobile platform. Our video game concentrated on several preventive measures such as physical distancing, hand washing, wearing face masks as well as basic knowledge about the virus using in-game multiple choice questions. To our knowledge, this is the first video game dedicated to the COVID-19 outbreak and the mandatory safety protocols. In a time when many people play video games to survive their current situation, the Corona Larona game is a strategic example of using and maximizing this form of media for a more noble purpose. © 2022 IEEE.

15.
World Environmental and Water Resources Congress 2023: Adaptive Planning and Design in an Age of Risk and Uncertainty - Selected Papers from World Environmental and Water Resources Congress 2023 ; : 151-164, 2023.
Article in English | Scopus | ID: covidwho-20233618

ABSTRACT

We strongly recommend EWRI members visit the London Water & Steam Museum. This presentation includes many slides of this outstanding museum near the Kew tube station. London Museum of Water & Steam features artefacts and interactive exhibits on water. On October 26, 2018, David Gilbert and Jerry Rogers toured the London Museum of Water & Steam, located at Green Dragon Lane, Brentford, London, TW8 0EN near Kew station. Kew Bridge Pumping Station was originally opened in 1838 by the Grand Junction Waterworks Company. In 1999, the United Kingdom government's Department for Culture, Media, and Sport described Kew Bridge Pumping Station as "the most important historic site of the water supply industry in Britain." The heart of the museum showcases a majestic collection of steam pumping engines, including engines from Corynwall, as well as rotative engines. There are many excellent London water supply and treatment exhibits also. Due to COVID-19, the planned International Historic Civil Engineering Landmark plaque ceremony of July 26, 2020, for the 200-year-old Union Chain Suspension Bridge at Berwick-upon-Tweed was cancelled. Note the book: Samuel Brown and Union Chain Bridge: Gordon Miller, Friends of the Union Bridge, 306 pp, 135 photographs, 15.5 GBP. A tour of the Paxton Estate (Paxton Trust), a historic house at Paxton, Berwickshire, was planned to be a part of the plaque ceremony. There is discussion of having a modified plaque ceremony in the spring of 2023 (specific date to be determined) possibly before the May 2023 EWRI Congress in Henderson, Nevada. © World Environmental and Water Resources Congress 2023.All rights reserved

16.
Lecture Notes in Electrical Engineering ; 954:421-430, 2023.
Article in English | Scopus | ID: covidwho-20233444

ABSTRACT

This paper proposes a novel and robust technique for remote cough recognition for COVID-19 detection. This technique is based on sound and image analysis. The objective is to create a real-time system combining artificial intelligence (AI) algorithms, embedded systems, and network of sensors to detect COVID-19-specific cough and identify the person who coughed. Remote acquisition and analysis of sounds and images allow the system to perform both detection and classification of the detected cough using AI algorithms and image processing to identify the coughing person. This will give the ability to distinguish between a normal person and a person carrying the COVID-19 virus. © 2023, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.

17.
Orthopadie (Heidelb) ; 52(7): 539-546, 2023 Jul.
Article in German | MEDLINE | ID: covidwho-20240037

ABSTRACT

INTRODUCTION: The classic paradigm of "learning on the patient in the operating room" is more and more in conflict with the growing requirements of cost-efficient work and patient safety. With the technology available today for simulator systems, the accessibility of digital tools and the development of a metaverse as a digital meeting place result in various application scenarios and alternatives to classic orthopedic training. SIMULATORS: First VR-desktop simulations in orthopedics and traumatology were developed more than 20 years ago. VR-desktop simulators consist of a computer with a video screen and a joint model. Different instruments can be paired with this system and allow haptic feedback. With innovative software, numerous training programs can be selected, and the user receives precise feedback on their performance. Immersive VR simulators have also played an increasingly important role in recent years. OTHER DIGITAL TOOLS: The use of digital media such as audio and video podcasts as learning and information sources increased in the context of COVID-19. There is also an increasing number of orthopedic and trauma surgery topics on social media platforms. In all fields, however, there is a risk of the spread of misinformation. A quality standard must be maintained. EFFECTIVENESS AND UTILITY OF THE TRAINING: In order to evaluate simulators and their value as a training tool, it is important to comply with various validity criteria. Transfer validity plays an essential role for clinical application. Various studies demonstrate that the skills learned on simulators can also be successfully transferred to real clinical scenarios. DISCUSSION: A lack of availability, costs and high effort are limitations of classic training methods. In contrast, there are versatile use cases of VR-based simulations that are individually adapted to the trainees and cannot endanger patients. The still high acquisition costs, technical obstacles and the not yet widespread availability are limiting factors. The metaverse still offers unimaginable possibilities today to transfer VR-based applications to experimental learning methods.


Subject(s)
COVID-19 , Orthopedics , Humans , Orthopedics/education , Internet , User-Computer Interface , Clinical Competence , COVID-19/epidemiology
18.
PeerJ Comput Sci ; 9: e1348, 2023.
Article in English | MEDLINE | ID: covidwho-20235207

ABSTRACT

Modern approaches in education technology, which make use of advanced resources such as electronic books, infographics, and mobile applications, are progressing to improve education quality and learning levels, especially during the spread of the coronavirus, which resulted in the closure of schools, universities, and all educational facilities. To adapt to new developments, students' performance must be tracked in order to closely monitor all unfavorable barriers that may affect their academic progress. Educational data mining (EDM) is one of the most popular methods for predicting a student's performance. It helps monitoring and improving students' results. Therefore, in the current study, a model has been developed so that students can be informed about the results of the computer networks course in the middle of the second semester and 11 machine algorithms (out of five classes). A questionnaire was used to determine the effectiveness of using infographics for teaching a computer networks course, as the results proved the effectiveness of infographics as a technique for teaching computer networks. The Moodle (Modular Object-Oriented Dynamic Learning Environment) educational platform was used to present the course because of its distinctive characteristics that allow interaction between the student and the teacher, especially during the COVID-19 pandemic. In addition, the different methods of classification in data mining were used to determine the best practices used to predict students' performance using the weka program, where the results proved the effectiveness of the true positive direction of functions, multilayer perceptron, random forest trees, random tree and supplied test set, f-measure algorithms are the best ways to categories.

19.
Journal of Retailing and Consumer Services ; 74:103422, 2023.
Article in English | ScienceDirect | ID: covidwho-20231024

ABSTRACT

The coronavirus (COVID-19) pandemic has not only led to rapid innovation but also shortened the innovation cycle. By comparing the manufacturing and service industries, this study investigated the controversial relationship between product and process innovation from a long-term perspective and examined the synergistic effects of diverse types of innovation on firm performance. Recent five-year Korean Innovation Survey data showed that product and process innovation had interrelationships rather than a one-way sequential relationship. Furthermore, the four different innovation activities have synergistic effects on the firms' financial performance.

20.
2023 CHI Conference on Human Factors in Computing Systems, CHI 2023 ; 2023.
Article in English | Scopus | ID: covidwho-2324709

ABSTRACT

Online social spaces provide much needed connection and belonging - particularly in a context of continued lack of global mobility due to the ongoing Covid-19 pandemic and climate crisis. However, the norms of online social spaces can create environments in which toxic behaviour is normalized, tolerated or even celebrated. This can occur without consequence, leaving its members vulnerable to hate, harassment, and abuse. A vast majority of adults have experienced toxicity online and the harm is even more prevalent for members of marginalized and minoritized groups, who are more often the targets of online abuse. Although there is significant work on toxicity in the SIGCHI community, approaches and knowledge have typically been siloed by the domain of investigation (e.g., social media, multiplayer games, social VR). We argue that cross-disciplinary efforts will benefit not only the various communities and situations in which abuse occurs, but that bringing together researchers from different backgrounds and specialties will provide a robust and rich understanding of how to tackle online toxicity at scale. © 2023 Owner/Author.

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