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The new global scenario imposed by the SARS-CoV-2 virus has given rise to an atypical and problematic situation in multiple spheres. In very little time, the abrupt change from face-to-face to remote has not only required a rapid widespread use of digital technology, but also a change in methodology and communicative interactions. In the field of education, teachers have had to interact in new environments, with the combined use of face-to-face and non-face-to-face teaching being a major challenge. This paper presents the design and implementation of a cyber presence system for educational environments using Microsoft’s HoloLens 2 Mixed Reality (MR) headset. A software tool is developed that improves teaching scenarios through communication in mixed environments. The tool enables teachers to integrate the students in the classroom in a common space with remote students connected by videoconference. Our system is not limited to education, however, as it can also be deployed in any setting that requires remote communication, such as companies and governmental institutions.
The new global scenario imposed by the SARS-CoV-2 virus has given rise to an atypical and problematic situation in multiple spheres. In very little time, the abrupt change from face-to-face to remote has not only required a rapid widespread use of digital technology, but also a change in methodology and communicative interactions. In the field of education, teachers have had to interact in new environments, with the combined use of face-to-face and non-face-to-face teaching being a major challenge. This paper presents the design and implementation of a cyber presence system for educational environments using Microsoft’s HoloLens 2 Mixed Reality (MR) headset. A software tool is developed that improves teaching scenarios through communication in mixed environments. The tool enables teachers to integrate the students in the classroom in a common space with remote students connected by videoconference. Our system is not limited to education, however, as it can also be deployed in any setting that requires remote communication, such as companies and governmental institutions.
Wearable computing have variety of applications in healthcare ranging from muscle disorders to neurocognitive disorders, Alzheimer’s disease, Parkinson’s disease, and psychological diseases, such as cardiovascular diseases, hypertension and so on. Different types of wearable computing devices are used, for example, bio fluidic-place on wearables, textile-place on wearables, and skin-place on wearables including tattoo place on wearables. In drug delivery systems, the wearable computing systems have shown promising developments, increasing its use in personalized healthcare. Wearable contain experiments, which need to be addressed before their consumerist as a fully customized healthcare system. Distinct types of wearable computing devices currently used in healthcare field are reviewed in this paper. Based on various factors, the paper provides an extensive classification of wearable computing devices. Additionally, limitations, current challenges and future perspective in health care is reviewed.
Noise can scramble a message that is sent. This is true for both voicemails and digital communications transmitted to and from computer systems. During transmission, mistakes tend to happen. Computer memory is the most commonplace to use Hamming code error correction. With extra parity/redundancy bits added to Hamming code, single-bit errors may be detected and corrected. Short-distance data transmissions often make use of Hamming coding. The redundancy bits are interspersed and evacuated subsequently when scaling it for longer data lengths. The new hamming code approach may be quickly and easily adapted to any situation. As a result, it's ideal for sending large data bitstreams since the overhead bits per data bit ratio is much lower. The investigation in this article is extended Hamming codes for product codes. The proposal particularly emphasises on how well it functions with low error rate, which is critical for multimedia wireless applications. It provides a foundation and a comprehensive set of methods for quantitatively evaluating this performance without the need of time-consuming simulations. It provides fresh theoretical findings on the well-known approximation, where the bit error rate roughly equal to the frame error rate times the minimal distance to the codeword length ratio. Moreover, the analytical method is applied to actual design considerations such as shorter and punctured codes along with the payload and redundancy bits calculation. Using the extended identity equation on the dual codes, decoding can be done at the first instance. The achievement of 43.48% redundancy bits is obtained during the testing process which is a huge proportion reduced in this research work.
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