Literatura académica sobre el tema "Virtual Coaching System (VCS)"

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Artículos de revistas sobre el tema "Virtual Coaching System (VCS)"

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Kotane, Inta. "CONCEPT OF VIRTUAL CURRENCIES IN MODERN ECONOMIES". Latgale National Economy Research 1, n.º 10 (18 de septiembre de 2018): 63. http://dx.doi.org/10.17770/lner2018vol1.10.3605.

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In recent years, development of blockchain technology and virtual currencies (VCs) have been followed not just by the media and industry professionals all over the world – there rarely could be found a person who has not ever heard the term ‘bitcoin’. Despite the popularity of VCs, there is a lack of comprehensible information in the Latvian language about what the virtual currency (VC) is, as well the concepts of digital and VCs are often misused as synonyms. The research is based on the analysis of special literature and scientific publications on the system of VCs. The aim of the research: to explore the concept of VCs in the modern economy. General scientific research methods are used in the research: the method of monographic or descriptive research, the comparative analysis method for studying the concept of VCs, the classification, legal regulation, and future development possibilities. The results of the research show that VCs are a type of digital currency, though, the opposite statement is not correct. Thus, all VCs are digital, but not all digital currencies are virtual. Exploration of the legal framework of VCs suggests that it is at an early stage of development. With the increasing number of VCs and along with strengthening of the legal framework of VCs, the issue of possible directions of the future development of VCs is raised. Two points of view dominate: the future currency or payment system, for example, smart contracts.
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Sitzenfrei, R., M. Möderl y W. Rauch. "Graph-based approach for generating virtual water distribution systems in the software VIBe". Water Supply 10, n.º 6 (1 de diciembre de 2010): 923–32. http://dx.doi.org/10.2166/ws.2010.579.

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Application of virtual case studies (VCS) is a well established technique in environmental engineering to test measures, approaches, models or software. However, preparation of VCS for an infrastructure network is a tedious task. In literature, approaches can be found which generate very simplified VCS, which are only partly comparable with real world case studies. VCS which are more comparable with real world case studies can be generated with the software VIBe (Virtual Infrastructure Benchmarking). With VIBe, a methodology for algorithmic generation of VCS with varying spatially distributed boundary conditions was presented. Therein the investigated infrastructure is constructed accordingly to the state-of-the-art design rules meeting the requirements of the generated virtual urban environment. In this paper the module for the generation of water distribution systems (WDS) is presented. The generated WDS are set in context with data from real world WDS and systematically investigated. A set of 75,000 virtual WDS with varying properties is characterized and stochastically analysed in order to identify system coherences e.g. impact of mesh degree on hydraulic, water quality performance and costs. An example involving the systematic investigation of a simple pipe sizing algorithm with the set of 75,000 WDS is shown.
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Lete, Nerea, Andoni Beristain y Alejandro García-Alonso. "Survey on virtual coaching for older adults". Health Informatics Journal 26, n.º 4 (1 de agosto de 2020): 3231–49. http://dx.doi.org/10.1177/1460458220926894.

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Virtual coaching has emerged as a promising solution to extend independent living for older adults. A virtual coach system is an always-attentive personalized system that continuously monitors user’s activity and surroundings and delivers interventions – that is, intentional messages – in the appropriate moment. This article presents a survey of different approaches in virtual coaching for older adults, from the less technically supported tools to the latest developments and future avenues for research. It focuses on the technical aspects, especially on software architectures, user interaction and coaching personalization. Nevertheless, some aspects from the fields of personality/social psychology are also presented in the context of coaching strategies. Coaching is considered holistically, including matters such as physical and cognitive training, nutrition, social interaction and mood.
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Jamali H., Ehsan, Masafumi Katou, Kenji Tara, Eiichi Asakawa y Hitoshi Mikada. "Mirror reverse time migration using vertical cable seismic data for methane hydrate exploration". GEOPHYSICS 84, n.º 6 (1 de noviembre de 2019): B447—B460. http://dx.doi.org/10.1190/geo2018-0422.1.

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Gas hydrates are located in the permafrost and in deepwater shallow sediments, where low temperature and high pressure satisfy the stability conditions of methane clathrates to remain as solid compounds. Hydrates are found in a form of fine-layered or altered-layered structure with hiatuses and necessitate high-resolution surveys, which may not be achieved by conventional marine acquisition using towed streamers. We have developed a recent case study in which the vertical cable seismic (VCS) method has been used for high-resolution subseafloor imaging using a set of buoyed vertical-arrayed receivers that are anchored to the seafloor. The observation close to the target in the deepwater environment provides a higher signal-to-noise ratio and higher resolution. The primary reflections, however, could not achieve reliable depth images in the data processing due to their limited subsurface coverage. We used a reverse time migration (RTM) implementation of mirror imaging to extend the spatial subsurface coverage by using receiver ghost reflections. Because conventional velocity analysis methods are not applicable to the VCS survey due to the asymmetrical reflection path between the source and receiver, we implemented seismic interferometry and generated virtual surface seismic data from VCS data for velocity analysis. To preserve the resolution, amplitudes, and phase characteristics, we applied mirror RTM on the ghost reflections in the original VCS data rather than imaging the virtual data. The introduced case study using a VCS survey for identifying the methane hydrate system of the Umitaka Spur in the Sea of Japan led to high-resolution images, which suggest that a large gas chimney exists beneath a pockmark and is responsible for transferring methane gas from a deep hydrocarbon source to the shallow sediments. A bottom-simulating reflector as the base of the gas hydrate stability zone was also imaged.
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Belkhouche, F. y B. Bendjilali. "Dynamic collision risk modeling under uncertainty". Robotica 31, n.º 4 (3 de octubre de 2012): 525–37. http://dx.doi.org/10.1017/s0263574712000550.

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SUMMARYThis paper introduces a probabilistic model for collision risk assessment between moving vehicles. The uncertainties in the states and the geometric variables obtained from the sensory system are characterized by probability density functions. Given the states and their uncertainties, the goal is to determine the probability of collision in a dynamic environment. Two approaches are discussed: (1) The virtual configuration space (VCS), and (2) the rates of change of the visibility angles. The VCS is a transformation of observer that reduces collision detection with a moving object to collision detection with a stationary object. This approach allows to create simple geometric collision cones. Error propagation models are used to solve the problem when going from the VCS to the configuration space. The second approach derives the collision conditions in terms of the rate of change of the limit visibility angles. The probability of collision is then calculated. A comparison between the two methods is carried out. Results are illustrated using simulation, including Monte Carlo simulation.
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Adamczyk, Michal y Teresa Orlowska-Kowalska. "Virtual Current Sensor in the Fault-Tolerant Field-Oriented Control Structure of an Induction Motor Drive". Sensors 19, n.º 22 (15 de noviembre de 2019): 4979. http://dx.doi.org/10.3390/s19224979.

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Designing electrical drives resistant to the failures of chosen sensors has recently become increasingly popular due to the possibility of their use in fault-tolerant control (FTC) systems including drives for electric vehicles. In this article, a virtual current sensor (VCS) based on an algorithmic method for the reconstruction of the induction motor (IM) phase currents after current sensor faults was proposed. This stator current estimator is based only on the measurements of the DC-bus voltage in the intermediate circuit of the voltage-source inverter (VSI) and a rotor speed. This proposal is dedicated to fault-tolerant vector controlled IM drives, where it is necessary to switch to scalar control as a result of damage to the current sensors. The proposed VCS allows further uninterrupted operation of the direct rotor-field oriented control (DRFOC) of the induction motor drive. The stator current estimator has been presented in the form of equations, enabling its practical implementation in a microprocessor system. Simulation studies of the proposed algorithm in an open and closed-loop DRFOC structure are presented under different operation conditions of the drive system. The experimental verification of the proposed method is also presented and the accuracy of the stator current estimation algorithm is analyzed under various operating conditions of the drive system.
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Little, Bob. "Virtual value soars for sales-related skills". Industrial and Commercial Training 46, n.º 5 (1 de julio de 2014): 265–69. http://dx.doi.org/10.1108/ict-02-2014-0009.

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Purpose – The purpose of this paper is to outline an unusual – and online-based – approach to sales and negotiation training and coaching. Design/methodology/approach – Interviews with organisations involved, augmented with case studies. Findings – The “Learn, Implement, Support” method of developing sales and negotiating skills is effective. It combats, cost effectively, the criticism that 30 per cent of all learning is forgotten within 30 days of receiving training unless it is reinforced in a practical way. Practical implications – Organisations of all sizes – not just global multinationals – can now increase productivity and profitability from the online delivery of relevant learning materials, followed immediately by virtual coaching and support for a period of at least 12 months. Social implications – People can learn how to sell products and services more effectively and efficiently, via online-delivered learning and coaching, which contains a high degree of video. Originality/value – Organisations of all sizes – not just global multinationals – can now experience and benefit from the knowledge, skills and experience of a master-performer in the fields of sales and negotiation, thanks to the advent of a system of online learning delivery followed by virtual coaching.
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Yang, Guide, Yuanping Zhou y Wenlong Xia. "Performance Optimization for Overloaded MIMO Systems with Virtual Channel Approach". Wireless Communications and Mobile Computing 2018 (2018): 1–6. http://dx.doi.org/10.1155/2018/9651378.

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In this letter, we propose a virtual channel (VC) optimization approach with a closed-loop and adaptive scheme for overloaded MIMO systems. With this approach, each input data stream goes through a VC which is generated at the transmitter; then it is transmitted to a receiver through the actual wireless channels. The VCs are concatenated with the actual wireless channels. Through VC optimization, the values of which can be adjusted to reduce the channel correlation, leading to a much improved system performance. Compared to the conventional overloaded MIMO systems, the overloaded MIMO systems with this approach can achieve significantly better performances in terms of the system capacity and symbol error rate (SER). The method that uses genetic algorithm (GA) for finding the optimal VC vector is described. Simulation results illustrate the effectiveness of the proposed approach.
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Chuang, Huan-Ming, Chien-Ku Lin, Da-Ren Chen y You-Shyang Chen. "Evolving MCDM Applications Using Hybrid Expert-Based ISM and DEMATEL Models: An Example of Sustainable Ecotourism". Scientific World Journal 2013 (2013): 1–18. http://dx.doi.org/10.1155/2013/751728.

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Ecological degradation is an escalating global threat. Increasingly, people are expressing awareness and priority for concerns about environmental problems surrounding them. Environmental protection issues are highlighted. An appropriate information technology tool, the growing popular social network system (virtual community, VC), facilitates public education and engagement with applications for existent problems effectively. Particularly, the exploration of related involvement behavior of VC member engagement is an interesting topic. Nevertheless, member engagement processes comprise interrelated sub-processes that reflect an interactive experience within VCs as well as the value co-creation model. To address the top-focused ecotourism VCs, this study presents an application of a hybrid expert-based ISM model and DEMATEL model based on multi-criteria decision making tools to investigate the complex multidimensional and dynamic nature of member engagement. Our research findings provide insightful managerial implications and suggest that the viral marketing of ecotourism protection is concerned with practitioners and academicians alike.
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Vázquez, Alain, Asier López Zorrilla, Javier Mikel Olaso y María Inés Torres. "Dialogue Management and Language Generation for a Robust Conversational Virtual Coach: Validation and User Study". Sensors 23, n.º 3 (27 de enero de 2023): 1423. http://dx.doi.org/10.3390/s23031423.

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Designing human–machine interactive systems requires cooperation between different disciplines is required. In this work, we present a Dialogue Manager and a Language Generator that are the core modules of a Voice-based Spoken Dialogue System (SDS) capable of carrying out challenging, long and complex coaching conversations. We also develop an efficient integration procedure of the whole system that will act as an intelligent and robust Virtual Coach. The coaching task significantly differs from the classical applications of SDSs, resulting in a much higher degree of complexity and difficulty. The Virtual Coach has been successfully tested and validated in a user study with independent elderly, in three different countries with three different languages and cultures: Spain, France and Norway.
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Tesis sobre el tema "Virtual Coaching System (VCS)"

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Demrozi, Florenc. "An IoT based Virtual Coaching System (VSC) for Assisting Activities of Daily Life". Doctoral thesis, 2020. http://hdl.handle.net/11562/1016173.

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Nowadays aging of the population is becoming one of the main concerns of theworld. It is estimated that the number of people aged over 65 will increase from 461million to 2 billion in 2050. This substantial increment in the elderly population willhave significant consequences in the social and health care system. Therefore, in thecontext of Ambient Intelligence (AmI), the Ambient Assisted Living (AAL) has beenemerging as a new research area to address problems related to the aging of the population. AAL technologies based on embedded devices have demonstrated to be effectivein alleviating the social- and health-care issues related to the continuous growing of theaverage age of the population. Many smart applications, devices and systems have beendeveloped to monitor the health status of elderly, substitute them in the accomplishment of activities of the daily life (especially in presence of some impairment or disability),alert their caregivers in case of necessity and help them in recognizing risky situations.Such assistive technologies basically rely on the communication and interaction be-tween body sensors, smart environments and smart devices. However, in such contextless effort has been spent in designing smart solutions for empowering and supportingthe self-efficacy of people with neurodegenerative diseases and elderly in general. Thisthesis fills in the gap by presenting a low-cost, non intrusive, and ubiquitous VirtualCoaching System (VCS) to support people in the acquisition of new behaviors (e.g.,taking pills, drinking water, finding the right key, avoiding motor blocks) necessary tocope with needs derived from a change in their health status and a degradation of theircognitive capabilities as they age. VCS is based on the concept of extended mind intro-duced by Clark and Chalmers in 1998. They proposed the idea that objects within theenvironment function as a part of the mind. In my revisiting of the concept of extendedmind, the VCS is composed of a set of smart objects that exploit the Internet of Things(IoT) technology and machine learning-based algorithms, in order to identify the needsof the users and react accordingly. In particular, the system exploits smart tags to trans-form objects commonly used by people (e.g., pillbox, bottle of water, keys) into smartobjects, it monitors their usage according to their needs, and it incrementally guidesthem in the acquisition of new behaviors related to their needs. To implement VCS, thisthesis explores different research directions and challenges. First of all, it addresses thedefinition of a ubiquitous, non-invasive and low-cost indoor monitoring architecture byexploiting the IoT paradigm. Secondly, it deals with the necessity of developing solu-tions for implementing coaching actions and consequently monitoring human activitiesby analyzing the interaction between people and smart objects. Finally, it focuses on the design of low-cost localization systems for indoor environment, since knowing theposition of a person provides VCS with essential information to acquire information onperformed activities and to prevent risky situations. In the end, the outcomes of theseresearch directions have been integrated into a healthcare application scenario to imple-ment a wearable system that prevents freezing of gait in people affected by Parkinson’sDisease.
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TSAI, DE-LI y 蔡得利. "The interactive virtual coaching system for motion learning". Thesis, 2017. http://ndltd.ncl.edu.tw/handle/b7utvq.

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碩士
國立宜蘭大學
資訊工程學系碩士班
105
In the past, for the domain of human movement, sports or dance learners relied heavily on experts to judge whether or not learners’ body movements were correct, and offered suggestions for improvement. Today, depends on science and technology, analyses via depth image sensor can detect the motion of each body region. According to the image sensor tracking result, system can measure the efforts made by learners’ movements. This paper presents a novel system provides an augmented reality interactive body movements training program. Through the image tracking algorithm, the path of movement of the human body in the three-dimensional space are recorded which act as a standard movement of a virtual coach. Learners can follow the pre-recorded coach's actions from display screen to imitate the correct body movements step by step. Learner can make the same motion according to the body movements of virtual coach to achieve the effect of learning. It also provides a learning mechanism that can correctly distinguish the key parts of the main motion of the human body, and can repeat the training many times for correcting the wrong body movement of learners. This kind of movement learning, in which learner acquire knowledge by doing and via reflection on the virtual coach's actions, is full of movement, imagination, and self-directed play. Even without the advice of a real expert or coach, the system can provide advice and training program for body movement learners. Through this system, the learner can use the way of body movement self-learning at any place.
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Capítulos de libros sobre el tema "Virtual Coaching System (VCS)"

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Homma, Keiko y Yoshio Matsumoto. "Hazard Identification for a Virtual Coaching System for Active Healthy Ageing". En Human Aspects of IT for the Aged Population. Technology in Everyday Living, 243–54. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-05654-3_16.

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McTear, Michael, Kristiina Jokinen, Mohnish Dubey, Gérard Chollet, Jérôme Boudy, Christophe Lohr, Sonja Dana Roelen, Wanja Mössing y Rainer Wieching. "Empowering Well-Being Through Conversational Coaching for Active and Healthy Ageing". En Lecture Notes in Computer Science, 257–65. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-09593-1_21.

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AbstractWith life expectancy growing rapidly over the past century, societies are being increasingly faced with a need to find smart living solutions for elderly care and active ageing. The e-VITA project, which is a joint European (H2020) and Japanese (MIC) funded project, is based on an innovative approach to virtual coaching that addresses the crucial domains of active and healthy ageing. In this paper we describe the role of spoken dialogue technology in the project. Requirements for the virtual coach were elicited through a process of participatory design in workshops, focus groups, and living labs, and a number of use cases were identified for development using the open-source RASA framework. Knowledge Graphs are used as a shared representation within the system, enabling an integration of multimodal data, context, and domain knowledge.
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Gand, Kai, Lars Böcking, Karl Kreiner, Hannes Schlieter, Martin Burwitz, Carola Gißke, Patrick Philipp y Johannes Kropf. "Technically Representing Clinical Knowledge for Rehabilitation Care". En Studies in Health Technology and Informatics. IOS Press, 2021. http://dx.doi.org/10.3233/shti210235.

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Providing a suitable rehabilitation after an acute episode or a chronic disease helps people to live independently and enhance their quality of life. However, the continuity of care is often interrupted in the transition from hospital to home. Virtual coaches (VCs) could help these patients to engage in personalized home rehabilitation programs. These coaching systems need also to be fed with procedural precepts in order to work as intended. This, in turn, relates both to properly represent the clinical knowledge (as the VC somehow replaces the formal caregivers that cannot be fully present) as well guide the patient correctly (in order to follow the medically desired procedures given the need for personalisation according to individual needs). Therefore, we outline our technical approach to deal with this. In particular, clinical pathways in terms of semi-formal procedure models in combination with machine learning components processing and powerful user interfaces providing these pathway information and feeding the VC are presented. The system is currently under testing in a participatory design phase called Living Lab. Thus, initial user feedback for further improvements is about to come.
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Kocian, Dean F. y H. Lee Task. "Visually Coupled Systems Hardware and the Human Interface". En Virtual Environments and Advanced Interface Design. Oxford University Press, 1995. http://dx.doi.org/10.1093/oso/9780195075557.003.0014.

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A visually coupled system (VCS) has been defined as “ . . . a special ‘subsystem’ which integrates the natural visual and motor skills of an operator into the system he is controlling” (Birt and Task, 1973). A basic VCS consists of three major components: (1) a head- or helmet-mounted (or head-directed) visual display, (2) a means of tracking head and/or eye pointing direction, and (3) a source of visual information which is dependent on eye/head viewing direction. The concept of a VCS is relatively simple: an operator looks in a particular direction, the head or eye tracker determines what that direction is, and the visual information source produces appropriate imagery to be viewed on the display by the operator. In this manner the operator is visually coupled to the system represented by the visual information source. The visual information source could be a physical imaging sensor such as a television camera or it could be a synthetic source such as computer-generated imagery (the basis for a virtual reality (VR) or virtual environment system). Thus, a VR system is really a subset of a VCS which can present both real-world and virtual information to an operator, often on a see-through display. The display is usually a helmet/head-mounted display (HMD) but it could also be the interior of a dome capable of displaying a projected image or it could be a mechanically mounted display that is not supported by the head but is attached to the head which in recent times has been referred to as a binocular omni-oriented monitor (BOOM) display. Both eye-tracking and head-tracking devices have been developed but by far the least expensive and most widely used is head tracking (this is based on the reasonable assumption that the eyes will be looking in the general direction that the head is pointing). Figures 6-1 through 6-4 are photographs of some early helmet-mounted and BOOM displays. In this chapter we will concentrate primarily on helmet/head-mounted displays and helmet/head trackers. This section describes each of the three main components of a visually coupled system and defines characteristics that are used in the specification of these components.
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Shen, Kathy Ning. "Identification vs. Self-Verification in Virtual Communities (VC)". En Cyber Behavior, 1231–59. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-5942-1.ch064.

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Identity-related processes have been identified as important in explaining virtual community (VC) member behavior as well as informing system design of VCs. In particular, the two distinct identity processes of self-verification and identification have been identified and investigated separately, portrayed as two distinctive or contradictory identity processes with different practical implications. This chapter compares and reconciles these two theoretical perspectives in explaining VC participation. Based on a critical and comprehensive review of prior literature, the author identifies three major theoretical gaps that suggest how VC research and management can be advanced through an identity perspective. Finally, the chapter is concluded by discussing key implications of applying identity perspectives in VC research and future research agenda.
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Shen, Kathy Ning. "Identification vs. Self-Verification in Virtual Communities (VC)". En Virtual Community Building and the Information Society, 208–36. IGI Global, 2012. http://dx.doi.org/10.4018/978-1-60960-869-9.ch011.

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Identity-related processes have been identified as important in explaining virtual community (VC) member behavior as well as informing system design of VCs. In particular, the two distinct identity processes of self-verification and identification have been identified and investigated separately, portrayed as two distinctive or contradictory identity processes with different practical implications. This chapter compares and reconciles these two theoretical perspectives in explaining VC participation. Based on a critical and comprehensive review of prior literature, the author identifies three major theoretical gaps that suggest how VC research and management can be advanced through an identity perspective. Finally, the chapter is concluded by discussing key implications of applying identity perspectives in VC research and future research agenda.
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Gißke, Carola, Jin Liu y Kai Gand. "Applying Goal-Oriented Modelling for Machine Learning Based Rehabilitation Care". En Studies in Health Technology and Informatics. IOS Press, 2022. http://dx.doi.org/10.3233/shti220471.

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Virtual coaches can support patients who need continuous rehabilitation due to an acute illness in the home environment. These coaching systems have to give medically correct instructions on the one hand and on the other hand respond individually to the patient. Hereby, machine learning algorithms could enable the adaptation and personalization of the rehabilitation process. In order to capture the necessary medical knowledge in a structured form and let the system technically make use of it, approaches of conceptual modelling have proved to be effective. On the basis of a virtual coaching scenario, we demonstrate how such a coaching application could be conceptually structured with the help of the goal-oriented modeling language i* in comparison to BPMN as process modelling approach and how machine learning algorithms could be implemented.
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Polce, Francesca, Giordano Lanzola, Matteo Gabetta, Enea Parimbelli, Szymon Wilk, David Glasspool, Roy Leizer, Alexandra Kogan y Silvana Quaglini. "The Case Manager: Driving Medical Reasoning in a Distributed Environment for Home Patient Monitoring". En Studies in Health Technology and Informatics. IOS Press, 2021. http://dx.doi.org/10.3233/shti210243.

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The CAPABLE project has been funded by the EU Horizon 2020 Programme over the years 2020-24 to support home care. A system is being designed and implemented supporting remote monitoring and virtual coaching for cancer patients. The system is based on a distributed modular architecture involving many components encapsulating various knowledge. The Case Manager has been designed as a separate component with the aim of coordinating the problem solving strategies. A first version of the Case Manager has been released and used by the components in a prototypical scenario shown at the first project review.
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Liang, Yu, Dalei Wu, Dakila Ledesma, Zibin Guo, Erkan Kaplanoglu y Anthony Skjellum. "VIGOR: A Versatile, Individualized and Generative ORchestrator to Motivate the Movement of the People with Limited Mobility". En Smart and Pervasive Healthcare [Working Title]. IntechOpen, 2021. http://dx.doi.org/10.5772/intechopen.96025.

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Physical inactivity is a major national concern, particularly among individuals with chronic conditions and/or disabilities. There is an urgent need to devise practical and innovative fitness methods, designed and grounded in physical, psychological and social considerations that will effectively promote physical fitness participation among individuals of all age groups with chronic health condition(s) and/or disabilities. This research is dedicated to achieving Versatile, Individualized, and Generative ORchestrator (VIGOR) to motivate the movement of the people with limited mobility. Tai-Chi is a traditional mind–body wellness and healing art, and its clinical benefits have been well documented. This work presents a Tai-Chi based VIGOR under development. Through the use of Helping, Pushing and Coaching (HPC) functions by following Tai-Chi kinematics, the VIGOR system is designed to make engagement in physical activity an affordable, individually engaging, and enjoyable experience for individuals who live with mobility due to disease or injury. VIGOR consists of the following major modules: (1) seamless human-machine interaction based on the acquisition, transmission, and reconstruction of 4D data (XYZ plus somatosensory) using affordable I/O instruments such as Kinect, Sensor and Tactile actuator, and active-orthosis/exoskeleton; (2) processing and normalization of kinetic data; (3) Identification and grading of kinetics in real time; (4) adaptive virtual limb generation and its reconstruction on virtual reality (VR) or active-orthosis/exoskeleton; and (5) individualized physical activity choreography (i.e., creative movement design). Aiming at developing a deep-learning-enabled rehab and fitness modality through infusing the domain knowledge (physical therapy, medical anthropology, psychology, electrical engineering, bio-mechanics, and athletic aesthetics) into deep neural network, this work is transformative in that the technology can be applied to the broad research areas of intelligent systems, human-computer interaction, and cyber-physical human systems. The resulting VIGOR has significant potentials as both rehabilitative and fitness modalities and can be adapted to other movement modalities and chronic medical conditions (e.g., yoga and balance exercise; fibromyalgia, multiple sclerosis, Parkinson disease).
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Chiong, Raymond. "Distance Learning Concepts and Technologies". En Encyclopedia of Multimedia Technology and Networking, Second Edition, 417–22. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-014-1.ch056.

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The rapid growth of information technology has opened up the possibilities of corporate learning and a completely new dimension to the progress in education and training. Educational and training programs that were once delivered only through a face-to-face setting can now be done electronically due to the advancement of technologies. As a result, the advent of distance learning has enabled not just flexible learning which is independent of time and space, but also significantly reduced the cost in acquiring necessary educational or professional training. Distance learning through virtual classroom is thus being considered by many to be the next revolution in the marketplace, with an estimated potential growth of $23.7 billion worldwide in 2006, according to a study conducted by the International Data Corporation (Downes, 2003). This article aims to provide an overview of the concepts and technologies of distance learning, and discuss the critical factors that determine the successful implementation of a distance learning system. Before going into further details of the distance learning concepts, it is necessary to look at some of the definitions of distance learning that have been proposed by various parties. Waller and Wilson (2001) from the Open and Distance Learning Quality Council in the UK defined distance learning as “the effective learning process created by combining digitally delivered content with (learning) support and services.” This brief but concise definition shows that distance learning is in digital form. In a more lengthy definition, Broadbent (2002) refers distance learning to training, education, coaching, and information that are delivered digitally, be it synchronous or asynchronous, through a network via the Internet, CD-ROM, satellite, and even supported by the telephone. From this extended definition, we see that distance learning can be synchronous where the learning process is carried out in real-time led by instructor, or asynchronous, where the learners can self-pace their progress. Zhang, Zhao, Zhou, and Nunamaker (2004, p. 76) in their paper described distance learning as “technology-based learning in which learning materials are delivered electronically to remote learners via a computer network.” This definition reiterates that there is a shift of trend from the old-fashioned classroom learning to the more mobile learning where the remote learners everywhere can learn. As distance learning is still a relatively new discipline, the term tends to evolve from time to time based on the technological advancements. As such, the above mentioned definitions are by no means definitive but suggestive. Generally, the emergence of distance learning concepts a decade ago can be reasoned from two factors: the needs of corporations and the availability of technological advances (Faherty, 2002; Urdan & Weggen, 2000). From the corporation aspect, one must cope with the fact that knowledge plays an important role in delivering immediate skills and just-in-time information the industries need nowadays. As knowledge becomes obsolete swiftly, it is essential for corporations to find a cost-effective way of delivering state-of-theart training to their workers. From the technological aspect, global network access has become widely available with an increased Internet bandwidth, a broad selection of available software packages, and a wide range of standardized distance learning products. This has made it possible for everybody with a computer and an Internet connection to learn in a way that is most convenient and comfortable. Learners are able to customize their learning activities based on their own styles and needs, and decide for themselves when to study in the midst of busy schedules. Nevertheless, many corporations still hold doubts towards the effectiveness of distance learning. Deficiencies in support, content, quality of teaching, cultural, and motivational problems are some of the main concerns that have been raised (Rosenberg, 2001). For individuals, especially the older generations, the fear of technology is something to overcome (Nisar, 2002). This somehow confines the prospect of distance learning to a limited number of age groups. Meanwhile, the flexibility of self-paced learning also leads to the possibility of spending less time in study when workload in other areas increases, which could be quite detrimental to the learning process. Although some obstacles do exist in the adoption and implementation of distance learning, the benefits of it can be tremendous if the design and delivery are well catered for. A few core elements which are deemed to be essential for successful implementation of distance learning systems have thus been identified. The following section describes these core elements.
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Actas de conferencias sobre el tema "Virtual Coaching System (VCS)"

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Kim, Youngsun, Seokjun Hong y Gerard J. Kim. "Augmented reality based remote coaching system". En VRST '16: 22th ACM Symposium on Virtual Reality Software and Technology. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2993369.2996301.

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Liu, Xiongyi y Wenbing Zhao. "Buddy: A Virtual Life Coaching System for Children and Adolescents with High Functioning Autism". En 2017 IEEE 15th Intl Conf on Dependable, Autonomic and Secure Computing, 15th Intl Conf on Pervasive Intelligence and Computing, 3rd Intl Conf on Big Data Intelligence and Computing and Cyber Science and Technology Congress(DASC/PiCom/DataCom/CyberSciTech). IEEE, 2017. http://dx.doi.org/10.1109/dasc-picom-datacom-cyberscitec.2017.62.

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Zotov, Vlad. "Army Crew Training: Coaching with Intelligent Tutoring System (ITS)". En 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002694.

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The training of military crews of armoured vehicles can be enhanced by applying AI-based methods to the training drills. Defence Research and Development Canada used a Human Behaviour Representation approach to create an armoured crew simulation trainer for the Canadian Armed Forces. The Human Behaviour Representation (HBR) approach is a form of rule-based AI that applies a cognitive task analysis to derive a synthetic operator. The cognitive task analysis resulted in a Task Network Model (TNM) for each crew member of the Light Armoured Vehicle (LAV) and for the entire crew. These TNMs were inputted into a discrete event simulator to create a synthetic training environment that combines virtual and human members of the LAV crew. The training platform allows a human member of the team to interact with the synthetic crew through voice production software that was integrated with the synthetic environment.The paper presents the development of the Intelligent Tutoring System module for the LAV crew simulation platform that serves as a human instructor for conducting basic LAV drills. The paper outlines the architecture, functionality, and testing of the module. The work shows how the HBR approach can be used to develop a synthetic coach for training a military crew. The work is a step in developing and testing a general training system for small military teams. The training system will allow to conduct basic crew drills, in which a human crew member will be trained with the synthetic crew members, thus overcoming some of the obstacles that military crew training faces: a logistic difficulty to gather a full crew at the same time and place and a deficiency of qualified instructors. The paper outlines the steps for the follow-up work required to develop a generic AI-based autonomous systems for basic training of small military teams.
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Neacsu, Mihaela gabriela, Adrian Adascalitei y Georgiana Dumitru. "AN EXPERIMENTAL E-COACHING MODEL USED FOR TRAINING STUDENT TEACHERS". En eLSE 2012. Editura Universitara, 2012. http://dx.doi.org/10.12753/2066-026x-12-042.

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The article presents a pedagogical model, functional in the virtual moodle training environment, for experimenting online coaching in teaching practice. The construction of this e-pedagogical model is based on the needs analysis. The study presents the specific online coaching activities projected for optimizing teaching practice activities and highlights the formative aspects of the application of this pedagogical model. The purpose and objectives of this study circumscribe to the following finalities: e-learning support for the students in the teaching practice probationary stage, experimenting the teaching act for the first time, students’ training in exploring online resources, activities, instruments and services created especially for them and for successful teaching, the dynamic participation of students in the virtual discussions on the Moodle platform (www.moodle.ro), focused on case studies taken from their teaching practice, the analysis of video registrations from teaching practice and the analysis of specific tasks to be performed for the practical activities. Those mediating and intermediating going through such experiences are resourceful persons holding teaching practice trainer capacities and have the professional experience necessary to the development of the knowledge, capacities, abilities of students to obtain excellent results in performing certain tasks specific to the didactical profession. The facilitators projected a precise agenda for the virtual guidance of the teaching practice. The online content was projected by reference to large interest subjects for the students at their first teaching practice experience, but also to the set of didactical competences targeted through the exercise of the professional behavior: filling in the assistance sheet for demonstrative classes, the application of techniques related to the operationalization of some lessons objectives, the selection of an efficient didactical strategy for a class, the projection of a training sequence, the projection of an application or of a pedagogical test, the integral project of a specialty lesson, the formative evaluation and the performance of self-evaluation. The communication among the students in the collaborative learning virtual environment but also between students and trainers/tutors is made at the level of the online system proposed by means of the interactive instruments such as chat-room, forum, instant messaging, blog. The students’ impressions and opinions on the teaching practice activity in application schools are stored in an online journal of reflection on teaching practice. Subsequently, they were analyzed and interpreted. Also, tutors configured an activity report according to three main indicators: 1) the analysis of the involvement degree of the students participating in such virtual course, 2) the analysis of the correctness of solving the proposed themes and 3) the analysis of self-assessments. The article presents the preliminary results of experimenting the online coaching platform in teaching practice by 53 users (50 practitioner students at the University of Pitesti in the IIIrd year of psycho-pedagogical studies and two teaching practice tutors/coordinators in the University of Pitesti and one supervisor in the Gh.Asachi Technical University of Iasi). The methodology observes the structure of a qualitative research. Also, authors are interested in direct feedback and integrated in the platform the online interview for experts having the role of analyzing the opinion of education science experts on the utility of the offered model. The authors highlight, based on the obtained results, the advantages and limits in implementing the online coaching pedagogical model during the first teaching practice probationary stage and offer the premises for continuing the research also during the second stage through re-conceptualizing and optimizing the projected model.
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Dinet, Jérôme y Rui Nouchi. "Promoting Physical Activity for Elderly People with Immersive Virtual Reality (IVR)". En 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001682.

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Physical and social activities should be included in an efficient e-coaching for older adults and immersive virtual reality (IVR) is efficient if behavioral changes are transferred to the real physical world. In an experiment con-ducted with 42 older adults (63-85 years-old), participants were asked to interact with a specific immersive virtual reality (IVR) daily for 4 months in their homes, at least 15 minutes per day. Results demonstrate several positive impacts related to the use of the IVR (decrease of weight, decrease of waist circumference, number of steps outside) even if the time spent to use this IVR system decreases. So the transfer from the IVR to the real world is very encouraging.
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Neacsu, Mihaela gabriela, Adrian Adascalitei y Georgiana Dumitru. "ONLINE PEER COACHING FOR OPTIMIZING THE MANAGEMENT OF TEACHING PRACTICE ACTIVITIES". En eLSE 2012. Editura Universitara, 2012. http://dx.doi.org/10.12753/2066-026x-12-041.

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The article presents the construction and functionality of a virtual peer coaching system, made on a moodle platform (www.moodle.ro), which system is focused on the management of teaching practice activities, experimented for 16 weeks by 6 teaching practice tutors (coordinators from important Romanian university centers) for the purpose of creating an online professional community of experiential learning based on the professional expertise and current practices. The tutors participating in the online peer coaching system are university teaching staff with an experience of over 5 years in the coordination of teaching practice and have the status of experts in education sciences. At the level of the experiential learning community among peers, the tutors offer support to one another as to optimizing students’ teaching practice activities. The finalities targeted through the online peer coaching system regard the dissemination, from the same to the same, within the online discussions and personal reflection themes, of concrete practices and situations in the students’ teaching practice probationary stages amplifying and refining the tutors’ competences related to the management of teaching practice. In an online peer coaching system, each tutor has the possibility of setting its personal agenda of collaborative learning depending on its immediate interests and the curricular projection specific to teaching practice probationary stages. Also, the tutors present online their common experiences with teaching practice students and turn to good account the video registrations from pedagogical practice, as a support of the analyses initiated at the level of the online experiential learning community. The dynamics of tutors’ interventions within the experiential learning community in an online peer coaching system is visible on the Moodle Romania platform. The tutors share resources and useful psycho-pedagogical instruments for analyzing students’ teaching exercises, for monitoring the practical activities, for evaluating the performances of students in the teaching practice probationary stage while disseminating, in the discussion forum, good practices, opinions, suggestions, recommendations for ensuring a quality management of teaching practice activities. The participants in the online peer coaching activities critically and self-critically analyze their own experiences related to the coordination of teaching practice and bring to the forefront relevant case studies from students’ practice for the didactical career. Tutors exchange among them psycho-pedagogical instruments which proved to be efficient in teaching practice and receive observations from their colleagues for the review of certain instruments, techniques and procedures applied in the management and monitoring of teaching practice activities. This study engages a qualitative methodology. The article presents the preliminary results of experimenting the online peer coaching model: the architecture of a virtual environment of experiential learning among peers (teaching practice tutors) focused on the improvement of the teaching practice management, the construction, in the form of group cognition, of common approaches, of managerial strategies to make teaching practice more efficient, the creating of an electronic database for teaching practice, the drafting and application of a grid for self-evaluating the professional conduct in an online peer coaching system, the premises of a future research project regarding the optimization of teaching practice supported by the computer. Such results constitute important anchors for continuing and extending the research through the opening and flexibilization of the virtual environment of experiential learning in peer coaching system also to other tutors (in the country and abroad), interested in transferring from the professional competences to their colleagues wishing to perform in the management of teaching practice activities.
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Moore, Jacob P., Christopher B. Williams y Marie C. Paretti. "Using Wikis as a Formative Assessment Tool for Student Engineering Design Teams". En ASME 2011 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2011. http://dx.doi.org/10.1115/detc2011-48310.

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Due to its focus in project-based learning, design educators must provide individual coaching and mentoring of student teams as they progress through their design efforts. In order to increase the quantity and quality of design mentoring, the authors have implemented the use of Wiki websites as a medium for providing formative assessment for student design teams enrolled in a sophomore-level Mechanical Engineering design course. Wiki websites, which allow for easy creation and editing of interlinked webpages, were created for each design team in order to provide a virtual space for the creation, compilation, and editing of their design project report submissions. With access to each team’s Wiki site, the mentor is able to observe each team’s product design process unfold and provide feedback using an embedded commenting system. The public presentation of design reports also affords the facilitation of a peer-review of student work. In this paper the authors present details of the implementation of a Wiki for preliminary assessment data for this tool. Results show that the students found the tool and the associated activities to be easy to use, helpful in developing better design reports and a contributing factor to their development of critical and analytical thinking skills. In addition, students who used the tool reported receiving more meaningful formative feedback from the instructor and reported giving more formative feedback to their peers when compared to other sections of the class that were not using the Wiki.
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Dumitrache, Anisoara, Mihaela Gheorghe y Ovidiu Moldovan. "ADAPTING TRADITIONAL TEACHING TECHNIQUES USING NEW TECHNOLOGIES". En eLSE 2014. Editura Universitatii Nationale de Aparare "Carol I", 2014. http://dx.doi.org/10.12753/2066-026x-14-161.

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Adapting traditional teaching techniques and adding the benefits of new technologies has been the aim of our ODL Department from the beginning. Our experience with distance learning students from different learning backgrounds and environments helped us in developing innovative teaching techniques used both in eLearning and blended learning classes. Since 1999, the Open Distance Learning Department of the University of Bucharest educated over 6.000 students. Distance learning system offered the opportunity for all people to study - bachelor degree, masteral and post graduated programs were created to meet the people's demand for education. The aim of this paper is to emphases on the progress made by our department in creating procedures, management techniques and teaching best practices. In the social web age and web 2.0 technology the professor becomes a tutor - coaching students, coordinating their learning paths, moderating online discussions and creating interactive course materials. Traditional teaching techniques based on face - to - face interaction are a useful source of information than constitutes the base of future innovation. Whatever the subject matter, the tutors identified common issues and situations specific to distance learning education systems and they were able to overcome all shortcomings with the help of course managers, pedagogues, webmasters and network administrators. Pursuing the general trends of social interaction our students from the virtual class are now part of the learning network. Connected at all times with their pears and professors they used the benefits of technology in order to increase the added value of learning. The key words are collaboration, cooperation, interaction and interactivity.
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Informes sobre el tema "Virtual Coaching System (VCS)"

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Kocian, Dean F. Visually Coupled Systems (VCS): The Virtual Panoramic Display (VPD) System. Fort Belvoir, VA: Defense Technical Information Center, enero de 1991. http://dx.doi.org/10.21236/ada434161.

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Lavrentieva, Olena O., Ihor O. Arkhypov, Olexander I. Kuchma y Aleksandr D. Uchitel. Use of simulators together with virtual and augmented reality in the system of welders’ vocational training: past, present, and future. [б. в.], febrero de 2020. http://dx.doi.org/10.31812/123456789/3748.

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The article discusses the theory and methods of simulation training, its significance in the context of training specialists for areas where the lack of primary qualification is critical. The most widespread hardware and software solutions for the organization welders' simulation training that use VR- and AR- technologies have been analyzed. A review of the technological infrastructure and software tools for the virtual teaching-and-production laboratory of electric welding has been made on the example of the achievements of Fronius, MIMBUS, Seabery. The features of creating a virtual simulation of the welding process using modern equipment based on studies of the behavioral reactions of the welder have been shown. It is found the simulators allow not only training, but also one can build neuro-fuzzy logic and design automated and robotized welding systems. The functioning peculiarities of welding's simulators with AR have been revealed. It is shown they make it possible to ensure the forming basic qualities of a future specialist, such as concentration, accuracy and agility. The psychological and technical aspects of the coaching programs for the training and retraining of qualified welders have been illustrated. The conclusions about the significant advantages of VR- and AR-technologies in comparison with traditional ones have been made. Possible directions of the development of simulation training for welders have been revealed. Among them the AR-technologies have been presented as such that gaining wide popularity as allow to realize the idea of mass training in basic professional skills.
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