Abstract: This study uses a simulation to establish a realistic
environment for laboratory research on Accountable Care
Organizations. We study network attributes in order to gain insights
regarding healthcare providers- conduct and performance. Our
findings indicate how network structure creates significant
differences in organizational performance. We demonstrate how
healthcare providers positioning themselves at the central, pivotal
point of the network while maintaining their alliances with their
partners produce better outcomes.
Abstract: In the last years numerous applications of Human-
Computer Interaction have exploited the capabilities of Time-of-
Flight cameras for achieving more and more comfortable and precise
interactions. In particular, gesture recognition is one of the most active
fields. This work presents a new method for interacting with a virtual
object in a 3D space. Our approach is based on the fusion of depth
data, supplied by a ToF camera, with color information, supplied
by a HD webcam. The hand detection procedure does not require
any learning phase and is able to concurrently manage gestures of
two hands. The system is robust to the presence in the scene of
other objects or people, thanks to the use of the Kalman filter for
maintaining the tracking of the hands.
Abstract: The dramatic effect of information technology on
society is undeniable. In education, it is evident in the use of terms
like active learning, blended learning, electronic learning and mobile
learning (ubiquitous learning). This study explores the perceptions of
54 learners in a higher education institution regarding the use of
mobile devices in a third year module. Using semi-structured
interviews, it was found that mobile devices had a positive impact on
learner motivation, engagement and enjoyment. It also improved the
consistency of learning material, and the convenience and flexibility
(anywhere, anytime) of learning. User-interfacelimitation, bandwidth
and cognitive overload, however, were of concern. The use of cloud
based resources like Youtube and Google Docs, through mobile
devices, positively influenced learner perceptions, making them
prosumers (both consumers and producers) of education content.