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The conference program will consist of plenary lectures, symposia, workshops and invitedsessions of the latest significant findings and developments in all the major fields of biomedical engineering.Submitted full papers will be peer reviewed. Accepted high quality papers will be presented in oral and poster sessions,will appear in the Conference Proceedings and will be indexed in PubMed/MEDLINE.
ICC 2021 - IEEE International Conference on Communications
IEEE ICC is one of the two flagship IEEE conferences in the field of communications; Montreal is to host this conference in 2021. Each annual IEEE ICC conference typically attracts approximately 1,500-2,000 attendees, and will present over 1,000 research works over its duration. As well as being an opportunity to share pioneering research ideas and developments, the conference is also an excellent networking and publicity event, giving the opportunity for businesses and clients to link together, and presenting the scope for companies to publicize themselves and their products among the leaders of communications industries from all over the world.
The CDC is the premier conference dedicated to the advancement of the theory and practice of systems and control. The CDC annually brings together an international community of researchers and practitioners in the field of automatic control to discuss new research results, perspectives on future developments, and innovative applications relevant to decision making, automatic control, and related areas.
The IEEE International Microwave Symposium (IMS) is the world s foremost conference covering the UHF, RF, wireless, microwave, millimeter-wave, terahertz, and optical frequencies; encompassing everything from basic technologies to components to systems including the latest RFIC, MIC, MEMS and filter technologies, advances in CAD, modeling, EM simulation and more. The IMS includes technical and interactive sessions, exhibits, student competitions, panels, workshops, tutorials, and networking events.
IECON is focusing on industrial and manufacturing theory and applications of electronics, controls, communications, instrumentation and computational intelligence.
Speech analysis, synthesis, coding speech recognition, speaker recognition, language modeling, speech production and perception, speech enhancement. In audio, transducers, room acoustics, active sound control, human audition, analysis/synthesis/coding of music, and consumer audio. (8) (IEEE Guide for Authors) The scope for the proposed transactions includes SPEECH PROCESSING - Transmission and storage of Speech signals; speech coding; speech enhancement and noise reduction; ...
The theory, design and application of Control Systems. It shall encompass components, and the integration of these components, as are necessary for the construction of such systems. The word `systems' as used herein shall be interpreted to include physical, biological, organizational and other entities and combinations thereof, which can be represented through a mathematical symbolism. The Field of Interest: shall ...
Broad coverage of concepts and methods of the physical and engineering sciences applied in biology and medicine, ranging from formalized mathematical theory through experimental science and technological development to practical clinical applications.
Video A/D and D/A, display technology, image analysis and processing, video signal characterization and representation, video compression techniques and signal processing, multidimensional filters and transforms, analog video signal processing, neural networks for video applications, nonlinear video signal processing, video storage and retrieval, computer vision, packet video, high-speed real-time circuits, VLSI architecture and implementation for video technology, multiprocessor systems--hardware and software-- ...
Covers topics in the scope of IEEE Transactions on Communications but in the form of very brief publication (maximum of 6column lengths, including all diagrams and tables.)
Proceedings of the 38th Annual Hawaii International Conference on System Sciences, 2005
2014 47th Hawaii International Conference on System Sciences, 2014
2009 Third International Symposium on Intelligent Information Technology Application, 2009
Traditionally, e-Business uses Client/Server technologies. In this model, the consumers and producers do businesses through the third parties like Alibaba.com. When we investigate the more wide scope of e-Business such as e-Business corporations of many partners for the whole supply chain, the complex business activities are not easily modeled and implemented by several third parties. When a lot of Small ...
2014 International Conference on Management of e-Commerce and e-Government, 2014
In knowledge economy era, virtual team creation becomes key factor of corporation's competition and development. After creative task completion by team members, impartially and efficiently evaluating value created by each team member can provide base for inspire mechanism of team creation, so as to inspire team members' enthusiasm enormously. This paper brings forward a method of evaluation based on symmetric ...
PICMET '07 - 2007 Portland International Conference on Management of Engineering & Technology, 2007
Global design teams (GDTs) are the reality of the 21st century. These teams work across time, space and organizational boundaries towards common goals, providing the best possible results and in the shortest time possible. The results that can be achieved with respect to time, cost and performance of projects by such teams are hard to compete. This paper analyses eight ...
VR - The Industry of the Future and Your Role in it
Virtual World Symposium - Virtual World at Intel
Virtual World Symposium - Educational Work
Virtual World Symposium - Moon World
Virtual World Symposium - Second Life Tech Tour
Virtual World Symposium - Welcome Address
Virtual World Symposium - IEEE Islands
Virtual World Symposium 2011 - Collaborative Work
Virtual World Symposium - Project Direct
Reconstructed Brain Models for Virtual Bodies and Robots
Virtual World Symposium 2011 - CoLab and Mars
Habib Kammoun: Driving Vitality of Sections, Chapter and Affinity Groups - Studio Tech Talks: Sections Congress 2017
IEEE Collabratec: How to Use Private Groups
IMS 2012 Microapps - Virtual Flight Testing of Radar System Performance Daren McClearnon, Agilent EEsof
Virtual World Symposium - SciLands
Costas Stasopoulos: Driving Vitality of Sections, Chapter and Affinity Groups - Studio Tech Talks: Sections Congress 2017
IEEE Cloud Computing for Emerging Markets: Buyya
EMBC 2011-Course-Virtual Reality and Robotics in Neurorehabilitation-William Zev Rymer
EMBC 2011-Course-Virtual Reality and Robotics in Neurorehabilitation-Susan Fasoli
Traditionally, e-Business uses Client/Server technologies. In this model, the consumers and producers do businesses through the third parties like Alibaba.com. When we investigate the more wide scope of e-Business such as e-Business corporations of many partners for the whole supply chain, the complex business activities are not easily modeled and implemented by several third parties. When a lot of Small to Medium Enterprises (SME) have their own Internet business servers and/or Enterprise Resource Planning systems, P2P technologies are the potential for the solution of the e-Business corporations. This paper will introduce a different approach of e-Business based on semantic P2P Network- Virtual Hierarchical Tree Gird Organizations (VIRGO). Other than unstructured and DHT-based structured P2P networks, VIRGO keeps the semantic meanings of the nodes according to their roles in the communities. In VIRGO approach, the nodes are identified as domain names classified by the semantic meaning of roles in the organizations. The nodes construct the VIRGO network according to their domains, which form a coalition of vertical virtual organizations. In every node, on the top of VIRGO an intelligent agent is implemented to collect and analyze the related knowledge information such as the lowest price of a product among all nodes, and to make auxiliary business planning and decision. This paper will illustrate the benefit of VIRGO approach for e-Business, especially about the intelligent agent on the top of VIRGO and distributed complex action execution by SQL-like statements.
In knowledge economy era, virtual team creation becomes key factor of corporation's competition and development. After creative task completion by team members, impartially and efficiently evaluating value created by each team member can provide base for inspire mechanism of team creation, so as to inspire team members' enthusiasm enormously. This paper brings forward a method of evaluation based on symmetric information. First we find out contribution degree of each team member by mutual evaluation of team members. Then we acquire the value created by each member based on their contribution degree.
Global design teams (GDTs) are the reality of the 21st century. These teams work across time, space and organizational boundaries towards common goals, providing the best possible results and in the shortest time possible. The results that can be achieved with respect to time, cost and performance of projects by such teams are hard to compete. This paper analyses eight different case studies of such teams, brings out the various issues involved in their functioning and finally provides a set of recommendations that can be considered to ensure the success of virtual teams. A global design team (GDT) is a group of individuals who constantly pursue shared objectives while based at distance work sites. Therefore, they frequently communicate using electronic "virtual" means. GDT have become crucial, yet a significant number of them fail to accomplish their objectives! Why? The answer is that long distances and cultural differences breaks down working relationships, communications, trust, accountability, organization, individual contribution and thus productivity. This research paper analyzes eight individual cases of geographically distributed teams in the high-tech industry and brings out the most common issues that surround such teams. These problems are categorized as technological, organizational or personal. An expert panel attaches a score to the issues and provides a set of recommendations that can improve productivity and minimize failure in virtual teams. The advantages such as cost and tax incentives, maintaining a global presence with extended work hours and leveraging expertise, associated with globally distributed teams in companies have created the need to have such teams. However managing such teams and making sure that they function well enough to meet deliverables is not an easy task. Since the establishment of teams, managers have been struggling with the concept of bringing together a group of people to work towards a common goal and objective. The challenges grow multi-fold when these people are not co- located and don't meet face-to-face. At times, they never meet each other. Such a situation requires a basic level of trust to exist between team members to operate smoothly. Trust and accountability is the cure to the fears and risks attached to meaningful communication and commitment. Trust means confidence in team leadership and vision. When trust prevails, team members are more willing to go through a difficult process, supported through ups and downs, risks and potential losses. Once trust is engaged into a team, it opens the doors to communication. Ineffective communication creates barriers and tasks become more complex. Once lines of communication open with teammates and managers, it helps the team to work together and overcome the barriers. The paper looks in detail at each of the problem areas while analyzing various aspects of global design teams and provides a set of recommendations that can be practiced in order to ensure a successful functioning of globally distributed teams.
In this paper, we create social visualizations of aural group conversation. These visualizations are tailored to a table setting. Examples of such settings are a family sitting about a table eating dinner or colleagues sitting about a table in a meeting. The form of the visualization is highly coupled to its function. People sit about the table structure and see their conversation visualized on the table surface as they speak. Using this physical structure, we present two graphical table interfaces. The first interface depicts the rhythm and conversational patterns in table top interaction; the second visualization extends this theme by incorporating a voting mechanism to highlight agreement and disagreement in spoken interaction. The visualizations evolve over time to create an evocative, graphical, interactive snapshot of the entire conversation within that table space.
Exposing students to real-world projects will encourage them to share, learn, and improve.The BOHKNet project began in 1998 with the universities of Eindhoven and Hong Kong. Each BOHKNet team typically consists of 8 to 10 students in two to four locations. The team is assigned a software-related topic such as TV on mobile phones or open source and software patents, which students approach from different geographical perspectives. The different groups produce a Web site for discussing their topics. All the group's Web sites are integrated into an electronic book. The technologies used in the course include videoconferencing, e-mail, and an off-the-shelf learning- management system that supports both chat and forums. The students can freely use additional tools to create the Web site. BOHKNet classroom instructors address specific software management issues to accelerate the experiential learning, including planning, work breakdown, information overload, and knowledge management.
Online games have become a major leisure activity in recent years. Players go through a variety of social experiences, building up game communities such as guilds, blood pledges, and other small teams in virtual worlds. Game communities offer similar organizational experiences to those in real life. The game environment works as the third place where we can learn and develop our leadership skills. However, so far, not much research has been done in this area. This study examines the relationship between game players' usage behavior focusing on game community participation and game leadership. A total of 808 South Korean online game players participated in an online survey during one week. The results show that game community participation, team play, and the active attitude in accomplishing the mission of a game were positively related with game leadership. The outcome of this study provides a new perspective on the online game community to expanding our social experiences and improving game leadership in the virtual world.
Outsourcing has been on the increase over the last 30 years, driven by the difficulty of maintaining world-class standards across all aspects of business activity and a desire to reduce costs. It started with the outsourcing of support activities such as facility management and IT, and then moved on to mainstream activities such as manufacturing, distribution, sales and customer service. Non-technology companies have often outsourced product development, but for technology companies this activity has remained largely in-house. This paper is aimed at R&D decision makers, who maybe considering or actively planning the outsourcing of more of their development activities. The paper discusses some of the issues surrounding the outsourcing of R&D activities and presents some strategies and practical tips for successful implementation.
In this paper, we describe the design aspects of a simulation built for training virtual team members.
The project defines a standard for high-speed (>100 Mbps at the physical layer) communication devices via electric power lines, so-called broadband over power line (BPL) devices. This standard uses transmission frequencies below 100 MHz. It is usable by all classes of BPL devices, including BPL devices used for the first-mile/last-mile connection (<1500 m to the premise) to broadband services as ...
Insert the following text and bullets immediately after bullet z re-lettering as needed: This standard specifies protocols, procedures, and managed objects to allow support of provisioning systems that explicitly select traffic engineered paths within Provider Backbone Bridged Networks by allowing a network operator to disable unknown destination address forwarding, source address learning and spanning tree protocols for administratively selected VLAN ...