scholarly journals In-Person and Remote Participation Review at IETF: Collaborating Without Borders

2018 ◽  
Author(s):  
Lucas Andrade ◽  
Juliao Braga ◽  
Stefany Pereira ◽  
Rafael Roque ◽  
Marcelo Santos

The IETF has been acting as one of the main actors when discussing standardization of protocols and good practices on the Internet. Collaborating with the IETF community can be complex and distant for many researchers and industry members because of the financial aspect to travel to the meeting. However, it notes the collaboration between industry and academia is actively and progressively developing and refining standards within the IETF. One of the incentives for the increased participation in IETF meetings is because it is being transmitted in real time since 2015, allowing for voice and chat interaction of remote participants. Thus, in this paper, we have as objectives to give a brief vision about how to collaborate with the IETF and to analyze the importance of this new form of participation of the face-to-face meetings that has been growing in recent years.

2011 ◽  
pp. 1763-1773 ◽  
Author(s):  
Thomas Connolly ◽  
Mark Stansfield

The emergence of the Internet has had a significant impact on higher education where we have seen elearning evolve from a marginal form of education to a commonly accepted and increasingly popular alternative to traditional face-to-face education. While e-learning has many advantages, there have been problems identified, such as lack of contact leading to feelings of isolation; the need for a motivated, self-disciplined, and mature learner; the monotonous nature of some e-learning materials; and increased drop out rates. If e-learning has developed a reputation for being ‘boring and mindless,’ games have developed the reputation for being engaging and challenging. In recent years, a new form of learning has been developing, namely games-based e-learning, which builds on the successes of e-learning while providing a more stimulating and relevant learning environment for younger people who have been brought up in an environment of powerful home PCs, graphic-rich multiplayer Internet gaming, and mobile phones with ever-increasing functionality. This article will explore the concept of games-based e-learning, discuss some of its pedagogic underpinnings, and examine barriers that may limit the uptake and development of this relatively new approach to learning.


Author(s):  
Faisal Saransi ◽  
Fauziah Roselia ◽  
Nelfi Erlinda

This research is based on the policy given by central and local governments to stop the face-to-face learning process during the COVID-19 pandemic. It is due to prevent the coronavirus contagion spread and in exchange, remote learning is conducted by utilizing internet as one of supports. The research objective is to discover the significant effects of internet use during the COVID-19 pandemic toward the learning outcomes of the cadets in Merchant Marine Polytechnic of West Sumatera. Based on the data analysis that the researchers have done, it is found that the value of tcount = 3.166 is greater than t table = 1.988 at the 5% significance level, it can be concluded that there is a significant influence on the internet utilization variable during the pandemic on the learning outcomes of Taruna / I Shipping Polytechnic of West Sumatra.


Author(s):  
Orlin St. Surin ◽  
Rebecca J. Blankenship

Traditionally, face-to-face bullying has been major problem among adolescents, especially those deemed at-risk. With the rise in the use of and advancements in mobile technologies, the Internet 2.0, and smart phones, a new form of bullying has been on the rise resulting from the increase in access to technologies and by association, social media outlets such as Facebook, Instagram, and Twitter. Cyberbullying, as it has been denoted, can occur at any time of the day on all social media platforms resulting in the potential of face-to-face victims enduring the abuse of their aggressors on an almost 24/7 basis. As such, cyberbullying can trigger numerous emotional and physical stressors among students. The purpose of this study was to discover the perceptions middle school students have about cyberbullying and their role as either victim, perpetrator, or bystander. The results of the study speak to a broader and emerging narrative indicating the psychological challenges faced by developing adolescent minds in negotiating face-to-face and virtual relationships.


2017 ◽  
Vol 6 (1) ◽  
pp. 1
Author(s):  
Areej Dawoud ◽  
Sayyed Rashid Shah

This study aims to explore the functions of code switching of English-Arabic speakers in a computer-based online communication. Its goal is to understand whether code switching on the internet has the same functions as face-to-face interaction in real time situation. In addition, it aims to highlight the different conversational characteristics of code switching in a virtual environment, such as online chat. Adopting a Conversational Analysis (CA) approach, the data were collected from online Paltalk chatrooms, specifically "BnatKSA". The six participants, three males and three females were proficient in English and Arabic languages. Using bidirectional English-Arabic code switching, the six participants frequently chatted online for two hours a day over a period of one month. The findings indicate a wide range of functions of code switching on the internet. Some of these functions are unique and context specific, which can be considered a contribution to the body of knowledge. The findings suggest that the range of code switching functions online is broader and more meaningful than face-to-face communication in real time situation.


2021 ◽  
Vol 3 (6) ◽  
pp. 110-117
Author(s):  
Zixuan Zhou

The pandemic COVID-19 spread over the world in 2020 and pushed almost everything online, including psychological therapy. Online therapy is a way for therapists or clients who are not able to have the face-to-face sessions, use technological tools like zoom, facetime, or chat to have the treatment instead. In this literature review, the author would talk about what is online therapy and how it works. Then, he would talk about online therapy in the COVID-19 pandemic. Lastly, as online therapy depends on the internet a lot, some studies mention that adolescents tend to like this way more, the author would talk about the influence of online therapy on depression among adolescents.


Author(s):  
Thomas M. Connolly ◽  
Mark Stansfield

The emergence of the Internet has had a significant impact on higher education where we have seen elearning evolve from a marginal form of education to a commonly accepted and increasingly popular alternative to traditional face-to-face education. While e-learning has many advantages, there have been problems identified, such as lack of contact leading to feelings of isolation; the need for a motivated, self-disciplined, and mature learner; the monotonous nature of some e-learning materials; and increased drop out rates. If e-learning has developed a reputation for being ‘boring and mindless,’ games have developed the reputation for being engaging and challenging. In recent years, a new form of learning has been developing, namely games-based e-learning, which builds on the successes of e-learning while providing a more stimulating and relevant learning environment for younger people who have been brought up in an environment of powerful home PCs, graphic-rich multiplayer Internet gaming, and mobile phones with ever-increasing functionality. This article will explore the concept of games-based e-learning, discuss some of its pedagogic underpinnings, and examine barriers that may limit the uptake and development of this relatively new approach to learning.


Author(s):  
Maurie Caitlin Kelly ◽  
Bernd J. Haupt ◽  
Ryan E. Baxter

Internet map services (IMSs) are redefining the ways in which people interact with geospatial information system (GIS) data. The driving forces behind this trend are the pervasiveness of GIS software and the emerging popularity of mobile devices and navigation systems utilizing GPS (Global Positioning System), as well as the ever-increasing availability of geospatial data on the Internet. These forces are also influencing the increasing need for temporal or real-time data. One trend that has become particularly promising in addressing this need is the development of IMS. IMS is changing the face of data access and creating an environment in which users can view, download, and query geospatial and real-time data into their own desktop software programs via the Internet. In this section, the authors will provide a brief description of the evolution and system architecture of an IMS, identify some common challenges related to implementing an IMS, and provide an example of how IMSs have been developed using real-time weather data from the National Digital Forecast Database (NDFD). Finally, the authors will briefly touch on some emerging trends in IMS, as well as discuss the future direction of IMS and their role in providing access to real-time data.


Author(s):  
Steve New

B2B E-commerce was expected to change the way buyers and sellers did business. In the face of the dot.com boom, many believed that this would be a fundamental change in business. Many expected that the internet as a disruptive technology would lead to real-time internet-based trading with implications for changes in the nature of buyer-supplier relationships, pricing, and industrial capacity.


Neurology ◽  
2017 ◽  
Vol 88 (16) ◽  
pp. 1580-1583 ◽  
Author(s):  
Bert B. Vargas ◽  
Morgan Shepard ◽  
Joseph G. Hentz ◽  
Cherisse Kutyreff ◽  
L. George Hershey ◽  
...  

Objective:To assess the feasibility and accuracy of telemedical concussion evaluations (teleconcussion) for real-time athletic sideline assessment of concussion, as such assessment may address the gap in access some populations of athletes have to providers with expertise in concussion evaluation.Methods:A cohort of 11 consecutive male collegiate football players with suspected concussion was assessed using Standardized Assessment of Concussion (SAC), King-Devick test (K-D), and modified Balance Error Scoring System (mBESS). A remote neurologist assessed each athlete using a telemedicine robot with real-time, 2-way audiovisual capabilities, while a sideline provider performed a simultaneous face-to-face assessment. After the assessment, a remove-from-play (RFP) determination was made. The remote and the face-to-face providers were blinded to each other’s examination findings and RFP decision until the end of the assessment.Results:The teleconcussion and face-to-face SAC were in agreement 100% of the time (6/6; 95% confidence interval [CI] 54%–100%). The mean (SD) difference between remote and sideline K-D times was 0.7 (1.4) seconds. Remote and sideline K-D times were within a 3-second difference 100% of the time (11/11; 95% CI 72%–100%). Remote and sideline mBESS scores were within 3 points 100% of the time (6/6; 95% CI 54%–100%). RFP decisions were in agreement 100% of the time (11/11; 95% CI 72%–100%).Conclusions:The aim of this study was to investigate the feasibility of teleconcussion for sideline concussion assessments. These data suggest a high level of agreement between remote and face-to-face providers with regard to examination findings and RFP determinations.


Author(s):  
Orlin St. Surin ◽  
Rebecca J. Blankenship

Traditionally, face-to-face bullying has been major problem among adolescents, especially those deemed at-risk. With the rise in the use of and advancements in mobile technologies, the Internet 2.0, and smart phones, a new form of bullying has been on the rise resulting from the increase in access to technologies and by association, social media outlets such as Facebook, Instagram, and Twitter. Cyberbullying, as it has been denoted, can occur at any time of the day on all social media platforms resulting in the potential of face-to-face victims enduring the abuse of their aggressors on an almost 24/7 basis. As such, cyberbullying can trigger numerous emotional and physical stressors among students. The purpose of this study was to discover the perceptions middle school students have about cyberbullying and their role as either victim, perpetrator, or bystander. The results of the study speak to a broader and emerging narrative indicating the psychological challenges faced by developing adolescent minds in negotiating face-to-face and virtual relationships.


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