The Experts below are selected from a list of 149583 Experts worldwide ranked by ideXlab platform
David Pinelle - One of the best experts on this subject based on the ideXlab platform.
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the emergence of High Speed interaction and coordination in a formerly turn based groupware game
International Conference on Supporting Group Work, 2016Co-Authors: Carl Gutwin, Mutasem Barjawi, David PinelleAbstract:Although some forms of distributed groupware now enable fast-paced real-time collaboration (e.g., first-person shooter games), little Work has been done to determine how coordination and interaction occur when people attempt to Work together at High Speed. Understanding the elements of High-Speed coordination is important, because shared-Workspace groupware systems offer opportunities for new kinds of High-Speed Work that is, they provide freedom from the physical constraints that can slow and restrict coordination in physical shared spaces. To better understand High-Speed coordination, and to examine whether these opportunities can enable new kinds of interaction in groupware, we created and studied a new multi-player game (called RTChess) that is based on traditional chess, but adds multiple players and removes all turns from the gameplay. The result is a free-for-all game where people are limited only by their ability to move quickly and expertly a situation that is more like a team sport than a tabletop game. We carried out an observational study of 448 games of RTChess to look for the emergence of High-Speed interaction, team coordination, and interactional expertise. We found that people can interact extremely quickly through distributed groupware, and saw evidence that people build expertise and develop several kinds of coordination in the game. Groupware systems like RTChess indicate that coordination and interaction in shared-Workspace collaboration can occur at High Speed, and suggest ways to free groupware users from the slow and stilted interactions that are common in many current multi-user systems.
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GROUP - The Emergence of High-Speed Interaction and Coordination in a (Formerly) Turn-based Groupware Game
Proceedings of the 19th International Conference on Supporting Group Work, 2016Co-Authors: Carl Gutwin, Mutasem Barjawi, David PinelleAbstract:Although some forms of distributed groupware now enable fast-paced real-time collaboration (e.g., first-person shooter games), little Work has been done to determine how coordination and interaction occur when people attempt to Work together at High Speed. Understanding the elements of High-Speed coordination is important, because shared-Workspace groupware systems offer opportunities for new kinds of High-Speed Work that is, they provide freedom from the physical constraints that can slow and restrict coordination in physical shared spaces. To better understand High-Speed coordination, and to examine whether these opportunities can enable new kinds of interaction in groupware, we created and studied a new multi-player game (called RTChess) that is based on traditional chess, but adds multiple players and removes all turns from the gameplay. The result is a free-for-all game where people are limited only by their ability to move quickly and expertly a situation that is more like a team sport than a tabletop game. We carried out an observational study of 448 games of RTChess to look for the emergence of High-Speed interaction, team coordination, and interactional expertise. We found that people can interact extremely quickly through distributed groupware, and saw evidence that people build expertise and develop several kinds of coordination in the game. Groupware systems like RTChess indicate that coordination and interaction in shared-Workspace collaboration can occur at High Speed, and suggest ways to free groupware users from the slow and stilted interactions that are common in many current multi-user systems.
Carl Gutwin - One of the best experts on this subject based on the ideXlab platform.
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the emergence of High Speed interaction and coordination in a formerly turn based groupware game
International Conference on Supporting Group Work, 2016Co-Authors: Carl Gutwin, Mutasem Barjawi, David PinelleAbstract:Although some forms of distributed groupware now enable fast-paced real-time collaboration (e.g., first-person shooter games), little Work has been done to determine how coordination and interaction occur when people attempt to Work together at High Speed. Understanding the elements of High-Speed coordination is important, because shared-Workspace groupware systems offer opportunities for new kinds of High-Speed Work that is, they provide freedom from the physical constraints that can slow and restrict coordination in physical shared spaces. To better understand High-Speed coordination, and to examine whether these opportunities can enable new kinds of interaction in groupware, we created and studied a new multi-player game (called RTChess) that is based on traditional chess, but adds multiple players and removes all turns from the gameplay. The result is a free-for-all game where people are limited only by their ability to move quickly and expertly a situation that is more like a team sport than a tabletop game. We carried out an observational study of 448 games of RTChess to look for the emergence of High-Speed interaction, team coordination, and interactional expertise. We found that people can interact extremely quickly through distributed groupware, and saw evidence that people build expertise and develop several kinds of coordination in the game. Groupware systems like RTChess indicate that coordination and interaction in shared-Workspace collaboration can occur at High Speed, and suggest ways to free groupware users from the slow and stilted interactions that are common in many current multi-user systems.
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GROUP - The Emergence of High-Speed Interaction and Coordination in a (Formerly) Turn-based Groupware Game
Proceedings of the 19th International Conference on Supporting Group Work, 2016Co-Authors: Carl Gutwin, Mutasem Barjawi, David PinelleAbstract:Although some forms of distributed groupware now enable fast-paced real-time collaboration (e.g., first-person shooter games), little Work has been done to determine how coordination and interaction occur when people attempt to Work together at High Speed. Understanding the elements of High-Speed coordination is important, because shared-Workspace groupware systems offer opportunities for new kinds of High-Speed Work that is, they provide freedom from the physical constraints that can slow and restrict coordination in physical shared spaces. To better understand High-Speed coordination, and to examine whether these opportunities can enable new kinds of interaction in groupware, we created and studied a new multi-player game (called RTChess) that is based on traditional chess, but adds multiple players and removes all turns from the gameplay. The result is a free-for-all game where people are limited only by their ability to move quickly and expertly a situation that is more like a team sport than a tabletop game. We carried out an observational study of 448 games of RTChess to look for the emergence of High-Speed interaction, team coordination, and interactional expertise. We found that people can interact extremely quickly through distributed groupware, and saw evidence that people build expertise and develop several kinds of coordination in the game. Groupware systems like RTChess indicate that coordination and interaction in shared-Workspace collaboration can occur at High Speed, and suggest ways to free groupware users from the slow and stilted interactions that are common in many current multi-user systems.
Mutasem Barjawi - One of the best experts on this subject based on the ideXlab platform.
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the emergence of High Speed interaction and coordination in a formerly turn based groupware game
International Conference on Supporting Group Work, 2016Co-Authors: Carl Gutwin, Mutasem Barjawi, David PinelleAbstract:Although some forms of distributed groupware now enable fast-paced real-time collaboration (e.g., first-person shooter games), little Work has been done to determine how coordination and interaction occur when people attempt to Work together at High Speed. Understanding the elements of High-Speed coordination is important, because shared-Workspace groupware systems offer opportunities for new kinds of High-Speed Work that is, they provide freedom from the physical constraints that can slow and restrict coordination in physical shared spaces. To better understand High-Speed coordination, and to examine whether these opportunities can enable new kinds of interaction in groupware, we created and studied a new multi-player game (called RTChess) that is based on traditional chess, but adds multiple players and removes all turns from the gameplay. The result is a free-for-all game where people are limited only by their ability to move quickly and expertly a situation that is more like a team sport than a tabletop game. We carried out an observational study of 448 games of RTChess to look for the emergence of High-Speed interaction, team coordination, and interactional expertise. We found that people can interact extremely quickly through distributed groupware, and saw evidence that people build expertise and develop several kinds of coordination in the game. Groupware systems like RTChess indicate that coordination and interaction in shared-Workspace collaboration can occur at High Speed, and suggest ways to free groupware users from the slow and stilted interactions that are common in many current multi-user systems.
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GROUP - The Emergence of High-Speed Interaction and Coordination in a (Formerly) Turn-based Groupware Game
Proceedings of the 19th International Conference on Supporting Group Work, 2016Co-Authors: Carl Gutwin, Mutasem Barjawi, David PinelleAbstract:Although some forms of distributed groupware now enable fast-paced real-time collaboration (e.g., first-person shooter games), little Work has been done to determine how coordination and interaction occur when people attempt to Work together at High Speed. Understanding the elements of High-Speed coordination is important, because shared-Workspace groupware systems offer opportunities for new kinds of High-Speed Work that is, they provide freedom from the physical constraints that can slow and restrict coordination in physical shared spaces. To better understand High-Speed coordination, and to examine whether these opportunities can enable new kinds of interaction in groupware, we created and studied a new multi-player game (called RTChess) that is based on traditional chess, but adds multiple players and removes all turns from the gameplay. The result is a free-for-all game where people are limited only by their ability to move quickly and expertly a situation that is more like a team sport than a tabletop game. We carried out an observational study of 448 games of RTChess to look for the emergence of High-Speed interaction, team coordination, and interactional expertise. We found that people can interact extremely quickly through distributed groupware, and saw evidence that people build expertise and develop several kinds of coordination in the game. Groupware systems like RTChess indicate that coordination and interaction in shared-Workspace collaboration can occur at High Speed, and suggest ways to free groupware users from the slow and stilted interactions that are common in many current multi-user systems.
Patria A. Hume - One of the best experts on this subject based on the ideXlab platform.
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Stiffness as a Risk Factor for Achilles Tendon Injury in Running Athletes
Sports Medicine, 2016Co-Authors: Anna V. Lorimer, Patria A. HumeAbstract:Background Overuse injuries are multifactorial resulting from cumulative loading. Therefore, clear differences between normal and at-risk individuals may not be present for individual risk factors. Using a holistic measure that incorporates many of the identified risk factors, focusing on multiple joint movement patterns may give better insight into overuse injuries. Lower body stiffness may provide such a measure. Objective To identify how risk factors for Achilles tendon injuries influence measures of lower body stiffness. Methods SPORTDiscus, Web of Science, CINAHL and PubMed were searched for Achilles tendon injury risk factors related to vertical, leg and joint stiffness in running athletes. Results Increased braking force and low surface stiffness, which were clearly associated with increased risk of Achilles tendon injuries, were also found to be associated with increased lower body stiffness. High arches and increased vertical and propulsive forces were protective for Achilles tendon injuries and were also associated with increased lower body stiffness. Risk factors for Achilles tendon injuries that had unclear associations were also investigated with the evidence trending towards an increase in leg stiffness and a decrease in ankle stiffness being detrimental to Achilles tendon health. Conclusion Few studies have investigated the link between lower body stiffness and Achilles injury. High stiffness is potentially associated with risk factors for Achilles tendon injuries although some of the evidence is controversial. Prospective injury studies are needed to confirm this relationship. Large amounts of High-intensity or High-Speed Work or running on soft surfaces such as sand may increase Achilles injury risk. Coaches and clinicians Working with athletes with new or reoccurring injuries should consider training practices of the athlete and recommend reducing Speed or sand running if loading is deemed to be excessive.
P B Wiles - One of the best experts on this subject based on the ideXlab platform.
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A REVIEW OF TRAFFIC MANAGEMENT AND ENFORCEMENT PROBLEMS AND IMPROVEMENT OPTIONS AT High-VOLUME, High-Speed Work ZONES IN TEXAS
2001Co-Authors: Gerald L Ullman, M D Fontaine, Steven D Schrock, P B WilesAbstract:This report presents a review of possible safety problems commonly observed at Work zones on High-volume, High-Speed roadways in Texas. These included excessive Speeds upstream and within the Work zone, severe braking and lane-changing at the upstream end of a traffic queue, severe braking and lane-changing within the traffic queue, lane straddling by trucks, and erratic exit maneuvers upstream of and within the traffic queue. Available traffic management and enforcement strategies and technologies were assessed for their feasibility in addressing these problems. Testing of a real-time remote enforcement system, portable traffic management systems, and the late merge traffic control strategy are recommended for the next phase of this study.