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Portals to EHV Trainingemmadeal2019-02-12T22:05:04+00:00
eHealth Visioneers
EHV Scope

EHV SCOPE

A truly integrated, seamless technology foundation must enable the physician to practice the way he or she deems best, while ensuring all possible compliance issues and precautions for protection from audits, errors, and malpractice have been anticipated and automated. It must be working hard “behind the screen” to protect and to serve in the best interest of the physician’s business.

Our mission is to make healthcare technology a catalyst for better patient care. Through the use of innovative tools designed in collaboration with their users, we will change the relationship between the doctor and his or her business. Our goal is to make their business thrive, and remove any technological barriers between the patient, the doctors, and their delivery of exceptional care.

eHealth Visioneering
EHV SCOPE

eHealth Visioneering

HIPAA-HITECH Compliance Service, Staffing & Training Bureau, eHealth Visioneering is the right choice for you! Simply put, its the most complete and trusted Compliance & Training Bureau on the market.  Compliance Service Bureau whose mission is to provide the Expertise to master a very complicated & regulated Web of Regulations that jeopardizes the Viability of each and every Provider.

If you’re a Health Care Staffer, eHealth Visioneering is for you. The array of Regulations that govern Health Care can seem overwhelming.  Almost every aspect of the Health Care is overseen by some Regulatory Body, and sometimes by several.  Health Care Professionals may feel that they spend more time complying with Rules that direct their work than actually doing the work themselves. It’s simply built for everyone, and can be as simple or complex as you want it to be.

eHealth Visioneering provides the tools, training and support so desperately needed. We have partnered with the leading industry specialists in Healthcare IT and Regulatory Compliance. We provide software tools that integrate into your existing systems providing you with real-time dashboard information. This “at a glance” snapshot of your compliance indicators will provide you the comfort in knowing where you need to focus your valuable time. We provide on-line training and support.

eHealth Visioneering is a Health IT Compliance Service Bureau whose mission is to provide the necessary expertise to master a very complicated and regulated web of requirements that jeopardizes the the viability of each and every provider.

The array of regulations that govern health care can seem overwhelming to people who work in the industry. Almost every aspect of the field is overseen by one regulatory body or another, and sometimes by several. Health care professionals may feel that they spend more time complying with rules that direct their work than actually doing the work itself.

EHV Learning Center
EHV SCOPE

EHV SCOPE

Wilhelm von Humboldt‘s educational model goes beyond vocational training. In a letter to the Prussian king,[7] he wrote: “There are undeniably certain kinds of knowledge that must be of a general nature and, more importantly, a certain cultivation of the mind and character that nobody can afford to be without. People obviously cannot be good craftworkers, merchants, soldiers or businessmen unless, regardless of their occupation, they are good, upstanding and – according to their condition – well-informed human beings and citizens. If this basis is laid through schooling, vocational skills are easily acquired later on, and a person is always free to move from one occupation to another, as so often happens in life.”[8] The philosopher Julian Nida-Rümelin[9] criticized discrepancies between Humboldt’s ideals and the contemporary European education policy, which narrowly understands education as a preparation for the labor market, and argued that we need to decide between “McKinsey“, to describe vocational training, and Humboldt.[10]

e-TalentPRO
e-Talent Scope

e-TalentPRO

We offer a range of training packages in a range of subject areas and can offer blended learning opportunities to best meet your needs. If sitting in a room with a trainer and having the opportunity for discussion with other learners sounds good to you then we can offer this. If you have enough people wanting to attend the same course.

If you prefer to study in your own time and at your own speed then one of our e-learning packages may be right up your street. There is a third option, which is you like the sound of both but perhaps can’t attend all training sessions, this is when blended learning comes into its own.

ePaperLess Solutions
e-Paperless Scope

ePaperless Solutions

A paperless office (or paper-free office) is a work environment in which the use of paper is eliminated or greatly reduced. This is done by converting documents and other papers into digital form, a process known as digitization. Proponents claim that “going paperless” can save money, boost productivity, save space, make documentation and information sharing easier, keep personal information more secure, and help the environment. The concept can be extended to communications outside the office as well.

The paperless world was a publicist‘s slogan, intended to describe the office of the future. It was facilitated by the popularization of video display computer terminals like the 1964 IBM 2260. An early prediction of the paperless office was made in a 1975 Business Week article.[1] The idea was that office automation would make paper redundant for routine tasks such as record-keeping and bookkeeping, and it came to prominence with the introduction of the personal computer. While the prediction of a PC on every desk was remarkably prophetic, the “paperless office” was not. Improvements in printers and photocopiers have made it much easier to reproduce documents in bulk, causing the worldwide use of office paper to more than double from 1980 to 2000.[2] This has been attributed to the increased ease of document production[2] and widespread use of electronic communication, which has resulted in users receiving large numbers of documents that are often printed out. However, since about 2000, at least in the US, the use of office paper has leveled off and is now decreasing, which has been attributed to a generation shift;[2] younger people are believed to be less inclined to print out documents, and more inclined to read them on a full-color interactive display screen. According to the United States Environmental Protection Agency, the average office worker generates approximately two pounds of paper and paperboard products each day.

eTeam-USA
eTeam-USA Scope

eTeam-USA

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Immersion into virtual reality is a perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment.

The name is a metaphoric use of the experience of submersion applied to representation, fiction or simulation. Immersion can also be defined as the state of consciousness where a “visitor” (Maurice Benayoun) or “immersant” (Char Davies)’s awareness of physical self is transformed by being surrounded in an artificial environment; used for describing partial or complete suspension of disbelief, enabling action or reaction to stimulations encountered in a virtual or artistic environment. The degree to which the virtual or artistic environment faithfully reproduces reality determines the degree of suspension of disbelief. The greater the suspension of disbelief, the greater the degree of presence achieved.

Augmented reality (AR) is an interactive experience of a real-world environment where the objects that reside in the real-world are “augmented” by computer-generated perceptual information, sometimes across multiple sensory modalities, including visual, auditory, haptic, somatosensory, and olfactory.[1][2] The overlaid sensory information can be constructive (i.e. additive to the natural environment) or destructive (i.e. masking of the natural environment) and is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment.[3] In this way, augmented reality alters one’s ongoing perception of a real-world environment, whereas virtual reality completely replaces the user’s real-world environment with a simulated one.[4][5] Augmented reality is related to two largely synonymous terms: mixed reality and computer-mediated reality.

The primary value of augmented reality is that it brings components of the digital world into a person’s perception of the real world, and does so not as a simple display of data, but through the integration of immersive sensations that are perceived as natural parts of an environment. The first functional AR systems that provided immersive mixed reality experiences for users were invented in the early 1990s, starting with the Virtual Fixtures system developed at the U.S. Air Force’s Armstrong Laboratory in 1992.[3][6][7][8] The first commercial augmented reality experiences were used largely in the entertainment and gaming businesses, but now other industries are also getting interested about AR’s possibilities for example in knowledge sharing, educating, managing the information flood and organizing distant meetings. Augmented reality is also transforming the world of education, where content may be accessed by scanning or viewing an image with a mobile device or by bringing immersive, markerless AR experiences to the classroom.[9][10] Another example is an AR helmet for construction workers which display information about the construction sites.

Augmented reality is used to enhance natural environments or situations and offer perceptually enriched experiences. With the help of advanced AR technologies (e.g. adding computer vision and object recognition) the information about the surrounding real world of the user becomes interactive and digitally manipulable. Information about the environment and its objects is overlaid on the real world. This information can be virtual[11][12][13][14][15][16] or real, e.g. seeing other real sensed or measured information such as electromagnetic radio waves overlaid in exact alignment with where they actually are in space.[17][18][19] Augmented reality also has a lot of potential in the gathering and sharing of tacit knowledge. Augmentation techniques are typically performed in real time and in semantic context with environmental elements. Immersive perceptual information is sometimes combined with supplemental information like scores over a live video feed of a sporting event. This combines the benefits of both augmented reality technology and heads up display technology (HUD).

Virtual reality (VR) is an interactive computer-generated experience taking place within a simulated environment. It incorporates mainly auditory and visual feedback, but may also allow other types of sensory feedback like haptic. This immersive environment can be similar to the real world or it can be fantastical. Augmented reality systems may also be considered a form of VR that layers virtual information over a live camera feed into a headset or through a smartphone or tablet device giving the user the ability to view three-dimensional images.

Current VR technology most commonly uses virtual reality headsets or multi-projected environments, sometimes in combination with physical environments or props, to generate realistic images, sounds and other sensations that simulate a user’s physical presence in a virtual or imaginary environment. A person using virtual reality equipment is able to “look around” the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens.

VR systems that include transmission of vibrations and other sensations to the user through a game controller or other devices are known as haptic systems. This tactile information is generally known as force feedback video gaming and training applications

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