Developing Agent-Based Pervasive Mixed Reality Systems: The MiRAgE Framework

Author(s):  
Angelo Croatti ◽  
Alessandro Ricci
Keyword(s):  
Author(s):  
Zlatogor Borisov Minchev

The chapter describes the problem of building cyber threats resilience for the human factor as the technological growth is constantly changing the security landscape of the new digital world. A methodological framework for meeting the problem by using the “scenario method” and experts' support is outlined. An implementation of comprehensive morphological and system analyses of cyber threats are performed, followed by agent based mixed reality validation, incorporating biometrics monitoring. The obtained results demonstrate a correlation of experts' beliefs for cyber threats identification, related to human factor biometric response, whilst using social networks and inhabiting smart environments of living. The achieved results prove “use with care” necessity for new technologies, concerning cyber threats landscape for assuring a sustainable resilience balance from the human factor perspective.


Author(s):  
Zlatogor Borisov Minchev

The chapter describes the problem of building cyber threats resilience for the human factor as the technological growth is constantly changing the security landscape of the new digital world. A methodological framework for meeting the problem by using the “scenario method” and experts' support is outlined. An implementation of comprehensive morphological and system analyses of cyber threats are performed, followed by agent based mixed reality validation, incorporating biometrics monitoring. The obtained results demonstrate a correlation of experts' beliefs for cyber threats identification, related to human factor biometric response, whilst using social networks and inhabiting smart environments of living. The achieved results prove “use with care” necessity for new technologies, concerning cyber threats landscape for assuring a sustainable resilience balance from the human factor perspective.


Author(s):  
Rui Wang ◽  
Xiangyu Wang

This chapter investigates the use of SecondLife as a virtual environment to help the commercial sector in marketing process. It presents the use of Immersive Virtual Reality concept to design a distributed marketing system for commercial sector based on the Benford’s Mixed Reality boundaries theory and Motivated Learning Agents model. System framework has been proposed in this chapter and boundaries as well as agents factors in this framework have been discussed.


Author(s):  
Jorge Perdigao

In 1955, Buonocore introduced the etching of enamel with phosphoric acid. Bonding to enamel was created by mechanical interlocking of resin tags with enamel prisms. Enamel is an inert tissue whose main component is hydroxyapatite (98% by weight). Conversely, dentin is a wet living tissue crossed by tubules containing cellular extensions of the dental pulp. Dentin consists of 18% of organic material, primarily collagen. Several generations of dentin bonding systems (DBS) have been studied in the last 20 years. The dentin bond strengths associated with these DBS have been constantly lower than the enamel bond strengths. Recently, a new generation of DBS has been described. They are applied in three steps: an acid agent on enamel and dentin (total etch technique), two mixed primers and a bonding agent based on a methacrylate resin. They are supposed to bond composite resin to wet dentin through dentin organic component, forming a peculiar blended structure that is part tooth and part resin: the hybrid layer.


Author(s):  
Jacqueline A. Towson ◽  
Matthew S. Taylor ◽  
Diana L. Abarca ◽  
Claire Donehower Paul ◽  
Faith Ezekiel-Wilder

Purpose Communication between allied health professionals, teachers, and family members is a critical skill when addressing and providing for the individual needs of patients. Graduate students in speech-language pathology programs often have limited opportunities to practice these skills prior to or during externship placements. The purpose of this study was to research a mixed reality simulator as a viable option for speech-language pathology graduate students to practice interprofessional communication (IPC) skills delivering diagnostic information to different stakeholders compared to traditional role-play scenarios. Method Eighty graduate students ( N = 80) completing their third semester in one speech-language pathology program were randomly assigned to one of four conditions: mixed-reality simulation with and without coaching or role play with and without coaching. Data were collected on students' self-efficacy, IPC skills pre- and postintervention, and perceptions of the intervention. Results The students in the two coaching groups scored significantly higher than the students in the noncoaching groups on observed IPC skills. There were no significant differences in students' self-efficacy. Students' responses on social validity measures showed both interventions, including coaching, were acceptable and feasible. Conclusions Findings indicated that coaching paired with either mixed-reality simulation or role play are viable methods to target improvement of IPC skills for graduate students in speech-language pathology. These findings are particularly relevant given the recent approval for students to obtain clinical hours in simulated environments.


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