This study investigates users' perception and acceptance of mixed reality (MR) technology. Acceptance of new information technologies has been important research area since 1990s. It is important to understand the reasons why people accept information technologies, as this can help to improve design, evaluation and prediction how users will respond to a new technology. MR is one of the potential technologies that has gained attention in recent time, offering a unique environment as it combines real and virtual objects, interactive in real time and registered in three dimensions. This paper discusses a study into users' acceptance of a mixed reality prototype, named Mixed Reality Regenerative Concept (MRRC). MRRC was developed using mixed reality technology to provide Biomedical Science students with exposure to regenerative concepts and tissue engineering processes. MRRC integrates situated learning as the model of instruction, emphasising authentic context and activities. Volunteer sampling was used in this study to obtain 63 participants comprising 2nd, 3rd and 4th year Biomedical Science students in two public universities in Malaysia, who had not previously experienced mixed reality technology. In this study, the constructs used to determine acceptance of mixed reality technology were personal innovativeness (PI), perceived enjoyment (PE), perceived ease of use (PEOU), perceived usefulness (PU), and intention to use (ITU). Results from simple correlation analyses showed positive linear correlations between the constructs. However, findings from regression analysis suggested that perceived usefulness was the most important factor determining users' intention to use this technology in the future. Findings from this study also suggested that tertiary level science students showed a high willingness to use mixed reality technology in the future.
Person re-identification across different surveillance cameras with disjoint fields of view has become one of the most interesting and challenging subjects in the area of intelligent video surveillance. Although several methods have been developed and proposed, certain limitations and unresolved issues remain. In all of the existing re-identification approaches, feature vectors are extracted from segmented still images or video frames. Different similarity or dissimilarity measures have been applied to these vectors. Some methods have used simple constant metrics, whereas others have utilised models to obtain optimised metrics. Some have created models based on local colour or texture information, and others have built models based on the gait of people. In general, the main objective of all these approaches is to achieve a higher-accuracy rate and lowercomputational costs. This study summarises several developments in recent literature and discusses the various available methods used in person re-identification. Specifically, their advantages and disadvantages are mentioned and compared.
Previous studies have found out that educational applications using the Augmented Reality (AR) technology have provided immersion, motivation, fun and high level of engagement. However, designing and developing of the AR courseware with these characteristics while ensuring the effectiveness in teaching and learning process can be quite challenging. The increasingly use of AR has called for the creation of more usable products of high quality, which in turn, makes the Usability Evaluation testing an essential process. Previous researchers stressed that until very recently, where the Usability Evaluation of AR interfaces had not been systematically examined. Furthermore, nowadays usability is a fundamental factor to consider when developing educational courseware. Therefore, a good design for the usability evaluation methodology is needed which is best suited for Down Syndrome (DS) learners in early reading. This paper describes the review of usability evaluation in learning courseware and presenting the usability evaluation that has been successfully applied to previous AR applications. Next, we will present several existing usability evaluation methods as a guideline in conducting the usability evaluation for AR BACA SindD. Lastly, this paper proposed a Design of Usability Evaluation Methodology Framework for AR BACA SindD, especially for the DS children in this case study. Hopefully, the methods that were used for the evaluation as well as the suitable usability evaluation methodology proposed, can be deployed to evaluate the effectiveness of the courseware to disabled children as general and primarily to the DS children.
The Lighting Network (LN) is a network of micropayment channels that runs on top of Bitcoin. The balances of payment channels are not broadcasted to the LN network to preserve the privacy of the nodes participating in the network. A balance disclosure attack (BDA) has been proven to be successful in determining the balance of large amounts of channels in the network. In this paper we propose an improved algorithm for the BDA as well as a new type of attack that leverages the differences between LN client software implementations. Our improved algorithm extends the original BDA by performing payments from both sides of the channel. The new attack uses malformed payments to shutdown payment channels an adversary is not part of.
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