Empirical findings from surveys and in-depth interviews with information security managers and users indicate that a digital divide exists between these groups in terms of their views on and experience of information security practices. Information security professionals mainly regard users as an information security threat, whereas users believe themselves that they are an untapped resource for security work. The limited interaction between users and information security managers results in a lack of understanding for the other's point of view. These divergent views on and interpretations of information security mean that managers tend to base their practical method on unrealistic assumptions, resulting in management approaches that are poorly aligned with the dynamics of the users' working day. 相似文献
Accurate detection of mediated haptic information in minimally invasive surgery (MIS) is critical for applying appropriate force magnitudes onto soft tissue with the aim of minimising tissue trauma. Force perception in MIS is a dynamic process, with surgeons’ administration of force into tissue revealing information about the remote surgical site which further informs the surgeons’ haptic interactions. The relationship between applied force and material deformation rate provides biomechanical information specifying the deformation distance remaining until a tissue will fail: which is termed distance-to-break (DTB). The current study demonstrates that observers can detect DTB while deforming simulated tissues and stop before reaching the tissues’ failure points. The design of training simulators, control devices and automated robotic systems for applications outside of MIS is discussed.
Practitioner Summary: In MIS, haptic information is critical for applying appropriate forces onto soft tissue to minimise tissue trauma. Observers used force information to detect how far they could deform a virtual tissue before it would break. The design of training simulators, control devices and automated robotic systems is discussed. 相似文献
Compared with driving or flight simulation, little is known about self-motion perception in riding simulation. The goal of this study was to examine whether or not continuous roll motion supports the sensation of leaning into bends in dynamic motorcycle simulation. To this end, riders were able to freely tune the visual scene and/or motorcycle simulator roll angle to find a pattern that matched their prior knowledge. Our results revealed idiosyncrasy in the combination of visual and proprioceptive information. Some subjects relied more on the visual dimension, but reported increased sickness symptoms with the visual roll angle. Others relied more on proprioceptive information, tuning the direction of the visual scenery to match three possible patterns. Our findings also showed that these two subgroups tuned the motorcycle simulator roll angle in a similar way. This suggests that sustained inertially specified roll motion have contributed to the sensation of leaning in spite of the occurrence of unexpected gravito-inertial stimulation during the tilt. Several hypotheses are discussed.
Practitioner Summary: Self-motion perception in motorcycle simulation is a relatively new research area. We examined how participants combined visual and proprioceptive information. Findings revealed individual differences in the visual dimension. However, participants tuned the simulator roll angle similarly, supporting the hypothesis that sustained inertially specified roll motion contributes to a leaning sensation. 相似文献
As the population of elderly people in society rises, the importance of technology to assist health management is growing with the demographic shift. Wearable personal computing has been the common solution proposed by related projects to fulfil the needs of elderly people. These add-on devices are attached to the users, and result in uneasiness or discomfort while wearing them in public areas. In this study, three common wearing positions – wrist, upper arm, and neck – were investigated in terms of psychological perception and perceived readability. Twenty-four Taiwanese participants in Miaoli area were asked to wear the designed prototypes for a certain time. The participants completed questionnaires and participated in an open-ended interview. Data of psychological perceptions, visibility, and readability about wearable devices were collected. The results evidenced that the personal attributes of gender, smart device user, and requirement for medical care affect the psychological perception and user attitudes. The statistical results indicated significant differences in elderly people's attitudes towards wearable devices attached to different parts of the body. The wrist was the most favourable location to attach a wearable device. 相似文献
This research assessed how emotive animated agents in a simulation‐based training affect the performance outcomes and perceptions of the individuals interacting in real time with the training application. A total of 56 participants consented to complete the study. The material for this investigation included a nursing simulation in which participants interacted with three animated agents. The results of this investigation indicated that both experienced and novice participants focused more visual attention time on the body of the animated agent than the other defined areas of interest in the simulated environment. The results also indicated that novice participants conveyed more neutral facial expressions during the interaction with the animated agents than experience participants. The results of the simulation performance scores indicated that novice participants achieved higher simulation performance scores on the simulation task than experienced participants. Lastly, the results of the agent persona instrument showed that experienced and novice participants perceived the animated agents as facilitators of learning, credible, human‐like and engaging. 相似文献
The universal force field (UFF) is a broadly applicable classical force field that contains parameters for almost every atom type of the periodic table. This force field is non-reactive, i.e. the topology of the system under study is considered as fixed and no creation or breaking of covalent bonds is possible. This paper introduces interactive modeling-UFF (IM-UFF), an extension of UFF that combines the possibility to significantly modify molecular structures (as with reactive force fields) with a broad diversity of supported systems thanks to the universality of UFF. Such an extension lets the user easily build and edit molecular systems interactively while being guided by physics based inter-atomic forces. This approach introduces weighted atom types and weighted bonds, used to update topologies and atom parameterizations at every time step of a simulation. IM-UFF has been evaluated on a large set of benchmarks and is proposed as a self-contained implementation integrated in a new module for the SAMSON software platform for computational nanoscience available at http://www.samson-connect.net. 相似文献
Service robots, such as autonomous office couriers or robot tourguides, must be both reliable and efficient. This requires them to flexibly interleave their tasks, exploit opportunities, quickly plan their course of action, and, if necessary, revise their intended activities. In this paper, we show how structured reactive controllers (SRCs) satisfy these requirements. The novel feature of SRCs is that they employ and reason about plans that specify and synchronize concurrent percept-driven behavior. Powerful control abstractions enable SRCs to integrate physical action, perception, planning, and communication in a uniform framework and to apply fast but imperfect computational methods without sacrificing reliability and flexibility. Concurrent plans are represented in a transparent and modular form so that automatic planning processes can reason about the plans and revise them. We present experiments in which SRCs are used to control two autonomous mobile robots. In one of them an SRC controlled the course of action of a museum tourguide robot that has operated for thirteen days, more than ninetyfour hours, completed 620 tours, and presented 2668 exhibits. 相似文献