- Augmented Reality Applications
- Virtual Reality Applications and Impacts
- Human Motion and Animation
- User Authentication and Security Systems
- IPv6, Mobility, Handover, Networks, Security
- Advanced Authentication Protocols Security
- Advanced Malware Detection Techniques
- Context-Aware Activity Recognition Systems
- Building Energy and Comfort Optimization
- IoT and Edge/Fog Computing
- 3D Surveying and Cultural Heritage
- Network Packet Processing and Optimization
- Trauma and Emergency Care Studies
- Tactile and Sensory Interactions
- Modular Robots and Swarm Intelligence
- Teleoperation and Haptic Systems
- Network Security and Intrusion Detection
- Public Health Policies and Education
- Architecture and Computational Design
- Surgical Simulation and Training
- Simulation-Based Education in Healthcare
- Mobile Agent-Based Network Management
- Speech and dialogue systems
- Urban Design and Spatial Analysis
- Interactive and Immersive Displays
Nueva Ecija University of Science and Technology
2025
Virginia Tech
2018-2022
World Health Organization (WHO) described traditional medicine as a health practice with strong historical and cultural roots, which has global acceptability applicability. It is an important often underestimated resource many applications, especially in the prevention management of lifestyle-related chronic diseases. This research assessed knowledge, skills attitude on alternative care modalities resident Poblacion West, General Tinio, Cabanatuan City, Philippines. The researchers used...
Mixed Reality (MR) technologies provide users with an environment that incorporates virtual objects and metadata into their physical surroundings. This opens up exciting new possibilities for applications in various domains including: education, training, healthcare, Computer Supported Cooperative Work (CSCW). Recognizing the provides contextual clues can improve user task performance influence effective cognitive load complex tasks. However, this facet of MR is still relatively nascent...
In the era of emerging Smart Built Environments (SBEs), a smart house, unlike regular houses with static "components", consists numerous interconnected and often actuated devices, capable executing tasks independent user supervision. Living in such SBE, where for example, furniture can rearrange itself, doors open close their own volition, may be difficult unpredictable. Furthermore, cyber-security attacks intrusion could allow attackers to assume control damage its components potentially...
The convergence of heterogeneous wireless access technologies characterizes the 4G networks. In such converged systems, seamless and efficient handoff between different (vertical handoff) is essential remains a challenging problem. co-existence with largely characteristics creates decision problem determining “best” available network at time to reduce unnecessary handoffs. This project proposes dynamic model decide moment proposed make right vertical decisions by among networks based on,...
Remote authentication is the most commonly used method to determine identity of a remote client.Secure and efficient scheme has been very important issue with development networking technologies. In Generic Framework for Authentication, preserving security privacy in distributed systems provide three factors clients. This paper investigates systematic approach authenticating clients by five factors, namely RFID card, PIN, biometrics, One Time Password (OTP) keypad ID. The conversion not only...
In Mobile networks the user’s location, passwords might be used as authentication factor to provide security services for remote client authentication. addition there are many typical factors. Location based Remote Authentication Protocol mobile environment (LRAP), combines several factors securely authenticate a user. LRAP, location can determined by third party secure payment operations. This paper is investigate systematic approach generate an encrypted data real user number along with...
The advances in mixed reality (MR) technologies provide an opportunity to support the deployment and use of MR for training education. We describe approach that extends functionality Microsoft HoloLens device a wider range embodied interactions by making Kinect V2 device. can novel interaction scenarios, especially within context skills development, thereby removing or reducing need equipment.