2,955 research outputs found

    AISR Connections, Fall 2010 (2010-2011 Orientation Issue)

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    AISR Connections, Fall 2009 (2009-2010 Orientation Issue)

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    A reliable method for evaluating upper molar distalization: Superimposition of three-dimensional digital models

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    Objective: The aim of this study was to evaluate the reliability of measurements obtained after the superimposition of three-dimensional (3D) digital models by comparing them with those obtained from lateral cephalometric radiographs and photocopies of plaster models for the evaluation of upper molar distalization. Methods: Data were collected from plaster models and lateral cephalometric radiographs of 20 Class II patients whose maxillary first molars were distalized with an intraoral distalizer. The posterior movements of the maxillary first molars were evaluated using lateral cephalometric radiographs (group CP), photocopies of plaster models (group PH), and digitized 3D models (group TD). Additionally, distalization and expansion of the other teeth and the degrees of molar rotation were measured in group PH and group TD and compared between the two groups. Results: No significant difference was observed regarding the amount of molar distalization among the three groups. A comparison of the aforementioned parameters between group PH and group TD did not reveal any significant difference. Conclusions: 3D digital models are reliable to assess the results of upper molar distalization and can be considered a valid alternative to conventional measurement methods. © 2015 The Korean Association of Orthodontists

    Using computer simulation in operating room management: impacts of information quality on process performance

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    High quality information has a significant impact on improving operation performance and patient satisfaction, as well as resolving patient disputes. Based on the analysis of the perioperative process, information quality is considered as an important contributory factor in improving patient throughput. In this paper, we propose a conceptual framework to use computer simulations in modeling information flow of hospital process for operating room management (ORM). Additionally, we conduct simulation studies in different levels of the information quality for ORM. The results of our studies provide evidence that information quality can drive process performance in several phases of the ORM

    Visualization techniques for routing protocols and router configurations

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    An autonomous system (AS) is a group of routers managed by a particular organization. Exterior gateway protocols (EGP) are used between AS\u27s Internal Gateway Protocols (IGP) is used within an AS. The most common protocols used with TCP/IP are RIP, OSPF (Open Shortest Path First), IGRP / Enhanced IGRP. The thesis revolves around OSPF protocol OSPF uses flooding to exchange link-state updates between routers. Any change in routing information is flooded to all routers in the network. Areas are introduced to put a boundary on the explosion of link-state updates. Flooding and calculation of the Dijkstra algorithm on a router is limited to changes within an area. Routers that belong to multiple areas, called area border routers (ABR), have the duty of disseminating routing information or routing changes between areas. Once information about routers is gathered there is no way to clearly visualize and manipulate it visually. The thesis was aimed at visualizing this kind of Router configuration information Visually using powerful tools and to be able to manipulate the figure generated. It also aimed visualizing bottleneck paths in the router configurations. The Powerful features of Java 3D were utilized for Visualization. We utilized the GMatrix class in the Java 3D API to store the router information. This was mapped onto a 3D Cylinder. Also due to the platform independence, robustness, scalability Java was the choice for such a development since routers would be cross platform

    Motor planning for reach memorization task in 3D space

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    Arm reaching towards remembered targets in three-dimensional space was analyzed. The aim of the project was to test whether various amounts of visual feedback, in combination with constant forces applied to the arm during reaching would affect the magnitude and direction of the reaching errors. The robotic arm (Haptic Master, Moog Inc) recorded the spatial position of the pointer attached to its end effector, thus tracking the movement of the subject\u27s arm. Three haptically rendered targets at different points in space were presented to the subjects using stereo virtual environment. The simulation was programmed using Visual C++ and OpenGL. Eight subjects were asked to remember the position of the target and then to reach the target with the pointer. Three different types of visual feedback were used, with full vision (Vision), with the target disappearing immediately before the movement onset (No Vision) and one second after the movement onset (Intermediate Vision). In all three visual conditions, the subjects arm was visible during the movement. In addition, an external force opposing gravity was applied in half of the trials. Pointing errors and different parameters of movement kinematics were analyzed and compared across conditions. It was observed that both the magnitude and the direction of reaching errors were affected by the amount of visual information available during the movement, as well as by the partial gravity compensation provided by the robot

    OT 520 Old Testament Introduction

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    Bernhard W. Anderson, Contours of Old Testament Theology, with the assistance of Steven Bishop (Minneapolis: Fortress Press, 1999) John J. Collins, A Short Introduction to the Hebrew Bible (Minneapolis: Fortress Press, 2007) John H. Hayes and Carl R. Holladay, Biblical Exegesis: A Beginner\u27s Handbook, 3d ed. (Louisville: Westminster John Knox Press, 2007) Paul R. House, Old Testament Survey (Nashville: Broadman & Holman Publishers, 1992)https://place.asburyseminary.edu/syllabi/2301/thumbnail.jp

    Tilt simulation : virtual reality based upper extremity stroke rehabilitation

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    The primary objective of this research is to design a recreational rehabilitation videogame that interactively encourages purposeful upper extremity gross motor movements. The simulation is also capable of continuous game modification to fit changing therapy goals, to match the needs of the players, and to provide continued motivation while capturing the interactive repetition. This thesis explains the design and features of this latest simulation - Tilt. Tilt uses physics to develop an engaging training experience and provides a realistic approach to virtual reality simulation including friction, elasticity and collisions between objects. It is designed to train upper extremity function as a unit involving multiple modalities simultaneously, either unilaterally or bilaterally. It is the latest addition to the NJIT Robot Assisted Virtual Rehabilitation (RAVR) system. It Employs the Cyber Glove and Flock of Birds systems to interface with the real world. This allows training motor function of patients that come to use in day to day life like making use of hands, fingers and shoulders to pick small objects on table, moving them and placing them elsewhere

    2D to VR with Unity 5 and Google Cardboard

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    The book provides an up-to-date introduction to the latest version of Unity and its workflow by guiding readers through various prototypes. These range from 2D to 3D game concepts for PC and mobile, will allow readers to get acquainted with several important concepts and allow them to become competent Unity developers able to learn at their own pace. The book starts by introducing Unity and proceeds in building a basic understanding of its main components by developing a first, simple 2D game before proceeding in developing a full casual game to development of a simple but immersive 3D game concept to be tested first on PC before exploring how to port it for mobile VR.using Google Cardboard
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