2,013 research outputs found

    Development of an augmented reality mobile application as a learning tool for human dental anatomy

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    En el proyecto se describen el desarrollo y la implementación de una aplicación móvil de realidad aumentada (RA) como herramienta de aprendizaje de la anatomía dental humana. La aplicación desarrollada está orientada a ser funcional sobre dispositivos con sistema operativo Android. Se describe el proceso de construcción de la aplicación móvil sobre el entorno de desarrollo Unity3d, utilizando el SDK de Vuforia para realidad aumentada. Adicionalmente, se describe el proceso usado para la construcción de los modelos tridimensionales contenidos en la aplicación que representan las piezas dentales de la cavidad oral humana. Finalmente se presenta el prototipo final con sus funcionalidadesINTRODUCCIÓN 1 1 PLANTEAMIENTO DEL PROBLEMA Y JUSTIFICACIÓN 3 2 OBJETIVOS 5 2.1 Objetivo General 5 2.2 Objetivos Específicos 5 2.3 Alcance 6 3 MARCO TEÓRICO 7 3.1 Android 7 3.2 Realidad Aumentada 9 3.2.1 Tipos de Realidad Aumentada 11 3.2.2 Tipos de dispositivos RA móvil 16 3.2.3 Herramientas de Realidad Aumentada 18 3.3 Anatomía dental humana 25 3.3.1 Composición 26 3.3.2 Morfología 29 3.3.3 Fisiología 34 3.3.4 Grupos de dientes 36 3.3.5 Clasificación y Registro: Nomenclatura de los Dientes 38 4 ESTADO DEL ARTE - Realidad aumentada sobre dispositivos móviles 41 4.1 Evolución de la realidad aumentada 41 4.2 Campos de aplicación 51 4.2.1 Realidad aumentada en mercadeo y publicidad 51 4.2.2 Realidad aumentada en diseño de interiores 52 4.2.3 Realidad aumentada en la educación 53 4.2.4 Realidad aumentada en la salud 54 4.3 Aplicaciones de RA en la salud 54 4.3.1 ARCASS: Real-time advanced spinal surgery via visible patient model and augmented reality system 55 4.3.2 AR-Book: Principios Básicos en Anatomía de la Pierna y el Pie 55 4.3.3 Augmented Reality: The Brain 56 4.3.4 Anatomy 4D 57 4.3.5 X-Scope: Application of an augmented reality tool for maxillary positioning in orthognathic surgery – A feasibility study 58 4.3.6 An Augmented Reality Based Teeth Shade Matching System 59 4.3.7 Haptic Augmented Reality Dental Trainer with Automatic Performance Assessment 60 4.3.8 ARDental 61 4.3.9 Digital 3D Prostheses 62 4.4 Realidad aumentada en el entorno cercano 62 4.4.1 Aplicación del Concepto de Ciudades Inteligentes "Smart Cities", en el Desarrollo de Aplicaciones para Dispositivos Móviles Haciendo Uso de Realidad Aumentada para Localización en Interiores 63 4.4.2 Diseño y Desarrollo de un Módulo de Apoyo a la Enseñanza de la Química Básica en la Media Vocacional por Medio de la Realidad Aumentada (RA) 64 4.4.3 Desarrollo de una Aplicación Móvil Basada en la Realidad Aumentada para la Ubicación Geo localizada de Lugares de Interés al Interior de la Universidad Industrial de Santander 65 5 METODOLOGÍA Y RECURSOS 66 5.1 Actividades 66 5.2 Recursos 68 5.2.1 Recurso Hardware 68 5.2.2 Recurso Software 70 6 HERRAMIENTAS ANALIZADAS 71 6.1 Introducción 71 6.2 Herramientas SDK analizadas 72 6.2.1 Vuforia SDK 73 6.2.2 Metaio SDK 75 6.2.3 Wikitude SDK 77 6.2.4 ARPA SDK 78 6.3 Diseño de las pruebas realizadas 79 6.3.1 Dinámica de las pruebas 80 6.3.2 Pruebas realizadas 83 6.3.3 Conclusiones generales 89 7 MODELADO DE OBJETOS VIRTUALES 3D 90 7.1 Herramienta de modelamiento 3D 90 7.2 Proceso de modelamiento: piezas dentales y dentadura. 91 7.2.1 Modelos 3D 91 7.2.2 Materiales y Texturas 93 8 CONSTRUCCIÓN DE LA APLICACIÓN MÓVIL – DentAR 97 8.1 Diseño de la aplicación 97 8.1.1 Alcance y funcionalidades de la aplicación 97 8.2 Construcción de la aplicación 99 8.3 Funcionamiento de la aplicación 101 9 PRUEBAS 108 10 CONCLUSIONES 110 BIBLIOGRAFÍA 112MaestríaThe project describes the development and implementation of a mobile application for Augmented Reality (AR), used as learning tool of the human dental anatomy. The application has been developed to run on devices with Android operating system. It is described the development process of the mobile application based on Unity3d environment, using Vuforia SDK for Augmented Reality. In addition, it is described the process of building 3D models displayed in the application, which represent the teeth in the human oral cavity. Finally, it is exposed the final prototype with its feature

    Interactive Segmentation of Radiance Fields

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    Radiance Fields (RF) are popular to represent casually-captured scenes for new view generation and have been used for applications beyond it. Understanding and manipulating scenes represented as RFs have to naturally follow to facilitate mixed reality on personal spaces. Semantic segmentation of objects in the 3D scene is an important step for that. Prior segmentation efforts using feature distillation show promise but don't scale to complex objects with diverse appearance. We present a framework to interactively segment objects with fine structure. Nearest neighbor feature matching identifies high-confidence regions of the objects using distilled features. Bilateral filtering in a joint spatio-semantic space grows the region to recover accurate segmentation. We show state-of-the-art results of segmenting objects from RFs and compositing them to another scene, changing appearance, etc., moving closer to rich scene manipulation and understanding. Project Page: https://rahul-goel.github.io/isrf/Comment: Project Page: https://rahul-goel.github.io/isrf

    An engineering perspective of ceramics applied in dental reconstructions

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    The demands for dental materials continue to grow, driven by the desire to reach a better performance than currently achieved by the available materials. In the dental restorative ceramic field, the structures evolved from the metal-ceramic systems to highly translucent multilayered zirconia, aiming not only for tailored mechanical properties but also for the aesthetics to mimic natural teeth. Ceramics are widely used in prosthetic dentistry due to their attractive clinical properties, including high strength, biocompatibility, chemical stability, and a good combination of optical properties. Metal-ceramics type has always been the golden standard of dental reconstruction. However, this system lacks aesthetic aspects. For this reason, efforts are made to develop materials that met both the mechanical features necessary for the safe performance of the restoration as well as the aesthetic aspects, aiming for a beautiful smile. In this field, glass and high-strength core ceramics have been highly investigated for applications in dental restoration due to their excellent combination of mechanical properties and translucency. However, since these are recent materials when compared with the metal-ceramic system, many studies are still required to guarantee the quality and longevity of these systems. Therefore, a background on available dental materials properties is a starting point to provoke a discussion on the development of potential alternatives to rehabilitate lost hard and soft tissue structures with ceramic-based tooth and implant-supported reconstructions. This review aims to bring the most recent materials research of the two major categories of ceramic restorations: ceramic-metal system and all-ceramic restorations. The practical aspects are herein presented regarding the evolution and development of materials, technologies applications, strength, color, and aesthetics. A trend was observed to use high-strength core ceramics type due to their ability to be manufactured by CAD/CAM technology. In addition, the impacts of COVID-19 on the market of dental restorative ceramics are presented

    Spartan Daily, October 18, 1993

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    Volume 101, Issue 35https://scholarworks.sjsu.edu/spartandaily/8463/thumbnail.jp

    Classic Reviews from Past Comprehensive Review Courses in Prosthodontics

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    https://deepblue.lib.umich.edu/bitstream/2027.42/154049/1/classic_reviews-vol1.pdfhttps://deepblue.lib.umich.edu/bitstream/2027.42/154049/2/classic_reviews-vol2.pdfDescription of classic_reviews-vol1.pdf : Volume 1Description of classic_reviews-vol2.pdf : Volume

    Haptic-Enhanced Learning in Preclinical Operative Dentistry

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    Background: Virtual reality haptic simulators represent a new paradigm in dental education that may potentially impact the rate and efficiency of basic skill acquisition, as well as pedagogically influence the various aspects of students’ preclinical experience. However, the evidence to support their efficiency and inform their implementation is still limited. Objectives: This thesis set out to empirically examine how haptic VR simulator (Simodont®) can enhance the preclinical dental education experience particularly in the context of operative dentistry. We specify 4 distinct research themes to explore, namely: simulator validity (face, content and predictive), human factors in 3D stereoscopic display, motor skill acquisition, and curriculum integration. Methods: Chapter 3 explores the face and content validity of Simodont® haptic dental simulator among a group of postgraduate dental students. Chapter 4 examines the predictive utility of Simodont® in predicting subsequent preclinical and clinical performance. The results indicate the potential utility of the simulator in predicting future clinical dental performance among undergraduate students. Chapter 5 investigates the role of stereopsis in dentistry from two different perspectives via two studies. Chapter 6 explores the effect of qualitatively different types of pedagogical feedback on the training, transfer and retention of basic manual dexterity dental skills. The results indicate that the acquisition and retention of basic dental motor skills in novice trainees is best optimised through a combination of instructor and visualdisplay VR-driven feedback. A pedagogical model for integration of haptic dental simulator into the dental curriculum has been proposed in Chapter 7. Conclusion: The findings from this thesis provide new insights into the utility of the haptic virtual reality simulator in undergraduate preclinical dental education. Haptic simulators have promising potential as a pedagogical tool in undergraduate dentistry that complements the existing simulation methods. Integration of haptic VR simulators into the dental curriculum has to be informed by sound pedagogical principles and mapped into specific learning objectives

    A pilot study for the digital replacement of a distorted dentition acquired by Cone Beam Computed Tomography (CBCT)

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    Abstract Introduction: Cone beam CT (CBCT) is becoming a routine imaging modality designed for the maxillofacial region. Imaging patients with intra-oral metallic objects cause streak artefacts. Artefacts impair any virtual model by obliterating the teeth. This is a major obstacle for occlusal registration and the fabrication of orthognathic wafers to guide the surgical correction of dentofacial deformities. Aims and Objectives: To develop a method of replacing the inaccurate CBCT images of the dentition with an accurate representation and test the feasibility of the technique in the clinical environment. Materials and Method: Impressions of the teeth are acquired and acrylic baseplates constructed on dental casts incorporating radiopaque registration markers. The appliances are fitted and a preoperative CBCT is performed. Impressions are taken of the dentition with the devices in situ and subsequent dental models produced. The models are scanned to produce a virtual model. Both images of the patient and the model are imported into a virtual reality software program and aligned on the virtual markers. This allows the alignment of the dentition without relying on the teeth for superimposition. The occlusal surfaces of the dentition can be replaced with the occlusal image of the model. Results: The absolute mean distance of the mesh between the markers in the skulls was in the region of 0.09mm ± 0.03mm; the replacement dentition had an absolute mean distance of about 0.24mm ± 0.09mm. In patients the absolute mean distance between markers increased to 0.14mm ± 0.03mm. It was not possible to establish the discrepancies in the patient’s dentition, since the original image of the dentition is inherently inaccurate. Conclusion: It is possible to replace the CBCT virtual dentition of cadaveric skulls with an accurate representation to create a composite skull. The feasibility study was successful in the clinical arena. This could be a significant advancement in the accuracy of surgical prediction planning, with the ultimate goal of fabrication of a physical orthognathic wafer using reverse engineering

    Final Report to NSF of the Standards for Facial Animation Workshop

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    The human face is an important and complex communication channel. It is a very familiar and sensitive object of human perception. The facial animation field has increased greatly in the past few years as fast computer graphics workstations have made the modeling and real-time animation of hundreds of thousands of polygons affordable and almost commonplace. Many applications have been developed such as teleconferencing, surgery, information assistance systems, games, and entertainment. To solve these different problems, different approaches for both animation control and modeling have been developed
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