5 research outputs found

    INVESTIGATING THE IMPACT OF ECONOMIC, POLITICAL, AND SOCIAL FACTORS ON AUGMENTED REALITY TECHNOLOGY ACCEPTANCE IN AGRICULTURE (LIVESTOCK FARMING) SECTOR IN DEVELOPING COUNTRIES

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    The discussion of the factors affecting the tendency to accept new technologies in developing countries is very important. Lack of use of modern technologies in developing countries, especially in the agricultural (livestock farming) sector, leads to negative effects on the quality and quantity of products and the country loses its ability to compete in the international arena. The main purpose of this study is to investigate the factors affecting on Augmented Reality technology acceptance in the agricultural (livestock) sector of Iran. In this research, the dependent variable is a qualitative variable that is classified into five levels based on the theory of experts using the SWARA method. The dependent variable indicates the ability (awareness) and capability (financially) of a person to accept AR technology. We used the Multinomial Logit model due to the dependent variable is nominal and has more than two categories. The results showed that, the variables of public participation, and education have a significant effect on the willingness to adopt Augmented Reality technology at all levels among farmers.  But variable costs and the number of family labor do not have a significant effect on the willingness to accept Augmented Reality technology. The policy recommendations of this research are that councils can play an important role in raising the level of public participation and conveying the demands of the people to the government. To do this, they must receive the necessary training in order to attract public participation. This is possible through training workshops to increase the level of farmers’ awareness. &nbsp

    Application of Augmented Intelligence Technology with Human Body Tracking for Human Anatomy Education

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    Technological developments have a positive impact on humans to improve their abilities in line with innovations in the field of education which are increasing day by day. One of them is by increasing intelligence through collaboration between humans and technology called augmented intelligence. In this study augmented intelligence is applied to assist humans in studying human anatomy by utilizing augmented reality technology to perform motion tracking that can control 3D assets to follow it. The anatomy learning platform that was built was named AIVE (Artificial Intelligence on Virtual Education) with an architectural system consisting of a frontend for interface needs and AR platform development, there is also a backend for streaming databases and AI algorithms. Measurement of satisfaction and interest based on the PIECES framework is also carried out to determine the user’s response to the platform being built. The results show a satisfaction level of 4.12 and an interest of 4.10 which means that users are satisfied and interested in the human anatomy tracking platform that is accessed via smartphones

    Odontology & artificial intelligence

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    Neste trabalho avaliam-se os três fatores que fizeram da inteligência artificial uma tecnologia essencial hoje em dia, nomeadamente para a odontologia: o desempenho do computador, Big Data e avanços algorítmicos. Esta revisão da literatura avaliou todos os artigos publicados na PubMed até Abril de 2019 sobre inteligência artificial e odontologia. Ajudado com inteligência artificial, este artigo analisou 1511 artigos. Uma árvore de decisão (If/Then) foi executada para selecionar os artigos mais relevantes (217), e um algoritmo de cluster k-means para resumir e identificar oportunidades de inovação. O autor discute os artigos mais interessantes revistos e compara o que foi feito em inovação durante o International Dentistry Show, 2019 em Colónia. Concluiu, assim, de forma crítica que há uma lacuna entre tecnologia e aplicação clínica desta, sendo que a inteligência artificial fornecida pela indústria de hoje pode ser considerada um atraso para o clínico de amanhã, indicando-se um possível rumo para a aplicação clínica da inteligência artificial.There are three factors that have made artificial intelligence (AI) an essential technology today: the computer performance, Big Data and algorithmic advances. This study reviews the literature on AI and Odontology based on articles retrieved from PubMed. With the help of AI, this article analyses a large number of articles (a total of 1511). A decision tree (If/Then) was run to select the 217 most relevant articles-. Ak-means cluster algorithm was then used to summarize and identify innovation opportunities. The author discusses the most interesting articles on AI research and compares them to the innovation presented during the International Dentistry Show 2019 in Cologne. Three technologies available now are evaluated and three suggested options are been developed. The author concludes that AI provided by the industry today is a hold-up for the praticioner of tomorrow. The author gives his opinion on how to use AI for the profit of patients

    Anatomical augmented reality with 3D commodity tracking and image-space alignment

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    International audienceThis paper presents a mirror-like augmented reality (AR) system to display the internal anatomy of the current user. Using a single Microsoft V2.0 Kinect (later on referenced as the Kinect), we animate in real-time a user-specific model of internal anatomy according to the user’s motion and we superimpose it onto the user’s color map. Userscan visualize their anatomy moving as if they where looking inside their own bodies in real-time.A new calibration procedure to set up and attach a user-specific anatomy to the Kinect body tracking skeleton is introduced. At calibration time, the bone lengths are estimated using a set of poses. By using Kinect data as input, the practical limitation of skin correspondence in prior work is overcome. The generic 3D anatomical model is attached to the internal anatomy registration skeleton, and warped on the depth image using a novel elastic deformer subject to a closest-point registration force and anatomical constraints. The noise in Kinect outputs precludes direct display of realistic human anatomy. Therefore, to enforce anatomical plausibility, a novel filter to reconstruct plausiblemotions based on fixed bones lengths as well as realistic angular degrees of freedom DOFs) and limits are introduced. Anatomical constraints, applied to the Kinect body tracking skeleton joints, are used to maximize the physical plausibility of the anatomy motion while minimizing the distance to the raw data. At run-time, a simulation loop is used to attract the bones towards the raw data. Skinning shaders efficiently drag the resulting anatomy to the user’s tracked motion. Our user-specific internal anatomy model is validated by comparing the skeleton withsegmented MRI images. A user study is established to evaluate the believability of the animated anatomy.As an extension of Bauer et al. (2016), we also propose an image-based algorithm that corrects accumulated inaccuracy of the system steps: motion capture, anatomy transfer, image generation and animation. These inaccuracies show up as occlusion and self-occlusion misalignments of the anatomy regions when superimposed between them and on top of the color map. We also show that the proposed work can efficiently reduce these inaccuracies

    Desarrollo de un sistema de realidad aumentada y comando de voz para el entrenamiento e interpretación de imágenes médicas en estudiantes de medicina

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    El trabajo se centra en el desarrollo de un sistema de realidad aumentada controlado por voz para visualizar diferentes planos anatómicos con el objeto de entrenar e interpretar las imágenes médicas de manera intuitiva y otorgar una mejor percepción a estudiantes de medicina. Asimismo, se eligió el método de realidad aumentada con marcadores para el reconocimiento del target. Para el desarrollo de la imagen 3D se utiliza la información del archivo tipo DICOM adquirida por tomografía computarizada (TC), se realiza las etapas que incluyen pasar por una reconstrucción, procesado y segmentación a fin de obtener una buena apreciación de esta. En esta oportunidad se muestra la TC de un paciente con severo trauma a nivel mandibular. Por otro lado, una vez obtenida la imagen en 3D se procede a realizar la aplicación de realidad aumentada que obedezca por orden de voz. Posterior a la realización de la aplicación, se desarrolla el prototipo con los módulos bluetooth HC-05, módulo de reconocimiento de voz Elechouse v3 y microcontrolador Atmega 2560 para brindar la comunicación entre la tarjeta electrónica y el aplicativo (celular) a través de un código desarrollado. Se obtiene un prototipo de tarjeta electrónica con autonomía de 6 horas y comunicación bluetooth. Finalmente, se demuestra la funcionalidad del sistema y su control por orden de voz para la visualización de la segmentación del cráneo en la aplicación. Otorgando así las características suficientes para la diferenciación de las estructuras anatómicas y mejorando la percepción desde distintos planos anatómicos del paciente.Campus Lima Centr
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