2,264 research outputs found
Evolution of the Virtual Human: From Term to Potential Application in Psychiatry
Virtual reality applications in mental health have traditionally involved the creation of virtual environments that acted as provocative agents either for the purposes of the identification of disorders or their treatment. There is infrequent mention of the utilization of "virtual humans" despite the obvious significance of humans within our lives. More broadly, the term Virtual Human is frequently used in a number of contexts extending from its use as a term, modifying anything that needs to be modernized, to the application of 3D animated figures that exist in virtual realities. These applications refer to quite different phenomena in very different contexts leading to a high level of ambiguity and uncertainty when referring to virtual humans. In the following, the various applications of the term virtual human will be reviewed and critiqued through its most frequent applications, in various fields. They will be reviewed in an ascending manner from the least human of application to the most. Finally, a definition will be offered reflecting the potential complexity of the term as it reflects the expression of our most human factors, and how these are needed in the development of a model of a virtual human in psychiatry.Peer Reviewedhttp://deepblue.lib.umich.edu/bitstream/2027.42/63235/1/10949310050078751.pd
3D facial merging for virtual human reconstruction
There is an increasing need of easy and affordable technologies to automatically generate virtual 3D models from their real counterparts. In particular, 3D human reconstruction has driven the creation of many clever techniques, most of them based on the visual hull (VH) concept. Such techniques do not require expensive hardware; however, they tend to yield 3D humanoids with realistic bodies but mediocre faces, since VH cannot handle concavities. On the other hand, structured light projectors allow to capture very accurate depth data, and thus to reconstruct realistic faces, but they are too expensive to use several of them. We have developed a technique to merge a VH-based 3D mesh of a reconstructed humanoid and the depth data of its face, captured by a single structured light projector. By combining the advantages of both systems in a simple setting, we are able to reconstruct realistic 3D human models with believable faces
PRELIMINARY FINDINGS OF A POTENZIATED PIEZOSURGERGICAL DEVICE AT THE RABBIT SKULL
The number of available ultrasonic osteotomes has remarkably increased. In vitro and in vivo studies
have revealed differences between conventional osteotomes, such as rotating or sawing devices, and
ultrasound-supported osteotomes (Piezosurgery®) regarding the micromorphology and roughness
values of osteotomized bone surfaces.
Objective: the present study compares the micro-morphologies and roughness values of
osteotomized bone surfaces after the application of rotating and sawing devices, Piezosurgery
Medical® and Piezosurgery Medical New Generation Powerful Handpiece.
Methods: Fresh, standard-sized bony samples were taken from a rabbit skull using the following
osteotomes: rotating and sawing devices, Piezosurgery Medical® and a Piezosurgery Medical New
Generation Powerful Handpiece. The required duration of time for each osteotomy was recorded.
Micromorphologies and roughness values to characterize the bone surfaces following the different
osteotomy methods were described. The prepared surfaces were examined via light microscopy,
environmental surface electron microscopy (ESEM), transmission electron microscopy (TEM), confocal
laser scanning microscopy (CLSM) and atomic force microscopy. The selective cutting of mineralized
tissues while preserving adjacent soft tissue (dura mater and nervous tissue) was studied. Bone
necrosis of the osteotomy sites and the vitality of the osteocytes near the sectional plane were
investigated, as well as the proportion of apoptosis or cell degeneration.
Results and Conclusions: The potential positive effects on bone healing and reossification
associated with different devices were evaluated and the comparative analysis among the different
devices used was performed, in order to determine the best osteotomes to be employed during
cranio-facial surgery
GRAB: A Dataset of Whole-Body Human Grasping of Objects
Training computers to understand, model, and synthesize human grasping
requires a rich dataset containing complex 3D object shapes, detailed contact
information, hand pose and shape, and the 3D body motion over time. While
"grasping" is commonly thought of as a single hand stably lifting an object, we
capture the motion of the entire body and adopt the generalized notion of
"whole-body grasps". Thus, we collect a new dataset, called GRAB (GRasping
Actions with Bodies), of whole-body grasps, containing full 3D shape and pose
sequences of 10 subjects interacting with 51 everyday objects of varying shape
and size. Given MoCap markers, we fit the full 3D body shape and pose,
including the articulated face and hands, as well as the 3D object pose. This
gives detailed 3D meshes over time, from which we compute contact between the
body and object. This is a unique dataset, that goes well beyond existing ones
for modeling and understanding how humans grasp and manipulate objects, how
their full body is involved, and how interaction varies with the task. We
illustrate the practical value of GRAB with an example application; we train
GrabNet, a conditional generative network, to predict 3D hand grasps for unseen
3D object shapes. The dataset and code are available for research purposes at
https://grab.is.tue.mpg.de.Comment: ECCV 202
A Textbook of Advanced Oral and Maxillofacial Surgery
The scope of OMF surgery has expanded; encompassing treatment of diseases, disorders, defects and injuries of the head, face, jaws and oral cavity. This internationally-recognized specialty is evolving with advancements in technology and instrumentation. Specialists of this discipline treat patients with impacted teeth, facial pain, misaligned jaws, facial trauma, oral cancer, cysts and tumors; they also perform facial cosmetic surgery and place dental implants. The contents of this volume essentially complements the volume 1; with chapters that cover both basic and advanced concepts on complex topics in oral and maxillofacial surgery
A Data-Driven Appearance Model for Human Fatigue
Humans become visibly tired during physical activity. After a set of squats, jumping jacks or walking up a flight of stairs, individuals start to pant, sweat, loose their balance, and flush. Simulating these physiological changes due to exertion and exhaustion on an animated character greatly enhances a motion’s realism. These fatigue factors depend on the mechanical, physical, and biochemical function states of the human body. The difficulty of simulating fatigue for character animation is due in part to the complex anatomy of the human body. We present a multi-modal capturing technique for acquiring synchronized biosignal data and motion capture data to enhance character animation. The fatigue model utilizes an anatomically derived model of the human body that includes a torso, organs, face, and rigged body. This model is then driven by biosignal output. Our animations show the wide range of exhaustion behaviors synthesized from real biological data output. We demonstrate the fatigue model by augmenting standard motion capture with exhaustion effects to produce more realistic appearance changes during three exercise examples. We compare the fatigue model with both simple procedural methods and a dense marker set data capture of exercise motions
Seamless, Static Multi-Texturing of 3D Meshes
In the context of 3D reconstruction, we present a static multi-texturing system yielding a seamless texture atlas calculated by combining the colour information from several photos from the same subject covering most of its surface. These pictures can be provided by shooting just one camera several times when reconstructing a static object, or a set of synchronized cameras, when dealing with a human or any other moving object. We suppress the colour seams due to image misalignments and irregular lighting conditions that multi-texturing approaches typically suffer from, while minimizing the blurring effect introduced by colour blending techniques. Our system is robust enough to compensate for the almost inevitable inaccuracies of 3D meshes obtained with visual hull–based techniques: errors in silhouette segmentation, inherently bad handling of concavities, etc
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