5,065 research outputs found

    Document servers and the electronic distribution of grey literature:Strategies for further development

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    Aerospace medicine and biology: A continuing bibliography with indexes (supplement 355)

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    This bibliography lists 147 reports, articles and other documents introduced into the NASA Scientific and Technical Information System during October, 1991. Subject coverage includes: aerospace medicine and psychology, life support systems and controlled environments, safety equipment, exobiology and extraterrestrial life, and flight crew behavior and performance

    Reverse engineering applied to biomodelling and pathological bone manufacturing using FDM technology

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    [EN] Reverse engineering and medical image-based modeling technologies allow manufacturing of 3D biomodels of anatomical structures of human body. These techniques are based on anatomical information from scanning data such as CT and MRI, whose scanners are used for scanning data acquisition of the external and internal geometry of anatomical structures. These 3D biomodels have many medical applications such surgical training, preoperative planning, surgical simulation, diagnosis and treatments. 3D virtual models of human body structures based on CT are increasingly being used in clinical practice. A data processing methodology is required to obtain an accurate 3D model suitable for manufacturing using AM, and specially the FDM technologies. This study shows a step-by-step methodology to process the CT information in bounded uncertainty conditions in order to obtain the STL models of the degenerated bone components, and to manufacture the 3D biomodels for surgery analysis with optimal design and details, and with an adequate accuracy to ensure proper results by surgeons analysis.The authors wish to acknowledge the support of Ms. Jerica Risent and Mr. Joan Ortiz of Ford Motor Company for his assistance in the scanning of printed models. This work was supported by the Polisabio Funding (UPV-Fisabio 2017)Laura Piles; Miguel J. Reig; Vte. JesĂșs SeguĂ­; Rafael Pla; Fernando MartĂ­nez; JosĂ© Miguel SeguĂ­ (2019). Reverse engineering applied to biomodelling and pathological bone manufacturing using FDM technology. Procedia Manufacturing. 41:739-746. https://doi.org/10.1016/j.promfg.2019.09.065S73974641Van Eijnatten, M., Berger, F. H., de Graaf, P., Koivisto, J., Forouzanfar, T., & Wolff, J. (2017). Influence of CT parameters on STL model accuracy. Rapid Prototyping Journal, 23(4), 678-685. doi:10.1108/rpj-07-2015-0092Lalone, E. A., Willing, R. T., Shannon, H. L., King, G. J. W., & Johnson, J. A. (2015). Accuracy assessment of 3D bone reconstructions using CT: an intro comparison. Medical Engineering & Physics, 37(8), 729-738. doi:10.1016/j.medengphy.2015.04.010Stull, K. E., Tise, M. L., Ali, Z., & Fowler, D. R. (2014). Accuracy and reliability of measurements obtained from computed tomography 3D volume rendered images. Forensic Science International, 238, 133-140. doi:10.1016/j.forsciint.2014.03.005Van Eijnatten, M., van Dijk, R., Dobbe, J., Streekstra, G., Koivisto, J., & Wolff, J. (2018). CT image segmentation methods for bone used in medical additive manufacturing. Medical Engineering & Physics, 51, 6-16. doi:10.1016/j.medengphy.2017.10.008Javaid, M., & Haleem, A. (2018). Additive manufacturing applications in medical cases: A literature based review. Alexandria Journal of Medicine, 54(4), 411-422. doi:10.1016/j.ajme.2017.09.003D.V.C. Stoffelen, K. Eraly, P. Debeer, The use of 3D printing technology in reconstruction of a severe glenoid defect: a case report with 2.5 years of follow-up, Journal of Shoulder Elbow Surgery, 24 (2015) e218-e22

    Basic graphics : an introduction to rudimentary graphic design

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    These notes were compiled from several authorities to be used for teaching and learning purposes here at QUT, with the focus on first and second year landscape architecture design studio units

    Single camera photogrammetry for reverse engineering and fabrication of ancient and modern artifacts

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    Photogrammetry has been used for recording objects for well over one hundred and fifty years. Modern photogrammetry, or digital image capture, can be used with the aid of a single medium range digital single lens reflex (DSLR) camera, to transform two-dimensional images into three-dimensional CAD spatial representations, and together with the use of additive manufacturing or 3D Printing technology, geometric representations of original cultural, historic and geological artifacts can be fabricated in a process known as Reverse Engineering. Being able to replicate such objects is of great benefit in education; if the original object cannot be handled because it is too old or delicate, then replicas can give the handler a chance to experience the size, texture and weight of rare objects. Photogrammetry equipment is discussed, the objective being simplicity of execution for eventual realisation of physical products such as the artifacts discussed. As the processing power of computers has increased and become more widely available, and with the use of computer software programs it is now possible to digitally combine multi-view photographs, taken from 360° around the object, into 3D CAD representational virtual images. The resulting Data is then reprocessed, with a secondary computer program, to produce the STL file that the additive manufacturing machines can read, so as to produce replicated models of the originals. Three case studies are documented: the reproduction of a small modern clay sculpture; a 3000-year-old Egyptian artifact; and an Ammonite fossil, all successfully recreated, using additive manufacturing technology

    Generative image systems and emergent play

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    Generative Image Systems and Emergent Play is a collection of writings around generative creative processes and the emergent outcomes that can develop from simple systems. The generative systems I utilize in my practice are explored in this writing through the lenses of Instructional Art, Generative Art, Chance and Randomness, the Xerox, Computer Programming, and Emergent Play in games. These texts are a statement about my computational art practice and research, and they explore what it means to create with generative systems inside of other designer’s programs
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