2,534 research outputs found

    Interactive 3D Digital Models for Anatomy and Medical Education

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    This chapter explores the creation and use of interactive, three-dimensional (3D), digital models for anatomy and medical education. Firstly, it looks back over the history and development of virtual 3D anatomy resources before outlining some of the current means of their creation; including photogrammetry, CT and surface scanning, and digital modelling, outlining advantages and disadvantages for each. Various means of distribution are explored, including; virtual learning environments, websites, interactive PDF’s, virtual and augmented reality, bespoke applications, and 3D printing, with a particular focus on the level of interactivity each method offers. Finally, and perhaps most importantly, the use of such models for education is discussed. Questions addressed include; How can such models best be used to enhance student learning? How can they be used in the classroom? How can they be used for selfdirected study? As well as exploring if they could one day replace human specimens, and how they complement the rise of online and e-learning

    Hybrid visibility compositing and masking for illustrative rendering

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    In this paper, we introduce a novel framework for the compositing of interactively rendered 3D layers tailored to the needs of scientific illustration. Currently, traditional scientific illustrations are produced in a series of composition stages, combining different pictorial elements using 2D digital layering. Our approach extends the layer metaphor into 3D without giving up the advantages of 2D methods. The new compositing approach allows for effects such as selective transparency, occlusion overrides, and soft depth buffering. Furthermore, we show how common manipulation techniques such as masking can be integrated into this concept. These tools behave just like in 2D, but their influence extends beyond a single viewpoint. Since the presented approach makes no assumptions about the underlying rendering algorithms, layers can be generated based on polygonal geometry, volumetric data, point-based representations, or others. Our implementation exploits current graphics hardware and permits real-time interaction and rendering.publishedVersio

    Interactive Museum Exhibit Featuring Pueblo Influence on New Mexican Contemporary Architecture

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    Indigenous communities often face cultural misrepresentation in educational areas such as museums. This report examines the manifestation of this problem within Puebloan architecture in New Mexico. The University of New Mexico’s Indigenous Design and Planning Institute seeks to address this issue by designing an interactive museum exhibit that emphasizes the meaning of Puebloan architecture. We outline our contribution to this initiative by giving historical background on the relevant Pueblos, their representation in museums, and technologies necessary to create an interactive exhibit. We built a partial exhibit prototype showcasing the physical, cultural, and influential aspects of the Old Zuni Mission through various platforms to present this information in a culturally accurate way

    AN EXPLORATORY STUDY IN INTERACTIVE CAR CATALOGUE SYSTEM ON TABLETOP DISPLAY SYSTEM

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    This report covers on the implementation of tabletop tablet to display interactive catalogue system in the car industry. This project is a prove of concept indicating that the multi touch techniques are really useful in car industry as the user can direct manipulate sense of touch on viewing the car catalogue. This is proved when car purchasing activity or car road show take place. It focuses on the background on the catalogue whereby less interactive and low in usability discussed. The prime objective of this project is to investigate whether by having tabletop tablet will add and induce usability via user collaboration enabling more than one user to perform moving, resizing, zooming and rotating the car catalogue projected on the tabletop. On the literature section, it had been mention details of the architectural, design and application component. It also findings and readings on the multi gestural techniques, natural user interfaces (NUI) and the multi touch development platform. On the methodology part touches on the timeline and period how the project being carried out. Attached together the Gantt chart and flow chart on the event flow and task schedule. Discussion and result section talks about the development of the project and outcome of it. Description and explanation was included on how the multi-touch application being developed integrated with the entire component. Discussion regarding the system advantages, recommendation for future opportunity and weakness included in second last section. The recommendation described and explained taking into account of the system weakness and further improvement on the further coming years. Last section is the conclusion, discussing on the hope and key aspect achieved throughout the software development and progress

    Supporting GUI exploration through USS tool

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    Advances in usability and design techniques (e.g. user-centered design) try to facilitate the use of interactive systems. However, users still have to adapt to interactive systems, i.e. they have to learn the steps required to accomplish a task either by trial and error or by obtaining help. While advanced users are usually able to adapt without much effort this is far from being the case with beginners. Some interactive systems offer different interaction styles in an attempt to meet the needs of all types of user but this is not the case with all interactive systems. In this sense, we present an approach to support the use of any interactive system making use of enriched models and picture-driven computing to achieve tasks automation. The USS tool (User Support System) is the basis to the adaptation of interactive systems accordingly to the users' needs. The approach provides the foundation for the addition of help (based on demonstration) to any graphical user interfaces (GUI) facilitating learning and use. The work is illustrated by a case study and completed with a preliminary user evaluation which provides insights about the validity of the approach.info:eu-repo/semantics/publishedVersio

    The effects of an interactive computerized multimedia tutorial on knowledge gain in modular fixturing design concepts

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    This study was designed to compare student knowledge gain from learning modular fixturing design concepts by computer tutorial versus traditional lecture. The use of computer tutorial to support engineering and technology classroom instructions has been a major issue for many studies. The undergraduate curricula in engineering and technology are becoming increasingly complex due to the today\u27s modern wide variety of manufacturing processes. The concept of modular fixturing in tool design course is one of the technical competencies which most industries would like graduates to be able to apply their knowledge to real-world problems and situations. An interactive computerized multimedia tutorial named ToolTRAIN was developed and administered to undergraduate students in the Industrial Technology program at the University of Northern Iowa. By integrating information in a graphical manner such as 3D visualization through animation, ToolTRAIN demonstrated how several modular fixturing components can be assembled with a wide variety of workpieces. A quasi-experimental design employing pre- and post-instruction tests was utilized for the study. Two preexisting groups of students were assigned to either the experimental or control group. Both groups were instructed on the same general topics covered in this study. A pretest was given to both groups. Three hours were used to teach the control group the concepts and theories of modular fixturing design concepts by lecture. On the other hand, the experimental group was expected to utilize ToolTRAIN for three hours. The posttest was administered to all subjects to measure knowledge gain of modular fixturing design concepts after the instruction. The data were analyzed using t tests to compare group mean of change scores. All hypotheses were tested at the .05 level of significance. This research indicated that there were significant differences between the computer tutorial program and lecture method. The experimental (computer tutorial) group achieved significantly higher improvement in scores than the control (lecture) group. Also, the learning time actually spent using ToolTRAIN was less that for the control group. Based on this research it was concluded that the ToolTRAIN interactive multimedia tutorial program can be used as an effective teaching method for modular fixturing design concepts. Future research should expand the sample size used in the investigation with tighter control of control group module content. ToolTRAIN can also be used for more complex concepts of modular fixturing system and applications

    Generating multimedia briefings: coordinating language and illustration

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    AbstractCommunication can be more effective when several media (such as text, speech, or graphics) are integrated and coordinated to present information. This changes the nature of media-specific generation (e.g., language or graphics generation), which must take into account the multimedia context in which it occurs. This paper presents work on coordinating and integrating speech, text, static and animated three-dimensional graphics, and stored images, as part of several systems we have developed at Columbia University. A particular focus of our work has been on the generation of presentations that brief a user on information of interes

    Interactive Virtual Directory for Shopping Mall (Suria KLCC)

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    As Internet-related technology advances rapidly, the number of system presenting information using VR techniques are also increasing to promote better understanding of information. The use of static directory nowadays is still very much lacking and not encouraging as an information provider. This is due its inability provide user adequate quality information in an interesting and interactive manner. The objective ofthis system is to help shopping mall visitors to know the direction of where they are and where they are going by using simple, intuitive, observable and interactive directory system. With the combination of VR technology and Interactive Directory, an Interactive Virtual Directory for Shopping Mall that provided with adequate information been developed. To form the basis of the system development, a pre-survey questionnaire was conducted to find out customers opinion on static directories. The result of the survey showed that 70% or 35 out of 50 respondents know and understand the VR technology.The results of the analysis provide motivations for the development of the interactive virtual directory system The development of the system is based on the approach proposed by Kulwinder Kaur's design framework which will analyze the requirement and project scope, task and domain of the project, the designation of the environment, designation of user support and navigational tools and also evaluation by determine the prototype and iterative process. The results of an evaluation on the system shows that by having experience on both static and virtual map help user precisely understand the system. However if the mouse click application could be replaced with the touch screen application, it help user to navigate easily. In conclusion, a directory with additional functionalities could be an informative and more usable director

    Visualizing Cochlear Specializations that Enhance Protection of Hearing Function in Bats

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    The cochlea is a fluid-filled coil of the inner ear that transforms sound waves into electrical signals for processing in the brain. The mammalian auditory system is most commonly studied using the mouse, Mus musculus, due to anatomical similarities of the cochlea between auditory generalists, such as mice and humans. Auditory specialists, such as bats, exhibit unique resistance to age-related hearing loss, or presbycusis. This adaptation enables bats to navigate while flying with echolocation throughout their lifetime. Studying comparative cochlea anatomy can aid in understanding specializations of the mammalian auditory system and hearing loss among species. There is a significant gap in available educational resources for comparative cochlea anatomy focusing on bats and mice. The purpose of this project was to develop an interactive educational resource for comparative cochlea anatomy of the big brown bat, Eptesicus fuscus and Mus musculus with a 3D overview animation depicting labeled cochlea models. Segmentations of histological and micro-CT data were modified and sculpted to build idealized anatomical models suitable for teaching purposes. A separate section of the interactive allows the user to explore comparative cochlear anatomy of bats and mice as related to hearing loss. The user interface and interactivity were coded to allow exploration of bat and mouse cochlea regions and intuitive navigation between sections about specific anatomical structures and bat hearing loss research. The results of this project provide a didactic and accessible visualization for auditory researchers, graduate students, and lay audiences to review basic cochlear anatomy, compare cochlear anatomy of bats and mice, and strengthen their understanding of human age-related and noise-induced hearing loss
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