63 research outputs found

    Positional vertigo afterwards maxillary dental implant surgery with bone regeneration

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    Benign paroxysmal positional vertigo (BPPV) is the most common form of vertigo. It is caused by loose otoconia from the utricle which, in certain positions, displaced the cupula of the posterior semicircular canal. BPPV most often is a result of aging. It also can occur after a blow to the head. Less common causes include a prolonged positioning on the back (supine) during some surgical procedures. Additionally one can include in this ethiopathogenesis the positioning required during the maxillary dental implant surgery with bone regeneration related to a forced head positioning and inner ear trauma induced by dental turbine noise working in the maxillary bone. Two cases of patients who suffered BPPV after undergoing maxillary dental implant with bone regeneration procedures are reported. Diagnosis and treatment are also described

    Impact of safety-related dose reductions or discontinuations on sustained virologic response in HCV-infected patients: Results from the GUARD-C Cohort

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    BACKGROUND: Despite the introduction of direct-acting antiviral agents for chronic hepatitis C virus (HCV) infection, peginterferon alfa/ribavirin remains relevant in many resource-constrained settings. The non-randomized GUARD-C cohort investigated baseline predictors of safety-related dose reductions or discontinuations (sr-RD) and their impact on sustained virologic response (SVR) in patients receiving peginterferon alfa/ribavirin in routine practice. METHODS: A total of 3181 HCV-mono-infected treatment-naive patients were assigned to 24 or 48 weeks of peginterferon alfa/ribavirin by their physician. Patients were categorized by time-to-first sr-RD (Week 4/12). Detailed analyses of the impact of sr-RD on SVR24 (HCV RNA <50 IU/mL) were conducted in 951 Caucasian, noncirrhotic genotype (G)1 patients assigned to peginterferon alfa-2a/ribavirin for 48 weeks. The probability of SVR24 was identified by a baseline scoring system (range: 0-9 points) on which scores of 5 to 9 and <5 represent high and low probability of SVR24, respectively. RESULTS: SVR24 rates were 46.1% (754/1634), 77.1% (279/362), 68.0% (514/756), and 51.3% (203/396), respectively, in G1, 2, 3, and 4 patients. Overall, 16.9% and 21.8% patients experienced 651 sr-RD for peginterferon alfa and ribavirin, respectively. Among Caucasian noncirrhotic G1 patients: female sex, lower body mass index, pre-existing cardiovascular/pulmonary disease, and low hematological indices were prognostic factors of sr-RD; SVR24 was lower in patients with 651 vs. no sr-RD by Week 4 (37.9% vs. 54.4%; P = 0.0046) and Week 12 (41.7% vs. 55.3%; P = 0.0016); sr-RD by Week 4/12 significantly reduced SVR24 in patients with scores <5 but not 655. CONCLUSIONS: In conclusion, sr-RD to peginterferon alfa-2a/ribavirin significantly impacts on SVR24 rates in treatment-naive G1 noncirrhotic Caucasian patients. Baseline characteristics can help select patients with a high probability of SVR24 and a low probability of sr-RD with peginterferon alfa-2a/ribavirin

    Modeling and Optimization of a Tree Based on Virtual Reality for Immersive Virtual Landscape Generation

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    This study proposes a modeling method that can effectively generate multiple diverse digital trees for creating immersive virtual landscape based on virtual reality and an optimization method for real-time rendering. The proposed method simplifies a process of procedures from growth of tree models to the generation of the three-dimensional branch geometric model. Here, the procedural branch graph (PBG) algorithm is proposed, which simultaneously and effectively generates diverse trees that have a similar branch pattern. Moreover, the optimization method is designed in a polygon-based branch model which controls the resolution of tree models according to the distance from the camera to generate a tree model structure that is appropriate for an immersive system based on virtual reality. Finally, a virtual reality system is established based on the Oculus SDK (Software Development Kit) and Unity3D engine. In this process, the image processing-based pixel to tree (PTT) method is proposed as a technique for easily and efficiently generating a virtual landscape by allocating multiple trees on terrain. An immersive virtual landscape that has a stereoscopic perception and spatial impression is created through the proposed method and whether it can deliver experience of nature in virtual reality to the users was checked through an experiment

    Maze Terrain Authoring System in Immersive Virtual Reality for New Visual Realism

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    This paper proposes a maze terrain authoring system with which a user can automatically calculate various and complex maze patterns to compose maze terrains in an easier and more intuitive structure. Using the maze terrain information calculated by using the proposed authoring system, a 3D maze terrain is generated quickly and effectively, and through this, the user&#8217;s visual realism in an immersive virtual reality is increased to provide a new presence. The proposed maze terrain authoring system consists of three core functions: a function that automatically generates a grid maze of various sizes and patterns based on a maze generation algorithm; a function that calculates a circular maze in an intuitive structure; and a function that transforms a sketch-based maze by using an image-processing algorithm. Through the authoring system consisting of these functions, various maze terrains from uniform mazes to irregular mazes can be generated effectively. This study produces maze terrains of various concepts directly by using maze information calculated through the authoring system. In addition, through experiments, this study analyzes the efficiency in an immersive virtual reality and the presence through visual realism. In this process, the suitability of the authoring system is also analyzed in combination with a survey

    Modeling and Optimization of a Tree Based on Virtual Reality for Immersive Virtual Landscape Generation

    No full text
    This study proposes a modeling method that can effectively generate multiple diverse digital trees for creating immersive virtual landscape based on virtual reality and an optimization method for real-time rendering. The proposed method simplifies a process of procedures from growth of tree models to the generation of the three-dimensional branch geometric model. Here, the procedural branch graph (PBG) algorithm is proposed, which simultaneously and effectively generates diverse trees that have a similar branch pattern. Moreover, the optimization method is designed in a polygon-based branch model which controls the resolution of tree models according to the distance from the camera to generate a tree model structure that is appropriate for an immersive system based on virtual reality. Finally, a virtual reality system is established based on the Oculus SDK (Software Development Kit) and Unity3D engine. In this process, the image processing-based pixel to tree (PTT) method is proposed as a technique for easily and efficiently generating a virtual landscape by allocating multiple trees on terrain. An immersive virtual landscape that has a stereoscopic perception and spatial impression is created through the proposed method and whether it can deliver experience of nature in virtual reality to the users was checked through an experiment

    A Study on Immersion of Hand Interaction for Mobile Platform Virtual Reality Contents

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    This study proposes gaze-based hand interaction, which is helpful for improving the user’s immersion in the production process of virtual reality content for the mobile platform, and analyzes efficiency through an experiment using a questionnaire. First, three-dimensional interactive content is produced for use in the proposed interaction experiment while presenting an experiential environment that gives users a high sense of immersion in the mobile virtual reality environment. This is designed to induce the tension and concentration of users in line with the immersive virtual reality environment. Additionally, a hand interaction method based on gaze—which is mainly used for the entry of mobile virtual reality content—is proposed as a design method for immersive mobile virtual reality environment. The user satisfaction level of the immersive environment provided by the proposed gaze-based hand interaction is analyzed through experiments in comparison with the general method that uses gaze only. Furthermore, detailed analysis is conducted by dividing the effects of the proposed interaction method on user’s psychology into positive factors such as immersion and interest and negative factors such as virtual reality (VR) sickness and dizziness. In this process, a new direction is proposed for improving the immersion of users in the production of mobile platform virtual reality content

    Event-Centered Maze Generation Method for Mobile Virtual Reality Applications

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    This study proposes a method of effectively creating mobile virtual reality scenes centered at events for the purpose of providing new experiences in virtual reality environment to users. For this purpose, this paper uses Prim’s maze generation algorithm to automatically create maze environments that have different patterns every time and to compute mazes with finite paths. This paper designs a scheme of creating virtual reality scenes based on event-centered mazes to maximize users’ tension and immersion. Here, event components that are appropriate for the maze environment are defined and maze patterns are created centered at the event point where events that are appropriate for the maze pattern are automatically created. Finally, the paper analyzes whether the proposed virtual reality scene based on event-centered mazes is helpful in enhancing users’ immersion and arousing their interest through diverse experiments

    Production of Mobile English Language Teaching Application Based on Text Interface Using Deep Learning

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    This paper proposes a novel text interface using deep learning in a mobile platform environment and presents the English language teaching applications created based on our interface. First, an interface for handwriting texts is designed with a simple structure based on a touch-based input method of mobile platform applications. This input method is easier and more convenient than the existing graphical user interface (GUI), in which menu items such as buttons are selected repeatedly or step by step. Next, an interaction that intuitively facilitates a behavior and decision making from the input text is proposed. We propose an interaction technique that recognizes a text handwritten on the text interface through the Extended Modified National Institute of Standards and Technology (EMNIST) dataset and a convolutional neural network (CNN) model and connects the text to a behavior. Finally, using the proposed interface, we create English language teaching applications that can effectively facilitate learning alphabet writing and words using handwriting. Then, the satisfaction regarding the interface during the educational process is analyzed and verified through a survey experiment with users
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