48 research outputs found

    Virtual Reality simulator for dental anesthesia training in the inferior alveolar nerve block

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    Objectives This study shows the development and validation of a dental anesthesia-training simulator, specifically for the inferior alveolar nerve block (IANB). The system developed provides the tactile sensation of inserting a real needle in a human patient, using Virtual Reality (VR) techniques and a haptic device that can provide a perceived force feedback in the needle insertion task during the anesthesia procedure. Material and Methods To simulate a realistic anesthesia procedure, a Carpule syringe was coupled to a haptic device. The Volere method was used to elicit requirements from users in the Dentistry area; Repeated Measures Two-Way ANOVA (Analysis of Variance), Tukey post-hoc test and averages for the results’ analysis. A questionnaire-based subjective evaluation method was applied to collect information about the simulator, and 26 people participated in the experiments (12 beginners, 12 at intermediate level, and 2 experts). The questionnaire included profile, preferences (number of viewpoints, texture of the objects, and haptic device handler), as well as visual (appearance, scale, and position of objects) and haptic aspects (motion space, tactile sensation, and motion reproduction). Results The visual aspect was considered appropriate and the haptic feedback must be improved, which the users can do by calibrating the virtual tissues’ resistance. The evaluation of visual aspects was influenced by the participants’ experience, according to ANOVA test (F=15.6, p=0.0002, with

    Mammal responses to global changes in human activity vary by trophic group and landscape

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    Wildlife must adapt to human presence to survive in the Anthropocene, so it is critical to understand species responses to humans in different contexts. We used camera trapping as a lens to view mammal responses to changes in human activity during the COVID-19 pandemic. Across 163 species sampled in 102 projects around the world, changes in the amount and timing of animal activity varied widely. Under higher human activity, mammals were less active in undeveloped areas but unexpectedly more active in developed areas while exhibiting greater nocturnality. Carnivores were most sensitive, showing the strongest decreases in activity and greatest increases in nocturnality. Wildlife managers must consider how habituation and uneven sensitivity across species may cause fundamental differences in human–wildlife interactions along gradients of human influence.Peer reviewe

    Factors Associated with Revision Surgery after Internal Fixation of Hip Fractures

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    Background: Femoral neck fractures are associated with high rates of revision surgery after management with internal fixation. Using data from the Fixation using Alternative Implants for the Treatment of Hip fractures (FAITH) trial evaluating methods of internal fixation in patients with femoral neck fractures, we investigated associations between baseline and surgical factors and the need for revision surgery to promote healing, relieve pain, treat infection or improve function over 24 months postsurgery. Additionally, we investigated factors associated with (1) hardware removal and (2) implant exchange from cancellous screws (CS) or sliding hip screw (SHS) to total hip arthroplasty, hemiarthroplasty, or another internal fixation device. Methods: We identified 15 potential factors a priori that may be associated with revision surgery, 7 with hardware removal, and 14 with implant exchange. We used multivariable Cox proportional hazards analyses in our investigation. Results: Factors associated with increased risk of revision surgery included: female sex, [hazard ratio (HR) 1.79, 95% confidence interval (CI) 1.25-2.50; P = 0.001], higher body mass index (fo

    Untitled in english

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    Este trabalho apresenta uma metodologia para desenvolvimento de CAD em microcomputadores de 16 bits, apoiada em um conjunto de módulos de ferramentas básicas, que podem ser expandidas de acordo com as necessidades. As ferramentas e técnicas desenvolvidas procuram levar em conta as características dos equipamentos e das necessidades nacionais, buscando ao mesmo tempo um certo grau de portabilidade e um melhor aproveitamento dos diversos profissionais envolvidos com um projeto de CAD.No abstract

    Metaverses on education: concepts and possibilities

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    O uso de metaversos na educação vem sendo discutido desde a primeira onda de interesse por essa mídia, trazida pelo grande sucesso do Second Life nos anos 2000. O interesse pelos metaversos arrefeceu na década seguinte, mas retornou com força nos anos 2020, quando as tecnologias de inteligência artificial e realidade virtual estão mais maduras, as redes sociais disseminadas, há uso ubíquo dos smartphones e vislumbra-se a possibilidade de o metaverso vir a ser a nova geração das redes sociais. Mas esse retorno veio acompanhado de desinformações, confusões conceituais e falsas promessas. Faz-se necessário organizar os conceitos e discutir as possibilidades educacionais, à luz do conhecimento acadêmico-científico. Este artigo resgata a essência das mídias baseadas em ambientes virtuais imersivos multiusuários e discute as possibilidades, limitações e cuidados no emprego de metaversos em contextos educacionais.The use of metaverses in education has been discussed since the first wave of interest in this medium, brought about by the great success of Second Life in the 2000s. Interest in the metaverses waned in the following decade, but returned with force in the 2020s, when artificial intelligence and virtual reality technologies are more mature, social networks are widespread, there is ubiquitous use of smartphones and there is a glimpse of the possibility of the metaverse coming to be the new generation of social networks. But this return was accompanied by disinformation, conceptual confusion and false promises. It is necessary to organize the concepts and discuss the educational possibilities, in the light of academic-scientific knowledge. This article rescues the essence of media based on multiuser immersive virtual environments and discusses the possibilities, limitations and precautions in the use of metaverses in educational contexts.info:eu-repo/semantics/publishedVersio

    INTERNET OF THINGS IN EDUCATION: CASE STUDY AND PERSPECTIVES

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    With the presence of the Internet in people's lives there was a significant behavioral change. People communicate, work, relate and learn in a totally different way. Technological innovation ends up facilitating access to information through an increasing number of devices, as well as bringing with it an ever increasing demand by people with good educational background, able to generate skills and abilities of a professional with a more critical profile, flexible, dynamic and in continuous lifelong learning. The most diverse pedagogical models try to adapt to this diversity of information, devices and technologies known as Internet of Things (IoT) in order to establish new forms of knowledge and learning. This paper presents a learning experience that integrates the BYOD method into the IoT scenario. The results obtained evidenced a clear acceptance of IoT technology within the teaching process

    Designing and implementing an Spatial Augmented Reality X-Ray

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    Casting digital-controlled light over real object surfaces, thus creating new textures and special effects, brings to designers and engineers an endless spectrum of possibilities and innovation for their projects. This technology, called SpatialAugmented Reality, can be considered as a kind of "virtual material" that can be manipulated by designers in augmented environments. In order to achieve more knowledge on the use of this technology, we have developed AR X-Ray, a spatialaugmented reality tool. Through the use of a portable projector a Virtual X-Ray is emitted over real walls, allowing visual exploration of internal details of buildings (such as pipes and ducts). This paper presents the design, implementaion and results of this project. Some details regarding solutions for technical problems are also discussed, as following: projector tracking, proper registration of synthetic information over realobjects and the development of a shader that manipulates the transparency of textures to allow the user to view what is behind objects
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