• Title/Summary/Keyword: Virtual and augmented reality

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Occlusion and articulation in digital dentistry: A review (디지털 치의학 시대의 교합)

  • Lee, Jae-Hyun
    • The Journal of the Korean dental association
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    • v.58 no.8
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    • pp.505-512
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    • 2020
  • With the fourth industrial revolution, digitization is accelerating in all healthcare areas. In the field of dentistry, active discussions on digital dental technologies are ongoing, with increasing interest from clinicians daily. Thus far, accuracy and efficiency have primarily been emphasized in digital dentistry, and interest in occlusion has been relatively low. This is because digital dentistry has been predominantly used to restore small numbers of teeth rather than extensive prosthetic reconstruction. However, in the future, most dental treatments will undergo a digital transformation that will require the application of digital technology to more extensive prosthetic rehabilitation, for which discussion of occlusion is essential. In extensive prosthetic reconstruction, occlusion and articulation involve determining the position of the dental arch in relation to the reference plane of the skull or the long axis of the face and the position of the transverse horizontal axis. It also includes determining an occlusal surface with a shape that allows the mandible to move in an eccentric path and masticate most efficiently without any occlusal interference. To better understand how digitization will impact dentistry, this review article summarizes and discusses occlusion and articulation using digital dental technologies. This discussion is divided into several aspects, including facial scan, virtual articulation, augmented reality, and virtual reality.

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Implementation of Augmented Reality using Marker in e_Book (전자책 속의 마커를 이용한 증강현실 구현)

  • Lee, Jong-Hyeok
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.10
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    • pp.2279-2284
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    • 2011
  • Recently as AR(Augmented Reality) is focus of attention, AR is applied to various fields and is expected its valuable use. In this paper, we suggested the method to combine existing e_Book with augmented reality technology based on mobile equipment. We ascertained that augmented reality contents implemented on PC work well in pITX embedded lines (CPU Intel ATOM Z530) and we implemented augmented reality using marker in e_ Book in pITX embedded lines through these experiments. As the result of it, we could show the contents at the same time which had difficulty to be expressed on e_Book before. Also the existing augmented reality contents could be used as it is. Finally we expected that the user could interact with virtual contents or services directly and intuitively in the real world.

Dynamic deformation measurement in structural inspections by Augmented Reality technology

  • Jiaqi, Xu;Elijah, Wyckoff;John-Wesley, Hanson;Derek, Doyle;Fernando, Moreu
    • Smart Structures and Systems
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    • v.30 no.6
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    • pp.649-659
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    • 2022
  • Structural Health Monitoring (SHM) researchers have identified Augmented Reality (AR) as a new technology that can assist inspections. Post-seismic structural inspections are conducted to evaluate the safety level of the damaged structures. Quantification of nearby structural changes over short-term and long-term periods can provide building inspectors with information to improve their safety. This paper proposes a Time Machine Measure (TMM) application based on an Augmented Reality (AR) Head-Mounted-Device (HMD) platform. The primary function of TMM is to restore the saved meshes of a past environment and overlay them onto the real environment so that inspectors can intuitively measure dynamic structural deformation and other environmental movements. The proposed TMM application was verified by demo experiments simulating a real inspection environment.

Immersive Learning Technologies in English Language Teaching: A Systematic Review

  • ALTUN, Hamide Kubra;LEE, Jeongmin
    • Educational Technology International
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    • v.21 no.2
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    • pp.155-191
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    • 2020
  • The aim of this study was to examine the trends (e.g., the distribution of the studies by year, country, research methods, and participants' education level) and fundamental findings [e.g., interaction in Virtual Reality (VR) environments, educational content through VR and Augmented Reality (AR) technologies, learning environment in AR, etc.] regarding immersive learning technologies such as VR and AR in English Language Teaching (ELT) between 2010 and 2019. Employing a systematic review research methodology, data was gathered from 59 academic articles published in the following databases: EBSCOhost, ERIC, Web of Science, and Taylor & Francis. The studies were analyzed using a content analysis approach, and findings demonstrated that immersive learning technologies in ELT came to prominence in 2017. Mixed methods research was the most widely employed research method. The most studied language skill was vocabulary for AR and speaking for VR. The results also revealed advantages and challenges with regards to the use of immersive learning technologies in ELT. Further analysis illustrated the findings related to characteristics of immersive learning technologies in ELT. Based on this review, research and design implications for researchers and practitioners are presented.

Augmented Reality Game Interface Using Hand Gestures Tracking (사용자 손동작 추적에 기반한 증강현실 게임 인터페이스)

  • Yoon, Jong-Hyun;Park, Jong-Seung
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.3-12
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    • 2006
  • Recently, Many 3D augmented reality games that provide strengthened immersive have appeared in the 3D game environment. In this article, we describe a barehanded interaction method based on human hand gestures for augmented reality games. First, feature points are extracted from input video streams. Point features are tracked and motion of moving objects are computed. The shape of the motion trajectories are used to determine whether the motion is intended gestures. A long smooth trajectory toward one of virtual objects or menus is classified as an intended gesture and the corresponding action is invoked. To prove the validity of the proposed method, we implemented two simple augmented reality applications: a gesture-based music player and a virtual basketball game. In the music player, several menu icons are displayed on the top of the screen and an user can activate a menu by hand gestures. In the virtual basketball game, a virtual ball is bouncing in a virtual cube space and the real video stream is shown in the background. An user can hit the virtual ball with his hand gestures. From the experiments for three untrained users, it is shown that the accuracy of menu activation according to the intended gestures is 94% for normal speed gestures and 84% for fast and abrupt gestures.

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Augmented Reality and Virtual Reality Technology Trend for Unmanned Arial Vehicles (무인항공기를 위한 증강/가상현실 기술 동향)

  • Bang, J.S.;Lee, Y.H.;Lee, H.J.;Lee, G.H.
    • Electronics and Telecommunications Trends
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    • v.32 no.5
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    • pp.117-126
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    • 2017
  • With the advances of high-performance, lightweight hardware components and control software, unmanned aerial vehicles (UAVs) have expanded in terms of use, not only for military applications but also for civilian applications. To complete their task at a remote location, UAVs are generally equipped with a camera, and various sensors and types of hardware devices can be attached according to the particular task. When UAVs capture video images and transmit them into the user's interface, augmented reality (AR) and virtual reality (VR) technologies as a user interface may have advantages in controlling the UAV. In this paper, we review AR and VR applications for UAVs and discuss their future directions.

Study on Management of Water Pipes in Buildings using Augmented Reality (증강현실을 이용한 건물의 수도관 관리 방안 연구)

  • Sang-Hyun Park
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1229-1238
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    • 2023
  • Digital twin is a technology that creates a virtual space that replicates the real world and manages the real world efficiently by integrating the real and virtual spaces. The digital twin concept for water facilities is to effectively manage water pipes in the real world by implementing them in a virtual space and augmenting them to the interior space of the building. In the proposed method, the Unity 3D game engine is used to implement the application of digital twin technology in the interior of a building. The AR Foundation toolkit based on ARCore is used as the augmented reality technology for our Digital Twin implementation. In digital twin applications, it is essential to match the real and virtual worlds. In the proposed method, 2D image markers are used to match the real and virtual worlds. The Unity shader program is also applied to make the augmented objects visually realistic. The implementation results show that the proposed method is simple but accurate in placing water pipes in real space, and visually effective in representing water pipes on the wall.

Research on Cognitive Effects and Responsiveness of Smartphone-based Augmented Reality Navigation (스마트폰 증강현실 내비게이션의 인지능력과 호응도에 관한 연구)

  • Sohn, Min Gook;Lee, Seung Tae;Lee, Jae Yeol
    • Korean Journal of Computational Design and Engineering
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    • v.19 no.3
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    • pp.272-280
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    • 2014
  • Most of the car navigation systems pzrovide 2D or 3D virtual map-based driving guidance. One of the important issues is how to reduce cognitive burden to the driver who should interpret the abstracted information to real world driving information. Recently, an augmented reality (AR)-based navigation is considered as a new way to reduce cognitive workload by superimposing guidance information into the real world scene captured by the camera. In particular, head-up display (HUD) is popular to implement AR navigation. However, HUD is too expensive to be set up in most cars so that the HUD-based AR navigation is currently unrealistic for navigational assistance. Meanwhile, smartphones with advanced computing capability and various sensors are popularized and also provide navigational assistance. This paper presents a research on cognitive effect and responsiveness of an AR navigation by a comparative study with a conventional virtual map-based navigation on the same smartphone. This paper experimented both quantitative and qualitative studies to compare cognitive workload and responsiveness, respectively. The number of eye gazing at the navigation system is used to measure the cognitive effect. In addition, questionnaires are used for qualitative analysis of the responsiveness.

A Study of the Performance Prediction Models of Mobile Graphics Processing Units

  • Kim, Cheong Ghil
    • Journal of the Semiconductor & Display Technology
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    • v.18 no.1
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    • pp.123-128
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    • 2019
  • Currently mobile services are on the verge of full commercialization ahead of 5G mobile communication (5G). The first goal could be to preempt the 5G market through realistic media services utilizing VR (Virtual Reality) and AR (Augmented Reality) technologies that users can most easily experience. Basically this movement is based on the advanced development of smart devices and high quality graphics processing computing power of mobile application processors. Accordingly, the importance of mobile GPUs is emerging and the most concern issue becomes a model for predicting the power and performance for smooth operation of high quality mobile contents. In many cases, the performance of mobile GPUs has been introduced in terms of power consumption of mobile GPUs using dynamic voltage and frequency scaling and throttling functions for power consumption and heat management. This paper introduces several studies of mobile GPU performance prediction model with user-friendly methods not like conventional power centric performance prediction models.

A Prospective Study of Game Content based on Wearable Device (웨어러블 디바이스 기반의 게임콘텐츠 전망 연구)

  • Baek, Jaeyong;Chang, Hyojin;Kim, Youngjae
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.1
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    • pp.145-155
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    • 2015
  • The game industry has changed along with the advancement of device technology. The wearable, a recently appeared device will create new demand in this saturated age of the smart devices. The game industry's content targeted towards the wearable devices will play an important role as main driving source. For this reason, this research studies the development aspect and the current technical capabilities of games' platforms and contents by analyzing the contrast between the results of features and current situations of the wearable market. Consequently, we define the prospects of game content for wearable device. We also expect that the new style of the game content, combined with cloud game, augmented reality game and virtual reality game will appear in the next generation platforms gearing towards the wearable devices.