A Web-Based Augmented Reality Approach to Instantly View and Display 4D Medical Images

Author(s):  
Huy Le ◽  
Minh Nguyen ◽  
Wei Qi Yan
1999 ◽  
Author(s):  
Steven G. Langer ◽  
Brent K. Stewart ◽  
Rex K. Andrew
Keyword(s):  

Author(s):  
Ernest Redondo ◽  
Isidro Navarro ◽  
Albert Sánchez ◽  
David Fonseca

This chapter discusses the impact of using social media resources and new emerging technologies in teaching and learning processes. The authors of this chapter focus on Spanish architecture-education framework by analyzing three case studies carried out by students finishing architecture and building degrees. Students’ interaction with this resources is assessed, as well as their derived academic results, and the degree of satisfaction from students and teachers using these resources and technologies. To conduct the study, the authors worked with Web based freeware applications, such as Dropbox, blogging systems, Moodle, YouTube, Wikipedia, and Google Maps. Mobile devices, such as smartphones and tablets PCs, were used to test QR-Codes (Quick Response Codes) and Augmented Reality technology based applications as Junaio and Ar-Media Plugin.


Author(s):  
Isabel de la Torre Díez

This chapter describes a Web -based application to store and exchange Electronic Health Records (EHR) and medical images in Ophthalmology: TeleOftalWeb 3.2. The Web -based system has been built on Java Servlet and Java Server Pages (JSP) technologies. Its architecture is a typical three-layered with two databases. The user and authentication information is stored in a relational database: MySQL 5.0. The patient records and fundus images are achieved in an Extensible Markup Language (XML) native database: dbXML 2.0. The application uses XML-based technologies and Health Level Seven/Clinical Document Architecture (HL7/CDA) specifications. The EHR standardization is carried out. The main application object is the universal access to the diabetic patients EHR by physicians wherever they are.


2019 ◽  
Vol 36 (10) ◽  
pp. 19-24 ◽  
Author(s):  
Dan Lou

Purpose The purpose of this paper is to identify a light and scalable augmented reality (AR) solution to enhance library collections. Design/methodology/approach The author first did research to identify the major obstacle in creating a scalable AR solution. Next, she explored possible workaround methods and successfully developed two prototypes that make the current Web-based AR work with ISBN barcode. Findings Libraries have adopted AR technology in recent years mainly by developing mobile applications for specific education or navigation programs. Yet a straight-forward AR solution to enhance a library's collection has not been seen. One of the obstacles lies in finding a scalable and painless solution to associate special AR objects with physical books. At title level, books already have their unique identifier – the ISBN number. Unfortunately, marker-based AR technology only accept two-dimensional (2-D) objects, not the one-dimensional (1-D) EAN barcode (or ISBN barcode) used by books, as markers for technical reasons. In this paper, the author shares her development of two prototypes to make the Web-based AR work with the ISBN barcode. With the prototypes, a user can simply scan the ISBN barcode on a book to retrieve related AR content. Research limitations/implications This paper mainly researched and experimented with Web-based AR technologies in the attempt to identify a solution that is as platform-neutral as possible, and as user-friendly as possible. Practical implications The light and platform-neutral AR prototypes discussed in this paper have the benefits of minimum cost on both the development side and the experience side. A library does not need to put any additional marker on any book to implement the AR. A user does not need to install any additional applications in his/her smartphone to experience the AR. The prototypes show a promising future where physical collections inside libraries can become more interactive and attractive by blurring the line of reality and virtuality. Social implications The paper can help initiate the discussion on applying Web-based AR technologies to library collections.


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