Multi-users Real-Time Interaction with Bacterial Biofilm Images Using Augmented Reality

Author(s):  
Mohammadreza Hosseini ◽  
Tomasz Bednarz ◽  
Arcot Sowmya
2021 ◽  
Vol 12 ◽  
Author(s):  
Wei Hong ◽  
Raphael Nyaruaba ◽  
Xiaohong Li ◽  
Huan Liu ◽  
Hang Yang ◽  
...  

Staphylococcus aureus can produce a multilayered biofilm embedded in extracellular polymeric matrix. This biofilm is difficult to remove, insensitive to antibiotics, easy to develop drug-resistant strains and causes enormous problems to environments and health. Phage lysin which commonly consists of a catalytic domain (CD) and a cell-wall binding domain (CBD) is a powerful weapon against bacterial biofilm. However, the real-time interaction between lysin and S. aureus biofilm is still not fully understood. In this study, we monitored the interactions of three lysins (ClyF, ClyC, PlySs2) against culture-on-chip S. aureus biofilm, in real-time, based on surface plasmon resonance (SPR). A typical SPR response curve showed that the lysins bound to the biofilm rapidly and the biofilm destruction started at a longer time. By using 1:1 binding model analysis, affinity constants (KD) for ClyF, ClyC, and PlySs2 were found to be 3.18 ± 0.127 μM, 1.12 ± 0.026 μM, and 15.5 ± 0.514 μM, respectively. The fact that ClyF and PlySs2 shared the same CBD but showed different affinity to S. aureus biofilm suggested that, not only CBD, but also CD affects the binding activity of the entire lysin. The SPR platform can be applied to improve our understanding on the complex interactions between lysins and bacterial biofilm including association (adsorption) and disassociation (destruction).


Author(s):  
Jasmina Stoyanova ◽  
Ricardo Gonçalves ◽  
Pedro Quelhas Brito ◽  
Antoniio Coelho

The present-day revival of Augmented reality (AR) technology has led to its vast expansion in various applications. In marketing, the hunt for more inventive and intriguing approaches for immersive consumer experiences has endorsed the implementation of AR in multiple brand advertising campaigns, specifically for improved product display. The engaging potential of this technology is established in the fusion between computer-generated data and the physical world as seen by the user, where 3D registration and real time interaction are inseparable parts of this system. Alternatively, impressions from user experiences serve as a principal instrument in the evaluation process of the effectiveness of interactive systems. In order to get deeper insight into consumersâ?? reflections from a real-time AR shopping experience, we present a demo platform for the purchase of sneakers, focusing on usersâ?? behavior and more precisely on their perceptions, emotions, personal preferences before, during and after use of the platform. To fully evaluate and compare consumer experiences with the main AR platform, two other shopping systems were designed: a marker-based and a static one. Consecutively, we aim at defining a system of metrics for measuring shopping experiences with AR, as well as at establishing a ground base for subsequent marketing research in the field. Motivated by the large application of the technology and aiming at understanding the impact of AR on consumer psychology, the application will assist in exploring the antecedents of consumer purchase intentions.


2012 ◽  
Vol 220-223 ◽  
pp. 2788-2793
Author(s):  
Kang Gao ◽  
Jing Song Fan ◽  
Ming Shao ◽  
Jun An

In order to achieve a convenient Augmented Reality interactive system, a rendering engine called osgART was integrated into MFC. The system manipulates the interactive transformation of virtual objects by utilizing the message sending from controllers. The operating mechanism of osgART in MFC was explored in this paper. Besides, the controller message had been successfully sent to the update callback, and the SRT order of matrix multiplication was used in update callback class. Finally, a user-friendly interactive AR application has been successfully developed, which shows that an effectively real-time interaction in MFC environment has been achieved.


2015 ◽  
Vol 6 (2) ◽  
Author(s):  
Rujianto Eko Saputro ◽  
Dhanar Intan Surya Saputra
Keyword(s):  

Media pembelajaran ternyata selalu mengikuti perkembangan teknologi yangada, mulai dari teknologi cetak, audio visual, komputer sampai teknologi gabunganantara teknologi cetak dengan komputer. Saat ini media pembelajaran hasil gabunganteknologi cetak dan komputer dapat diwujudkan dengan media teknologi AugmentedReality (AR). Augmented Reality (AR) adalah teknologi yang digunakan untukmerealisasikan dunia virtual ke dalam dunia nyata secara real-time. Organ pencernaanmanusia terdiri atas Mulut, Kerongkongan atau esofagus, Lambung, Usus halus, danUsus besar. Media pembelajaran mengenal organ pencernaan manusia pada saat inisangat monoton, yaitu melalui gambar, buku atau bahkan alat proyeksi lainnya.Menggunakan Augmented Reality yang mampu merealisasikan dunia virtual ke dunianyata, dapat mengubah objek-objek tersebut menjadi objek 3D, sehingga metodepembelajaran tidaklah monoton dan anak-anak jadi terpacu untuk mengetahuinya lebihlanjut, seperti mengetahui nama organ dan keterangan dari masing-masing organtersebut.


2018 ◽  
Author(s):  
Kyle Plunkett

This manuscript provides two demonstrations of how Augmented Reality (AR), which is the projection of virtual information onto a real-world object, can be applied in the classroom and in the laboratory. Using only a smart phone and the free HP Reveal app, content rich AR notecards were prepared. The physical notecards are based on Organic Chemistry I reactions and show only a reagent and substrate. Upon interacting with the HP Reveal app, an AR video projection shows the product of the reaction as well as a real-time, hand-drawn curved-arrow mechanism of how the product is formed. Thirty AR notecards based on common Organic Chemistry I reactions and mechanisms are provided in the Supporting Information and are available for widespread use. In addition, the HP Reveal app was used to create AR video projections onto laboratory instrumentation so that a virtual expert can guide the user during the equipment setup and operation.


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