Role of Virtual Reality (VR), Augmented Reality (AR) and Artificial Intelligence (AI) in tertiary education and research of orthodontics: An insight.

Author(s):  
Narayan H. Gandedkar ◽  
Matthew T. Wong ◽  
M. Ali Darendeliler
Author(s):  
Giuliana Guazzaroni

Virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) are increasingly being used by educational institutions and museums worldwide. Visitors of museums and art galleries may live different layers of reality while enjoying works of art augmented with immersive VR. Research points out that this possibility may strongly affect human emotions. Digital technologies may allow forms of hybridization between flesh and technological objects within virtual or real spaces. They are interactive processes that may contribute to the redefinition of the relationship between identity and technology, between technology and body (Mainardi, 2013). Interactive museums and art galleries are real environments amplified, through information systems, which allow a shift between reality, and electronically manipulated immersive experiences. VR is emotionally engaging and a VR scenario may enhance emotional experience (Diemer et al., 2015) or induce an emotional change (Wu et al., 2016). The main purpose of this chapter is to verify how art and VR affect emotions.


2021 ◽  
Vol 11 (7) ◽  
pp. 3253
Author(s):  
Umile Giuseppe Longo ◽  
Sergio De Salvatore ◽  
Vincenzo Candela ◽  
Giuliano Zollo ◽  
Giovanni Calabrese ◽  
...  

Background: The application of virtual and augmented reality technologies to orthopaedic surgery training and practice aims to increase the safety and accuracy of procedures and reducing complications and costs. The purpose of this systematic review is to summarise the present literature on this topic while providing a detailed analysis of current flaws and benefits. Methods: A comprehensive search on the PubMed, Cochrane, CINAHL, and Embase database was conducted from inception to February 2021. The Preferred Reporting Items for Systematic reviews and Meta-Analyses (PRISMA) guidelines were used to improve the reporting of the review. The Cochrane Risk of Bias Tool and the Methodological Index for Non-Randomized Studies (MINORS) was used to assess the quality and potential bias of the included randomized and non-randomized control trials, respectively. Results: Virtual reality has been proven revolutionary for both resident training and preoperative planning. Thanks to augmented reality, orthopaedic surgeons could carry out procedures faster and more accurately, improving overall safety. Artificial intelligence (AI) is a promising technology with limitless potential, but, nowadays, its use in orthopaedic surgery is limited to preoperative diagnosis. Conclusions: Extended reality technologies have the potential to reform orthopaedic training and practice, providing an opportunity for unidirectional growth towards a patient-centred approach.


2021 ◽  
pp. 49-52
Author(s):  
Gaurvi Vikram Kamra ◽  
Ankur Sharma

The concept of "articial intelligence" (AI) refers to machines that are capable of executing human-like tasks. AI can also be dened as a eld concerned with computational models that can reason and act intelligently. Perspicacious software for data computation has become a necessity as the amount of documented information and patient data has increased dramatically. The applicability, limitations, and potential future of AI-based dental diagnoses, treatment planning, and conduct are described in this concise narrative overview. AI has been used in a variety of ways, from processing of data and locating relevant information to using neural networks for diagnosis and the introduction of augmented reality and virtual reality in dental education. AI-based apps will improve patient care by relieving the dental workforce of tedious routine duties, improving population health at lower costs, and eventually facilitating individualized, anticipatory, prophylactic, and collaborative dentistry. The convergence of AI and digitization has ushered in a new age in dentistry, with tremendously promising future prospects.The applicability, limitations, and potential future of AI-based dental diagnoses, treatment planning, and conduct are described in this concise narrative overview.


2021 ◽  
Vol 2 ◽  
Author(s):  
Richard Skarbez ◽  
Missie Smith ◽  
Mary C. Whitton

Since its introduction in 1994, Milgram and Kishino's reality-virtuality (RV) continuum has been used to frame virtual and augmented reality research and development. While originally, the RV continuum and the three dimensions of the supporting taxonomy (extent of world knowledge, reproduction fidelity, and extent of presence metaphor) were intended to characterize the capabilities of visual display technology, researchers have embraced the RV continuum while largely ignoring the taxonomy. Considering the leaps in technology made over the last 25 years, revisiting the RV continuum and taxonomy is timely. In reexamining Milgram and Kishino's ideas, we realized, first, that the RV continuum is actually discontinuous; perfect virtual reality cannot be reached. Secondly, mixed reality is broader than previously believed, and, in fact, encompasses conventional virtual reality experiences. Finally, our revised taxonomy adds coherence, accounting for the role of users, which is critical to assessing modern mixed reality experiences. The 3D space created by our taxonomy incorporates familiar constructs such as presence and immersion, and also proposes new constructs that may be important as mixed reality technology matures.


Animation ◽  
2019 ◽  
Vol 14 (3) ◽  
pp. 222-234
Author(s):  
María Lorenzo Hernández

Ari Folman’s The Congress (2013) borrows freely from Stanisław Lem’s dystopian view in his Sci-fi novel The Futurological Congress (1971) to propose the gradual dissolution of the human into an artificial form, which is animation. By moving the action of the novel from a hypothetical future to contemporary Hollywood, Ari Folman gives CGI animation the role of catalyst for changes not only in the production system, but for human thought and, therefore, for society. This way, the film ponders the changing role of performers at the time of their digitalization, as well as on the progressive dematerialization of the film industry, considering a dystopian future where simulation fatally displaces reality, which invites relating The Congress with Jean Baudrillard’s and Alan Cholodenko’s theses on how animating technologies have resulted in the culture of erasing. Moreover, this article highlights how Lem’s metaphor of the manipulation of information in the Soviet era is transformed in the second part of The Congress into a vision of cinema as a collective addiction, relating it to Alexander Dovzhenko’s and Edgar Morin’s speculative theories of total film – which come close to the potentialities of today’s Virtual Reality and Augmented Reality. In addition, although The Congress is a disturbing view of film industry and animating technologies, its vision of film is nostalgically retro as it vindicates an entire tradition of Golden Age animation that transformed the star system into cartoons, suggesting the fictionalization of their lives and establishing a postmodern continuum between animation and film.


Author(s):  
Arnold Japutra ◽  
Ricardo Godinho Bilro ◽  
Sandra Maria Correia Loureiro

The chapter presents how Artificial Intelligence (AI) is combining with Virtual Reality and Augmented Reality. The evolution of AI is discussed, as well as its consequences. The chapter also provides an overview of the four types of intelligence in AI, and provides positive and negative impacts for society. The discussion on positive and negative effects of AI brings to light how it can help humans, but at the same time, how it can also transform society and firms. The rise of hybrid humans may be a turning point to develop a new global order, with new laws, justice, rights, and duties.


Tap ◽  
2017 ◽  
Author(s):  
Anindya Ghose

This chapter discusses emerging technologies, including wearable technologies, artificial intelligence, instant messaging and apps, smart homes and connected cars, smart wallets, and virtual reality/augmented reality. It concludes that there is a lot to explore with the technology and capabilities at hand today in the mobile world. At the same time, there is a lot in the future to be excited about as well. Within a few years, the mobile ecosystem and related technologies will transform our lives beyond recognition and usher in a new age. It will without doubt be recognized as one of the hallmark advancements that society has seen in the 21st century.


Reality is shaped differently in software environments through Virtual Reality VR and augmented Reality AR, it has a remarkable position and an important background with its role of ensuring contact between the software environment and the user. It was popular in the entertainment sector, in particularly industry, but over time, it becomes apparent that there would be a much greater need for VR/AR technologies in different areas dealing with tasks/issues in the real world. In This article we provide an overview of virtual and augmented reality systems and their principal domains of applications.


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