scholarly journals Towards Tangible Cultural Heritage Experiences—Enriching VR-based Object Inspection with Haptic Feedback

2022 ◽  
Vol 15 (1) ◽  
pp. 1-17
Author(s):  
Stefan Krumpen ◽  
Reinhard Klein ◽  
Michael Weinmann

VR/AR technology is a key enabler for new ways of immersively experiencing cultural heritage artifacts based on their virtual counterparts obtained from a digitization process. In this article, we focus on enriching VR-based object inspection by additional haptic feedback, thereby creating tangible cultural heritage experiences. For this purpose, we present an approach for interactive and collaborative VR-based object inspection and annotation. Our system supports high-quality 3D models with accurate reflectance characteristics while additionally providing haptic feedback regarding shape features of the object based on a 3D printed replica. The digital object model in terms of a printable representation of the geometry as well as reflectance characteristics are stored in a compact and streamable representation on a central server, which streams the data to remotely connected users/clients. The latter can jointly perform an interactive inspection of the object in VR with additional haptic feedback through the 3D printed replica. Evaluations regarding system performance, visual quality of the considered models, as well as insights from a user study indicate an improved interaction, assessment, and experience of the considered objects.

Author(s):  
C. Nicolae ◽  
E. Nocerino ◽  
F. Menna ◽  
F. Remondino

The process of creating 3D accurate and faithful textured models from 2D images has been a major endeavor within the cultural heritage field. This field has general requirements, such as accuracy, portability and costs, that are often integrated by more specific needs such as the integration of color information. The aim of this paper is to show how photogrammetry can be a valid and reliable techniques for creating 3D models of museum artefacts even in case of objects with materials featuring difficult optical properties (absorptivity, reflectivity, scattering), challenging texture and complex shape/geometry. The main objective is to establish some core specifications for data acquisition and modeling, in order to guarantee the scientific quality of data and the interoperability of 3D models with the archaeologists and conservators. All these aspects are taken into consideration and presented with three study cases (two statues – one made of marble and one made of bronze – and a restored ceramic jug). The established, comprehensive and accessible pipeline for the creation of complex artefacts 3D models in the field of cultural heritage is presented and discussed.


2018 ◽  
Vol 127 (5) ◽  
pp. 338-343 ◽  
Author(s):  
Max Haffner ◽  
Austin Quinn ◽  
Tsung-yen Hsieh ◽  
E. Bradley Strong ◽  
Toby Steele

Objective: Identify the 3D printed material that most accurately recreates the visual, tactile, and kinesthetic properties of human temporal bone Subjects and Methods: Fifteen study participants with an average of 3.6 years of postgraduate training and 56.5 temporal bone (TB) procedures participated. Each participant performed a mastoidectomy on human cadaveric TB and five 3D printed TBs of different materials. After drilling each unique material, participants completed surveys to assess each model’s appearance and physical likeness on a Likert scale from 0 to 10 (0 = poorly representative, 10 = completely life-like). The 3D models were acquired by computed tomography (CT) imaging and segmented using 3D Slicer software. Results: Polyethylene terephthalate (PETG) had the highest average survey response for haptic feedback (HF) and appearance, scoring 8.3 (SD = 1.7) and 7.6 (SD = 1.5), respectively. The remaining plastics scored as follows for HF and appearance: polylactic acid (PLA) averaged 7.4 and 7.6, acrylonitrile butadiene styrene (ABS) 7.1 and 7.2, polycarbonate (PC) 7.4 and 3.9, and nylon 5.6 and 6.7. Conclusion: A PETG 3D printed temporal bone models performed the best for realistic appearance and HF as compared with PLA, ABS, PC, and nylon. The PLA and ABS were reliable alternatives that also performed well with both measures.


2021 ◽  
Vol 14 (3) ◽  
pp. 1-21
Author(s):  
Jerzy Montusiewicz ◽  
Marek Milosz

Lublin is a city located in the eastern part of Poland, which is an important place of cultural heritage, being the venue where the Polish-Lithuanian Union was signed 450 years ago in 2019. This article presents “Architectural Jewels of Lublin,” a computerized serious board game for two players. The aim of the game is to collect points for recognizing models of the city's historic architectural objects and their correct position on the board. They represent the landmarks of the historic Old Town quarter. Another point of the game is to answer questions about the cultural heritage of Lublin. 3D models of historic buildings were initially designed manually and then 3D printed in FFF (Fused Filament Fabrication) technology. The correct location of the object on the board is identified by sensors working in the RFID (Radio-Frequency IDentification) technology supported by two microcontrollers of an Arduino platform, which were connected to the software managing the whole game shown on a tablet monitor. The game is used both to promote Lublin at numerous cyclical cultural and science popularization events, and during conferences and seminars organized for circles representing cultural heritage from Poland and abroad. It is aimed at presenting a way to integrate many different contemporary digital technologies that can serve education in the area of cultural heritage. The game, in contrast to popular games using VR and AR technologies, combines in an interesting way physical and digital space using modern computer technologies. The research carried out on the participants of the game has shown its high effectiveness in raising the historical awareness of its participants, as well as the players’ positive attitude toward the game.


2020 ◽  
Vol 12 (18) ◽  
pp. 7539
Author(s):  
Manolo Pérez ◽  
Pablo Casanova-Salas ◽  
Pawel Twardo ◽  
Piotr Twardo ◽  
Arabella León ◽  
...  

The documentation, dissemination, and enhancement of Cultural Heritage is of great relevance. To that end, technological tools and interactive solutions (e.g., 3D models) have become increasingly popular. Historical silk fabrics are nearly flat objects, very fragile and with complex internal geometries, related to different weaving techniques and types of yarns. These characteristics make it difficult to properly document them, at the yarn level, with current technologies. In this paper, we bring a new methodology to virtually represent such heritage and produce 3D printouts, also making it highly interactive through the tool Virtual Loom. Our work involves sustainability from different perspectives: (1) The traditional production of silk fabrics respects the environment; (2) Virtual Loom allows the studying of silk heritage while avoiding their degradation; (3) Virtual Loom allows creative industries to save money and materials; (4) current research on bioplastics for 3D printing contributes to environmental sustainability; (5) edutainment and gaming can also benefit from Virtual Loom, avoiding the need to acquire the original objects and enhancing creativity. The presented work has been carried out within the scope of the SILKNOW project to show some results and discuss the sustainability issues, from the production of traditional silk fabrics, to their dissemination by means of Virtual Loom and 3D printed shapes.


Disabilities ◽  
2021 ◽  
Vol 2 (1) ◽  
pp. 19-27
Author(s):  
Howard Kaplan ◽  
Anna Pyayt

There are multiple studies demonstrating that 3D printed maps are important to people with blindness. When designed properly, they help users by improving safety and mobility and allow people with blindness to efficiently learn spatial information from the map and plan their travel prior to navigation. However, tactile maps are still not widely among people with blindness, as they are not readily available to them. Creating maps for each person needing a map of a certain location currently requires help from an individual with advanced technical training. They need to use specialized software for 3D models that personnel from disability services and family members of people with blindness usually have no experience with. The goal of this research is to design and implement software that can be used for the automatic generation of maps and be accessible to the general public. Our hypothesis is that by automating all the challenging steps (generation of the 3D model and drawing of optimally designed symbols), this will lead to increased usability and acceptance. Here, we demonstrated an early prototype and evaluated our hypothesis in a user study. To assess the success of this approach, participants answered questions about the process, usability, and social impacts of the software. Overall, participants liked the application because it was easy to use and allowed them to create custom maps with appropriate tactile-encoding features that provide meaningful information to the end user.


PLoS ONE ◽  
2021 ◽  
Vol 16 (6) ◽  
pp. e0253477
Author(s):  
Marie Bainier ◽  
Arel Su ◽  
Roger L. Redondo

In neuroscience, stereotactic brain surgery is a standard yet challenging technique for which laboratory and veterinary personnel must be sufficiently and properly trained. There is currently no animal-free training option for neurosurgeries; stereotactic techniques are learned and practiced on dead animals. Here we have used three-dimensional (3D) printing technologies to create rat and mouse skin-skull-brain models, specifically conceived for rodent stereotaxic surgery training. We used 3D models obtained from microCT pictures and printed them using materials that would provide the most accurate haptic feedback for each model—PC-ABS material for the rat and Durable resin for the mouse. We filled the skulls with Polyurethane expanding foam to mimic the brain. In order to simulate rodent skin, we added a rectangular 1mm thick clear silicone sheet on the skull. Ten qualified rodent neurosurgeons then performed a variety of stereotaxic surgeries on these rat and mouse 3D printed models. Participants evaluated models fidelity compared to cadaveric skulls and their appropriateness for educational use. The 3D printed rat and mouse skin-skull-brain models received an overwhelmingly positive response. They were perceived as very realistic, and considered an excellent alternative to cadaveric skulls for training purposes. They can be made rapidly and at low cost. Our real-size 3D printed replicas could enable cost- and time-efficient, animal-free neurosurgery training. They can be absolute replacements for stereotaxic surgery techniques practice including but not limited to craniotomies, screw placement, brain injections, implantations and cement applications. This project is a significant step forward in implementing the replacement, reduction, and refinement (3Rs) principles to animal experimentation. These 3D printed models could lead the way to the complete replacement of live animals for stereotaxic surgery training in laboratories and veterinary studies.


2020 ◽  
Vol 16 ◽  
Author(s):  
Wei Liu ◽  
Shifeng Liu ◽  
Yunzhe Li ◽  
Peng Zhou ◽  
Qian ma

Abstract:: Surgery to repair damaged tissue, which is caused by disease or trauma, is being carried out all the time, and a desirable treatment is compelling need to regenerate damaged tissues to further improve the quality of human health. Therefore, more and more research focus on exploring the most suitable bionic design to enrich available treatment methods. 3D-printing, as an advanced materials processing approach, holds promising potential to create prototypes with complex constructs that could reproduce primitive tissues and organs as much as possible or provide appropriate cell-material interfaces. In a sense, 3D printing promises to bridge between tissue engineering and bionic design, which can provide an unprecedented personalized recapitulation with biomimetic function under the precise control of the composition and spatial distribution of cells and biomaterials. This article describes recent progress in 3D bionic design and the potential application prospect of 3D printing regenerative medicine including 3D printing biomimetic scaffolds and 3D cell printing in tissue engineering.


Materials ◽  
2021 ◽  
Vol 14 (4) ◽  
pp. 1021
Author(s):  
Bernhard Dorweiler ◽  
Pia Elisabeth Baqué ◽  
Rayan Chaban ◽  
Ahmed Ghazy ◽  
Oroa Salem

As comparative data on the precision of 3D-printed anatomical models are sparse, the aim of this study was to evaluate the accuracy of 3D-printed models of vascular anatomy generated by two commonly used printing technologies. Thirty-five 3D models of large (aortic, wall thickness of 2 mm, n = 30) and small (coronary, wall thickness of 1.25 mm, n = 5) vessels printed with fused deposition modeling (FDM) (rigid, n = 20) and PolyJet (flexible, n = 15) technology were subjected to high-resolution CT scans. From the resulting DICOM (Digital Imaging and Communications in Medicine) dataset, an STL file was generated and wall thickness as well as surface congruency were compared with the original STL file using dedicated 3D engineering software. The mean wall thickness for the large-scale aortic models was 2.11 µm (+5%), and 1.26 µm (+0.8%) for the coronary models, resulting in an overall mean wall thickness of +5% for all 35 3D models when compared to the original STL file. The mean surface deviation was found to be +120 µm for all models, with +100 µm for the aortic and +180 µm for the coronary 3D models, respectively. Both printing technologies were found to conform with the currently set standards of accuracy (<1 mm), demonstrating that accurate 3D models of large and small vessel anatomy can be generated by both FDM and PolyJet printing technology using rigid and flexible polymers.


Heliyon ◽  
2021 ◽  
pp. e07447
Author(s):  
A.J. Sterkenburg ◽  
M. Van der Stelt ◽  
A.R. Koroma ◽  
M.D. Van Gaalen ◽  
M.J. Van der Pols ◽  
...  

Sensors ◽  
2021 ◽  
Vol 21 (11) ◽  
pp. 3673
Author(s):  
Stefan Grushko ◽  
Aleš Vysocký ◽  
Petr Oščádal ◽  
Michal Vocetka ◽  
Petr Novák ◽  
...  

In a collaborative scenario, the communication between humans and robots is a fundamental aspect to achieve good efficiency and ergonomics in the task execution. A lot of research has been made related to enabling a robot system to understand and predict human behaviour, allowing the robot to adapt its motion to avoid collisions with human workers. Assuming the production task has a high degree of variability, the robot’s movements can be difficult to predict, leading to a feeling of anxiety in the worker when the robot changes its trajectory and approaches since the worker has no information about the planned movement of the robot. Additionally, without information about the robot’s movement, the human worker cannot effectively plan own activity without forcing the robot to constantly replan its movement. We propose a novel approach to communicating the robot’s intentions to a human worker. The improvement to the collaboration is presented by introducing haptic feedback devices, whose task is to notify the human worker about the currently planned robot’s trajectory and changes in its status. In order to verify the effectiveness of the developed human-machine interface in the conditions of a shared collaborative workspace, a user study was designed and conducted among 16 participants, whose objective was to accurately recognise the goal position of the robot during its movement. Data collected during the experiment included both objective and subjective parameters. Statistically significant results of the experiment indicated that all the participants could improve their task completion time by over 45% and generally were more subjectively satisfied when completing the task with equipped haptic feedback devices. The results also suggest the usefulness of the developed notification system since it improved users’ awareness about the motion plan of the robot.


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