scholarly journals Intelligent Analysis of Computer-Aided Garment Design CAD Based on Virtual Reality Model for Surplus Fabric Removal and Reuse without Segmentation of Cutting Pieces

2022 ◽  
Vol 2022 ◽  
pp. 1-13
Author(s):  
Tanqiu Wang

For the purpose of improving the efficiency of garment design, the computer-aided garment design virtual reality (VR) model for surplus fabric removal and reuse without segmentation of cutting pieces is analyzed in this paper to provide the architecture of the computer-aided garment design CAD system. The form of dividing the garment into multiple types of nonsegmented pieces is adopted so that each nonsegmented piece stands for a complete design element unit. Based on this structure, the computer analysis of garment design based on CAD can be connected at a deeper level, which will not only improve the design efficiency of new garments but also reduce the design time at the client terminal and enhance the quality of the design. Through the experimental operation of prototypes, it is verified that the intelligent system proposed in this paper can implement the design of prototypes quickly and effectively.

2016 ◽  
Vol 2016 ◽  
pp. 1-10 ◽  
Author(s):  
Sabina Tangaro ◽  
Annarita Fanizzi ◽  
Nicola Amoroso ◽  
Roberto Corciulo ◽  
Elena Garuccio ◽  
...  

Monitoring of dialysis sessions is crucial as different stress factors can yield suffering or critical situations. Specialized personnel is usually required for the administration of this medical treatment; nevertheless, subjects whose clinical status can be considered stable require different monitoring strategies when compared with subjects with critical clinical conditions. In this case domiciliary treatment or monitoring can substantially improve the quality of life of patients undergoing dialysis. In this work, we present aComputer Aided Detection(CAD) system for the telemonitoring of patients’ clinical parameters. The CAD was mainly designed to predict the insurgence of critical events; it consisted of twoRandom Forest(RF) classifiers: the first one (RF1) predicting the onset of any malaise one hour after the treatment start and the second one (RF2) again two hours later. The developed system shows an accurate classification performance in terms of bothsensitivityandspecificity. Thespecificityin the identification of nonsymptomatic sessions and thesensitivityin the identification of symptomatic sessions forRF2are equal to 86.60% and 71.40%, respectively, thus suggesting the CAD as an effective tool to support expert nephrologists in telemonitoring the patients.


Author(s):  
Chi-Cheng Chu ◽  
Rajit Gadh

In this paper, a series of interface tests on interaction approach for the generation of geometric shape designs via multi-sensory user interface of a Virtual Reality (VR) based System is presented. The goal of these interface tests is to identify an effective user interface for VR based Computer-Aided Design (CAD) system. The intuitiveness of the VR based interaction approach arises from the use of natural hand movements/gestures, and voice commands that emulate the way in which human beings discuss geometric shapes in reality. The focus of this paper is on determining a set of effective interaction approaches by using the combinations of auditory, tactile, and visual sensory modalities to accomplish typical CAD tasks. In order to evaluate the proposed interaction approach, a prototypical VR-CAD system is implemented. A series of interface tests were performed on the prototypical systems to determine the relative efficiency of a set of potential interaction approach with respect to specific fundamental design tasks. The interface test and its results are presented in this paper.


Author(s):  
J. Juditha Mercina ◽  
J. Madhumathi ◽  
V. Priyanga ◽  
M. Deva Priya

Lungs play an important role in human respiratory system. There are diseases that affect the functioning of lungs. To analyse lung diseases in the chest region using X-ray based Computer-Aided Diagnosis (CAD) system, it is necessary to determine the lung regions subject to analysis. In this paper, an intelligent system is proposed for lung disease detection. In this paper, Interstitial Lung Disease (ILD) patterns are classified using Convolutional Neural Networks (CNN). The proposed system involves five convolutional layers and three dense layers. The performance of the classification demonstrates the potential of CNN in analysing lung patterns.


2002 ◽  
Vol 2 (3) ◽  
pp. 216-223 ◽  
Author(s):  
Chi-Cheng Chu ◽  
Jianzhong Mo ◽  
Rajit Gadh

In this paper, a series of interface tests on interaction approach for the generation of geometric shape designs via multi-sensory user interface of a Virtual Reality (VR) based System is presented. The goal of these interface tests is to identify an effective user interface for VR based Computer-Aided Design (CAD) system. The intuitiveness of the VR based interaction approach arises from the use of natural hand movements/gestures, and voice commands that emulate the way in which human beings discuss geometric shapes in reality. In order to evaluate the proposed interaction approach, a prototypical VR-CAD system is implemented. A series of interface tests were performed on the prototypical systems to determine the relative efficiency of a set of potential interaction approach with respect to specific fundamental design tasks. The interface test and its results are presented in this paper.


Author(s):  
S. Manjit Sidhu ◽  
N. Selvanathan ◽  
S. Ramesh

This work presents an extension of our study on multimedia patterns of interactions and development of computer aided-learning (CAL) engineering tools. We used four approaches in implementing the CAL tools for user visualization that is, that is, 2-D, 3-D, coach environment and desktop virtual reality. The designed CAL tools have been enhanced to enable the integration and investigation of visualization in various engineering problems for undergraduates with particular weak learners. Each problem was designed using different authoring tool. More significantly, we have enhanced some of the CAL tools to the degree where the user can interact and be coached independently. This dramatically increases the quality of the tools i.e. patterns of interactions, 2-D and 3-D views of synthetic models. In general the result shows that the CAL tools could alleviate the user interacting and instill a sense of learning and the user understand the engineering problem better.


2020 ◽  
Author(s):  
Almira Osmanovic Thunström ◽  
Iris Sarajlic Vuković ◽  
Lilas Ali ◽  
Tomas Larson ◽  
Steinn Steingrimsson

BACKGROUND Immersive virtual reality (VR) games are increasingly becoming part of everyday life. Several studies support immersive VR technology as a treatment method for mental health problems. There is however minimal research into the feasibility, prevalence, and quality of commercially available VR games on commercial platforms as tools for treatment or add on to treatment of mental health problems. OBJECTIVE The aim of this study was to explore the prevalence, feasibility and quality of commercially available games related to psychotherapy on a commercially available platform. METHODS We performed a search for keywords related to diagnosis and treatment strategies of mental health problems. The search was performed during March 27th on STEAM (VR content and gaming platform). A usability scale was used as a tool to look at the interaction and usability of the games, the VR-UI-UX-8. The tool contains 8 statements about usability scored 0-10, 0 indicating “Not at all” and 10 indicating “very much so”. The score ranges from 0-80 with a higher score indicating worse usability. RESULTS In total, 516 hits were found, 371 unique games. After the games were reviewed, 83 games passed the inclusion criteria, were purchased and played. Majority of the games which were excluded were either not connected to mental health, contained violence, adult content or were in other ways irrelevant or inappropriate. The mean score for the games on the VR-UI-UX-8 was 16.5 (standard deviation 15.8) with a range from 0-68. Most relevant and feasible games were found in the search words meditation, mindfulness, and LSD. CONCLUSIONS Commercial platforms hold great potential for VR games with psychotherapeutic components. The platforms are only at the beginning of the development towards serious games, e-learning and psychotherapeutic treatments. Currently the quality and usability for clinical and at home applicability are scarce, but hold great potential.


BMJ Open ◽  
2021 ◽  
Vol 11 (4) ◽  
pp. e044193
Author(s):  
Matthias Christian Schrempf ◽  
Julian Quirin Petzold ◽  
Hugo Vachon ◽  
Morten Aagaard Petersen ◽  
Johanna Gutschon ◽  
...  

IntroductionPatients with cancer undergoing surgery often suffer from reduced quality of life and various forms of distress. Untreated distress can negatively affect coping resources as well as surgical and oncological outcomes. A virtual reality-based stress reduction intervention may increase quality of life and well-being and reduce distress in the perioperative phase for patients with cancer. This pilot trial aims to explore the feasibility of the proposed intervention, assess patient acceptability and obtain estimates of effect to provide data for sample size calculations.Methods and analysisPatients with colorectal cancer and liver metastasis undergoing elective surgery will be recruited for this single-centre, randomised pilot trial with a three-arm design. A total of 54 participants will be randomised at 1:1:1 ratio to one of two intervention groups or a control receiving standard treatment. Those randomised to an intervention group will either receive perioperative virtual reality-based stress reduction exercises twice daily or listen to classical music twice daily. Primary feasibility outcomes are number and proportions of participants recruited, screened, consented and randomised. Furthermore, adherence to the intervention, compliance with the completion of the quality of life questionnaires and feasibility of implementing the trial procedures will be assessed. Secondary clinical outcomes are measurements of the effectiveness of the interventions to inform sample size calculations.Ethics and disseminationThe study protocol, the patient information and the informed consent form have been approved by the ethics committee of the Ludwigs-Maximilians-University, Munich, Germany (Reference Number: 19–915). Study findings will be submitted for publication in peer-reviewed journals.Trial registration numberDRKS00020909.


2021 ◽  
Vol 10 (7) ◽  
pp. 1478
Author(s):  
Alexandra Voinescu ◽  
Jie Sui ◽  
Danaë Stanton Fraser

Neurological disorders are a leading cause of death and disability worldwide. Can virtual reality (VR) based intervention, a novel technology-driven change of paradigm in rehabilitation, reduce impairments, activity limitations, and participation restrictions? This question is directly addressed here for the first time using an umbrella review that assessed the effectiveness and quality of evidence of VR interventions in the physical and cognitive rehabilitation of patients with stroke, traumatic brain injury and cerebral palsy, identified factors that can enhance rehabilitation outcomes and addressed safety concerns. Forty-one meta-analyses were included. The data synthesis found mostly low- or very low-quality evidence that supports the effectiveness of VR interventions. Only a limited number of comparisons were rated as having moderate and high quality of evidence, but overall, results highlight potential benefits of VR for improving the ambulation function of children with cerebral palsy, mobility, balance, upper limb function, and body structure/function and activity of people with stroke, and upper limb function of people with acquired brain injury. Customization of VR systems is one important factor linked with improved outcomes. Most studies do not address safety concerns, as only nine reviews reported adverse effects. The results provide critical recommendations for the design and implementation of future VR programs, trials and systematic reviews, including the need for high quality randomized controlled trials to test principles and mechanisms, in primary studies and in meta-analyses, in order to formulate evidence-based guidelines for designing VR-based rehabilitation interventions.


2021 ◽  
pp. 026921552199517
Author(s):  
Runze Li ◽  
Yanran Zhang ◽  
Yunxia Jiang ◽  
Mengyao Wang ◽  
Wei How Darryl Ang ◽  
...  

Objective: To examine the effectiveness of rehabilitation training based on virtual reality in improving balance, quality of life, activities of daily living, and depressive symptoms of patients with Parkinson’s disease. Data sources: PubMed, EMBASE, CINAHL, Scopus, Cochrane Library, PsycINFO, ProQuest, Physiotherapy Evidence Database, IEEE Xplore, China National Knowledge Infrastructure, Wanfang, and VIP Information databases were searched from their inception to October 15, 2020. Trial registries, gray literature, and target journals were also searched. Methods: Eligible randomized controlled trials included studies with patients with Parkinson’s disease in rehabilitation training based on virtual reality. Comprehensive Meta-Analysis 3.0 software was used. Physiotherapy Evidence Database Scale and the Grading of Recommendation, Assessment, Development, and Evaluation system were used to assess the methodological quality of individual trials and the overall quality of the evidence, respectively. Results: A total of 22 randomized controlled trials with 836 patients were included. Meta-analysis revealed that training significantly improved balance ( g = 0.66, P < 0.001), quality of life ( g = 0.28, P = 0.015), activities of daily living ( g = 0.62, P < 0.001), and depressive symptoms ( g = 0.67, P = 0.021) compared to the control group. Subgroup analysis indicated that training should utilize video game consoles. Meta-regression analyses showed that age, sessions, and frequency of training had statistically significant impacts on balance scores. Quality of individual trials was high and overall evidence ranged from very low to low. Conclusion: Virtual rehabilitation training could be adopted in healthcare institutions as supplementary training for patients with Parkinson’s disease.


Diagnostics ◽  
2021 ◽  
Vol 11 (6) ◽  
pp. 973
Author(s):  
Valentina Giannini ◽  
Simone Mazzetti ◽  
Giovanni Cappello ◽  
Valeria Maria Doronzio ◽  
Lorenzo Vassallo ◽  
...  

Recently, Computer Aided Diagnosis (CAD) systems have been proposed to help radiologists in detecting and characterizing Prostate Cancer (PCa). However, few studies evaluated the performances of these systems in a clinical setting, especially when used by non-experienced readers. The main aim of this study is to assess the diagnostic performance of non-experienced readers when reporting assisted by the likelihood map generated by a CAD system, and to compare the results with the unassisted interpretation. Three resident radiologists were asked to review multiparametric-MRI of patients with and without PCa, both unassisted and assisted by a CAD system. In both reading sessions, residents recorded all positive cases, and sensitivity, specificity, negative and positive predictive values were computed and compared. The dataset comprised 90 patients (45 with at least one clinically significant biopsy-confirmed PCa). Sensitivity significantly increased in the CAD assisted mode for patients with at least one clinically significant lesion (GS > 6) (68.7% vs. 78.1%, p = 0.018). Overall specificity was not statistically different between unassisted and assisted sessions (94.8% vs. 89.6, p = 0.072). The use of the CAD system significantly increases the per-patient sensitivity of inexperienced readers in the detection of clinically significant PCa, without negatively affecting specificity, while significantly reducing overall reporting time.


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