scholarly journals Realizing Multilayered Soft Tissue Model Using Multithreading in Python

2018 ◽  
Vol 7 (3.12) ◽  
pp. 589
Author(s):  
Jayasudha K ◽  
Mohan. G.Kabadi

Interactive Virtual Reality based surgical simulators are gaining popularity where an inexperienced surgeon can practice the surgery irrespective of time and cost which is an effective way in medical training. In order to guarantee the real time performance, a multi-threading technique is applied to the model in different languages. This results in increased utilization of the processor resources and high update rate is achieved with a realistic rendering of the proposed graphics model for the virtual reality simulation. This paper presents a comparative analysis of the model’s performance using multithreading process. This is based on addition of matrices of the 3D model simulation with large dimensions in C and python programming languages implementations.

Author(s):  
Sarah Beadle ◽  
Randall Spain ◽  
Benjamin Goldberg ◽  
Mahdi Ebnali ◽  
Shannon Bailey ◽  
...  

Virtual environments and immersive technologies are growing in popularity for human factors purposes. Whether it is training in a low-risk environment or using simulated environments for testing future automated vehicles, virtual environments show promise for the future of our field. The purpose of this session is to have current human factors practitioners and researchers demonstrate their immersive technologies. This is the eighth iteration of the “Me and My VE” interactive session. Presenters in this session will provide a brief introduction of their virtual reality, augmented reality, or virtual environment work before engaging with attendees in an interactive demonstration period. During this period, the presenters will each have a multimedia display of their immersive technology as well as discuss their work and development efforts. The selected demonstrations cover issues of designing immersive interfaces, military and medical training, and using simulation to better understand complex tasks. This includes a mix of government, industry, and academic-based work. Attendees will be virtually immersed in the technologies and research presented allowing for interaction with the work being done in this field.


2021 ◽  
pp. 019459982110328
Author(s):  
Tobias Albrecht ◽  
Christoph Nikendei ◽  
Mark Praetorius

Objective Otologic diseases are common in all age groups and can significantly impair the function of this important sensory organ. To make a correct diagnosis, the correct handling of the otoscope and a correctly performed examination are essential. A virtual reality simulator could make it easier to teach this difficult-to-teach skill. The aim of this study was to assess the face, content, and construct validity of the novel virtual reality otoscopy simulator and the applicability to otologic training. Study Design Face and content validity was assessed with a questionnaire. Construct validity was assessed in a prospectively designed controlled trial. Setting Training for medical students at a tertiary referral center. Method The questionnaire used a 6-point Likert scale. The otoscopy was rated with a modified Objective Structured Assessment of Technical Skills. Time to complete the task and the percentage of the assessed eardrum surface were recorded. Results The realism of the simulator and the applicability to medical training were assessed across several items. The ratings suggested good face and content validity as well as usefulness and functionality of the simulator. The otolaryngologists significantly outperformed the student group in all categories measured (P < .0001), suggesting construct validity of the simulator. Conclusion In this study, we could demonstrate face, content, and construct validity for a novel high-fidelity virtual reality otoscopy simulator. The results encourage the use of the otoscopy simulator as a complementary tool to traditional teaching methods in a curriculum for medical students.


Author(s):  
F J. Carter ◽  
M P. Schijven ◽  
R Aggarwal ◽  
T Grantcharov ◽  
N K. Francis ◽  
...  

Author(s):  
Jonas Schild ◽  
Sebastian Misztal ◽  
Beniamin Roth ◽  
Leonard Flock ◽  
Thomas Luiz ◽  
...  

2019 ◽  
Vol 9 (2) ◽  
pp. 14-20
Author(s):  
Mădălina Viorica ION (MANU) ◽  
◽  
Ilie VASILE ◽  

This paper inventories some of the essential traits of the software preferred by researchers, students and professors, such as R or RStudio, or Matlab and also their possible utilizations. In order to fill the gap in the Romanian literature and help finance students in choosing proper tools according to the research purpose, this comparative study aims at bringing a fresh, useful perspective in the relevant literature. In Romania, the use of R was the focus of several international conferences on official statistics held in Bucharest, and others having business excellence, innovation and sustainability as purpose. In this time, at global scale, R and Python programming languages are considered the lingua franca of data science, as common statistical software used both in corporations and academia. In this paper, I analyze basic features of such software, with the purpose of application in finance.


e-xacta ◽  
2019 ◽  
Vol 12 (1) ◽  
pp. 29
Author(s):  
Rodrigo Perlin ◽  
Ricardo Tombesi Macedo ◽  
Sidnei Renato Silveira

Ao analisar os esforços para apoiar os processos de ensino e de aprendizagem de algoritmos e lógica de programação, encontram-se estudos envolvendo a aplicação de diferentes ferramentas, tais como o Scratch e o Algo+. Além disso, existem trabalhos que propõem uma reorganização dos conteúdos e a aplicação de metodologias de ensino inovadoras. Nesse contexto, este artigo propõe uma abordagem para apoiar os processos de ensino e de aprendizagem de algoritmos e lógica de programação baseada na teoria construtivista, utilizando a ferramenta P.e.p.y, a qual implementa o conceito de gamificação. Para validar essa proposta, bem como a ferramenta desenvolvida, foi realizado um estudo de caso. A aplicação dos instrumentos no início e no final do estudo de caso, apontam percentuais elevados de compreensão dos conceitos de lógica de programação e da linguagem de programação Python. Os resultados apontam que a aplicação da ferramenta auxiliou os alunos a desenvolver o pensamento computacional, uma área que vem sendo estimulada pela SBC (Sociedade Brasileira de Computação) e que a abordagem proposta estimula os processos de ensino e de aprendizagem por meio da ferramenta P.e.p.y. AbstractBy analyzing efforts to support learning process applied to logic and programming courses, there are studies involving the employment of different tools, such as Scratch and Algo+. Besides, there are works proposing the content reorganization and the employment of innovative teaching methodologies. In this context, this paper proposes an approach to support algorithms learning process based on constructivist theory through the use P.e.p.y tool, which implements the gamification concept. In order to validate this proposal, as well as the implemented tool, it was performed a case study. The instruments application in the beginning and in the end of the case study indicates elevated perceptual of comprehension of logic and Python programming languages concepts. Results indicate that the tool application supported students to develop the computational thinking, a field highly stimulated by the SBC, the Brazilian Computing Society, and that the proposed approach stimulates the learning processes through the P.e.p.y tool employment. 


2015 ◽  
Vol 713-715 ◽  
pp. 2345-2347 ◽  
Author(s):  
Yang Kuang ◽  
Jie Jiang

3DS MAX has a capacity of producing visual 3D model, VRML is a kind of Virtual Reality Language. The combination of the two can construct virtual scene and realize interaction between user and virtual scene. This paper introduces the method of using VRML combined with 3DS MAX to achieve dynamic interactive virtual scene, Study on several interactive modes in VRML.


Author(s):  
Danielle Julian ◽  
Alyssa Tanaka ◽  
Patricia Mattingly ◽  
Mireille Truong ◽  
Manuela Perez ◽  
...  

Author(s):  
Gabriel Zachmann

Collision detection is one of the enabling technologies in many areas, such as virtual assembly simulation, physically-based simulation, serious games, and virtual-reality based medical training. This chapter will provide a number of techniques and algorithms that provide efficient, real-time collision detection for virtual objects. They are applicable to various kinds of objects and are easy to implement.


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