A Portable Augmented-Reality Anatomy Learning System Using a Depth Camera in Real Time

2017 ◽  
Vol 79 (3) ◽  
pp. 176-183 ◽  
Author(s):  
Cristina Manrique-Juan ◽  
Zaira V. E. Grostieta-Dominguez ◽  
Ricardo Rojas-Ruiz ◽  
Moises Alencastre-Miranda ◽  
Lourdes Muñoz-Gómez ◽  
...  

In this paper, we present an augmented reality learning system that uses the input of a depth camera to interactively teach anatomy to high school students. The objective is to exemplify human anatomy by displaying 3D models over the body of a person in real time, using the Microsoft Kinect depth camera. The users can see how bones, muscles, or organs are distributed in their bodies without the use of targets for tracking.

2018 ◽  
Vol 248 ◽  
pp. 05007 ◽  
Author(s):  
Alexander Setiawan ◽  
Silvia Rostianingsih ◽  
Timotitus Reinaldo Widodo

Augmented reality technology is very important in visualizing real objects or concepts. The advancement of computing equipment enables 3D modelling to be performed virtually with relatively easy processes. The appearance of 3D models in virtual is very interesting because it can be combined with interactive multimedia applications so that users can control the course of the application as needed. This augmented reality application has been through process testing, system testing on different mobile devices, and marker testing. The results of process testing indicate that every process on the application goes according to existing model design. Test results show that applications created using the library vuforia and Unity can run well. High school students show that as many as 84.6% who agree with using this application is more interesting than the usual method of learning so as to be able to recognize compound bonding using this application well.


2020 ◽  
Vol 2 (3) ◽  
pp. 35-44
Author(s):  
Francesca Pristerà ◽  
Alessandro Gallo ◽  
Salvatore Fregola ◽  
Alessio Merola

This work investigates the validity and reliability of a novel biomechatronic device providing an interactive environment in Augmented Reality (AR) for neuromotor rehabilitation. A RGB-depth camera and telemonitoring/remote signaling module are the main components of the device, together with a PC-based interface. The interactive environment, which implements some optimized algorithms of body motion capture and novel methodologies for human body motion analysis, enables neuromotor rehabilitation treatments that are adaptable to the performance and individual characteristics of the patient. The RGB-Depth camera module is implemented through a Microsoft Kinect, ORBBEC ZED2K devices; the telemonitoring module for teleassistance and therapy supervision is implemented as a cloud service. Within the module of body motion tracking, the abduction and adduction movements of the limbs of the full-body structure are tracked and the joints angles are measured in real-time; the most distinctive feature of the tracking module is the control of the trunk and shoulder posture during the exercises performed by the patient. Indeed, the device recognizes an incorrect position of the patient's body that could affect the objective of the exercise to be performed.  The recognition of an incorrect exercise is associated to the generation of an alert both to the patient and the physician, in order to maximize the effectiveness of the treatment based on the user's potential and to increase the chances of a better biofeedback. The experimental tests, which have been carried out by reproducing several neuromotor exercises on the interactive environment, show that the feature recognition and extraction of the joints and segments of the musculo-skeletal structure of the patient's, and of wrong posture during exercises, can achieve good performance in the different experimental conditions.  The developed device is a valid tool for patients affected by chronic disability, but it could be extended to neurodegenerative diseases in the early stages of the disease. Thanks to the enhanced interactivity in augmented reality, the patient can overcome some difficulties in interaction with the most common IT tools and technologies; at the meanwhile she/he can perform rehabilitation at home. The physician can also check in real time the results and customize the care pathway. The enhanced interactivity provided by the device during rehabilitation session increases both the motivation by the patient and the continuity of the care, as well as it supports low-cost remote assistance and telemedicine by optimizing therapy costs. The key points are: i) making rehabilitation motivating for the patient, becoming a "player"; ii) optimize effectiveness and costs; iii) possibility of low-cost remote assistance and telemedicine.


Author(s):  
Yahya Rasheed Alameer

  The purpose of the research is to determine the effect of the difference in the mode of presentation of the enhanced reality models in the development of the cognitive achievement of secondary students in Jazan region in computer science, the researcher used quasi-experimental approach in comparing the 2D image models of Augmented reality to the first experimental group, and teaching the pattern of 3D image models of Augmented reality of the second experimental group, to ascertain the hypotheses of the research and to reveal the relationship between the independent variable and the dependent variable, the sample consisted of (60) students: (30) students in the first experimental group, which was studied using the two-dimensional Augmented Reality models, And (30) students in the second experimental group, which was studied using the pattern of Augmented Reality three-dimensional, the results showed that there were statistically significant differences at (α≤05.0) between the mean scores of the students of the first experimental groups studied using the two-dimensional Augmented Reality models, the second experiment, which was studied using the Augmented three-dimensional image models, in the post-application to test cognitive achievement, for the second experimental group studied using the three-dimensional Augmented Reality models, In the light of the results, recommendations and suggestions were made to develop the cognitive achievement of secondary students in computer and various subjects.    


Author(s):  
Stanley Lesmana ◽  
Riyadh Ikhsan ◽  
Azriya Azka

Background: AIDS (Acquired Immunodeficiency Syndrome) is a collection of symptoms or diseases caused by a decrease in the immune system from the body due to infection from the HIV (Human Immunodeficiency Virus) which belongs to the retroviridae family. Teenagers themselves are vulnerable to HIV/AIDS. The right and precise knowledge of HIV and AIDS is important in HIV prevention efforts in adolescents. Method: This research is a descriptive research with cross-sectional design. The sample population of this study was grade XII senior high school students of the 2020/2021 at Methodist – 2 Medan by sampling total sampling. This study was analyzed univariately to look at the descriptive images. Result: From the results of this study, it has obtained that the knowledge level of students grade XII Methodist - 2 Medan had good knowledge about HIV / AIDS with the number of 144 people (70.6%). Conclusion: From this study, it was found that the level of knowledge about HIV/AIDS was mostly in a good category.  


2017 ◽  
Vol 1 (1) ◽  
pp. 1 ◽  
Author(s):  
Rifqa Gusmida ◽  
Nur Islami

For senior high school students, learning concepts in physics is increasingly more difficult when the topic is abstract and cannot be seen with the unaided eye. The research here utilized augmented reality technology and instructional design following the ADDIE model (analysis, design, development, implementation and evaluation) to develop learning media for physics, specifically the kinetic theory of gases. Preliminary analysis was conducted in a senior high school to evaluate the challenges students face when learning physics. The design of the media was based on addressing problems that the students were having. Augmented reality technology was then utilized and the implementation aimed to incorporate the physics concepts into the product. The media was evaluated by six experts. Finally, the learning media presented real-time 3D animation of gas kinetic theory with three basic competencies relevant to the topic. In the final validation, the results indicated that the developed learning media had a validity value of 3.55 out of four-point scale and good quality outcomes. As such, the developed media regarding the kinetic theory of gases is valid and effective for the process of learning and teaching. It is ready to be tested and used in actual learning environments.


2019 ◽  
Vol 72 (9) ◽  
pp. 1740-1746
Author(s):  
Anita Bielawska ◽  
Katarzyna Tomczyk ◽  
Beata Łabuz-Roszak

Introduction: Dietary trends such as consumption of lactose-free and gluten-free products or the use of alternative slimming diets are gaining increasing popularity, especially among young people. They determine their dietary choices, which are important from the point of view of human health. Unconventional diets are still considered as effective weight loss methods. The use of alternative diets may cause shortages of an essential nutrients, increase the risk of chronic non-communicable diseases and lead to the formation of incorrect eating habits. Balanced diet, in contrast to the alternative diet, takes into account the principles of rational nutrition and nutritional recommendations of the Institute of Food and Nutrition (IŻŻ). The aim: To investigate the influence of popular dietary trends on nutrition of high school adolescences. Material and methods: Subjects were adolescences in the age of 17-21 years attending high schools in Ruda Slaska (262 students, including 157 women and 105 men). Self-constructed questionnaire was applied in the study. Participation in the study was anonymous and voluntary. Results: In more than a half of young women (54,8%) and men (52,4%) the body mass deficiency was revealed (BMI<18 kg/m2). 33,6% of the respondents were on the non-balanced diets at least once in their lives. High school students knew gluten-free and lactose-free products but dietary trends, such as the consumption of gluten-free and lactose-free products, did not affect their diet. The main source of nutritional knowledge among respondents were their friends (78,2%). Conclusions: The results of the conducted research indicate the need to implement educational programs on the principles of proper nutrition. The increasing awareness of theyouth in this regard may contribute to reducing the interest in still popular alternative diets among young people and taking appropriate health behaviors by them.


2021 ◽  
Author(s):  
Phathompat Boonyasaknanon ◽  
Raymond Pols ◽  
Katja Schulze ◽  
Robert Rundle

Abstract An augmented reality (AR) system is presented which enhances the real-time collaboration of domain experts involved in the geologic modeling of complex reservoirs. An evaluation of traditional techniques is compared with this new approach. The objective of geologic modeling is to describe the subsurface as accurately and in as much detail as possible given the available data. This is necessarily an iterative process since as new wells are drilled more data becomes available which either validates current assumptions or forces a re-evaluation of the model. As the speed of reservoir development increases there is a need for expeditious updates of the subsurface model as working with an outdated model can lead to costly mistakes. Common practice is for a geologist to maintain the geologic model while working closely with other domain experts who are frequently not co-located with the geologist. Time-critical analysis can be hampered by the fact that reservoirs, which are inherently 3D objects, are traditionally viewed with 2D screens. The system presented here allows the geologic model to be rendered as a hologram in multiple locations to allow domain experts to collaborate and analyze the reservoir in real-time. Collaboration on 3D models has not changed significantly in a generation. For co-located personnel the approach is to gather around a 2D screen. For remote personnel the approach has been sharing a model through a 2D screen along with video chat. These approaches are not optimal for many reasons. Over the years various attempts have been tried to enhance the collaboration experience and have all fallen short. In particular virtual reality (VR) has been seen as a solution to this problem. However, we have found that augmented reality (AR) is a much better solution for many subtle reasons which are explored in the paper. AR has already acquired an impressive track record in various industries. AR will have applications in nearly all industries. For various historical reasons, the uptake for AR is much faster in some industries than others. It is too early to tell whether the use of augmented reality in geological applications will be transformative, however the results of this initial work are promising.


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