Emerging Advancement for Augmented Reality (AR) and Virtual Reality (VR) in Dentistry

2022 ◽  
pp. 132-141
Author(s):  
Anmol Bagaria ◽  
Sonal Mahilkar ◽  
Subash C. Sonkar

The skill of visual reality has matured, and VR and AR are increasingly being used in educational and surgical settings. The development of virtual reality technologies allows users to mix medical knowledge, medical data, and graphical data. It can provide more precise information, allowing users to increase their safety and reduce their risk. Virtual reality (VR) or augmented reality (AR) simulators that provide direct feedback and objective evaluation could be a useful tool in dental education in the future. Not only has it been applied to education, but it has also been created in therapeutic therapy. The authors believe that in the future VR and AR training and teaching will be extended and used in every aspect of dentistry, enabling students to develop their abilities on their own. In comparison to augmented reality, virtual reality offers a far more immersive experience. It would establish a trusting relationship between patients and doctors based on the experience of the dentists and the use of different hardware and software.

This paper represents an experiment report of VR (Virtual Reality) and AR (Augmented Reality) for medical learners. Four main purposes of this experiment through 3Ds Max application create an eyeball. The environment of experiment also be discussed. As well as the studies of organ in medical points of view. Two parts, two objects and three modifications as core activities for representing anatomical studies. More details about creation in experiment essential features demonstrated consequently. Thirty steps in experiment, descriptions show with screenshots. Output of this experiments would be able to understand medical learner’s anatomical perspective studies, as well as medical educators introduce organ and medical knowledge to no-medical learners. Combining VR and AR to medical learning activities, as well as clinical presentations. This paper no only practices the application 3Ds Max create organ models, but also medical learning perspective discussion.


Author(s):  
Solveig Hoppe ◽  
Marta De Andres Crespo ◽  
Matthew Williams ◽  
Ashok Handa ◽  
James McVeigh

The section on changes in training from the Future in Surgery Report by the Royal College of Surgeons of England outlined key ideas for improving surgical training in the future. These ideas included the use of augmented reality, virtual reality and simulation, as well as increased support for surgeons to diverge from traditional surgical training pathways to undertake research and act as entrepreneurs. The Second Oxford Surgical Innovation Conference (OxSI) had similar aims to prepare delegates for these changes in surgery. The event took place on Friday 13th March 2020 at St Catherine's College, Oxford, and included talks and workshops from world-renowned surgeons, which covered a vast range of topics but ultimately all gave a fascinating insight into what is needed to improve surgical practice and policy.


Author(s):  
Clara E. Fernandes ◽  
Ricardo Morais

This technical paper will assess new technological advances that could change the way we buy clothes, exploring existing solutions that are still commonly confused with each other: Smart fitting rooms (SFR), interactive mirrors (IM), Virtual Reality (VR), and Augmented Reality (AR). The methodological approach based on an exploratory research will start with a literature review on SFR and IM, comparing the main differences between these two technologies and addressing their unsuccessful attempts in retail. Our research will also assess daily technologies, which could possibly improve the customer’s experience with online shopping, as well as customers with reduced mobility. With smart gadgets in every corner, consumers are more difficult to convince with innovative products. We will propose future possibilities for fashion retail, where results will be presented as a first approach, in hopes of creating innovative solutions for the future. Moreover, sustainable implications related with this approach will be addressed in our additional considerations. This technical study considers only two basic solutions that were eventually too complicated to fit into fashion retail, exploring additional solutions that could change these limitations. Although explored and researched in the last years, solutions like IM and SFR were once part of what was considered the future of fashion retail. However, poor business models and lack of technological advances at the time limited these solutions. New technologies such as Augmented Reality (AR), Virtual Reality (VR) and Mixed-Reality (MR), combined with the latest smartphone evolution could relaunch solutions like these.  


2020 ◽  
Vol 8 (6) ◽  
pp. 4667-4673

Virtual Reality, Augmented Reality and other such immersive environments have gained popularity with the increase in technological trends in the past decade. As they became widely used, the human computer interface design and the designing criteria emerges as a challenging task. Virtual and Augmented Reality provide a wide range of applications ranging from a primitive level like improving learning, education experiences to complex industrial and medical operations. Virtual reality is a viable alternative that can be focussed on, in the future interface design development because it can remove existing generic and complex physical interfaces and replace them with an alternative sensory relayed input form. It provides a natural and efficient mode of interaction, that the users can work with.Virtual and Augmented reality eradicates the need for development of different acceptable standards for user interfaces as it can provide a whole and generic interface to accommodate the work setting.In this paper, we investigated various prospects of applications for user interaction in Virtual and Augemnted realities and the limitations in the respective domains. The paper provides an outline on how the new era of human computer interaction leading to cognition-based communications, and how Virtual and Augmented realities can tailor the user needs and address the future demands which replaces the need for command-based interaction between the humans and computers.


2022 ◽  
pp. 193-215
Author(s):  
Aparna Sahu ◽  
Jagrika Bajaj

The merging of immersive technologies and cognition has been around for a while. However, it is only in the last decade or so that immersive technologies' contributions in the areas of cognitive assessments and interventions have gathered recognition. This chapter covers findings from published research in cognition-based assessments and interventions using the immersive technologies of virtual reality (VR) and augmented reality (AR). The role of immersive technologies in cognition is critically evaluated to inform all its stakeholders about its potential for use in the future.


2020 ◽  
pp. 40-47
Author(s):  
Robbie Bremner ◽  
Austin Gibbs ◽  
Andrew R. J. Mitchell

Immersive health technologies are revolutionising the delivery of frontline healthcare, therapeutic techniques, and research. They also offer great potential to improve the training of healthcare professionals through reality-simulation training. This review paper summarises the current developments and uses of four types of immersive health technology: augmented reality, virtual reality, machine learning, and artificial intelligence. Current examples of their use in healthcare, opportunities and pitfalls, and how the use of these technologies could be improved further in the future are highlighted. How technology that once appeared to be only visionary is now part of day-to-day life for many patients and consumers is also addressed.


Author(s):  
Sharafat Hussain

Whether we go to a restaurant or jogging, almost all the experiences in our daily lives consist of what we see, hear, smell, taste, and feel. Lately, especially in the COVID-19-affected world, many of these multisensory experiences have been transformed and capitalized through invents in technology. This chapter looks at the technological advancements in the area of new interactive technologies and multisensory experiences. This chapter describes the basics of multisensory experiences, the relationship between the human senses and technologies. It discusses the concepts that help analyze and explain how the senses interact with each other. Further, this chapter highlights the difference between virtual reality, augmented reality, and mixed reality using the reality-virtuality continuum. In the end, this chapter underscores some ethical concerns, our responsibility towards it, and what the future of those multisensory experiences may hold for us.


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