scholarly journals Developing an Interactive Computer Program for Integrated Dental Education

2021 ◽  
Vol 27 (4) ◽  
pp. 335-340
Author(s):  
Ava K. Chow ◽  
Nazlee Sharmin

Objectives: The knowledge of anatomy is an integral part of dental and medical education that builds the foundations of pathology, physiology, and other related disciplines. Traditional three-dimensional (3D) models used to teach anatomy cannot represent dynamic physiological processes and lack structural detail in the oral regions relevant for dental education. We developed an interactive computer program to teach oral anatomy, pathology, and microbiology in an integrated manner to improve students’ learning experiences.Methods: The computer program, Jawnatomy, was developed as a 3D human head. Cognitive load theory guided the design of the tool, with the goal of reducing the heavy cognitive load of learning anatomy and integrating this knowledge with pathology and microbiology. Keller’s attention, relevance, confidence, and satisfaction (ARCS) model of motivational design was used while creating the tool to improve learners’ motivation and engagement. Blender was used to create the graphics, and Unity 3D was used to incorporate interactivity in the program. The 3D renderings of oral anatomy and progression of tooth decay were created with the input of content experts.Results: Jawnatomy will be launched in our institution’s dentistry and dental hygiene program to support project- and team-based learning. This program will also be introduced to students as a self-directed learning tool to help them practice and strengthen their anatomical knowledge at their own pace.Conclusions: Surveys and focus groups will be conducted to evaluate and further improve the computer program. We believe that Jawnatomy will become an invaluable teaching tool for dental education.

1999 ◽  
Vol 13 (2) ◽  
pp. 117-131 ◽  
Author(s):  
Richard B. Dull ◽  
David P. Tegarden

This study investigates the relationship between three visual representations (two-dimensional, three-dimensional fixed, and three-dimensional rotatable) of multidimensional data, and the subjects' ability to make predictions based on the data. Output of a momentum accounting system was simulated and graphics were rendered based on that information. An interactive computer program was developed and used to administer the laboratory experiment and collect results. Subjects made prediction decisions based on the graphics produced for four companies. Each subject made predictions for one type of graphics representation for each of the four companies. Subjects using three-dimensional data that could be rotated provided the most accurate predictions. This finding is significant in a systems environment where visualizations and graphics are steadily increasing. The results should be considered when developing systems to provide accounting system users with information for making decisions, especially when the information to be presented is multidimensional in nature.


2021 ◽  
pp. 74-83
Author(s):  
Pavlo Kyshkan ◽  
Ivan Savka

The research deals with the possibility to use up-to-date methods of 3D-modeling for diagnostics of piercing-cutting objects causing injuries with bilateral blade grinding. A virtual element of the wound channel is shown to be printed on 3D-printer and given to investigating bodies in order to increase the effective and objective search of a traumatic instrument.  Aim of the work. To apply the method of photogrammetry with further 3D-modeling of the wound channel formed by a piercing-cutting object with bilateral blade grinding for further examination of its morphological peculiarities and receiving its linear size with high accuracy in the space of graphics editor «3DsMax». Materials and methods. Fifteen experimental wound channels were made by means of alginate impression mass with rubber-like effect «Hydrogum 5» (firm «Zhermack», Italy), which becomes hard rapidly, remains elastic after polymerization, allows impresses to be obtained with an extremely smooth surface, most accurately preserves and reproduces characteristics of an immersed blade of the knife examined. To make experimental injury a piercing-cutting object was used – a knife with bilateral grinding of the blade 6,16 cm long, 2,6 cm wide in the base of the blade, and the blade in its middle part 0,3 cm thick. These sizes of the piercing-cutting instrument were obtained by means of sliding calipers with the error ±0,03-0,15 cm. The wound channel obtained was divided into fragments with a pitch about 3,5 cm. Every fragment of the wound channel was contrasted with a dye using 1 % brilliant green alcohol solution. All the fragments of the wound channel were opened parallel to its length and were placed on a rotary table located in a light cube to provide adequate illumination and photos were taken.  The digital camera SONY RX 10 II was used for shooting. The object of shooting was labeled with a number, a fragment of a plotting scale 1,0 cm long was placed on it to calibrate the scale and control the sizes of the object examined in computer programs. The photos obtained in JPEG format were loaded into the computer program «Agisoft Photoscan», and 3D-textured models of a wound channel fragment were created in it. The model obtained and the texture was exported in «OBJ» format. The next stage of the work was to transfer 3D-models obtained into the graphic space of «3DsMax» program, where the scale of the model was calibrated. After that the wound channel was reconstructed in the graphics editor by means of 3D models of the wound channel fragments. Results. To compare differences between classical and new methods of examination at first linear dimensions of injuries were measured by means of a ruler. The depth of the wound channel was obtained consisting of two fragments according to the method of measuring the wound channel depth in the dead body by means of joining of its separate parts due to immersion and passing the blade in the victim’s body (in the skin, subcutaneous tissue with muscles, in the wall of the cavity and inside of it, in the internal organ and other anatomical structures). The width and length of the wound channel on various levels of immersion were registered in the similar way, which is an important diagnostic component during forensic expertise in case of piercing-cutting injuries. The next stage in our research was to examine and get linear dimensions of injuries by means of up-to-date technologies using 3D-models with the help of the graphics editor «3DsMax». In this case the computer program enabled to get the above results with a higher accuracy to 0.001 cm. Conclusions. The results obtained are indicative of high information value of the three dimensional methods to identify a traumatic piercing-cutting object by means of a spatial reconstruction of the wound channel fragments, which provides high accuracy in solving applied tasks in modern forensic practice and criminal law science. The method with the use of the graphics editor «3ds max» allows retrospective diagnostics of the wound channel fragments to be obtained followed by further comparison with an expected traumatic object.


2021 ◽  
Vol 12 (1) ◽  
pp. 229
Author(s):  
Dalius Matuzevičius ◽  
Artūras Serackis

Creation of head 3D models from videos or pictures of the head by using close-range photogrammetry techniques has many applications in clinical, commercial, industrial, artistic, and entertainment areas. This work aims to create a methodology for improving 3D head reconstruction, with a focus on using selfie videos as the data source. Then, using this methodology, we seek to propose changes for the general-purpose 3D reconstruction algorithm to improve the head reconstruction process. We define the improvement of the 3D head reconstruction as an increase of reconstruction quality (which is lowering reconstruction errors of the head and amount of semantic noise) and reduction of computational load. We proposed algorithm improvements that increase reconstruction quality by removing image backgrounds and by selecting diverse and high-quality frames. Algorithm modifications were evaluated on videos of the mannequin head. Evaluation results show that baseline reconstruction is improved 12 times due to the reduction of semantic noise and reconstruction errors of the head. The reduction of computational demand was achieved by reducing the frame number needed to process, reducing the number of image matches required to perform, reducing an average number of feature points in images, and still being able to provide the highest precision of the head reconstruction.


2002 ◽  
Vol 22 (5) ◽  
pp. 202-202
Author(s):  
Nasser Alidadi ◽  
Mohammad R. Mokhber Dezfouli ◽  
Mohammad Gholi Nadalian ◽  
Ali Rezakhani ◽  
Iradj Nouroozian

1987 ◽  
Vol 19 (9) ◽  
pp. 43-51 ◽  
Author(s):  
A. S. Câmara ◽  
M. Cardoso da Silva ◽  
L. Ramos ◽  
J. Gomes Ferreira

The division of an estuary into homogeneous areas from both hydrodynamic and ecological standpoints is essential to any estuarine basin management model. This paper presents an approach based on a heuristic algorithm to achieve such a division. The methodology implemented through an interactive computer program named Tejo 1 applies morphological, water quality and management criteria in order to achieve the disaggregation. The approach is equally applicable to river or lake basins, with only minor adaptations. An application of Tejo 1 to the Tejo estuary is included for illustrative purposes, which resulted in the final division of the estuary into 11 homogeneous areas.


Author(s):  
Jonas F. Eichinger ◽  
Maximilian J. Grill ◽  
Iman Davoodi Kermani ◽  
Roland C. Aydin ◽  
Wolfgang A. Wall ◽  
...  

AbstractLiving soft tissues appear to promote the development and maintenance of a preferred mechanical state within a defined tolerance around a so-called set point. This phenomenon is often referred to as mechanical homeostasis. In contradiction to the prominent role of mechanical homeostasis in various (patho)physiological processes, its underlying micromechanical mechanisms acting on the level of individual cells and fibers remain poorly understood, especially how these mechanisms on the microscale lead to what we macroscopically call mechanical homeostasis. Here, we present a novel computational framework based on the finite element method that is constructed bottom up, that is, it models key mechanobiological mechanisms such as actin cytoskeleton contraction and molecular clutch behavior of individual cells interacting with a reconstructed three-dimensional extracellular fiber matrix. The framework reproduces many experimental observations regarding mechanical homeostasis on short time scales (hours), in which the deposition and degradation of extracellular matrix can largely be neglected. This model can serve as a systematic tool for future in silico studies of the origin of the numerous still unexplained experimental observations about mechanical homeostasis.


2021 ◽  
Vol 9 (1) ◽  
Author(s):  
Jerzy Montusiewicz ◽  
Marek Miłosz ◽  
Jacek Kęsik ◽  
Kamil Żyła

AbstractHistorical costumes are part of cultural heritage. Unlike architectural monuments, they are very fragile, which exacerbates the problems of their protection and popularisation. A big help in this can be the digitisation of their appearance, preferably using modern techniques of three-dimensional representation (3D). The article presents the results of the search for examples and methodologies of implementing 3D scanning of exhibited historical clothes as well as the attendant problems. From a review of scientific literature it turns out that so far practically no one in the world has made any methodical attempts at scanning historical clothes using structured-light 3D scanners (SLS) and developing an appropriate methodology. The vast majority of methods for creating 3D models of clothes used photogrammetry and 3D modelling software. Therefore, an innovative approach was proposed to the problem of creating 3D models of exhibited historical clothes through their digitalisation by means of a 3D scanner using structural light technology. A proposal for the methodology of this process and concrete examples of its implementation and results are presented. The problems related to the scanning of 3D historical clothes are also described, as well as a proposal how to solve them or minimise their impact. The implementation of the methodology is presented on the example of scanning elements of the Emir of Bukhara's costume (Uzbekistan) from the end of the nineteenth century, consisting of the gown, turban and shoes. Moreover, the way of using 3D models and information technologies to popularise cultural heritage in the space of digital resources is also discussed.


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