scholarly journals Interactive 3D Pattern Design Using Real-time Pattern Deformation and Relative Human Body Coordinate System

2010 ◽  
Vol 12 (5) ◽  
pp. 582-590 ◽  
Author(s):  
In-Hwan Sul ◽  
Hyun-Sook Han ◽  
Yun-Ja Nam ◽  
Chang-Kyu Park
Sensors ◽  
2021 ◽  
Vol 21 (4) ◽  
pp. 1431
Author(s):  
Ilkyu Kim ◽  
Sun-Gyu Lee ◽  
Yong-Hyun Nam ◽  
Jeong-Hae Lee

The development of biomedical devices benefits patients by offering real-time healthcare. In particular, pacemakers have gained a great deal of attention because they offer opportunities for monitoring the patient’s vitals and biological statics in real time. One of the important factors in realizing real-time body-centric sensing is to establish a robust wireless communication link among the medical devices. In this paper, radio transmission and the optimal characteristics for impedance matching the medical telemetry of an implant are investigated. For radio transmission, an integral coupling formula based on 3D vector far-field patterns was firstly applied to compute the antenna coupling between two antennas placed inside and outside of the body. The formula provides the capability for computing the antenna coupling in the near-field and far-field region. In order to include the effects of human implantation, the far-field pattern was characterized taking into account a sphere enclosing an antenna made of human tissue. Furthermore, the characteristics of impedance matching inside the human body were studied by means of inherent wave impedances of electrical and magnetic dipoles. Here, we demonstrate that the implantation of a magnetic dipole is advantageous because it provides similar impedance characteristics to those of the human body.


2011 ◽  
Author(s):  
E. A. Hakkennes ◽  
A. D. Wiersma ◽  
M. Hoving ◽  
N. Venema ◽  
S. Woutersen ◽  
...  

2021 ◽  
Vol 87 (5) ◽  
pp. 363-373
Author(s):  
Long Chen ◽  
Bo Wu ◽  
Yao Zhao ◽  
Yuan Li

Real-time acquisition and analysis of three-dimensional (3D) human body kinematics are essential in many applications. In this paper, we present a real-time photogrammetric system consisting of a stereo pair of red-green-blue (RGB) cameras. The system incorporates a multi-threaded and graphics processing unit (GPU)-accelerated solution for real-time extraction of 3D human kinematics. A deep learning approach is adopted to automatically extract two-dimensional (2D) human body features, which are then converted to 3D features based on photogrammetric processing, including dense image matching and triangulation. The multi-threading scheme and GPU-acceleration enable real-time acquisition and monitoring of 3D human body kinematics. Experimental analysis verified that the system processing rate reached ∼18 frames per second. The effective detection distance reached 15 m, with a geometric accuracy of better than 1% of the distance within a range of 12 m. The real-time measurement accuracy for human body kinematics ranged from 0.8% to 7.5%. The results suggest that the proposed system is capable of real-time acquisition and monitoring of 3D human kinematics with favorable performance, showing great potential for various applications.


Author(s):  
Kevin Lesniak ◽  
Conrad S. Tucker

The method presented in this work reduces the frequency of virtual objects incorrectly occluding real-world objects in Augmented Reality (AR) applications. Current AR rendering methods cannot properly represent occlusion between real and virtual objects because the objects are not represented in a common coordinate system. These occlusion errors can lead users to have an incorrect perception of the environment around them when using an AR application, namely not knowing a real-world object is present due to a virtual object incorrectly occluding it and incorrect perception of depth or distance by the user due to incorrect occlusions. The authors of this paper present a method that brings both real-world and virtual objects into a common coordinate system so that distant virtual objects do not obscure nearby real-world objects in an AR application. This method captures and processes RGB-D data in real-time, allowing the method to be used in a variety of environments and scenarios. A case study shows the effectiveness and usability of the proposed method to correctly occlude real-world and virtual objects and provide a more realistic representation of the combined real and virtual environments in an AR application. The results of the case study show that the proposed method can detect at least 20 real-world objects with potential to be incorrectly occluded while processing and fixing occlusion errors at least 5 times per second.


2005 ◽  
Vol 2 ◽  
pp. 309-313 ◽  
Author(s):  
V. C. Motresc ◽  
U. van Rienen

Abstract. The exposure of human body to electromagnetic fields has in the recent years become a matter of great interest for scientists working in the area of biology and biomedicine. Due to the difficulty of performing measurements, accurate models of the human body, in the form of a computer data set, are used for computations of the fields inside the body by employing numerical methods such as the method used for our calculations, namely the Finite Integration Technique (FIT). A fact that has to be taken into account when computing electromagnetic fields in the human body is that some tissue classes, i.e. cardiac and skeletal muscles, have higher electrical conductivity and permittivity along fibers rather than across them. This property leads to diagonal conductivity and permittivity tensors only when expressing them in a local coordinate system while in a global coordinate system they become full tensors. The Finite Integration Technique (FIT) in its classical form can handle diagonally anisotropic materials quite effectively but it needed an extension for handling fully anisotropic materials. New electric voltages were placed on the grid and a new averaging method of conductivity and permittivity on the grid was found. In this paper, we present results from electrostatic computations performed with the extended version of FIT for fully anisotropic materials.


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