Integrating Haptics into an Immersive Environment for the Segmentation and Visualization of Volumetric Data

Author(s):  
S. Senger
2017 ◽  
Vol 54 (4) ◽  
pp. 757-758
Author(s):  
Riham Nagib ◽  
Camelia Szuhanek ◽  
Bogdan Moldoveanu ◽  
Meda Lavinia Negrutiu ◽  
Cosmin Sinescu ◽  
...  

Treatment of impacted teeth often implies placing a bonded attachment and using orthodontic forces to move the tooth into occlusion. The aim of the paper is to describe a novel methodology of manufacturing orthodontic attachments for impacted teeth using the latest CAD software and 3D printing technology. A biocompatible acrylic based resin was used to print a custom made attachment designed based on the volumetric data aquired through cone bean computer tomography. Custom design of the attachment simplified clinical insertion and treatment planning and 3D printing made its manufacturing easier. Being a first trial, more reasearch is needed to improve the methodology and materials used.


eLearn ◽  
2019 ◽  
Vol 2019 (12) ◽  
Author(s):  
Michael A. Dzbenski

2021 ◽  
Vol 11 (11) ◽  
pp. 5067
Author(s):  
Paulo Veloso Gomes ◽  
António Marques ◽  
João Donga ◽  
Catarina Sá ◽  
António Correia ◽  
...  

The interactivity of an immersive environment comes up from the relationship that is established between the user and the system. This relationship results in a set of data exchanges between human and technological actors. The real-time biofeedback devices allow to collect in real time the biodata generated by the user during the exhibition. The analysis, processing and conversion of these biodata into multimodal data allows to relate the stimuli with the emotions they trigger. This work describes an adaptive model for biofeedback data flows management used in the design of interactive immersive systems. The use of an affective algorithm allows to identify the types of emotions felt by the user and the respective intensities. The mapping between stimuli and emotions creates a set of biodata that can be used as elements of interaction that will readjust the stimuli generated by the system. The real-time interaction generated by the evolution of the user’s emotional state and the stimuli generated by the system allows him to adapt attitudes and behaviors to the situations he faces.


2017 ◽  
Vol 23 (S1) ◽  
pp. 1266-1267 ◽  
Author(s):  
Barbara Armbruster ◽  
Christopher Booth ◽  
Stuart Searle ◽  
Michael Cable ◽  
Ronald Vane

2016 ◽  
Vol 68 ◽  
pp. 109-120
Author(s):  
Lu Li ◽  
Hu Peng ◽  
Xun Chen ◽  
Juan Cheng ◽  
Dayong Gao
Keyword(s):  

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