• Title/Summary/Keyword: Virtual methods

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Three-dimensional analysis of tooth movement in Class II malocclusion treatment using arch wire with continuous tip-back bends and intermaxillary elastics

  • Lee, Ji-Yea;Choi, Sung-Kwon;Kwon, Tae-Hoon;Kang, Kyung-Hwa;Kim, Sang-Cheol
    • The korean journal of orthodontics
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    • v.49 no.6
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    • pp.349-359
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    • 2019
  • Objective: The aim of this study was to analyze three-dimensional (3D) changes in maxillary dentition in Class II malocclusion treatment using arch wire with continuous tip-back bends or compensating curve, together with intermaxillary elastics by superimposing 3D virtual models. Methods: The subjects were 20 patients (2 men and 18 women; mean age 20 years 7 months ${\pm}$ 3 years 9 months) with Class II malocclusion treated using $0.016{\times}0.022-inch$ multiloop edgewise arch wire with continuous tip-back bends or titanium molybdenum alloy ideal arch wire with compensating curve, together with intermaxillary elastics. Linear and angular measurements were performed to investigate maxillary teeth displacement by superimposing pre- and post-treatment 3D virtual models using Rapidform 2006 and analyzing the results using paired t-tests. Results: There were posterior displacement of maxillary teeth (p < 0.01) with distal crown tipping of canine, second premolar and first molar (p < 0.05), expansion of maxillary arch (p < 0.05) with buccoversion of second premolar and first molar (p < 0.01), and distal-in rotation of first molar (p < 0.01). Reduced angular difference between anterior and posterior occlusal planes (p < 0.001), with extrusion of anterior teeth (p < 0.05) and intrusion of second premolar and first molar (p < 0.001) was observed. Conclusions: Class II treatment using an arch wire with continuous tip-back bends or a compensating curve, together with intermaxillary elastics, could retract and expand maxillary dentition, and reduce occlusal curvature. These results will help clinicians in understanding the mechanism of this Class II treatment.

Effects of VR based Intervention on Daily Living Skills and Class Attitudes of Students with Intellectual Disabilities (가상현실 기반 중재가 지적장애학생의 일상생활 기술 및 수업태도에 미치는 효과)

  • Lee, Tae-Su
    • Journal of the Korea Convergence Society
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    • v.12 no.2
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    • pp.155-162
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    • 2021
  • The purpose of this study were to analyze effects of VR-based intervention on daily living skills and class attitudes of students with intellectual disabilities. To do this, 30 students with intellectual disabilities in the second and third grades of middle school were selected for this study and placed three group. A group took part in a class using only VR program, B group participated in experience activities program, and C group got in the intervention program that combine VR program and experience activities on daily living skills. Intervention programs were conducted 4 times in a week for 4 weeks from the fourth week of July to the third week of August and a class time of each class was 50 minutes. Evaluations were carried out in pre- and post-test. The Evaluation data were analyzed by One-way ANOVA and scheffe'. In Result of study, daily living skills of C group was improved more higher than other groups and class attitudes of C group was improved more higher than group B. These results showed that the intervention combining VR program and direct experience activities was more effective than the other methods.

Trueness of 3D printed partial denture frameworks: build orientations and support structure density parameters

  • Hussein, Mostafa Omran;Hussein, Lamis Ahmed
    • The Journal of Advanced Prosthodontics
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    • v.14 no.3
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    • pp.150-161
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    • 2022
  • PURPOSE. The purpose of the study was to assess the influence of build orientations and density of support structures on the trueness of the 3D printed removable partial denture (RPD) frameworks. MATERIALS AND METHODS. A maxillary Kennedy class III and mandibular class I casts were 3D scanned and used to design and produce two 3D virtual models of RPD frameworks. Using digital light processing (DLP) 3D printing, 47 RPD frameworks were fabricated at 3 different build orientations (100, 135 and 150-degree angles) and 2 support structure densities. All frameworks were scanned and 3D compared to the original virtual RPD models by metrology software to check 3D deviations quantitatively and qualitatively. The accuracy data were statistically analyzed using one-way ANOVA for build orientation comparison and independent sample t-test for structure density comparison at (α = .05). Points study analysis targeting RPD components and representative color maps were also studied. RESULTS. The build orientation of 135-degree angle of the maxillary frameworks showed the lowest deviation at the clasp arms of tooth 26 of the 135-degree angle group. The mandibular frameworks with 150-degree angle build orientation showed the least deviation at the rest on tooth 44 and the arm of the I-bar clasp of tooth 45. No significant difference was seen between different support structure densities. CONCLUSION. Build orientation had an influence on the accuracy of the frameworks, especially at a 135-degree angle of maxillary design and 150-degree of mandibular design. The difference in the support's density structure revealed no considerable effect on the accuracy.

VM Scheduling for Efficient Dynamically Migrated Virtual Machines (VMS-EDMVM) in Cloud Computing Environment

  • Supreeth, S.;Patil, Kirankumari
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.6
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    • pp.1892-1912
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    • 2022
  • With the massive demand and growth of cloud computing, virtualization plays an important role in providing services to end-users efficiently. However, with the increase in services over Cloud Computing, it is becoming more challenging to manage and run multiple Virtual Machines (VMs) in Cloud Computing because of excessive power consumption. It is thus important to overcome these challenges by adopting an efficient technique to manage and monitor the status of VMs in a cloud environment. Reduction of power/energy consumption can be done by managing VMs more effectively in the datacenters of the cloud environment by switching between the active and inactive states of a VM. As a result, energy consumption reduces carbon emissions, leading to green cloud computing. The proposed Efficient Dynamic VM Scheduling approach minimizes Service Level Agreement (SLA) violations and manages VM migration by lowering the energy consumption effectively along with the balanced load. In the proposed work, VM Scheduling for Efficient Dynamically Migrated VM (VMS-EDMVM) approach first detects the over-utilized host using the Modified Weighted Linear Regression (MWLR) algorithm and along with the dynamic utilization model for an underutilized host. Maximum Power Reduction and Reduced Time (MPRRT) approach has been developed for the VM selection followed by a two-phase Best-Fit CPU, BW (BFCB) VM Scheduling mechanism which is simulated in CloudSim based on the adaptive utilization threshold base. The proposed work achieved a Power consumption of 108.45 kWh, and the total SLA violation was 0.1%. The VM migration count was reduced to 2,202 times, revealing better performance as compared to other methods mentioned in this paper.

Classification of fun elements in metaverse content (메타버스 콘텐츠의 재미 요소 분류)

  • Lee, Jun-Suk;Rhee, Dea-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.8
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    • pp.1148-1157
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    • 2022
  • In 2019, COVID-19 changed many people's lives. Among them, metaverse supports non-face-to-face services through various methods, replacing daily tasks. This phenomenon was created and formed like a culture due to the prolonged COVID-19. In this paper, the fun elements used in the existing game were organized to find out the fun factors of the metaverse, and the items and contents were reclassified according to the metaverse with five experts. Classification was classified using reproducibility, sensory fun [graphic, auditory, text, manipulation, empathy, play, perspective], challenging fun [absorbedness, challenging, discovery, thrill, reward, problem-solving], imaginative fun [new story, love, freedom, agency, expectation, change], social fun[rules, competition, social behavior, status, cooperation, participation, exchange, belonging, currency transaction], interactive fun[decision making, communication sharing, hardware, empathy, nurturing, autonomy], realistic fun[sense of unity in reality, easy of learning, adaptation, intellectual problems solving, pattern recognition, sense of reality, community], and creative fun[application, creation, customizing, virtual world].

A Study on the Design of Digital Twin System and Required Function for Underground Lifelines (지하공동구 디지털 트윈 체계 및 요구기능 설계에 관한 연구)

  • Jeong, Min-Woo;Lee, Hee-Seok;Shin, Dong-Bin
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.248-258
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    • 2021
  • 24-hour monitoring is required to maintain the city's lifeline function in the underground facility for public utilities. And it is necessary to develop technology to exchange the shortage of human resources. It is difficult to reflect the specificity of underground space management in general management methods. This study proposes underground facility for public utilities digital twin system requirements. The concept of space is divided into physical space and virtual space, and the physical space constitutes the type and layout of the sensor that is the basis for the construction of the multimodal image sensor system, and the virtual space constitutes the system architecture. It also suggested system functions according to the task. It will be effective in preventing disasters and maintaining the lifeline function of the city through the digital twins.

Two-dimensional curved panel vibration and flutter analysis in the frequency and time domain under thermal and in-plane load

  • Moosazadeh, Hamid;Mohammadi, Mohammad M.
    • Advances in aircraft and spacecraft science
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    • v.8 no.4
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    • pp.345-372
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    • 2021
  • The analysis of nonlinear vibrations, buckling, post-buckling, flutter boundary determination and post-flutter behavior of a homogeneous curved plate assuming cylindrical bending is conducted in this article. Other assumptions include simply-supported boundary conditions, supersonic aerodynamic flow at the top of the plate, constant pressure conditions below the plate, non-viscous flow model (using first- and third-order piston theory), nonlinear structural model with large deformations, and application of mechanical and thermal loads on the curved plate. The analysis is performed with constant environmental indicators (flow density, heat, Reynolds number and Mach number). The material properties (i.e., coefficient of thermal expansion and modulus of elasticity) are temperature-dependent. The equations are derived using the principle of virtual displacement. Furthermore, based on the definitions of virtual work, the potential and kinetic energy of the final relations in the integral form, and the governing nonlinear differential equations are obtained after fractional integration. This problem is solved using two approaches. The frequency analysis and flutter are studied in the first approach by transferring the handle of ordinary differential equations to the state space, calculating the system Jacobin matrix and analyzing the eigenvalue to determine the instability conditions. The second approach discusses the nonlinear frequency analysis and nonlinear flutter using the semi-analytical solution of governing differential equations based on the weighted residual method. The partial differential equations are converted to ordinary differential equations, after which they are solved based on the Runge-Kutta fourth- and fifth-order methods. The comparison between the results of frequency and flutter analysis of curved plate is linearly and nonlinearly performed for the first time. The results show that the plate curvature has a profound impact on the instability boundary of the plate under supersonic aerodynamic loading. The flutter boundary decreases with growing thermal load and increases with growing curvature.

Innovative Educational Technologies in Management Training: Experience of EU Countries

  • Vitaliy, Kryvoshein;Nataliia, Vdovenko;Ievgen, Buriak;Volodymyr, Saienko;Anna, Kolesnyk
    • International Journal of Computer Science & Network Security
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    • v.22 no.6
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    • pp.45-50
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    • 2022
  • The article substantiates the feasibility of using and actively implementing innovative technologies in the practice of organizing the educational process. The need for the use of telecommunication technologies, which provide constant communication between students and the teacher outside the classroom, has been identified. Particular attention is paid to the latest approaches to the use of various forms of multimedia technologies in student education, which intensify the process of acceptance and assimilation of educational material by foreign students. The advantages of using innovative means of distance education are determined, which thanks to modern electronic educational systems allow students to receive quality higher education. Innovative technologies promote the development of cognitive interest in students, they learn to systematize and summarize the material studied, discuss and debate. In this regard, the reorientation of the system of higher education in Europe towards innovation is becoming the most important tool in ensuring the competitiveness of graduates in the labor market. In addition, the investment attractiveness of a university often depends on the innovative nature of the development of scientific, educational and practical activities of the subjects of the educational process, their inclusion in the national innovation system. The article analyzes that in the universities of the European Union in the training of specialists in the management of basic interactive methods, forms and tools are binary lecture, briefing, webinar, video conference, video lecture, virtual consultation, virtual tutorial, slide lecture, comp. utheric tests. Various classes on slide technology took active forms during the training of management specialists.

Development of Textile Design Combining K-pop star Symbols and Traditional Patterns - Focusing on BTS 'IDOL' - (K-pop 스타 상징물과 전통문양을 결합한 텍스타일디자인 개발 - BTS의 'IDOL' 중심으로 -)

  • Lee, Kyong-Soon;Choi, Yoon-Mi
    • Fashion & Textile Research Journal
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    • v.24 no.1
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    • pp.1-14
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    • 2022
  • K-pop stars are an important influence in the era of digital culture based on emotions. The purpose of this study is to visually express the identity and worldview of their music in the virtual and real world, and to promote Korea's current and past culture. The study also intends to appeal to the emotions of the global fans by designing original textile in their music video 'IDOL' on Tiny TAN - a symbol of world pop star BTS. For design development, traditional Korean images shown in the 'IDOL' video were collected, patterns for each member were selected, and a motif was designed on Adobe Illustrator. We selected the dragon as the motif for V, cloud for Suga, chrysanthemums for Jin, mask for Jung Kook, hanok pavilion for RM, fan for Jimin, and Sam Taegeuk for J-Hope. The selected motifs were designed as per the four textile design arrangement methods: square pattern, 1/2 half drop pattern, turn-around pattern, and panel pattern. The design was presented by mapping Kwaeja to Tiny TAN character. The developed textile design can be used not only for character costumes in virtual space, but also for various products such as clothes, accessories, bedding, cosmetics, stationery, and food. By using it to produce goods inspired by K-pop stars, it can be used as basic data for the development of high value-added competitive products in the global market and create synergy effects of K-Design, which would lead a new trend in the design world.

Interactive Interface Design Through VR Hand Tracking (VR 핸드트레킹을 통한 상호작용 인터페이스 설계)

  • Ju-Sang Lee;Hyo-Seung Lee;Woo-Jun Choi
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.1
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    • pp.213-218
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    • 2023
  • In order to use the VR HMD, operation through separate controllers in both hands is required. Methods for text input in VR include a method of selecting virtual keyboard keys on the screen one by one using a controller, a method of inputting through a keyboard that is a resource of a computer by connecting a computer and VR, or a method of inputting through a keyboard that is a resource of a computer by purchasing a wireless keyboard in VR and wireless keyboard connection method. As such, the text input method in current VR equipment causes inconvenience and additional costs to users. For these reasons, most of the VR-related contents are limited to simple functions such as games or viewers, and there is a risk that VR equipment will be recognized as a simple game machine. Therefore, in this study, a multi-input interface using hand tracking provided by the Oculus Quest2 device is designed and partially implemented. Through this, it is expected that various tasks such as document work and business processing as well as games can be conveniently used using VR equipment.