• Title/Summary/Keyword: virtual tools

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Methods for quantitative measurement of tooth wear using the area and volume of virtual model cusps

  • Kim, Soo-Hyun;Park, Young-Seok;Kim, Min-Kyoung;Kim, Sulhee;Lee, Seung-Pyo
    • Journal of Periodontal and Implant Science
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    • v.48 no.2
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    • pp.124-134
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    • 2018
  • Purpose: Clinicians must examine tooth wear to make a proper diagnosis. However, qualitative methosds of measuring tooth wear have many disadvantages. Therefore, this study aimed to develop and evaluate quantitative parameters using the cusp area and volume of virtual dental models. Methods: The subjects of this study were the same virtual models that were used in our former study. The same age group classification and new tooth wear index (NTWI) scoring system were also reused. A virtual occlusal plane was generated with the highest cusp points and lowered vertically from 0.2 to 0.8 mm to create offset planes. The area and volume of each cusp was then measured and added together. In addition to the former analysis, the differential features of each cusp were analyzed. Results: The scores of the new parameters differentiated the age and NTWI groups better than those analyzed in the former study. The Spearman ${\rho}$ coefficients between the total area and the area of each cusp also showed higher scores at the levels of 0.6 mm (0.6A) and 0.8A. The mesiolingual cusp (MLC) showed a statistically significant difference (P<0.01) from the other cusps in the paired t-test. Additionally, the MLC exhibited the highest percentage of change at 0.6A in some age and NTWI groups. Regarding the age groups, the MLC showed the highest score in groups 1 and 2. For the NTWI groups, the MLC was not significantly different in groups 3 and 4. These results support the proposal that the lingual cusp exhibits rapid wear because it serves as a functional cusp. Conclusions: Although this study has limitations due to its cross-sectional nature, it suggests better quantitative parameters and analytical tools for the characteristics of cusp wear.

Toward the Virtual Screening of α-Glucosidase Inhibitors with the Homology-Modeled Protein Structure

  • Park, Jung-Hum;Ko, Sung-Min;Park, Hwang-Seo
    • Bulletin of the Korean Chemical Society
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    • v.29 no.5
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    • pp.921-927
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    • 2008
  • Discovery of $\alpha$-glucosidase inhibitors has been actively pursued with the aim to develop therapeutics for the treatment of diabetes and the other carbohydrate mediated diseases. As a method for the discovery of new novel inhibitors of $\alpha$-glucosidase, we have addressed the performance of the computer-aided drug design protocol involving the homology modeling of $\alpha$-glucosidase and the structure-based virtual screening with the two docking tools: FlexX and the automated and improved AutoDock implementing the effects of ligand solvation in the scoring function. The homology modeling of $\alpha$-glucosidase from baker’s yeast provides a high-quality 3-D structure enabling the structure-based inhibitor design. Of the two docking programs under consideration, AutoDock is found to be more accurate than FlexX in terms of scoring putative ligands to the extent of 5-fold enhancement of hit rate in database screening when 1% of database coverage is used as a cutoff. A detailed binding mode analysis of the known inhibitors shows that they can be stabilized in the active site of $\alpha$- glucosidase through the simultaneous establishment of the multiple hydrogen bond and hydrophobic interactions. The present study demonstrates the usefulness of the automated AutoDock program with the improved scoring function as a docking tool for virtual screening of new $\alpha$-glucosidase inhibitors as well as for binding mode analysis to elucidate the activities of known inhibitors.

Optical Analysis of Film Colored Overlay for people with Scotopic Sensitivity Syndrome (광과민성증후군자를 위한 필름 색 오버레이의 광학적 특성 분석)

  • Jang, Young-Gun
    • Journal of Korean Ophthalmic Optics Society
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    • v.17 no.4
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    • pp.425-433
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    • 2012
  • Purpose: Basic design of virtual colored overlay, film overlay, colored lenses and colored glasses for people with Scotopic Sensitivity Syndrome. Methods: I calculated sRGB and RGB values of the overlays from measured data. I evaluated the relationship between the combinational chromaticities composed of Galaxy Tab white background and film overlays and the chromaticities of pure film overlays. Results: Implementable sRGB and RGB values of the overlays is calculated. The chromaticities of film overlays are different from them with white paper background and them with Galaxy Tab's white background, but showed a certain relationship between them. Light transmittances of Intuitive Overlay are the most (59%-79%) among them and average light reflectance of Reading Ruler is least(8%). Conclusions: The sRGB values and the RGB values are directly applicable to implement assistive tools and the light transmittances are used to calculate ${\alpha}$, transparency of virtual overlay in IT devices. It is recommended to consider the chromaticity of white color in implementing virtual colored overlay in the case which the chromaticity is considerably different to theoretical chromaticity of white color.

SLM using GIS data formats for 3D virtual model of research (SLM 포맷을 이용한 GIS 데이터의 3D 가상모델에 대한 연구)

  • Han, Jeong-Ah;Seo, Laiwon
    • Journal of Digital Contents Society
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    • v.15 no.1
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    • pp.113-120
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    • 2014
  • In recent years, devices using the smart ponwa IT service is activated, to research how the fusion of two or more devices will be able to be interest in the soybeans. One of them in the mobile sector through the development of network and hardware digital geo-spatial map of the rapid advances being made and the computer, how do you map data to efficiently simulate a 3D environment, providing services through a virtual environment focused on whether be. In this study, augmented reality and GIS (Geographic Information System), SLM (Static LOD Model) that combines augmented reality technology on the basis of the basic concepts and approaches in geographic space and how Augmented Reality Based on this interpretation of the relevant content What to do in the development and utilization has a purpose. In this study, the conventional SLM 3DS model data structure of a data format conversion of the proposed possibilities for analyzing and, SLM model generation and format of the existing three-dimensional visualization tools SLM model format for converting a format to a model function, and visualization features. In addition, 3D virtual model to propose a format for efficiently making.

Tangible Interaction : Application for A New Interface Method for Mobile Device -Focused on development of virtual keyboard using camera input - (체감형 인터랙션 : 모바일 기기의 새로운 인터페이스 방법으로서의 활용 -카메라 인식에 의한 가상 키보드입력 방식의 개발을 중심으로 -)

  • 변재형;김명석
    • Archives of design research
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    • v.17 no.3
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    • pp.441-448
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    • 2004
  • Mobile devices such as mobile phones or PDAs are considered as main interlace tools in ubiquitous computing environment. For searching information in mobile device, it should be possible for user to input some text as well as to control cursor for navigation. So, we should find efficient interlace method for text input in limited dimension of mobile devices. This study intends to suggest a new approach to mobile interaction using camera based virtual keyboard for text input in mobile devices. We developed a camera based virtual keyboard prototype using a PC camera and a small size LCD display. User can move the prototype in the air to control the cursor over keyboard layout in screen and input text by pressing a button. The new interaction method in this study is evaluated as competitive compared to mobile phone keypad in left input efficiency. And the new method can be operated by one hand and make it possible to design smaller device by eliminating keyboard part. The new interaction method can be applied to text input method for mobile devices requiring especially small dimension. And this method can be modified to selection and navigation method for wireless internet contents on small screen devices.

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The 2D Drawing-Based Authoring Tool for Scientific Inquiry Learning Virtual Environments (과학적 탐구학습 가상환경을 위한 2차원 Drawing 기반 저작도구)

  • Im, Jae-Won;Park, Kyoung-Shin;Cho, Yong-Joo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.7
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    • pp.1303-1311
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    • 2009
  • This paper describes a new visual VR authoring tool called DEVISE (Drawing Environment for VR-based Inquiry-learning Science Education) which is designed to support scientific inquiry learning. DEVISE allows users with no programming expertise to easily build the science inquiry learning VR contents by using 2D drawing interface to place 3D objects and specify properties of the virtual worlds or objects. This paper first describes the related works of VR authoring tools and inquiry learning virtual environments. It also explains SASILE, an integrated virtual environment system for supporting science inquiry learning, and its problems. Then, it describes DEVISE system components and its workflow, and it discusses the observation results of user evaluations of developing science inquiry-learning VR contents.

A study on an application of 'Virtual Reality Therapy' concerning a technology of real-time interaction. (실시간 상호작용 기술의 '가상현실치료' 적용에 관한 연구)

  • Kim, Jeong-Hwan
    • Cartoon and Animation Studies
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    • s.22
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    • pp.81-97
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    • 2011
  • The technology of 'Virtual Reality' has placed in advanced tools for human beings' joy and anger together with sorrow and pleasure in our generation. It has recently tried in a variety ways to use as an implication for treatment in the field of Cognitive Psychology. Especially, it widely approaches to human in terms of that a sense of reality in a virtual world through the five senses should reinterpret the meaning of cognition in the real world. Based on this paradigm shift, it allows for new treatment using the technology of virtual reality. A typical example is a field of Therapy in order to overcome panic disorder. It has advantages that in particular development of flexible interaction technologies in a virtual space can lead patients to experience psychological environments rather than physical one. the interaction technology provides environments in which users' five senses can be actively stimulated, it is very useful that information from the experiences in the virtual world allows people to learn through real experiences by renewing potential energies, advantages of Virtual Reality Therapy can be customized treatment by depending on symptoms in patients with panic disorder and are capable of differentiate application for the cure at each stage. It is to treat by leading patients to get accustomed to environments and situations in real world through care process with each symptom and stage. It is helpful that based on A Human-Sensibility Ergonomics, technologies like immersive virtual reality equipment, force-relative feedback and stereophonic sound, and like stimulating the sense of smell make people to induce experiences by stimulating human's five senses. There are many advantages of immersion in virtual world in that the phenomenon such as challenge, interaction, reality, illusion, and cooperation is expanded. As an application for therapy by growing such augmented reality, virtual space and sharing of data through the Internet and also inexpensive its availability have recently expanded the base. There are other benefits of Virtual Reality Therapy offering active interaction environments for cognitive experience which can provide appropriately adjusted environments for patients who are hard to overcome the real situation because of phobia. In addition to that it is safe and economical and patients' confidentiality is assured. Moreover, due to the principles of applying real-time navigation the Virtual Reality Therapy makes modification and supplementation easier and also it can reduce cybersickness because of the supply of Lenticular allowing people to see stereoscopy without eyeglasses, which makes sense of presence clearer. On top of that due to the development of interactive technologies, it is becoming close to sense of reality similar to real world by leading users to navigate by themselves and to operate objects in a virtual space. This paper will therefore examine, although it is of limited, characteristics of application of virtual reality technology based on A Human-Sensibility Ergonomics used for treatment for a disorder. this paper will analyse a range of its application and problems and it will suggest the future possibilities.

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The Effects of the Mathematics Study based RME Theory with Virtual Operation Tools on Spatial Sense and Mathematical Attitudes in Elementary School (가상조작 도구를 활용한 RME기반 수학학습이 초등학생의 공간감각 및 수학적 태도에 미치는 효과)

  • Son, Tae Kwon;Ryu, Sung Rim
    • Journal of Elementary Mathematics Education in Korea
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    • v.20 no.4
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    • pp.737-760
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    • 2016
  • This study analyzed the 2009 revised curriculum 6th grade math geometric domain and developed virtual operation tool contents based RME theory. These materials were examine to find out how to effect on the spatial sense and mathematical attitudes by applying it to teach the 6th grade students. The results were as follows. First, it is more effective for improving spatial sense to study mathematics based RME theory with virtual operation tool contents than normal one. This means that mathematics study based RME theory with virtual operation contents overcomes the limitations of flat learning environment. And it is great educational and effective method for students to improve their spatial sense. Second, it is more effective for improving mathematical attitudes to study mathematics based RME theory with virtual operation tool contents than normal one. This means that Mathematics study based RME theory with virtual operation contents makes student more participate learning actively. It helps the students who have passive learning habits to have self-directed learning habits, ability to cooperation and communicate. The results of this study suggest that mathematics study based RME theory is very helpful for student to improve their spatial sense and have positive effect on self-concept in mathematics, attitudes toward mathematics and improving study habits in mathematical attitudes.

Development and Validation of Virtual Training Content Satisfaction Measurement Tool (가상훈련 콘텐츠 만족도 측정도구 개발 및 타당화)

  • Miseok Yang;Woocheol Kim;Ohyoung Kwon
    • Journal of Practical Engineering Education
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    • v.15 no.1
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    • pp.1-11
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    • 2023
  • The purpose of this study is to develop and validate a tool that measures the satisfaction of virtual training learners' use of virtual training content. To this end, 491 copies of the basic questions derived from the satisfaction questions used by the K University Online Lifelong Education Center were used for the final analysis by conducting an online survey of learners who accessed STEP, the K University Online Lifelong Education Center portal. The 491 copies of data finally used were analyzed by methods such as basic question analysis, exploratory factor analysis, reliability analysis, and confirmatory factor analysis. First, in the basic question analysis, there were no questions that exceeded the acceptance criteria of an average of 4 points or more, skewness ±2, and kurtosis ±4. Second, the correlation coefficient for each sub-factor of virtual training content satisfaction derived after exploratory factor analysis was good as r=.682 to .822 (p<.01). The reliability coefficient for each sub-factor is content .849, content utilization .922, System and Operations Support .841, Intention to Continue Utilization .920, the overall reliability is. It was very high at .956 Fifth, as a result of confirmatory factor analysis, the compositional conceptual diagram is. It was .842 to .926, higher than the recommended standard of .7, and the average variance extraction degree. It appears to be .640 to .796, higher than the recommended standard of .5, which can be seen as representative of each constituent concept. As a result of verifying the validity of virtual training learners' content satisfaction recruitment, four factor models were derived: content substance, content utilization, system and operation support, and intention to continue use. This study is meaningful in that it empirically developed a tool to measure content satisfaction of virtual training learners and provided a reference frame and criteria.

Study of KINECT based 3D Holographic and Gesture (KINECT 기반 3D 홀로그래픽과 제스처에 대한 연구)

  • Jiang, Zhou;Seo, Laiwon;Roh, Changbae
    • Journal of Digital Contents Society
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    • v.14 no.4
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    • pp.411-417
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    • 2013
  • Two-dimensional image processing method and tools Rigi then developed a report prepared by a variety of video and three-dimensional images are increasing demands for navigation. The hard part to experience in the real world experience in the virtual environment, and has the purpose to take advantage of. This is a system that provides a simple 3D background, but everyday actions that can control the system with the needs of an instinctive interface technology means. The purpose of this study a variety of human behavior using the Kinect device in action close to the three-dimensional technology to develop a new navigation control is Kinect Holography and 3D images using the input data so that you have the linkage is to design the system.