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1.
Journal of the American Helicopter Society ; 68(1), 2023.
Article in English | Scopus | ID: covidwho-2326534

ABSTRACT

This paper covers the design, fabrication, testing, and modeling of a family of Froude-scale tiltrotor blades. They are designed with the objective of gaining a fundamental understanding of the impact of a swept tip on tiltrotor whirl flutter. The goal of this paper is to describe the development of the blades needed for this purpose. The rotor is three bladed with a diameter of 4.75 ft. The blades have a VR-7 profile, chord of 3.15 inches, and linear twist of −37◦ per span. The swept-tip blades have a sweep of 20◦ starting at 80%R. The blade properties are loosely based on the XV-15 design. A CATIA and Cubit-based high-fidelity three-dimensional (3D) finite element model is developed. It accurately represents the fabricated blade and is analyzed with X3D. Experiments in a vacuum chamber were carried out to demonstrate the structural integrity of the blades. Measured frequencies and strains were validated with X3D predictions proving the fidelity of the 3D model. Thus, even though the wind tunnel facilities were closed due to COVID-19, hover and forward flight calculations for the blade stress could be performed using the high-fidelity 3D structural model. The results prove the blades have sufficient structural integrity and stress margins to allow for wind tunnel testing. © 2023 Vertical Flight Society.

2.
Zivot Umjetnosti ; - (110):156-171, 2022.
Article in Bosnian | Scopus | ID: covidwho-2298212

ABSTRACT

In the midst of the COVID-19 pandemic and following the Zagreb earthquake, the debate on the proper use of digital technologies in museums became increasingly important and heated. Precisely because they are very popular and increasingly available, digital technologies as a tool require a precise methodological basis for their optimal application. This paper specifically tackles the use of virtual 3D models in a museum context by using examples of sculpture as a specifically three-dimensional art form, and attempts to define the role of a 3D model in relation to the original. As a museum exhibit, sculpture seems to receive little attention compared to other art forms. There are multiple reasons for this, but some of the most important ones are the differences in the production of three-dimensional versus two-dimensional artworks, as well as specific difficulties with exhibiting sculptures. Also, the relative unpopularity of sculpture as a three-dimensional medium, especially among the younger generations, should be attributed to the dominant culture of images, especially virtual ones, which are accessible through the ubiquitous screens of smartphones, tablets and similar electronic devices. Museums around the world, and thus in Croatia as well, have readily embraced the possibilities offered by digital technologies to enrich the experience of their visitors. When exhibiting three-dimensional art forms and objects, they frequently use 3D models of exhibits available in the space of the actual museum or on its websites, complex 3D displays of an entire space, or even computer simulations of the so-called virtual or augmented reality (virtual reality — abbreviated VR, and augmented reality — abbreviated AR), with the aim of reconstructing entire historical spaces in which the viewer is "immersed”, thus becoming a part of it. Still, regardless of the range of possibilities, when designing virtual exhibitions as well as in the general use of 3D models in the museum context, the emphasis must be placed on a clear idea that is conveyed by that exhibition and on clear meta- and para-data that facilitates the communication of its message — focus, therefore, must be on the narrative. This is supported by the results of recent research, which showed that the authentic experience of a 3D model increases if, in addition to the element of interactivity (the possibility of manipulating the model), there is also an element of contextualizing the object as widely as possible. Using Ivo Maroević's categorization of replacement museum objects, we viewed 3D models as museum objects in a digital form, intended for display, which serve as an aid in education, presentation and strengthening the communication and interactive potential of the original object. In order to examine whether 3D models have the same effect on observers as the original objects, we used the concepts of an aura, as defined by Walter Benjamin, and authenticity which, following division, we divided into two categories — nominal and expressive. We also used the results of several studies that examined the experience of 3D models in and out of the museum context. Based on the above reasoning, we came to the conclusion that observers can experience a 3D model as authentic and auratic, but that such experience is predicated upon being in a museum and having enough information that contextualize the object. Finally, it is important to highlight the difference between experiencing a sculpture, as a specific type of artwork, and its 3D model, with regard to its material presence in space. Namely, an encounter with a sculpture is a multisensory experience defined by the awareness of one's own body and the kinetic potential of the sculpture located in the same space. In the case of viewing a 3D model on a screen, this experience is absent. That is why we believe that 3D models and the original sculptures definitely cannot and should not be treated the same way: in the right context, 3D models can evoke an impression of auraticity and authenticity, but they find t eir best use as substitute museum objects whose primary role is to enrich the museum experience of visitors through strengthening the interpretation possibilities of the original. © 2022 Institute of Art History. All rights reserved.

3.
Int J Mol Sci ; 24(7)2023 Mar 23.
Article in English | MEDLINE | ID: covidwho-2291253

ABSTRACT

Cultivated meat (CM) technology has the potential to disrupt the food industry-indeed, it is already an inevitable reality. This new technology is an alternative to solve the environmental, health and ethical issues associated with the demand for meat products. The global market longs for biotechnological improvements for the CM production chain. CM, also known as cultured, cell-based, lab-grown, in vitro or clean meat, is obtained through cellular agriculture, which is based on applying tissue engineering principles. In practice, it is first necessary to choose the best cell source and type, and then to furnish the necessary nutrients, growth factors and signalling molecules via cultivation media. This procedure occurs in a controlled environment that provides the surfaces necessary for anchor-dependent cells and offers microcarriers and scaffolds that favour the three-dimensional (3D) organisation of multiple cell types. In this review, we discuss relevant information to CM production, including the cultivation process, cell sources, medium requirements, the main obstacles to CM production (consumer acceptance, scalability, safety and reproducibility), the technological aspects of 3D models (biomaterials, microcarriers and scaffolds) and assembly methods (cell layering, spinning and 3D bioprinting). We also provide an outlook on the global CM market. Our review brings a broad overview of the CM field, providing an update for everyone interested in the topic, which is especially important because CM is a multidisciplinary technology.


Subject(s)
Meat Products , Tissue Engineering , Tissue Engineering/methods , Reproducibility of Results , Meat , Biotechnology , Tissue Scaffolds
4.
1st International Conference on Computational Science and Technology, ICCST 2022 ; : 872-877, 2022.
Article in English | Scopus | ID: covidwho-2276725

ABSTRACT

In recent times the world has gone through a situation where the people were forced to be in a lockdown amidst the covid-19 pandemic. Various business fields were affected by this phenomenon, some business units have evolved through this staying at home and carrying the work culture. One of the most affected fields was education where the children were made to attend online classes and read from E-textbooks. People are being educated from various methods including offline classroom lectures, physical textbooks etc. The choice of learning methodology is dependent on an individual's access to various technologies, environment, and a person's surroundings. Augmented Reality (AR) is a technology that enables the superimposing of artificially made 3D models on top of reality. This paper describes Augmented Reality (AR), how it can be used for interactive education, and help children visualize the concepts for gaining an improved understanding over the educational concepts. © 2022 IEEE.

5.
3rd International Tourism, Hospitality and Gastronomy Congress, ITHGC 2022 ; 3336:57-65, 2022.
Article in English | Scopus | ID: covidwho-2250080

ABSTRACT

Due to COVID-19, the tourism sector had a loss of visitor revenue of 56%. For tourism in Caral, Peru for 2020 there was a 95% reduction in the annual number of visitors expected. Therefore, the research aims to develop a mobile application for Android with augmented reality to show 3D models and audiovisual content that allows to promote the use of virtual tourism for the archaeological zone of Caral, Peru. To this end, an applied research is developed with a quantitative approach following an experimental methodological design through the pre-experimental method for which a sample of 50 users was taken. To measure this experiment was based on the use of indicators of time of use of the application and the use of augmented reality in the application. The results obtained an average time of use of the application of 0:08:25 minutes while the average time of use of augmented reality in the application was 0:03:36 minutes. Likewise, the results show a great interest on the part of users towards the implementation of augmented reality in an application focused on tourism. © 2022 Copyright for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0)

6.
6th International Conference on Algorithms, Computing and Systems, ICACS 2022 ; 2022.
Article in English | Scopus | ID: covidwho-2249652

ABSTRACT

Chulalongkorn University Memorial Hall is an important historic landmark in Thailand that collects and displays valuable and interesting documents and items from the history of the Chulalongkorn University, which is the first university established by the Thai dynasty. Many notable historical relics from Chulalongkorn University have been displayed for visitors inside the museum, including a miniature of King Chulalongkorn's equestrian statue, a coronet (Phra Kiew), and a graduation gown. Over the past two years, due to the COVID-19 situation, the number of visitors to the museum has been restricted. Therefore, we propose to solve this problem by introducing a virtual tour using virtual reality to cope with this challenging situation. This paper presents a description related to the Chulalongkorn University memorial hall in terms of 3D models through interactions in a virtual reality world, in which users gain in-depth experience and knowledge about the history of the Thai Royal and the Chulalongkorn University. Both the internal and external of the Chulalongkorn University Memorial Hall building are reproduced in 3D models, including furniture and belongings in the hall, for simulating the entire Chulalongkorn University Memorial Hall building. In addition to visiting the historical objects in the virtual museum, these objects are interactable with multimedia descriptions which are text, images, videos, and audio commentary. It makes visitors enjoy the ambiance while visiting the virtual Chulalongkorn University Memorial Hall. In addition, it is also the preservation of valuable cultural and historical knowledge resources. © 2022 ACM.

7.
Anat Histol Embryol ; 2022 Oct 19.
Article in English | MEDLINE | ID: covidwho-2241239

ABSTRACT

The use of digital teaching resources became widespread and very helpful during the COVID-19 pandemic as an alternative to a traditional course with cadavers. Technologies such as augmented reality (AR), virtual reality (VR), 3D models, video lectures and other online resources enable three-dimensional visualization of the anatomical structures and allow students to learn more interactively. The aim of this study was to compare students' performance in the traditional anatomical courses in teaching neuroanatomy and technology-based learning methods such as video lectures, 3D models and 3D printed specimens. Four groups of first-year students of Veterinary Faculty established for the practical classes during the academic year 2021/2022 took part in this research. The total number of students participating in this research was 72. Each group attended separately the theoretical lecture with a demonstration based on a different technique; the control group used formalized specimens, while the three experimental groups used video lectures, 3D models and 3D printed specimens, respectively. Subsequently, all groups completed the same questionnaire testing their short-term memory of the neuroanatomical structures. After four weeks students were tested for their long-term memory of the neuroanatomy lecture with the follow-up test containing an identical list of questions. The test scores using video lectures and 3D printed models were significantly higher compared with the group that learned in the traditional way. This study suggests that alternative approaches such as technology-based digital methods can facilitate memorization of anatomical terms and structures in a more interactive and sensory engaging way of learning.

8.
7th IEEE International Conference on Information Technology and Digital Applications, ICITDA 2022 ; 2022.
Article in English | Scopus | ID: covidwho-2191875

ABSTRACT

To comply with health protocols during the COVID-19 pandemic, studies were conducted online. This has had a significant impact on students' motivation to learn, particularly among elementary school children. This study aims to produce an educational game with the theme of science-based augmented reality on Android devices to aid elementary-level students in their studies. By using the Augmented Reality system, students will be able to engage and interact with a 3D model of the material to be explained. The data collection and game design research method was used by implementing Scrum in the development process. This study used Scrum roles such as Product Owner, Scrum Master, Project Manager, and Development team. This study resulted in the development of an interactive augmented reality app that has successfully increased user's enthusiasm for learning. Students' interest in learning science subjects has also increased as a result of the application. This research concludes with the successful development of an augmented reality-based application on Android devices that includes quiz components and augmented reality. © 2022 IEEE.

9.
22nd IEEE International Conference on Bioinformatics and Bioengineering, BIBE 2022 ; : 134-136, 2022.
Article in English | Scopus | ID: covidwho-2191682

ABSTRACT

Severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2) cause severe outbreak of coronavirus disease 2019 (COVID-19). Even though vaccination, the spread of SARS-CoV-2 is still continue. It is urgent to have a model that can efficiently evaluate potential therapeutic agents to counteract SARS-CoV-2 infection. Iron is an essential molecule for maintaining homeostasis. Supplement of iron significantly to affect virus infection. But the detailed mechanisms of iron on regulating SARS-CoV-2 infection are still unveiled. The three-dimensional (3D) model is a promising system for drug screening and disease progression analysis. Organoid is a typical 3D culture system that recapitulates genetic characteristics and phenotypic features of organs within body. Vasculature is prevalent for all various organs or tumors in the body which transport nutrients, oxygen and metabolites to maintain cellular homeostasis. Thus, we have established a 3D model of vascularized organoid to evaluate the effects of iron on infectivity of SARS-CoV-2 pseudovirus to provide the novel therapeutic strategy in coping SARS-CoV-2 infection. © 2022 IEEE.

10.
2nd International Conference on Trandisciplinary Multispectral Modelling and Cooperation for the Preservation of Cultural Heritage, TMM_CH 2021 ; 1574 CCIS:79-84, 2022.
Article in English | Scopus | ID: covidwho-2173746

ABSTRACT

Nowadays, the need to digitize cultural heritage sites and present them to the public in original and easily accessible ways is very important. The advantages are many both in times when Museums and archeological sites are open, and in times of forced closure such as the Covid-19 pandemic. As a result, there is more motivation and interest from the spectators, young and old, easy access and from remote areas, the ability to travel the collection outside the museums. Also due to the limited space of the museums there are exhibits that remain in warehouses and are not exhibited in the collections. The digital documentation enables the enrichment and display of a large volume of exhibits virtually. The dynamics of Photogrammetry with the rapid and continuous evolution of software and the ability to utilize them by many specialties gives rise to this study. The basic premise is that with simple media such as a compact camera and the right software, 3D exhibits such as the funeral masks and personal belongings of the 18 21 fighters can be reproduced, many of which are in storage. The conjuncture of 200 years since the beginning of the Greek Revolution gave even greater impetus to the investigation of ways of presenting them using AR Technology. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.

11.
10th International Workshop on Innovative Simulation for Health Care, IWISH 2021 ; : 76-83, 2021.
Article in English | Scopus | ID: covidwho-2156274

ABSTRACT

The COVID-19 pandemic has underscored the importance of awareness and preparedness on the part of medical personnel. Virtual reality (VR) may be viewed as a useful tool in enabling knowledge and ability of medical practitioners in protecting themselves during the pandemic. This research describes the details of a VR application developed to train healthcare personnel in an intensive care unit (ICU) environment on some of the critical procedures related to COVID-19 patients. We discuss design considerations of VR for healthcare training as well as a process of selecting, based on expert opinion, key ICU training modules. The process of creating a 3D model of the ICU is outlined, and the major components and the use of the VR application are discussed. We find that a practical VR training program should apply a suitable VR platform and simulation techniques, while placing emphasis on addressing emerging problems and needs of healthcare personnel during the pandemic. © 2021 The Authors.

12.
1st International Virtual Conference on Visual Pattern Extraction and Recognition for Cultural Heritage Understanding, VIPERC 2022 ; 3266, 2022.
Article in English | Scopus | ID: covidwho-2125797

ABSTRACT

Europe, with all its common sights, has an enviable wealth of history and cultural heritage. With its many monuments, sites, traditions, history, art, and culture, it has always attracted curious views and tells centuries-old stories to many tourists and visitors. At the heart of Europe, Bosnia and Herzegovina (BiH), founded in the 11th century, with its picturesque past, has always been at the crossroads of faith and civilizations. The key audience of tourism in BiH are nature lovers, adventurers and young and digital nomads, who represent great potential for the development of this sector given their nature of work, to be able to work from any location, and during the COVID-19 period. Furthermore, the importance of the diaspora for the development of tourism in BiH goes beyond tourist visits and helps BiH on its path to digital transformation. Digital tourism refers to how we use digital tools to organize, manage and even enjoy the travel experience. It uses all of the tools of digital transformation to change how we travel and experience different sites. Through digitalization, we want to reach every individual who passes through this country and further attract lovers of European history and culture, offer them a different, more creative, and innovative approach to learning about the cultural and historical treasures it hides. The goal of digital tourism is to raise awareness of the importance of cultural heritage, provide new opportunities for visitors and bring new knowledge. Therefore, this paper provides an overview of the possibilities of digital representations of the medieval historical period of BiH through identified pillars of digital reconstruction, and ways to connect the movable cultural heritage residing in the museums with real sites in an attempt to contribute to its promotion through digital tourism. © 2022 Copyright for this paper by its authors.

13.
Cureus ; 14(8): e28544, 2022 Aug.
Article in English | MEDLINE | ID: covidwho-2056320

ABSTRACT

The utilization of three-dimensional (3D) models has been an important element of medical education. We demonstrate a three-dimensionally-printed (3DP) thoracic spine model for use in the teaching of freehand pedicle screw placement. Neurosurgical residents with varying years of experience practiced screw placement on these models. Residents were timed, and models were evaluated for medial and lateral breaches. Overall, this technical report describes the utility of 3D spine models in the training of thoracic pedicle screw placement. The tactile feedback from the 3D models was designed to represent both cortical and cancellous bones.

14.
7th International Conference on Communication and Electronics Systems, ICCES 2022 ; : 85-89, 2022.
Article in English | Scopus | ID: covidwho-2018796

ABSTRACT

In today's world, technology has drastically increased in all sectors of industries and businesses. Automated machines demands have increased rapidly. Most small and medium scale businesses are trying to use this technology to increase the speed and reliability. One of the booming technologies is robotics, which helps businesses in so many ways. This paper discusses the approach and experience in the design, simulation, modelling, testing, and deployment of a Low-Cost food delivery robot in hotels, restaurants etc. These food delivery robots give an enhanced experience for the customers and benefits the restaurant business financially by bringing attention to visitors and act as a publicity. The restaurant industry is also experiencing a downturn because of the COVID-19 breakout. With this method, food can be delivered directly from the kitchen to the customer's table while maintaining all norms and sanitary guidelines. The robot uses microcontroller mounted with DC motors. Ultrasonic sensors and IR sensors are used for mapping and localization of destination tables, motor drivers, obstacle detection, collision avoidance, path detection. The robot performed as per the test and achieved the desired result. © 2022 IEEE.

15.
17th Iberian Conference on Information Systems and Technologies, CISTI 2022 ; 2022-June, 2022.
Article in English | Scopus | ID: covidwho-1975671

ABSTRACT

The pandemic caused by COVID 19 has generated crowds of people, this becomes a critical point that leads to a safe contagion. And it is for this reason that the idea of a virtual tour was born so that people can get to know the physical facilities of a Higher Education Institution (HEI) through a virtual environment. Universidad Tecnológica Israel (UISRAEL), does not have a digital space where its different areas can be appreciated by means of a 3D virtual tour. In this sense, this work presents the development of a 3D model, offering the user a digital interaction of the physical space from his home on his computer. The main benefit is that the user can get to know the facilities in an almost real way, generating a sense of orientation. This work has given way to a future virtual community at UISRAEL, making it possible to diversify and face the new challenges that virtualization brings with it. It will not only be a new means of information and communication, but also a space for interaction, entertainment and learning. All this leaves the basis for an application that in the future could develop more functionalities and be used in other research projects. © 2022 IEEE Computer Society. All rights reserved.

16.
17th Iberian Conference on Information Systems and Technologies, CISTI 2022 ; 2022-June, 2022.
Article in Spanish | Scopus | ID: covidwho-1975670

ABSTRACT

The COVID-19 pandemic has forced educational institutions to find a way to meet educational needs, within these those for experimentation. This article implements a video game for teaching experimental psychology in a private university. The research is of an applied type and experimental design. For the development of the software, the SUM methodology was used for the development of the video game and the OOHDM methodology for the development of the web page according to the video game. Additionally, cutting-edge tools have been considered to be able to make a scalable and robust application such as the use of Unreal Engine 4 in its version 4.27 for the development of the video game, Blender in its version 3.0 for 3D modeling and character animation, Django as a framework Python for web development in conjunction with PostgreSQL for the elaboration of the database through the software architecture Model Vista Template (MVT). © 2022 IEEE Computer Society. All rights reserved.

17.
2nd Al-Muthanna International Conference on Engineering Science and Technology, MICEST 2022 ; : 190-195, 2022.
Article in English | Scopus | ID: covidwho-1932131

ABSTRACT

With the advent of the internet, a revolution occurred not in the field of economy, communications and industries, but rather in the field of education, which led to the spread and development of virtual reality (VR) and its integration into e-learning, which is an interesting technique for learning, especially in the topics of anatomy, structures, human parts, and chronic diseases. The educational reality of medical and nursing colleges depends on plastic structures for interpretation and explanation as they are subject to breakage and damage and do not contain any interaction from students with the difficulty of carrying them from one place to another when explaining with their small number compared to the number of students. Designing an interactive platform based on ADDIE model that integrates 3D models of virtual reality of virtual reality into complex topics such as anatomy, human organs and chronic diseases, especially the spread of the Corona pandemic and the student's lack of access to college. Through this platform, he can access anytime and anywhere into complex topics such as anatomy, human organs and chronic diseases, especially the spread of the Corona pandemic and the student's lack of access to college. Through this platform, he can access anytime and anywhere. © 2022 IEEE.

18.
7th International Conference on Computing in Engineering and Technology, ICCET 2022 ; 303 SIST:395-404, 2022.
Article in English | Scopus | ID: covidwho-1877802

ABSTRACT

Following the COVID-19 Pandemic, traditional offline education has shifted to the online model. Hence, studying anatomy in a 3D view without visiting virtual laboratories can benefit medical students in the online education system. Similarly, a 3D view of furniture items can help enhance customers’ shopping experience while shopping online. Our Android Application will leverage an Augmented Reality Camera to place 3D models in the user's space. To achieve this, we seek to predict the 3D model from a 2D image by using a Differentiable Renderer with PyTorch3D. Previously, Machine Learning Frameworks called Generative Adversarial Networks (3D GAN) used Variational Autoencoder to generate a 3D model corresponding to an input image. This approach was further improved by Hierarchical Surface Prediction (HSP) that used Convolutional Neural Networks (CNN) to predict Volumetric Pixels for the object surface rather than the object volume, reducing the computational power in contrast to 3D GAN. Finally, the Differentiable Renderer came into being and eliminated the drawbacks of 3D GAN and HSP techniques. The latter approaches only considered voxels for 3D Modelling;however, Differentiable Renderer uses Machine Learning to predict the texture and lighting of the model as well. © 2022, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.

19.
2nd InternationalWorkshop on New Approaches for Multidimensional Signal Processing, NAMSP 2021 ; 270:211-221, 2022.
Article in English | Scopus | ID: covidwho-1797676

ABSTRACT

Now people are facing the pandemic COVID-19 and have to wear masks. This brings a problem in face recognition—occlusion problem and particularly, identifying people wearing masks in 3D-scenes is a great challenge. This study aims to develop a system for tackling this challenge. The 3D-scene is constructed with the 2D-3D coordinate transformation. For the convenience of the fusion between the virtual scene and real scene, a 3D model is achieved by Sketchup Pro. The faces and masks data are explored from the video and occluded faces recognition is achieved with the convolutional neural network. © 2022, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.

20.
6th International Conference on Microelectronics, Electromagnetics, and Telecommunications, ICMEET 2021 ; 839:193-205, 2022.
Article in English | Scopus | ID: covidwho-1787767

ABSTRACT

The global pandemic of coronavirus disease 19 (COVID-19) left many lives in question with the virus, and many people are being suffered every day. In this hectic situation, each patient needs to get attended by the doctor for the scans and determine if they are positive with the virus to move on to the diagnosis stage. It is hard to attend each patient when many people are being tested and effected. It is time where machine learning and artificial intelligence are used. A lot of efforts were made by the researchers to diagnose the effected patients;using 2D images in present, we present an observation that helps detect COVID-19 with the use of 3D images. In this paper, we have worked with 3D image data and have found one of the best models among Inception v3, ResNet-50, VGG16, EfficientNet B0, MobileNet v2. © 2022, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.

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