![]() ![]() The revolutionary scope of developing an augmented reality based system is to solve one of the biggest issue in the structure of most digital dentistry commonly available systematics in fact, the use digital technologies like the scanners is structured in a 3-step procedure which can be summarized as follows: the digital image is acquired by a scanning device, the changes are performed digitally from T0 to T1, the new information is transferred back to solid state. The object is exported in a widely recognisable format (.stl for example) using “mask” function set with thresholding on the area of interest and 3D reconstruction function. ![]() The most commonly used software is Mimics (Materialise, Leuven). Also MRI, angiography or any other three-dimensional data could be used in the same way. The superimposed virtual objects are usually obtained with 3-dimensional X-rays as CT dental scans which are then manipulated with commercially available software for CBCT manipulation. ![]() The most commonly used systems are head mounted displays and half, silvered mirror projections, both of them are valid systems for augmented reality and have a multitude of different setting as described by Azuma et al. However the use of markers simplifies this tracking process. Most authors propose a handmade pre-operative calibration, instead of an automatic one. This is still a controversial topic since it is highly affected by the system used. However, substituting virtual reality with augmented reality means to superimpose virtual objects to the reality in a precise and reproducible way considering the three dimensions of space as well as the user’s and patient’s movements. The growth in popularity has brought the use of augmented reality to the attention of the medical researchers and of the digital centers who are following two different methods: using already available systems or developing their own, customized combination of hardware and software. Its application in dentistry begun with the development of new visualization system for anatomic exploration from the use of virtual-reality based software. Other features can be added as 3D audio direction, freedom of movement in the environment and conformance to human vision, which permits correct sizing of object in distance. There also might be physical interaction with the environment and physical feedback given by haptic response when interacting with an object. The 360 records recreate the continuity of the surrounding with no interruptions. The user can navigate recordings which replace the real world in a convincing way. Immersive reality is similar to augmented reality but the user is interacting with a digital 3d world recreated through 360° real records. A similar example with the augmented reality would permit to directly observe a human body and to see virtual objects on it, or through it as the anatomy of the body was superimposed. For example a virtual reality system would be a head worn helmet which simulates navigation inside human body and permits the user to explore it on the base of a virtual three-dimensional reconstruction. Augmented reality, instead, generates an interaction between the real environment and virtual objects. Virtual reality, as the name suggests, is a virtual immersive environment where the user’s senses are stimulated with computer-generated sensations and feedbacks generating an “interaction”. Augmented reality, however is commonly confused with virtual reality since both have many aspects in common, even though the outcomes are completely different. The definition of augmented reality refers to: “a technology that superimposes a computer-generated image on a user’s view of the real world, thus providing a composite view”. The inherence from this specific field provided tools which are being used by some researchers, for example, virtual reality headset. The gaming industry is predominant in the augmented reality area because of the expertise brought by virtual reality development. Its applications are also easier since many existing devices are compatible with this technology while other are being developed in order to maximize its performances. Since then, the popularity explosion of augmented reality has reached high levels in the last lustrum. It wasn’t until 1991 that the definition of “augmented reality” was first described by Tom Caudell of the Boeing Company. The first application of augmented reality was developed by Ivan Edward Sunderland in 1968 with a binocular system “kinetic depth effect” made of two cathode ray tubes. ![]()
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