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Keywords = virtual studio technology

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26 pages, 930 KB  
Article
Modular Microservices Architecture for Generative Music Integration in Digital Audio Workstations via VST Plugin
by Adriano N. Raposo and Vasco N. G. J. Soares
Future Internet 2025, 17(10), 469; https://doi.org/10.3390/fi17100469 - 12 Oct 2025
Viewed by 426
Abstract
This paper presents the design and implementation of a modular cloud-based architecture that enables generative music capabilities in Digital Audio Workstations through a MIDI microservices backend and a user-friendly VST plugin frontend. The system comprises a generative harmony engine deployed as a standalone [...] Read more.
This paper presents the design and implementation of a modular cloud-based architecture that enables generative music capabilities in Digital Audio Workstations through a MIDI microservices backend and a user-friendly VST plugin frontend. The system comprises a generative harmony engine deployed as a standalone service, a microservice layer that orchestrates communication and exposes an API, and a VST plugin that interacts with the backend to retrieve harmonic sequences and MIDI data. Among the microservices is a dedicated component that converts textual chord sequences into MIDI files. The VST plugin allows the user to drag and drop the generated chord progressions directly into a DAW’s MIDI track timeline. This architecture prioritizes modularity, cloud scalability, and seamless integration into existing music production workflows, while abstracting away technical complexity from end users. The proposed system demonstrates how microservice-based design and cross-platform plugin development can be effectively combined to support generative music workflows, offering both researchers and practitioners a replicable and extensible framework. Full article
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18 pages, 728 KB  
Article
Curriculum–Skill Gap in the AI Era: Assessing Alignment in Communication-Related Programs
by Burak Yaprak, Sertaç Ercan, Bilal Coşan and Mehmet Zahid Ecevit
Journal. Media 2025, 6(4), 171; https://doi.org/10.3390/journalmedia6040171 - 6 Oct 2025
Viewed by 695
Abstract
Artificial intelligence is rapidly reshaping skill expectations across media, marketing, and journalism, however, university curricula are not evolving at a comparable speed. To quantify the resulting curriculum–skill gap in communication-related programs, two synchronous corpora were assembled for the period July 2024–June 2025: 66 [...] Read more.
Artificial intelligence is rapidly reshaping skill expectations across media, marketing, and journalism, however, university curricula are not evolving at a comparable speed. To quantify the resulting curriculum–skill gap in communication-related programs, two synchronous corpora were assembled for the period July 2024–June 2025: 66 course descriptions from six leading UK universities and 107 graduate-to-mid-level job advertisements in communications, digital media, advertising, and public relations. Alignment around AI, datafication, and platform governance was assessed through a three-stage natural-language-processing workflow: a dual-tier AI-keyword index, comparative TF–IDF salience, and latent Dirichlet allocation topic modeling with bootstrap uncertainty. Curricula devoted 6.0% of their vocabulary to AI plus data/platform terms, whereas job ads allocated only 2.3% (χ2 = 314.4, p < 0.001), indicating a conceptual-critical emphasis on ethics, power, and societal impact in the academy versus an operational focus on SEO, multichannel analytics, and campaign performance in recruitment discourse. Topic modeling corroborated this divergence: universities foregrounded themes labelled “Politics, Power & Governance”, while advertisers concentrated on “Campaign Execution & Performance”. Environmental and social externalities of AI—central to the Special Issue theme—were foregrounded in curricula but remained virtually absent from job advertisements. The findings are interpreted as an extension of technology-biased-skill-change theory to communication disciplines, and it is suggested that studio-based micro-credentials in automation workflows, dashboard visualization, and sustainable AI practice be embedded without relinquishing critical reflexivity, thereby narrowing the curriculum–skill gap and fostering environmentally, socially, and economically responsible media innovation. With respect to the novelty of this research, it constitutes the first large-scale, data-driven corpus analysis that empirically assessed the AI-related curriculum–skill gap in communication disciplines, thereby extending technology-biased-skill-change theory into this field. Full article
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23 pages, 9408 KB  
Article
Evolution of Industrial Robots from the Perspective of the Metaverse: Integration of Virtual and Physical Realities and Human–Robot Collaboration
by Jing You, Zhiyuan Wu, Wei Wei, Ning Li and Yuhua Yang
Appl. Sci. 2024, 14(14), 6369; https://doi.org/10.3390/app14146369 - 22 Jul 2024
Cited by 5 | Viewed by 3199
Abstract
During the transition from Industry 4.0 to Industry 5.0, industrial robotics technology faces the need for intelligent and highly integrated development. Metaverse technology creates immersive and interactive virtual environments, allowing technicians to perform simulations and experiments in the virtual world, and overcoming the [...] Read more.
During the transition from Industry 4.0 to Industry 5.0, industrial robotics technology faces the need for intelligent and highly integrated development. Metaverse technology creates immersive and interactive virtual environments, allowing technicians to perform simulations and experiments in the virtual world, and overcoming the limitations of traditional industrial operations. This paper explores the application and evolution of metaverse technology in the field of industrial robotics, focusing on the realization of virtual–real integration and human–machine collaboration. It proposes a design framework for a virtual–real interaction system based on the ROS and WEB technologies, supporting robot connectivity, posture display, coordinate axis conversion, and cross-platform multi-robot loading. This paper emphasizes the study of two key technologies for the system: virtual–real model communication and virtual–real model transformation. A general communication mechanism is designed and implemented based on the ROS, using the ROS topic subscription to achieve connection and real-time data communication between physical robots and virtual models, and utilizing URDF model transformation technology for model invocation and display. Compared with traditional simulation software, i.e., KUKA Sim PRO (version 1.1) and RobotStudio (version 6.08), the system improves model loading by 45.58% and 24.72%, and the drive response by 41.50% and 28.75%. This system not only supports virtual simulation and training but also enables the operation of physical industrial robots, provides persistent data storage, and supports action reproduction and offline data analysis and decision making. Full article
(This article belongs to the Topic Smart Production in Terms of Industry 4.0 and 5.0)
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24 pages, 14577 KB  
Article
Integrating Extended Reality in Architectural Design Studio Teaching and Reviews: Implementing a Participatory Action Research Framework
by Kristof Crolla, Jingwen Song, Andreea Bunica and Abdullah Tahir Sheikh
Buildings 2024, 14(6), 1865; https://doi.org/10.3390/buildings14061865 - 20 Jun 2024
Cited by 4 | Viewed by 5277
Abstract
In architectural education, the integration of Extended Reality (XR) technologies—including Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR)—promises to revolutionise design studio teaching by offering immersive and interactive learning experiences. However, the broad adoption of XR in architectural education faces significant [...] Read more.
In architectural education, the integration of Extended Reality (XR) technologies—including Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR)—promises to revolutionise design studio teaching by offering immersive and interactive learning experiences. However, the broad adoption of XR in architectural education faces significant obstacles. These problems include a skills gap between students and educators, the challenge of establishing suitable simulation and experimental environments for specific educational needs, and the complexities of integrating these technologies into traditional curricula. This research aims to advance the pedagogical understanding of the value XR tools and techniques offer within an architectural design education context that engages students, teachers, and faculty members in a collective exploration of XR technologies. The study specifically focuses on integrating XR into the design studio’s final review stage to enhance reviewer engagement and ensuing student learning outcomes, thereby transforming architectural design studio education. Utilising a Participatory Action Research (PAR) methodology, the study established an XR learning environment and created a collaborative review framework within a Master of Architecture programme. A mixed-methods strategy was employed for data collection to assess the impact of XR applications on design processes, review experiences, and learning outcomes. This strategy included creating digital prototypes of XR applications, followed by user testing to gather both qualitative feedback and quantitative performance data. In the practical implementation section, this article provides information on the applications that were developed for specific educational needs to create simulated and experimental environments. The focus is not only on the design of these applications but also on their ability to allow students to communicate with reviewers and audiences about their design projects. The findings indicate that XR technologies have the potential to enhance students’ engagement by improving visualisation capabilities and bridging the gap between theoretical and practical aspects of architectural design. This study underscores the potential of XR technologies to transform architectural education, suggesting a framework for their integration into design studios. It contributes to the pedagogical discourse by providing insights into effective XR-based teaching methodologies and setting a foundation for future innovations and technology integration into architectural learning. Full article
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21 pages, 13105 KB  
Article
Virtual Reality in Historic Urban District Renovation for Enhancing Social and Environmental Sustainability: A Case of Tangzixiang in Anhui
by Tingjun Li and Qingxiang Li
Sustainability 2024, 16(7), 2665; https://doi.org/10.3390/su16072665 - 24 Mar 2024
Cited by 13 | Viewed by 2828
Abstract
Virtual reality (VR) technology has attracted the attention of architectural practitioners due to its ability to allow people to interact with proposed design elements through unique and immersive experiences. This study aims at providing a bottom-up decision-making approach, using VR technology for inhabitant [...] Read more.
Virtual reality (VR) technology has attracted the attention of architectural practitioners due to its ability to allow people to interact with proposed design elements through unique and immersive experiences. This study aims at providing a bottom-up decision-making approach, using VR technology for inhabitant engagement in the design process of historic urban district renovation to preserve local culture, improve community interaction, and replace printed paper use for review. The study focuses on the Tangzixiang district in the Anhui province, providing Scheme 1 with a traditional architectural style and Scheme 2 with a modern architectural style for the renovation. The schemes are developed in a VR environment in both smooth movement mode and node-based movement mode. A total of 62 inhabitants and 10 architecture practitioners finished the VR experience, and the survey-based results indicate that VR quality can satisfy the requirements of practitioners in a professional review. In the inhabitants’ view, Scheme 1, with a traditional architectural style, is identified as being more effective in preserving local culture. The scheme is improved by the design studio after the survey, based on the questionnaire results and comments. Notably, 56 participants scored five, indicating their agreement with the notion that VR enhances their engagement in the design stage. The effectiveness of the VR technology in the bottom-up decision-making process has proven to offer inhabitants opportunities to participate. This study demonstrates how this level of immersive experience in VR environments has the potential to be applied in more projects, aiding clients in better understanding design intent and helping them make more informed decisions early in the design process. Full article
(This article belongs to the Section Social Ecology and Sustainability)
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12 pages, 6238 KB  
Article
A Critical Reflection on the Impact of Virtual Design Studio on Curriculum Development and Studio Culture in First-Year Architecture Studies
by Jasna Mariotti and Chantelle Niblock
Trends High. Educ. 2023, 2(4), 599-610; https://doi.org/10.3390/higheredu2040036 - 23 Nov 2023
Viewed by 2623
Abstract
In the past few years, higher education across the world transitioned to different online platforms where virtual classrooms were set, following national guidelines during the COVID-19 pandemic. This paper analyses qualitative data from first-year students in architecture from a higher education institution in [...] Read more.
In the past few years, higher education across the world transitioned to different online platforms where virtual classrooms were set, following national guidelines during the COVID-19 pandemic. This paper analyses qualitative data from first-year students in architecture from a higher education institution in the UK and draws on lecturers’ reflective observations of teaching during the COVID-19 pandemic. The findings of this research provide some critical considerations for the long-term impact of the virtual design studio on architectural design pedagogy and teaching methods in first-year studies. This research found that technology integration enabled innovative design methods, improved digital literacy, and enhanced collaboration in first-year architectural education. While online learning met learning objectives, it posed challenges like social isolation and motivation issues. The study underscores the importance of investigating virtual design studios and technology integration in early architectural education, offering opportunities for curriculum development and future research. These findings have broad relevance for educators teaching first-year architecture students globally. Full article
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25 pages, 10128 KB  
Article
Integration of Virtual Reality in the Control System of an Innovative Medical Robot for Single-Incision Laparoscopic Surgery
by Florin Covaciu, Nicolae Crisan, Calin Vaida, Iulia Andras, Alexandru Pusca, Bogdan Gherman, Corina Radu, Paul Tucan, Nadim Al Hajjar and Doina Pisla
Sensors 2023, 23(12), 5400; https://doi.org/10.3390/s23125400 - 7 Jun 2023
Cited by 10 | Viewed by 3562
Abstract
In recent years, there has been an expansion in the development of simulators that use virtual reality (VR) as a learning tool. In surgery where robots are used, VR serves as a revolutionary technology to help medical doctors train in using these robotic [...] Read more.
In recent years, there has been an expansion in the development of simulators that use virtual reality (VR) as a learning tool. In surgery where robots are used, VR serves as a revolutionary technology to help medical doctors train in using these robotic systems and accumulate knowledge without risk. This article presents a study in which VR is used to create a simulator designed for robotically assisted single-uniport surgery. The control of the surgical robotic system is achieved using voice commands for laparoscopic camera positioning and via a user interface developed using the Visual Studio program that connects a wristband equipped with sensors attached to the user’s hand for the manipulation of the active instruments. The software consists of the user interface and the VR application via the TCP/IP communication protocol. To study the evolution of the performance of this virtual system, 15 people were involved in the experimental evaluation of the VR simulator built for the robotic surgical system, having to complete a medically relevant task. The experimental data validated the initial solution, which will be further developed. Full article
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29 pages, 6871 KB  
Article
Implementing Affordance-Based Design Review Method Using Virtual Reality in Architectural Design Studio
by Fauzan Alfi Agirachman, Michihiko Shinozaki, Mochamad Donny Koerniawan and Aswin Indraprastha
Buildings 2022, 12(9), 1296; https://doi.org/10.3390/buildings12091296 - 24 Aug 2022
Cited by 12 | Viewed by 5148
Abstract
In recent years, researchers in the architecture field have explored VR technology for various purposes in the architectural design process. Current efforts have supported the growing knowledge of VR utilization, specifically for the architectural design review process. In this study, we adapt the [...] Read more.
In recent years, researchers in the architecture field have explored VR technology for various purposes in the architectural design process. Current efforts have supported the growing knowledge of VR utilization, specifically for the architectural design review process. In this study, we adapt the affordance concept from the ecological psychology study to add further evidence on VR utilization for the design review process. This study aims to develop an affordance-based design review method in architectural design by utilizing immersive VR technology. It sits at the crossroads of architecture design, virtual reality, and affordance research. This project aimed to create an affordance-based review method framework, a VR system to support the method, test both the method and the VR system, and assess the VR system’s effectiveness as a companion system for the affordance-based design method process. The study was conducted in the scope of architectural education settings only. It used a third-year architectural design studio course as a case. This study confirms that the affordance-based design review method using virtual reality helps students improve their design work. The method reveals the presence of positive and negative affordances in their work. It also shows the differences between a student and supervisor in perceiving the affordances for reviewing design works. Full article
(This article belongs to the Section Architectural Design, Urban Science, and Real Estate)
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24 pages, 15003 KB  
Article
Realistic Virtual Humans for Cultural Heritage Applications
by Effie Karuzaki, Nikolaos Partarakis, Nikolaos Patsiouras, Emmanouil Zidianakis, Antonios Katzourakis, Antreas Pattakos, Danae Kaplanidi, Evangelia Baka, Nedjma Cadi, Nadia Magnenat-Thalmann, Chris Ringas, Eleana Tasiopoulou and Xenophon Zabulis
Heritage 2021, 4(4), 4148-4171; https://doi.org/10.3390/heritage4040228 - 1 Nov 2021
Cited by 42 | Viewed by 7278
Abstract
Virtual Humans are becoming a commodity in computing technology and lately have been utilized in the context of interactive presentations in Virtual Cultural Heritage environments and exhibitions. To this end, this research work underlines the importance of aligning and fine-tuning Virtual Humans’ appearance [...] Read more.
Virtual Humans are becoming a commodity in computing technology and lately have been utilized in the context of interactive presentations in Virtual Cultural Heritage environments and exhibitions. To this end, this research work underlines the importance of aligning and fine-tuning Virtual Humans’ appearance to their roles and highlights the importance of affective components. Building realistic Virtual Humans was traditionally a great challenge requiring a professional motion capturing studio and heavy resources in 3D animation and design. In this paper, a workflow for their implementation is presented, based on current technological trends in wearable mocap systems and advancements in software technology for their implementation, animation, and visualization. The workflow starts from motion recording and segmentation to avatar implementation, retargeting, animation, lip synchronization, face morphing, and integration to a virtual or physical environment. The testing of the workflow occurs in a use case for the Mastic Museum of Chios and the implementation is validated both in a 3D virtual environment accessed through Virtual Reality and on-site at the museum through an Augmented Reality application. The findings, support the initial hypothesis through a formative evaluation, and lessons learned are transformed into a set of guidelines to support the replication of this work. Full article
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22 pages, 2479 KB  
Review
Systematic Review of Clinical Applications of CAD/CAM Technology for Craniofacial Implants Placement and Manufacturing of Orbital Prostheses
by Waqas Tanveer, Angela Ridwan-Pramana, Pedro Molinero-Mourelle and Tymour Forouzanfar
Int. J. Environ. Res. Public Health 2021, 18(21), 11349; https://doi.org/10.3390/ijerph182111349 - 28 Oct 2021
Cited by 17 | Viewed by 6176
Abstract
This systematic review was aimed at gathering technical and clinical applications of CAD/CAM technology for the preoperative planning of craniofacial implants placement, designing of molds and substructures and fabrication of orbital prostheses. Following the Preferred Reporting Items for Systematic Reviews and Meta-Analysis (PRISMA) [...] Read more.
This systematic review was aimed at gathering technical and clinical applications of CAD/CAM technology for the preoperative planning of craniofacial implants placement, designing of molds and substructures and fabrication of orbital prostheses. Following the Preferred Reporting Items for Systematic Reviews and Meta-Analysis (PRISMA) guidelines, an electronic search was executed. Human studies that utilized digital planning systems for the prosthetic rehabilitation of orbital defects were included. A total of 16 studies of 30 clinical cases, which were virtually planned through various digital planning and designing software, were included. The most common preoperative data required for digital planning were CT scans in 15 cases, the 3DSS-STD-II scanning system in 5 cases, an Artec Color 3D scanner in 3 cases and a NextEngine Desktop 3D laser scanner in 2 cases. Meanwhile, the digital designing software were Ease Orbital Implant Planning EOIPlan software in eight cases, Geomagic software in eight cases, Simplant software in four cases and Artec Studio 12 Professional in three cases. Surgical templates were fabricated for 12 cases to place 41 craniofacial implants in the orbital defect area. An image-guided surgical navigation system was utilized for the placement of five orbital implants in two cases. Digital designing and printing systems were reported for the preoperative planning of craniofacial implants placement, designing of molds and substructures and fabrication of orbital prostheses. The studies concluded that the digital planning, designing and fabrication of orbital prostheses reduce the clinical and laboratory times, reduces patient visits and provide a satisfactory outcome; however, technical skills and equipment costs are posing limitations on the use of these digital systems. Full article
(This article belongs to the Special Issue Digital Dentistry, Implantology and Maxillo-Facial Diseases)
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20 pages, 4986 KB  
Article
Transition from Physical Design Studio to Emergency Virtual Design Studio. Available Teaching and Learning Methods and Tools—A Case Study
by Elżbieta Komarzyńska-Świeściak, Britt Adams and Laura Thomas
Buildings 2021, 11(7), 312; https://doi.org/10.3390/buildings11070312 - 20 Jul 2021
Cited by 22 | Viewed by 5875
Abstract
At the core of architecture education are the design studio classes, where students test ideas, build physical models, and propose design projects in a shared creative environment. The COVID-19 pandemic in 2020 created a large disruption of this status quo and required a [...] Read more.
At the core of architecture education are the design studio classes, where students test ideas, build physical models, and propose design projects in a shared creative environment. The COVID-19 pandemic in 2020 created a large disruption of this status quo and required a major shift in the whole experience of teaching and learning at design studios. Using a case study approach, the present paper describes the systematic process of translating Physical Design Studio into emergency Virtual Design Studio and how it has been perceived by students enrolled in the investigated courses. The focus was primarily on those tools and methods that were intended to compensate for traditional workshop methods (for example the tactile exercise of physical model making and pin-up board presentations). To meet this objective, available tools for performing Virtual Design Studio were assessed using experiences of Design Studio instructors on the one hand and students’ surveys on the other hand. The study’s results can be used as recommendations on how to optimally implement a transition from a Physical Design Studio environment to teaching a digital remote design studio. Furthermore, the results also add to creating design guidelines for setting up blended architecture education post-COVID-19. Full article
(This article belongs to the Special Issue Computer Aided Architectural Design)
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24 pages, 9556 KB  
Article
Development of Multi-Axis Crank Linkage Motion System for Synchronized Flight Simulation with VR Immersion
by Cheng-Tang Pan, Pei-Yuan Sun, Hao-Jan Li, Cheng-Hsuan Hsieh, Zheng-Yu Hoe and Yow-Ling Shiue
Appl. Sci. 2021, 11(8), 3596; https://doi.org/10.3390/app11083596 - 16 Apr 2021
Cited by 11 | Viewed by 4438
Abstract
This paper developed a rotatable multi-axis motion platform combined with virtual reality (VR) immersion for flight simulation purposes. The system could simulate the state of the flight operation. The platform was mainly comprised of three crank linkage mechanisms to replace an expensive six [...] Read more.
This paper developed a rotatable multi-axis motion platform combined with virtual reality (VR) immersion for flight simulation purposes. The system could simulate the state of the flight operation. The platform was mainly comprised of three crank linkage mechanisms to replace an expensive six degrees of freedom (DoF) Stewart platform. Then, an independent subsystem which could rotate ±180° was installed at the center of the platform. Therefore, this platform exhibited 4-DoF movement, such as heave, roll, pitch, and yaw. In the servo motor control unit, Visual Studio C# was applied as the software to establish a motion control system to interact with the motion controller and four sets of servo motors. Ethernet Control Automation Technology (EtherCAT) was utilized to communicate the commands and orders between a PC and each servo motor. The optimum controller parameters of this system were obtained using Simulink simulation and verified by experiment. The multiple sets of servo motors and crank linkage mechanisms were synchronized with flight VR imagery. For VR imagery, the software Unity was used to design the flying digital content. The controller was used to transmit the platform’s spatial information to meet the direction of the pilot commands and to compensate the direction of the deviation in spatial coordinates. To achieve synchronized response and motion with respect to the three crank linkage mechanism platform and VR imagery on the tester’s goggle view, the relation of the spatial coordinate of VR imagery and three crank linkage mechanisms was transformed to angular displacement, speed and acceleration which were used to command the motor drive system. As soon as the position of the VR imagery changed, the computer instantly synchronized the VR imagery information to the multi-axis platform and performed multi-axis dynamic motion synchronously according to its commanded information. The testers can thus immerse in the VR image environment by watching the VR content, and obtain a flying experience. Full article
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22 pages, 1289 KB  
Review
Systematic Review of Clinical Applications of CAD/CAM Technology for Craniofacial Implants Placement and Manufacturing of Nasal Prostheses
by Waqas Tanveer, Angela Ridwan-Pramana, Pedro Molinero-Mourelle, Jan Harm Koolstra and Tymour Forouzanfar
Int. J. Environ. Res. Public Health 2021, 18(7), 3756; https://doi.org/10.3390/ijerph18073756 - 3 Apr 2021
Cited by 35 | Viewed by 7485
Abstract
The aim of this systematic review was to gather the clinical and laboratory applications of CAD/CAM technology for preoperative planning, designing of an attachment system, and manufacturing of nasal prostheses. According to Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines, an [...] Read more.
The aim of this systematic review was to gather the clinical and laboratory applications of CAD/CAM technology for preoperative planning, designing of an attachment system, and manufacturing of nasal prostheses. According to Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines, an electronic search was carried out. Only human clinical studies involving digital planning for the rehabilitation of facial defects were included. A total of 21 studies were included with 23 patients, which were virtually planned through different planning software. The most common preoperative data for digital planning were CT scans in nine cases, CBCT in six cases, and laser scans in six cases. The reported planning softwares were Mimics in six cases, Geomagic Studio software in six cases, ZBrush in four cases, and Freeform plus software in four cases. Ten surgical templates were designed and printed to place 36 implants after digital planning, while post-operative assessment was done in two cases to check the accuracy of planned implants. Digital 3D planning software was reported for presurgical planning and craniofacial implants placement, fabrication of molds, designing of implants, designing of retentive attachments, and printing of silicone prostheses. Digital technology has been claimed to reduce the clinical and laboratory time; however, the equipment cost is still one of the limitations. Full article
(This article belongs to the Special Issue Digital Dentistry, Implantology and Maxillo-Facial Diseases)
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19 pages, 941 KB  
Article
Generating Artificial Reverberation via Genetic Algorithms for Real-Time Applications
by Edward Ly and Julián Villegas
Entropy 2020, 22(11), 1309; https://doi.org/10.3390/e22111309 - 17 Nov 2020
Cited by 4 | Viewed by 4126
Abstract
We introduce a Virtual Studio Technology (VST) 2 audio effect plugin that performs convolution reverb using synthetic Room Impulse Responses (RIRs) generated via a Genetic Algorithm (GA). The parameters of the plugin include some of those defined under the ISO 3382-1 standard (e.g., [...] Read more.
We introduce a Virtual Studio Technology (VST) 2 audio effect plugin that performs convolution reverb using synthetic Room Impulse Responses (RIRs) generated via a Genetic Algorithm (GA). The parameters of the plugin include some of those defined under the ISO 3382-1 standard (e.g., reverberation time, early decay time, and clarity), which are used to determine the fitness values of potential RIRs so that the user has some control over the shape of the resulting RIRs. In the GA, these RIRs are initially generated via a custom Gaussian noise method, and then evolve via truncation selection, random weighted average crossover, and mutation via Gaussian multiplication in order to produce RIRs that resemble real-world, recorded ones. Binaural Room Impulse Responses (BRIRs) can also be generated by assigning two different RIRs to the left and right stereo channels. With the proposed audio effect, new RIRs that represent virtual rooms, some of which may even be impossible to replicate in the physical world, can be generated and stored. Objective evaluation of the GA shows that contradictory combinations of parameter values will produce RIRs with low fitness. Additionally, through subjective evaluation, it was determined that RIRs generated by the GA were still perceptually distinguishable from similar real-world RIRs, but the perceptual differences were reduced when longer execution times were used for generating the RIRs or the unprocessed audio signals were comprised of only speech. Full article
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21 pages, 10801 KB  
Article
Selection and Optimization of the Parameters of the Robotized Packaging Process of One Type of Product
by Szymon Borys, Wojciech Kaczmarek and Dariusz Laskowski
Sensors 2020, 20(18), 5378; https://doi.org/10.3390/s20185378 - 19 Sep 2020
Cited by 17 | Viewed by 4952
Abstract
The article presents the results of computer simulations related to the selection and optimization of the parameters of robotic packing process of one type of product. Taking the required performance of the robotic production line as a basis, we proposed its configuration using [...] Read more.
The article presents the results of computer simulations related to the selection and optimization of the parameters of robotic packing process of one type of product. Taking the required performance of the robotic production line as a basis, we proposed its configuration using the RobotStudio environment for offline robot programming and virtual controller technology. Next, a methodology for the validation of the adopted assumptions was developed, based on a wide range of input data and a precise representation of the applicable conditions in the packaging process of one type of product. This methodology included test scenarios repeated an appropriate number of times in order to obtain the result data with the desired reliability and repeatability. The main element of the research was a computer simulation of the station based on the Picking PowerPac package. It was assumed that the products on the technological line are generated pseudo-randomly, thus reflecting the real working conditions. The result of the conducted works is the optimal operating speed of industrial robots and conveyors. The developed methodology allows for multifaceted analyses of the key parameters of the technological process (e.g., the number of active robots and their load, speed of conveyors, and station efficiency). We paid special attention to the occurrence of anomalies, i.e., emergency situations in the form of “halting” the operation of chosen robots and their impact on the obtained quality of the industrial process. As a result of the simulations, numerical values were obtained, maximum efficiency, with regard to maximum overflow of items of 5%, for LB algorithm was equal to 1188 completed containers per hour, with conveyors speeds of 270 mm/s and 165 mm/s. This efficiency was possible at robot speeds R1 = 6450 mm/s, R2 = 7500 mm/s, R3 = 6500 mm/s, R4 = 6375 mm/s, R5 = 5500 mm/s, R6 = 7200 mm/s. The ATC algorithm reached efficiency of 1332 containers per hour with less than 5% overflown items, with conveyor speeds of 310 mm/s and 185 mm/s. This efficiency was possible at robot speeds R1 = 7500 mm/s, R2 = 7500 mm/s, R3 = 7200 mm/s, R4 = 7000 mm/s, R5 = 6450 mm/s, R6 = 6300 mm/s. Tests carried out for emergency situations showed that the LB algorithm does not allow for automatic continuation of the process, while the ATC algorithm assured production efficiency of 94% to 98% of the maximum station efficiency. Full article
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