Oral cancer was ranked as the fifth most common cancers in both sexes in Taiwan in 2014. For patients diagnosed with the advanced or late stage of oral SCC, the five-year survival rate is reported to be ~ 33% suggesting the importance of the early detection of oral cancer. There have been various studies of investigating the clinical utility of OCT for the early detection of oral precancerous lesions with 1300 nm OCT technology. In this study, we have developed a long-wavelength, multiscale OCT imaging system enabling multiscale imaging of the ex vivo oral precancerous tissue with an increased imaging depth. Objectives with two different magnifications are mounted to a power turret, enabling seamless change of the OCT imaging resolution via the software control. OCT imaging over a variety of oral precancer pathologies will be demonstrated with above OCT system.
The inner ear is a small and sophisticated organ, mainly comprising of the vestibular system and cochlea, responsible for hearing function and plays a crucial role in the life wellness.There have been several studies of investigating the cochlear structures with OCT, and most of these studies used OCT systems with a central wavelength of 1.3 µm. However, the utility of 1 µm OCT system for cochlear imaging application has yet been explored albeit the capability of providing OCT images with a higher axial resolution. Therefore, in this study, we have developed a 1.3 µm and a 1 µm OCT system allowing quantitative and spectroscopic comparison of the cochlear microstructures.
The main purpose of computer games is to immerse a user in a virtual environment. The perception of immersion experience has been used to develop virtual reality applications for game-based learning, healthcare, rehabilitation, etc. In traditional games, the user immersion is performed through the sense of visuals and sounds with interactions through 2D input devices like the mouse and keyboards. Haptic technology can simulate tactile and kinesthetic sensations in virtual environments. The real-time interaction and feedback are very important for development of rehabilitation applications. The main goal of our research is to enable real time simulation of force feedback for rehabilitation and learning games. This paper presents a framework for developing the virtual puzzle-box game for rehabilitation and education based on haptic display. The proposed framework introduces a collision handling method to compute feedback force and provide realistic feedback through the haptic device.
An autostereoscopic display provides users great enjoyment of stereo visualization without uncomfortable and
inconvenient drawbacks of wearing stereo glasses. However, bandwidth constraints of current multi-view 3D display
severely restrict the number of views that can be simultaneously displayed without degrading resolution or increasing
display cost unacceptably. An alternative to multiple view presentation is that the position of observer can be measured
by using viewer-tracking sensor. It is a very important module of the viewer-tracking component for fluently rendering
and accurately projecting the stereo video. In order to render stereo content with respect to user's view points and to
optically project the content onto the left and right eyes of the user accurately, the real-time viewer tracking technique
that allows the user to move around freely when watching the autostereoscopic display is developed in this study. It
comprises the face detection by using multiple eigenspaces of various lighting conditions, fast block matching for
tracking four motion parameters of the user's face region. The Edge Orientation Histogram (EOH) on Real AdaBoost to
improve the performance of original AdaBoost algorithm is also applied in this study. The AdaBoost algorithm using
Haar feature in OpenCV library developed by Intel to detect human face and enhance the accuracy performance with
rotating image. The frame rate of viewer tracking process can achieve up to 15 Hz. Since performance of the viewer
tracking autostereoscopic display is still influenced under variant environmental conditions, the accuracy, robustness and
efficiency of the viewer-tracking system are evaluated in this study.
Object movie (OM) is a popular technique for producing interactive 3D artifacts because of its simplicity in production
and it photo-realistic ability to present the artifacts. At the same time, many stereoscopic vision techniques are developed
for a variety of applications. However, the traditional approach for generating binocular object movies require duplicate
effort compared with monocular ones both in the process of acquisition and image processing. Therefore, we propose a
framework to generate stereo OMs from monocular ones with the help of an automatically constructed 3D model from the
monocular OM. Here, a new representation of the 3D model, named billboard clusters, is proposed for efficient generating
binocular views. In order to obtain better results, a novel approach to extract view-independent texture is developed in
this work. Besides, billboard clusters can be used to compress the storage capacity of OMs, and to perform relighting so
that the binocular OMs can be well augmented into virtual environments with different lighting conditions. This paper
describes the methods in detail and reports on its wide applications.
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