Meet the editors

Branislav Sobota was born in 1967. In 1990 he graduated (MSc.) with honors from the Department of Computers and Informatics of the FEEI, Technical University in Košice. He obtained his PhD in 1999 and his habilitation thesis in 2008 in the field of virtual reality and computer graphics. He is currently working as an Associate Professor for the Department of Computers and Informatics at the Technical University of Košice, Slovakia. His

scientific research focuses on computer graphics, parallel computing, and especially virtual reality and related technologies.

Dragan Cvetković graduated in Aeronautics from the Faculty of Mechanical Engineering, University of Belgrade, in 1988. He defended his doctoral dissertation in the Aeronautical Department in December 1997. He has published 64 books, scripts, and practicums about computers and computer programs, aviation weapons, and flight mechanics. He has published a large number of scientific papers nationally and internationally. Since March

2007, he has been working at the Singidunum University in Belgrade as an Assistant Professor. He became a Full Professor in the field of Informatics and Computing in March 2014. Since November 2019, he has been working as the Vice Rector for Teaching at the Singidunum University, Belgrade.

Contents

**Section 1**

*by I-Jui Lee*

**Section 2**

*by Long Hoang*

*by Samir Lemeš*

Judgment and Prototype

for the Medical Area

*and Chafiaa Hamitouche*

*by Yuk Ming Tang and H.L. Ho*

**Preface III**

Mixed Reality **1**

**Chapter 1 3**

**Chapter 2 23**

**Chapter 3 37**

**Chapter 4 53**

Mixed and Virtual Reality Applications **67**

**Chapter 5 69**

**Chapter 6 77**

**Chapter 7 89**

Using Augmented Reality Technology to Construct a Wood Furniture Sampling Platform for Designers and Sample Makers to Narrow the Gap between

Augmented Reality as a New and Innovative Learning Platform

*by Gerardo Reyes-Ruiz and Marisol Hernández-Hernández*

*by Djamel Aouam, Nadia Zenati-Henda, Samir Benbelkacem* 

Learning by Augmented Reality: Cluster Analysis Approach

3D Modeling and Computer Graphics in Virtual Reality

3D Solid Reconstruction from 2D Orthographic Views

Blockchain-Based Data Integrity for Collaborative CAD

An Interactive VR System for Anatomy Training

*by Helena Thuneberg and Hannu S. Salmi*

## Contents



Preface

Mixed reality (MR) is an area of computer research that deals with the combination of real-world and computer-generated data (virtual reality), where computergenerated graphical objects are visually mixed into the real environment and vice versa in real time. MR is the newest virtual reality technology. It usually uses 3D computer graphics technologies for visual presentation of the virtual world. MR can be created using at least one of the following technologies: augmented reality (AR) and augmented virtuality (AV). The MR system can be considered as the ultimate immersive system. MR systems are usually constructed as optical see-through (usually by using transparent displays) or video see-through. Implementation of MR systems is as a marker system (real scene with special markers visually replaced with virtual objects in runtime) or a markerless system (processing of virtual objects is without markers e.g. based on 3D-scanning).

Mixed and virtual reality systems, their applications, 3D computer graphics, and related technologies in their actual stage are the content of this book. Also, this book is about the formal or practical information about MR/VR, software and hardware MR/VR solutions, and desktop or mobile MR/VR platforms. In the first part, we present 3D-modeling and computer graphics in virtual reality, a stereoscopy and an autostereoscopy and 3D solids reconstruction. The second part contains beautiful examples of the applications of these technologies in industrial, medical, and

The book is divided into two sections: first section is Mixed Reality, Virtaul Reality and 3D Computer Graphics, second section is Mixed and virtual reality applications. The first section contains four chapters. The production and design of wood furniture manufacturing includes manufacturing furniture parts and their assembly with appropriate finishing operations. The process requires repeated communications and discussions, as well as furniture sampling and trials, which are indispensable. The results in the first chapter confirmed that applying the AR technology can effectively narrow the gap between judgment and prototype. The second chapter shows an AR project applied to medicine. The project is crystallized through a system, based on this new technology that serves as an innovative learning platform. VR becomes a potential solution to enhance clinical medicine (functional, re-education, training), especially with the growth evolution of technologies from both the visualization and 3D gestural interaction point of views. The third chapter describes this composed system. Because the use of AR is increasing, it is important to study its possibilities within both formal and informal

The second section contains six chapters. In the era of digital technologies, 3D modelling and CG techniques not only apply to the development of virtual models for computer simulation, artificial intelligence, and big data analytics, but they can also be applied in many different applications in VR. The first chapter describes that. Chapter Two presents the principles, algorithms, databases, and programming for the advanced reconstruction systems (3D solid reconstruction

learning contexts, and the fourth chapter illustrates this.

educational areas.
