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Dental anatomy education has evolved over time, adopting a classical teaching model that combines theoretical instruction with practical training. An accurate understanding of tooth anatomical morphology is an important foundation for oral clinical practice, particularly in procedures related to prosthodontic treatment, endodontic treatment, occlusal reconstruction, and implant restoration. Therefore, researchers have continuously explored new teaching methods and technologies to support the establishment of anatomical knowledge systems. Previous studies have mainly improved dental anatomy education by optimizing teaching methods and exploring the applicability of different carving materials. With the development of digital technologies, three-dimensional scanning, three-dimensional reconstruction, 3D printing, virtual reality, and augmented reality have gradually expanded from clinical applications to medical education, providing new tools for students to understand complex three-dimensional structures15. In the future, as artificial intelligence and mobile computing develop, these technologies are expected to be integrated into routine teaching in a lower-cost, more convenient manner.
In this system, the standard tooth model can be reused. The three-dimensional object tracking markers can be designed in 3D modeling software, and their spatial relationships can be determined before being directly imported into the AR software. The entire workflow can then be completed by 3D-printing the tooth-carving base. It is worth noting that using 3D-printed tooth models as physical references for tooth-carving training has also shown educational value, with advantages such as low cost, intuitive morphology, and repeated observation. However, AR technology offers real-time visual navigation. It can provide a real-time, rotatable, and transparency-adjustable three-dimensional visual reference in the actual wax block carving environment13. As the technology continues to develop, AR is expected to be applied to education in a lower-cost, simpler, and more convenient form. Therefore, AR-assisted teaching has considerable potential for further development.
For AR systems, visualization quality, tracking stability, and registration accuracy are key technical factors that determine the reliability of virtual-real overlay and the user experience16. Previous studies have explored the use of AR systems for tooth carving education, but most have adopted image tracking5,13. In contrast, the present system uses three-dimensional object tracking. Image marker tracking offers simple preparation, low cost, and easy deployment, and it can provide stable recognition when the marker is clearly visible and within an appropriate viewing angle. During tooth carving, the wax block often needs to be rotated so that the operator can observe the target tooth morphology from multiple angles. Under these conditions, an image marker may not remain fully visible within the camera field of view, which can interrupt marker recognition and limit the continuity of real-time AR guidance. Compared with image tracking, which primarily relies on planar image markers, three-dimensional object tracking estimates the object's spatial pose based on its geometric contour and natural visual features. This enables the system to register the virtual tooth model with the physical wax block base from multiple viewing angles, thereby more closely matching the actual tooth-carving scenario, in which the operator needs to rotate and observe the wax block during practice. However, this approach usually requires a CAD model or a three-dimensional scanned model of the tracking object, followed by 3D printing and assembly, which increases the complexity of model preparation compared with planar image-marker tracking. Therefore, a practical strategy is to fix the wax block onto a base with distinct geometric structures and visual features. Based on this tracking approach, the system optimizes the tracking strategy by relying on markers assembled into the base to observe the virtual tooth model within a rectangular field of view. During system iteration, a registration threshold adjustment function was added to balance recognition sensitivity and overlay accuracy. A lower threshold improves recognition success but may reduce overlay stability, whereas a higher threshold improves registration accuracy but may increase recognition difficulty. In addition, the tracking interface allows users to switch tracking models and adjust transparency in real time, thereby simplifying operation.
However, this system still has several limitations. First, the current system relies on a computer and an external high-definition camera. The device connection and spatial arrangement are relatively complex, which limits its application in large-class teaching. To reduce cost and improve accessibility, work is underway to adapt the system to mobile devices such as tablets and smartphones. Second, recognition performance is affected by illumination, camera angle, marker occlusion, and base rotation speed. When the marker is occluded or the base is rotated too quickly, the system may fail to recognize it, and the marker must be re-exposed before recognition is restored. Another limitation of this protocol is that several commercial or customized software packages were used for model design, mesh processing, and AR registration. Some functions may be partially replaced by open-source or low-cost alternatives. For example, FreeCAD or Blender may be used for three-dimensional model design and editing, and MeshLab or CloudCompare may be used for mesh processing. In addition, Unity combined with Vuforia Engine may provide a potential development framework for AR based on three-dimensional object recognition, such as model-target-based tracking. However, reproducing the AR workflow used in this protocol would still require additional software development, parameter optimization, and validation. Therefore, although the modeling and mesh-processing steps may be partially reproduced using alternative software, the AR tracking and registration module implemented in this protocol cannot be directly replaced by an existing open-source package without further development and validation.
Finally, the two-dimensional image-plane overlay deviation analysis can only partially reflect the system's overlay accuracy. Since tooth carving is a three-dimensional procedure, the current data cannot fully demonstrate the three-dimensional registration accuracy required for fine tooth-carving training. The effects of marker occlusion, camera angle, illumination, and rotation speed on registration performance were also not separately assessed. Therefore, it remains unclear whether the system provides sufficient accuracy for fine tooth-carving guidance. Finally, this study only completed a single-sample workflow validation, and its ability to improve students’ carving quality and learning outcomes still needs to be confirmed through large-sample controlled studies.
In summary, this study proposes an augmented reality-assisted tooth carving protocol based on three-dimensional object tracking. The single-sample validation results suggest that this workflow can achieve AR overlay between the standard tooth model and the physical wax block operating scene, providing an intuitive three-dimensional visual reference for tooth carving training. Although the current results cannot directly demonstrate that its educational effect is superior to that of traditional methods, this protocol demonstrates the feasibility and value of further research into the application of AR technology to tooth carving training. With advances in mobile devices, three-dimensional recognition algorithms, and artificial intelligence, AR-assisted tooth-carving education may be integrated into dental laboratory teaching in a lower-cost, more convenient, and more scalable manner.