Delving into the art (instead of science) of anatomy

Delving into the art (instead of science) of anatomy

New XR Course for FAll 2024

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The first thing the students saw were the bones.

There were more than a hundred of them, stacked neatly in plastic bins on a long table in the front of classroom 2060. Some were long and slender, others bulbous and asymmetrical. All had the same glossy sheen.

From far away, they resembled delicate china figurines. Up close, it was easier to tell that they were 3D-printed versions of the same bones you’d find in a human pelvis or mouth or arm.

The students in the “Art of Anatomy” mini-course rummaged through the bone-like objects, serious expressions on their faces as they deliberated which to choose.

Their assignment that day was to create a sculptural arrangement. It could be anatomically correct; it could resemble nothing that you’d typically find in a skeleton. Then they had to take a picture of their designs and draw the shadows they’d made, using graphite pencils or charcoal.

The activity was intended to explore the body from a different perspective, to discover the angles and shapes its parts could make, and to ask the question that lay at the core of every session in this course: How does interacting with models of our anatomy, which try to approximate the experience of real human bodies, compare to encountering the real thing?

The next hour or so was nearly silent, except for the clunking of the tiny bones and the scratching of the pencils. Maya Moufawad, a pre-dental and art major, had chosen two halves of a jaw, complete with teeth. She fit them together and then affixed them to two smaller bones, making it look like the Flintstones had gotten their hands on a dental mold and decided to display it as art, using bones as the frame.

Movement science student Abby Kramer went with a thoracic vertebra, a lumbar vertebra, and a sacral bone. She liked being able to hold the bones, to turn them around and flip them upside down to better understand their structure and proportion.

She connected the lumbar vertebral bone directly with the sacrum, which would have been in the appropriate location anatomically. But, as she noted later: “There were still a lot of unknowns.” You couldn’t fully understand the body by looking at these bones. They were, both literally and figuratively, missing connective tissue.

“We’re trying to get them to understand that even the most factual anatomical model is still a fiction,” says Jennifer Gear, an art history and movement science lecturer who co-designed and taught the course. “It’s still removed from the body. In what ways and for what reasons? How do you stop thinking about these things as objective truths — but rather, to see them as believable fictions?”

***

When movement science student Regan Lee walked into the Capuchin Crypt in Rome, she, too, was fascinated by the bones.

In this case, they were real human bones from deceased Catholic friars, used to adorn a mausoleum that is like few others on Earth. The crypt is literally decorated with human remains — skulls framing archways, tibias and femurs arranged in elaborate crosses and mandalas on the walls and ceilings.

At the time, Lee was on a day trip during movement science associate professor Melissa Gross’ class, “Art and Anatomy in the Italian Renaissance,” for which students travel to Italy and use the classical statues and paintings of the Renaissance era as a guide to learning about anatomical structures.

As she walked away from the unique crypt, Lee was “nerding out.”

“I think everyone should see this,” she told Gross.

Gross had a different idea.

“What if we made this a class?” she pondered. “Let’s have students make their own art with the bones they’re used to looking at. We could 3-D print bones that the students could think critically about.”

“That’s crazy,” Lee responded. “Are you serious?”

***

Gross was indeed. She’d 3-D printed a small number of bones for previous anatomy courses, so she knew it could be done. And she’d spent her career creating innovative interdisciplinary courses in an attempt to engage students, stimulating them to learn in ways that worked better for them.

Together with Gear, she’d applied that paradigm of thinking to create the “Art and Anatomy in the Italian Renaissance” course Lee was so enjoying. She thought she and Gear could build off that successful partnership and come up with a class that challenged students to revisit their preconceptions about both art and the body.

The pair started brainstorming. They wanted to teach a projects-based class — one with no tests, plenty of guest speakers, and lots of hands-on activities. They wanted to take students to different locations: the Hatcher Library’s Special Collections Research Center to look at Renaissance-era anatomy books, the Taubman Health Sciences Library to examine digital cadavers via the interactive Anatomage table, the Visualization Studio at the James and Anne Duderstadt Center on North Campus to play around with bones in virtual and augmented reality.

“I think of the classroom as a sandbox,” Gear says, “and I’m going to bring my best toys. Because I’ve got to be there with the students every day, too, and I don’t want to be bored. So I try to think about what would be fun to do, and this was a class that could lend itself to fun things.”

They wanted to ground the course in an arts-based approach, using critical thinking to respectfully challenge assumptions and foster dialogue that valued different perspectives. To do so, they planned to advertise in different schools on campus to attract students with varying backgrounds.

“Our goal was to open the students’ minds to other ways of seeing, of moving, of experiencing,” Gross says.

***

Coincidentally, the U-M Arts Initiative was looking for proposals for its Arts & Curriculum grant, which promotes the integration of arts into course development and teaching. In November 2022, the initiative gave its approval — and $19,611 worth of funds — to support Gross and Gear’s seven-week-long mini-course.

The pair used some of the grant money to pay Lee, who began the arduous task of printing the bones. Even the smallest ones took hours, and the printers often malfunctioned. Lee stuffed the ones that failed to print in her bag, and they clanked around as she walked.

“Even my apartment had bones everywhere,” Lee says.

Eventually, most of the bones made their way to SKB’s classroom 2060, as did 20 students — some from Kinesiology, some from Engineering, some from the Stamps School of Art and Design.

The students drew the bones, sometimes asking those who specialized in art to help the others portray the structures accurately.

Maya Moufawad drawing her 3D-printed bone sculpture

They paged through 16th-century books full of woodcut illustrations of bodies and bones, their faces full of wonder at the opportunity.

Ariana Ravitz looking at ancient anatomy books

They manipulated a digital cadaver on the Anatomage table, working as a group to make decisions about which bones and muscles and tissues to look at first and how to explore them. In that case, the Kines and biomedical engineering students often took the lead in explaining the names of the bones and where they were located.

They dissected five real animal carcasses and bones that Gross had gotten from generous butchers at Plum Market; one student, who disliked the smell of meat, was able to overcome her discomfort enough to participate with the support of her fellow classmates.

They talked about the ethics of using bones and bodies for research or education. In their reflection for that class session, students discussed whether they would donate their bodies to science given what they’d learned, noting that it was rare for them to feel this comfortable talking about such a difficult topic in class.

It began to feel like a kind of alchemy was taking place on Fridays from noon to 2 p.m.

“Every single class, I found myself being encouraged to think deeper, within my own knowledge and with the help of my peers,” one student wrote in a reflection. “The class’ emphasis on helping each other to understand is something I value so much. In fact, these discussions were so interesting to me that I always called my mom about them afterwards, because I was so excited to continue the conversation.”

“To see them bring their authentic selves to the challenges we’re setting every week, for them to treat it so seriously,” Gross says, “it feels like we’ve touched something important.”

***

On the final day of class, the students had one last opportunity to see the bones in a new way.

The Emerging Technologies Group at the Duderstadt Center had taken the digital files used to 3D print the bones and uploaded them to their visualization platforms, including virtual and augmented reality set-ups.

Movement science student Gordon Luo held a controller in one hand, using his index finger to press a button that grabbed the bone on his computer screen and moved it around. Then he found a way to digitally measure the bone.

“That’s so cool,” he says.

He was so immersed in the experience that he nearly tripped over the desk, less aware of his physical surroundings compared to the virtual world of the bones.

“It’s cool to realize this is where we’re at with technology,” he says.

Art student Summer Pengelly and biomedical engineering student Angel Rose Sajan were wearing HoloLens headsets that projected the bones hologram-style onto their surroundings.

“We’re building an elephant,” Pengelly tells me. “Or placing the bones so they’re shaped like an elephant head. I wish I could take a photo so I could show you. Oh, I just did.”

The photo was still contained in the software, so Pengelly picked up a piece of paper and started drawing the arrangement they’d made.


She and Sajan both agreed that they liked the HoloLens better than the VR headsets.

“It’s easier to manipulate the bones,” Pengelly says. “Using your hands as controllers gives you more access.”

“I kept turning the controller to figure out how to hold it,” Sajan says.

In the back of the visualization studio lay yet another digital environment to explore. Called the MIDEN for Michigan Immersive Digital Experience Nexus, it projects images onto the walls and floor of a room. Users wear headsets that place them within the environment created and give them tools to manipulate the objects in the space. In this case, students were able to slice a cadaver into different planes.

Cece Crowther and another student explore the MIDEN in the Duderstadt Center.

“MIDEN might be my favorite [of the technologies],” says Cece Crowther, a biomedical engineering student. “The Anatomage Table had the same energy as medical school. This felt more artistic.”

“But I could call three different [sessions] my favorite in this class,” she says. “Every class has been unique.”

***

A cake with an artistic pattern made from repeating bone patterns

When the mixed reality class wound down, everyone gathered to eat celebratory cake. The top of the cake had an artistic design, made by creating a repeating pattern of one of the bone sculptures a student had designed early in the course.

“We’ve touched, looked at, manipulated, and drawn bones,” Gross says to the group. “Now we’re eating bones to wrap it all up.”

As students ate their cake, they reflected on the course, sharing feedback like, “I will not stop recommending this class to people” and “I made my schedule around this class.” Several mentioned that they’d gained so much from working alongside folks with different backgrounds.

“I appreciate this class so much because it normalizes the idea of art and science working together,” Moufawad, the art and pre-dental major, tells me. “Whenever I tell people what I’m studying, they always think it’s random, but it’s really not. There’s so much at the intersection of these two topics, and I love that this class celebrates that.”

A few weeks later, after the students have written their final reflections, I meet Gross in her first-floor office. She’s giddy over the success of the course. Her eyes light up and her tone becomes reverential as she talks about what she and Gear, with the help of some committed students, have managed to achieve.

“This experience we spent so many hours designing and thinking about, it actually worked,” Gross says. “Some important vein got exposed, and we’re not sure what’s flowing. It’ll take some time to unpack what was so empowering for so many students, but it’s a big fulfillment for us as teachers.”

“Delight,” she says, “is too soft a word.”

The Art of Anatomy course was made possible by a grant from the Arts Initiative at the University of Michigan to recipient Melissa Gross. Gross and Gear plan to offer the course again in fall 2024.

Full Article from the University of Michigan School of Kinesiology:

https://www.kines.umich.edu/news-events/news/delving-art-instead-science-anatomy

Student Uses Photogrammetry to Miniaturize Herself

Stamps Student Uses Photogrammetry to Miniaturize Herself

  Stamps student Annie Turpin came to the Duderstadt Center with an idea for her Sophomore studio project: She wanted to create a hologram system, similar to the “Pepper’s Pyramid” or “Pepper’s Ghost” display, that would allow her to project a miniaturized version of herself into a pinhole camera.

Pepper’s Ghost relied on carefully placed mirrors to give the illusion of a transparent figure

  The concept of Pepper’s Pyramid is derived from an illusion technique created by John Henry Pepper in 1862. Originally coined “Pepper’s Ghost”, the trick initially relied on a large pane of glass to reflect an illuminated room or person that was hidden from view. This gave the impression of a “ghost” and became a technique frequently used in theatre to create a phantasmagoria. Similar methods are still used today, often substituting Mylar foil in place of glass and using CG content (such as the 2012 Coachella performance, in which a “holographic” Tupac was resurrected to sing alongside Dr. Dre).

Pepper’s Pyramid takes the concept of Pepper’s Ghost, and gives it 3 dimensions using a pyramid of Plexiglas instead of mirrors.

  “Pepper’s Pyramid” is a similar concept. Instead of a single pane of glass reflecting a single angle, a video is duplicated 4 times and projected downward onto a pyramid of Plexiglas, allowing the illusion to be viewed from multiple angles and for the content to be animated.

  For Annie’s project, she re-created a small version of Pepper’s Pyramid to fit inside a pinhole camera that she had constructed, and used a mobile phone to project the video instead of a monitor. She then had herself 3D scanned using the Duderstadt Center’s Photogrammetry rig to generate a realistic 3D model of herself that was animated and then exported as an MP4 video.

Annie’s pinhole camera

  The process of Photogrammetry allows an existing object or person to be converted into a full color, highly detailed, 3D model. This is done using a series of digital photographs captured 360 degrees around the subject. While Photogrammetry can be done at home for most static subjects, the Duderstadt Center’s Photogrammetry resources are set up to allow moving subjects like people to be scanned as well. The process using surface detail on the subject to plot points in 3D space and construct a 3D model. For scans of people, these models can even have a digital skeleton created to drive their motion, and be animated as CGI characters. Annie’s resulting scan was animated to rotate in place, and projected into the the plexiglas pyramid as a “hologram” for viewing through her pinhole camera.

The result of 3D printing Annie’s photogrammetry scan

  Annie would make use of Photogrammetry again the following year, when she had herself 3d scanned again, but this time for the purpose of 3D printing the resulting model for a diorama. In this instance, she was scanned using Photogrammetry in what is referred to as “T-Pose”. This is a pose where the subject stands with their arms and legs apart, so their limbs can be articulated into a different position later. After Annie’s model was generated, it was posed to have her sitting in a computer chair and working on a laptop. This model was sent to the Duderstadt Center’s J750 3D color printer to produce a 6″ high 3D printed model.

  This printer allows for full spectrum color and encases the model in a support structure that must be carefully removed, but allows for more intricate features and overhangs on the model.

Annie carefully removes the support structure from her 3D printed model

A duplicate print of Annie’s creation can now be viewed in the display case within the Duderstadt Center’s Fabrication Studio.

Xplore Engineering

Xplore Engineering

Xplore Engineering is a summer camp designed for alumni and their children entering the 4th – 7th grade. Through a series of workshops, participants get hands-on experience in a variety of engineering disciplines.  For the third year in a row the Duderstadt Center participated in Xplore Engineering by offering a workshop in 3D Modeling & 3D Printing.

Photo: Evan Dougherty, Michigan Engineering Communications & Marketing
www.engin.umich.edu

In past years, students learned how to design and print the Michigan “M” and created customized 3D printed jewelry on the Cube 3D printers. This year, students got to take full control of the design process.

Using an online app designed by John Pariseau (a Web Developer at the University of Michigan) called “Pxstl” (Pixel STL – STL being a 3D printing file format), students were able to design their own pixel art suitable for 3D printing. From designing their 3D print to operating the printers, Xplore Engineering offered a fully hands-on approach for students to learn about the 3D printing process.

If you are interested in participating in Xplore Engineering next year or would just like to learn more information, visit their website at: http://www.engin.umich.edu/mconnex/info/alumni/xplore-engineering

Duderstadt Center Joins Local Artist to Re-Create the Gateway Bridge for Michigan Engineering

Duderstadt Center Joins Local Artist to Re-Create the Gateway Bridge for Michigan Engineering

In June the Duderstadt Center was contacted by Michigan Engineering to assist with a special gift for an alumni donor. Their donor had been the designer of several bridges in the area, including the famous Michigan Gateway Bridge. The Gateway Bridge carries I-94 over eight lanes of US 24, Telegraph Road and is well recognized by commuters for it’s vibrant blue arches.

The Duderstadt Center was provided reference images and the original plans and specifications of the Gateway bridge. From this a 3D model was built and segmented to be printed on two different 3D printers: Our Dimension Elites were used to print the base, allowing for a sturdy, cost effective platform to hold the delicate arches in place. The arches, which required a much higher fidelity, were then printed in pieces using our new Projet 3D printer. The Projet is able to print at a much finer resolution and utilizes a wax support structure that can be melted away, making it the perfect printer for generating the tiny features that would be required for threading the suspension cables of the bridge.

These parts were then passed off to a very talented local diorama artist, Eric Hasiak, for further detailing, where the model was assembled, mounted, painted, had foliage placed and the delicate suspension cables strung.

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Xplore Engineering

Xplore Engineering

Xplore Engineering is a summer camp program designed for Engineering alumni and their children in 4th – 7th grade. Through a series of experiential workshops, participants get hands-on experience in a variety of engineering disciplines. This marked the second year the Duderstadt Center was invited to participate in the Xplore Engineering workshops, this time offering students the chance to design and then 3D print custom fashion rings. Kids were introduced to activities provided by Cubify.com that allow for the creation of simple 3D printed objects like dog tags, bracelets, or rings. Each child had an opportunity to work with their guardian to design a custom ring in the style of their choice in a workshop led by Stephanie O’Malley. Some created designs incorporating their initials, others went with unique designs or simple shapes. Once each child had completed their design, they were given an introduction to how 3D Printers work by Shawn O’Grady. Their files were assembled for printing in the Cubify software, and then each child had a chance to send their print to the Cube 3 3D Printers for printing, a unique opportunity for them to get involved in operating the technology. As they watched their creations be printed, the group was introduced to unique applications for 3D printing, from the creation of assets in stop motion movies like Coraline to the 3D printing of prosthetics! For more information on the Xplore Engineering summer camp, and other interesting opportunities with the school of Engineering, visit www.engin.umich.edu/mconnex

Printing in 3D
Use 3-dimensional printers in the U of M 3D printing lab to to program a 3D model and even take home one of your own. You’ll also get a behind-the-scenes tour of the 3D lab.
Thursday session 3
Photo: Jessica Knedgen
MconneX
www.engin.umich.edu/mconnex

The Kelsey Museum – Visualizing Lost Cylinder Seals

The Kelsey Museum – Visualizing Lost Cylinder Seals

2D illustration of one of the seal imprints used to generate a 3D model

The Kelsey Museum houses a collection of more than 100,000 ancient and medieval objects from the civilizations of the Mediterranean and the Near East.  Margaret Root, curator of the Greek and Near Eastern Collections at the Kelsey Museum, came to the Duderstadt Center with the impressions of several ancient cylinder seals.  A cylinder seal is a small cylindrical tool, about one inch long, used in ancient times to engrave symbols or marks.  When rolled in wet clay, the seal would leave an impression equivalent to a person’s “signature.”  These signatures were commonly used to sign for goods when trading.  Some of the earliest cylinder seals were found in the Mesopotamian region.The Kelsey Museum wanted to re-create these seals from the impressions to generate 3D prototypes or for use in a digital exhibit.  These exhibits would allow visitors to the Kelsey to experience the cylinder seal tradition first-hand by providing seals and clay to roll their own impressions.  The problem was these seals tend to get lost over time so the museum did not have the original seals, only the imprints.To recover the seal’s three-dimensional form, Margaret Root provided the Duderstadt Center with an outline of the imprints in Adobe Illustrator.  From the outline, Stephanie O’Malley of the Duderstadt Center added varying amounts of grey to generate a depth map, where the darkest areas were the most inset and the lightest areas were the most protruding.  With a depth map in place she was then able to inset areas on a cylindrical mesh in Zbrush (a 3d sculpting software) to re-create what the cylinder seal (the example seal is the “queen’s seal” ) would have looked like. Shawn O’Grady has printed one of these seals already.

A 3D render of the re-created cylinder seal.

The Duderstadt Center has since obtained the new Projet 3D printer, and plans are now underway to eventually print one of these on the Projet since it has a much higher print resolution and these seals are typically quite small.

To check out more at the Kelsey Museum, click here.

Low-Cost Dynamic and Immersive Gaze Tracking

Low-Cost Dynamic and Immersive Gaze Tracking

From touch-screen computers to the Kinect’s full-body motion sensor—interacting with your computer is as simple as a tap on the screen or a wave of the hand. But what if you could control your computer by simply looking at it? Gaze tracking is a dynamic and immersive input system with the potential to revolutionize modern technology.

Realizing this potential, Rachael Havens, a member of the Duderstadt Center and UROP student, investigated ways of integrating an efficient and economical gaze tracker into our system. However since this powerful tool is overlooked by many people, this task proved to be quite the challenge. Current professional gaze tracking tools are highly specialized and require buyers to drop tens of thousands of dollars for a single system. The open-source alternative is not much better, as it sacrifices quality for availability. Since none of the aforementioned options were ideal, a custom design was pursued.

Inspired by the EyeWriter Project, the Sony PS Eye was hacked. We systemically replaced the Infrared filtered lens and lens mount, adding a visible light filter and installing our own 3D printed lens mount. With little expense, we transformed a $30 webcam into an infrared, head-mounted gaze tracker. The Duderstadt Center didn’t stop there, however; we integrated this gaze tracker’s software with Jugular, an in-house interactive 3D engine. Now a glance from the user doesn’t just move the cursor on a desktop, it selects objects in a 3D virtual environment of our own design.

Concentrate Media: On the Cutting Edge of 3D

Concentrate Media: On the Cutting Edge of 3D

Patrick Dunn, Concetrate Media:

“Because there are different paths one can take, it helps to go to one location where there are multiple individuals who are well-versed in those different paths,” … “It really helps people to find their direction.”

The accessibility of U-M’s facility makes it a particularly rare gem. The lab provides unique ease of access to technology that’s on the rise but still fairly exotic to the general public, like the 3D printers. And in the case of the MIDEN, it’s one of only a couple of publicly accessible similar facilities nationwide.

“Generally these technologies are locked behind doors because they’re very expensive, they require expertise, and they can be very delicate,” … “Here, people say, ‘We want to use the MIDEN,’ and we say ‘Okay, we’ll help you do what you want to do.'”

Visit Story at ConcentrateMedia

A Ferry called “Wahoo”

A Ferry called “Wahoo”

A passenger ferry was designed by a student team from the Naval Architecture and Marine Engineering Schools, for both their final project and the Puget Sound. The vessel, named Wahoo, is 57 meters long, 18 meters wide,  and seats 350 passengers with a top speed of 45 knots.  The students modeled the ferry in Rhinoceros and worked with the Duderstadt Center to print the model in plaster for presentation purposes. They also exported VRML for visualization in the MIDEN, allowing them to explore the ferry. Although Wahoo is much larger than the MIDEN, the students were able to see it in immersive stereo at full scale, allowing them to directly observe and evaluate sizes and clearances.

The engine room was an especially detailed design. The students obtained the real marine engine model from MTU Detroit Diesel (in STP format) and placed three instances of it in their vessel.