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

Renew Scleroderma – Mobile Health Tracking App for Managing Scleroderma

Renew Scleroderma

Mobile Health Tracking App for managing Scleroderma

The Renew Scleroderma app aims to assist individuals with Scleroderma by giving access to a full list of resources and activities designed to help manage their condition. RENEW stands for Resilience-based Energy Management to Enhance Well-being.

Scleroderma is a rare autoimmune condition that causes inflammation and thickening of the skin in the hands and face. The high amount of collagen in the skin can advance to internal organs potentially causing complications in multiple bodily systems. Those who are diagnosed with scleroderma have a high symptom burden and need to learn strategies for self-management.

The mobile app presents users with information on Scleroderma as well as weekly activities they can perform to manage the condition. The app requires people to set goals and track health behaviors such as activity, pacing, sleep, relaxation, and engagement in physical activities. The user is encouraged to set goals within the app to complete certain activities, and their progress towards these goals is accessible to their assigned health coach from a secure web portal. Patients have regular check-ins with their health coach, discuss their progress, and adjust their plan to manage the condition based on their progress in the app. Tracking symptoms in real-time. Participants can track their health behaviors specific to the learning modules and the RENEW program. 

Image of a mobile device demonstrating the app

Renew is quick and easy to use, users download the mobile app from either the the Google Play or iTunes app stores and create an account. The app is currently developed for iOS & Android mobile devices, allowing wide accessibility to the general public. 

The benefit of Renew is that this technology can relay a user’s progress to the database accessed from a secure web portal. This web portal allows users to easily connect to an assigned University of Michigan Health Coach who has access to the information they input into the app. Users are assigned a health coach from a pool of qualified health coaches at Michigan Medicine – all of whom have Scleroderma themselves. The health coach can view their progress within the mobile app to provide feedback. That way the health coach can also see how their mentees are doing and prepare for their one on one meetings. 

One main consideration in the design process was to ensure that the app is physically easy for users to interact with. Most people with scleroderma have limited hand function, so the team consulted directly with users on where to put navigation buttons, how big the buttons needed to be, and how information should be entered into the app to reduce fatigue.

Susan Murphy acted as a faculty member for the development team consisting of Sara ‘Dari’ Eskandari, Daniel Vincenz and Sean Petty. The LiveWell App Factory supported the development of this application to Support Health and Function of People with Disabilities funded by a grant from the National Institute on Disability, Independent Living and Rehabilitation Research in the U.S. Department of Health and Human Services. With a working prototype completed and piloted with patients, future iterations of the app have been handed off to Atomic Object – a custom software development and design company local to Ann Arbor.

Video of the Mobile App Preview

Recruiting Unity VR programmers to Evaluate Sound Customization Toolkit for Virtual Reality Applications

Recruiting Unity VR programmers to Evaluate Sound Customization Toolkit for Virtual Reality Applications

Participate in a study by the EECS Accessibility Lab

The EECS Accessibility Lab needs your help evaluating a new Sound Accessibility toolkit for Virtual Reality!

Our research team is studying how sound customization tools, like modulating frequency or dynamically adjusting volume can enhance VR experience for DHH people. We are recruiting adult (18 or older) participants who have at least 1 year of experience working with UnityVR and have at least 2 previous projects that have sounds to add our toolkit into.

This study will be self-paced, remote, and asynchronous. It will take around 60 – 90 minutes.

In this study, we will collect some demographic information about you (e.g., age, gender) and ask about your experience working with UnityVR. We will then introduce our Sound Customization Toolkit and ask you to apply it to your own project. We will ask you to record your screen and voice during this implementation process. We will ask you to complete a form during the study to provide feedback for our toolkit.

After the study, we will compensate you $30 in the form of an Amazon Gift Card for your time.

If you are interested in participating, please fill out this Google Form. For more information, feel free to reach out to Xinyun Cao: [email protected].

For more details on our work, see our lab’s webpage.

New MIDEN – Unveiling of the upgraded MIDEN for Fall ‘23

New MIDEN – Unveiling of the upgraded MIDEN for Fall ‘23

New dual view capabilities

Maredith Byrd


We have upgraded the MIDEN! The new projectors use LEDs with much brighter and higher resolution using four Christie Digital M 4K25 RGB Laser Projectors. The new projectors use LEDs that have a longer lifespan. We used to have to limit how often and how long the MIDEN was run because the previous lamps had a very limited lifespan of just 1250 hours. For a 10′ x 10′ Screen, the resolution for each screen will be 2160×2160, which is double the previous resolution. There are now 25,000 hours of Lifespan at 100% brightness and 50,000 hours at 50% brightness.The new capabilities allow for two people to experience the view at once. They can see the same virtual content aligned to each of their unique perspectives and simultaneously interact with the content.

In a typical setup, 3D stereoscopic content (like what you would experience in a 3D movie) is projected onto three walls and the floor and stitched seamlessly together. Users wear a set of motion-tracked glasses that allow their perspective to be updated depending on where they are standing or looking, and use a motion-tracked video game controller to navigate beyond the confines of the 10’x10’ room. To the user wearing the 3D glasses, the projected content appears entirely to scale and has realistic depth – they can look underneath tables that appear to be situated in front of them, despite the table being projected onto one of the walls.

The MIDEN supports 3D Modeling formats exported by the most popular modeling software: Blender, 3ds Max, Maya, Sketchup, Rhino, Revit, etc. These models can be exported in the following formats and then imported into our “Jugular” software: OBJ, FBX, STL, and VRML formats. The MIDEN can also produce Unreal Engine scenes where we use the nDisplay plugin to split the scene into 4 different cameras to correspond with the 4 projectors in the MIDEN. 

MIDEN users experience immersion in a virtual environment without it blocking their view of themselves or their surroundings as a VR headset does. Since VR “CAVE” is a trademarked term, ours is called the MIDEN, which stands for Michigan Immersive Digital Experience Nexus and the MIDEN takes traditional “CAVE” technology much further – it is driven by our in-house developed rendering engine that affords more flexibility than a typical “CAVE” setup.

The MIDEN is more accessible than VR headsets, meaning it takes less time to set up and begin using compared to headsets. The game controller used is a standard Xbox-type gaming pad, familiar to most gamers. The MIDEN has increased immersion, the vision of the real world is not hidden, so users do not have to worry about trip hazards or becoming disoriented. The MIDEN users see their real body unlike in a VR headset where the body is most likely a virtual avatar. This results in less motion sickness. 

It can be used for Architectural Review, Data Analysis, Art Installations, Learning 3D modeling, and much more. From seeing the true scale of a structure in relation to the body to sensory experiences with unique visuals and spatialized audio, the MIDEN is capable of assisting these projects to a new level.

The MIDEN is available to anyone to use for a project, class exercise, or tour by request. They can contact [email protected] to arrange to use it. Use of the MIDEN does require staff to run it, and we recommend anyone looking to view their custom content in the MIDEN arrange a few sessions ahead of their event to test their content and ensure their scene is configured properly.

Two individuals in the MIDEN point to the same virtual image with different views.</center>
This is how the MIDEN configures itself.