DEMO VIDEO
PROJECT SPECS
VirtuAnatomy was created as a part of the Undergraduate Research Scholar program at Texas A&M University to support thesis research towards our thesis titled “Studying Effects of Muscle Representations and Levels of Interactivity in a Virtual Reality Canine Thoracic Limb Application”.
Team
My research partner, Ben Heymann, and I worked together to develop this application during our senior year of our BS in Visualization. Our research adviser, Professor Hwaryoung Seo, met with us weekly to give feedback and provide assistance with the written portion. We worked under the Soft Interaction Lab at Texas A&M University as part of the Creative Anatomy team. There were multiple ongoing projects surrounding the marriage of anatomical structures and technology. We received anatomy expertise from vet technicians on the team when necessary.
Hypotheses
The research tested 3 different hypotheses, and the results can be found in the research poster provided at the bottom. The 3 hypotheses were: (1) spatial visualization ability of learners, (2) visualization styles of muscles, and (3) interactivity of the application.
Methods
To test the independent variables properly in an experiment, we decided to create four versions for our final application. This required one set of hyper-realistic dog bones from the thoracic limb, two different representations of the bicep/tricep, a functional model stand that could include interactive buttons, and a lab setting to help immerse the participants.
We started from real canine thoracic limb bones to match them as realistically as possible. After experimenting with photogrammetry, laser scanning using the “XYZ Scan Handy” proved to be the most efficient method for creating a base mesh to work off of. We took these models into 3D software like Autodesk Maya and Sculptris to manipulate the topology of the mesh to optimize each model for the game engine.
Utilizing our anatomist’s expertise, they would guide us in the sculpting of the muscles as they were created in real time. These models had to be retopologized for real-time optimization, but also for texture information. Clay models, anatomy books, and online images were also referenced for textures. The texture was created using Substance Painter.
Personal Contribution
For this project, I handled a wide variety of topics from content creation, writing, and experimentation:
- Experimented with different methods for controlled environments that could be used for accurate photogrammetry results
- Explored different software capable of parsing photogrammetry images into a mesh with texture
- Recorded processes of experimentation for methods
- Utilized Sculptris to touch up some bone models after laser scanning
- Sculpted realistic thoracic biceps and triceps using reference and anatomists
- Textured thoracic muscles using Substance Painter
- Designed experiment process with live test participants
- Scheduled meetings with research participants
- Recorded and analyzed data from experiments using Google Sheets
- Created graphical analysis to represent findings of research
- Used graphic design knowledge to layout research poster
- Wrote a majority of the thesis paper, with assistance and feedback from research adviser and partner
RENDERS
RESEARCH POSTER
For more information, or access to the full thesis paper, please contact me with questions.
NEWS ARTICLES
- http://one.arch.tamu.edu/news/2017/7/3/viz-students-top-spots-global-competition/