Visualization at SXSW 2017

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THE COLLISION

OF ART+TECHNOLOGY S X S W

E X H I B I T I O N

G U I D E

T E X A S A & M U N I V E RS I TY D E PA RT M E N T O F V I S UA L I Z AT I O N AT S XS W 2 0 1 7 1


T H E CO L L I S I O N O F A RT + T E C H N O LO G Y 2


ENGAGEMENTS 01

visualization screen reel

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serious games

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interactive screen-based multi-media artwork

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interactive wall-mounted artwork

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computer informed sculptures

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3D printed forms

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digitally created imagery

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research

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VISUALIZATION SCREEN REEL

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EXHIBITION GUIDE Top Left:

Tickled Mandy Ashby, Cameron Black, Eva Hengtaweesub, Shenyao Ke, Caleb Kicklighter, Kate Sackreiter Top Right:

The Art of Geometry Winter Baron Bottom Left:

Bricks James Storey Bottom Right:

Stylized Trees & Landscapes Laura Murphy

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VISUALIZATION SCREEN REEL

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Top Left:

H2 Oh No! Eric Burke, Conrad Egan, Gretchen Freitag, Chethna Kabeerdoss, Mat Suarez Top Right:

Rendering the Renaissance Trisha Cleveland Bottom Left:

Unlock Melissa Parsons, Bailey Currie, Monica Garza, Qinghong Xu Bottom Right:

Rain, night, and sunshine Yinan Xiong

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EXHIBITION GUIDE Top Left:

A Moonlit Story Jeff Gustafson, Stephanie Keske, Landon Hagan, Christopher Simmons, Jose L. Velasquez, Jared Wright Top Right:

Surface Weathering of Stone Statues Schaefer Mitchell Bottom Left:

Moonlit Ascension Katelyn Cook, Cody King, Jordan Moore, Elena Streuding, Cristina Vazquez, Bekha Wells Bottom Right:

Sleddin John Pettingill

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VISUALIZATION SCREEN REEL

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Top Left:

Breaking Glass David Monroe Top Right:

Not Again Stephen Aldriedge, Antoinette Bumatay, Cameron Coker, Han-Wei Kung, Amber Playle, Amy Richards Bottom Left:

Stage Fright Rachel Cunningham Wang Bottom Right:

Unfolding Project Shenyao Ke, You Wu

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EXHIBITION GUIDE Top Left:

False Alarm Amber Ackley, Fiona Cohen, Suzanne Ctvrtlik, Haley Migl, Carolyn Stocki Top Right:

Quad Sean Low Bottom Left:

Kicking and Screaming Zuri Simpson, Nicholas Harvey, Sabrina Yun, Meena Subramanian, Taylor Smith Bottom Right:

Words with Frienemies Tara Gerke, Gretchen Freitag

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VISUALIZATION SCREEN REEL

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Top Left:

LE - R04 Jorge Cereijo-Perez, Todd Kale, Krista Murphy, Tiffany Sanchez, Tim Swartz, Zhao Yan Top Right:

Realize Our Alternatives Matt Ackerman Bottom Left:

Beary Scary Kelly Kin, John Pettingil, Chris Potter, Cong Wang, Jacob Zimmer Bottom Right:

Distortion in Memory Christine Li

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EXHIBITION GUIDE Top Left:

Bad Robot Jeff Nichols, Melissa Parsons, Bhakti Duran Top Right:

Charcoal Shader Yuxiao Du Bottom Left:

Along Came Polly Jacob Zimmer Bottom Right:

Neverland Austin Payne, Jennifer Cummins, Jennifer Rodgers, Michael Bruner, Ritisha Gupta, Sandra Lara

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VISUALIZATION SCREEN REEL

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Top Left:

Galletas Clandestinas Jose Velasquez Top Right:

Underwater Lighting Study Garrett Moring Bottom Left:

Character Rigging Junze Zhou Bottom Right:

Spore of the Moment Nicholas Forasiepi, Emily Harris, Jessica Ross

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EXHIBITION GUIDE Top Left:

Under the Weather Aaron Adams, Spencer Denning, Zaid Ibrahim, Leslie Martin, Fermi Perumal, Rathinavel Sankaralingam Top Right:

Living Chinese Ink Painting - Jiangnan Siran Liu Bottom Left:

Knot Today Bill Derrington, Yuxiao Du, Rushil Kekre, Emily Oswald, Alyssa Pena, Qiao Wang Bottom Right:

Dinner Jay Jackson

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VISUALIZATION SCREEN REEL

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Top Left:

Look Development for Gus in Sleddin Siran Liu Top Right:

Jagen Thomas Storey, James Storey Bottom Left:

Coraline Matt Ackerman Bottom Right:

Mock-3D Yinan Xiong

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EXHIBITION GUIDE Top Left:

Frankenkite Yolanda Cheng, Dustin Han, Bailey Rogers, Soumitra Goswami, Sam Hatfield, Josh Seal Top Right:

Chroma Christen Groves, Ryman Stringer, Mason Smith, Stephen Swirsky, Megan Taylor, Bailey Currie, Kelsey Grier, Freddy Arteaga Bottom Left:

Yao Ming Yinan Xiong Bottom Right:

Dark Light Caleb Jackson, Cassandra Hanks, Brian Smith, Rachel Cunningham, Wei Wang

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VISUALIZATION SCREEN REEL

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Top Left:

Endlich Thomas Storey, Justin Sheehy Top Right:

Flying Monkey Seth Schwartz Bottom Left:

Lighting Study Yomi Adenuga Bottom Right:

Empyrean Ganesh Rao

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EXHIBITION GUIDE Top Left:

Blast Barrett Davis, Austin Hines, Elizabeth Muhm, Julie Pool, Tim Withers Top Right:

Wilderness Gretchen Freitag Bottom Left:

Giraffe Rig Junze Zhou Bottom Right:

VIST 372 - Creating Digital Enviornments Class Reel

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VISUALIZATION SCREEN REEL

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Top Left:

Heart and Lungs Caleb Kicklighter, Schaefer Mitchell Top Right:

Minitaur Rachel Cunningham Bottom Left:

VIZA 615 Class Reel Bottom Right:

Skate Christine Li

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EXHIBITION GUIDE Top Left:

The Unstoppable Force Tim Withers Top Right:

Tewts Stephanie Strickland, Chris Horne Bottom Left:

Original Character Qiao Wang Bottom Right:

Octopied Heart Eric Pavik

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VISUALIZATION SCREEN REEL

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Top Left:

Pygmalion Christine Li Top Right:

Trash Whale Sarah Doyle, Matt Justice, Mason Smith, Angela Wang

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SERIOUS GAMES

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EXHIBITION GUIDE

feed the world Feed the World is a casual clicker game that we are creating for charity. We hope to work with philanthropic organizations that provide meals for children across the globe. This quirky game is designed to keep people engaged, while also bringing awareness to those that are less fortunate.

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SERIOUS GAMES

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ARTĂŠ: mecenas Mecenas gives players a unique perspective on the Italian Renaissance of the 15th to 16th centuries. Taking the role of a member of the merchant/banking Medici family, one of the most influential families of the time, the student must balance relationships with powerful city states, merchant factions, and the Catholic Church to build and maintain a financial empire. In the process, they play a pivotal role in the creation of famous artworks, monuments, and institutions of the Renaissance.

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EXHIBITION GUIDE


SERIOUS GAMES

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variant Variant is a learning game series designed to assist students with the intuitive understanding of calculus concepts. This third person exploration game serves the dual purpose of engaging students in a way that math becomes a fun and exciting activity, while transforming them into active thinkers with a deeper understanding of fundamental concepts in the subject.

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INTERACTIVE SCREEN-BASED MULTI-MEDIA ARTWORK

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EXHIBITION GUIDE


INTERACTIVE SCREEN-BASED MULTI-MEDIA ARTWORK

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interspace 3 MORGAN JENKS Interspace 3, After “Man Will be an Island” This interactive, screen-based multimedia art installation by Morgan Jenks, assistant professor of practice, reflects the artist’s own fascination and anxiety with the naturalness of technology and humanity's relationship with the non-man-made. The work employs a 3-D scan of a White Oak tree, which is distorted by generalized motion tracking and facial recognition of viewers, gradually retuning to its original state when no activity is detected. The piece uses a webcam, computer, TV and custom software. Jenks is a musician, programmer, visual artist and professor of design and interactive media. He creates installations and gallery pieces, writes songs and improvises through them along with generative electronic music and visuals. He is especially interested in “liveness” in electronic music and how real-time computation can synergize with human performance. He has a passion for mathematical patterns and the brilliance of living systems. CGI and imagery of plants and earth form the basis for most of his visual materials. He also deeply loves people; his lyrical work focuses on relationships between people as well as the relationship between humanity and the non-man-made.

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INTERACTIVE WALL-MOUNTED ARTWORK

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EXHIBITION GUIDE


INTERACTIVE WALL-MOUNTED ARTWORK

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liminal SHUVASHIS DAS Liminal is an interactive installation piece that utilizes projection mapping and motion tracking. A CNC fabricated structure was modeled using generative technique based code. Noise patterns, which resemble pulsating effects on the projected images, were programmed from an audio sample of the artist breathing. Liminal investigates the sense of embodiment of a life form that travels between stages when being observed.

Liminal (2016) CNC fabricated sculpture with projection mapping

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COMPUTER INFORMED SCULPTURES

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EXHIBITION GUIDE

post-human ANATOL BOLOGAN This project consists of a series of three media sculptures that progressively remove the human form and replace it with technology. The organic human forms have no active functionality and are juxtaposed with manufactured technological components that provide the interactive aspect of the artwork. The facial molds resemble “death masks” that can be found in art museums and anthropological collections, but are made ‘alive’ with recycled technology. The intention of the artist here is to evoke exploration, captivation and fantasy from the viewer as he or she explores these interactive sculptures. The artwork questions as well as highlights the importance of technology as part of our contemporary culture and consciousness and intends to engage in the discourse of human versus cyborg, technicism versus humanism.

Post-Human (2016) Multi-Media Sculptures

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COMPUTER-INFORMED SCULPTURES

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Post-Human (2016) Digital Prints

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3D PRINTED FORMS

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EXHIBITION GUIDE

algorithmic forms ERGUN AKLEMAN

Genus3c 3D Print 5 x 5.5 x 5" Dodecahandle1A 3D Print 6.8 x 7 x 7.5"

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Genus4c 3D Print 0.9 x 2.5 x 2.5"


3D PRINTED FORMS

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the viz SEBASTIAN KAWAR

The Viz 3D Print 6.5 x 12 x 8"

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EXHIBITION GUIDE

Kaiju 3D Print 10 x 6.8 x 10.5"

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3D PRINTED FORMS

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kaiju + lucian DANIEL BROSSART

Lucian 3D Print 5.4 x 8.5 x 8"

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EXHIBITION GUIDE

noodle cat YOLANDA CHENG

Noodle Cat 3D Print 9.3 x 8 x 9"

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3D PRINTED FORMS

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portrait of bill MATT JUSTICE

Portrait of Bill 3D Print 9.6 x 10 x 7"

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EXHIBITION GUIDE

Ring Head 3D Print 7.7 x 7 x 7.4"

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3D PRINTED FORMS

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ring head + drippy DANIEL BROSSART

Drippy 3D Print 5.7 x 3.5 x 7"

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EXHIBITION GUIDE

corgi + gecko AMY RICHARDS

Corgi 3D Print 6.2 x 8 x 7.6"

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3D PRINTED FORMS

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Gecko 3D Print 3.3 x 2.1 x 12"

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EXHIBITION GUIDE

devil SCHAEFER MITCHELL

Devil 3D Print 5.6 x 7 x 5.9"

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3D PRINTED FORMS

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pug BAILEY ROGERS

Pug 3D Print 6.5 x 7 x 6.8"

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DIGITALLY CREATED IMAGERY

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EXHIBITION GUIDE

wilderness GRETCHEN FREITAG Wilderness is capturing the small moments we pass by every day. It is the dust settling through rays of light. The slight breeze that rustles leaves on a vine. Raindrops creating ripples across a puddle. I am inspired by beautiful insignificance. The macro observation of the organic is a less explored avenue which investigates our complicated relationship with environments. There is a living moment with in unconventional spaces that I am trying to preserve. Nature is breathing around us; always growing, forever changing, and constantly adapting. I want to capture the subtle movement that creates a pulse in the natural world and carries a sense of life that can only be experienced in the present.

Wilderness (2016) Multi-Media Installation

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FLATWORK

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EXHIBITION GUIDE

generative bodies PHIL GALANTER The Generative Bodies series continues work in the realm of generative art and addressing interests explored as part of complexity science. Along with the mounted images a computer is installed running a simplified version of the software used to create the panels. This allows visitors to evolve their own generative variations. Generative Bodies is as much about the generative process as it is the final results, and the hope is that the interactive program will combine with the panels to deliver an experience grounded in both formalism and dynamism.

The Generative Bodies panels are created using software simulates biological evolution. It is an elaboration of Karl Sim's original work treating mathematical expressions as genes. Through a process of reproduction, mutation, and selection color schemes, compositions, and mark styles evolve and combine to create each image. Working this way is not unlike the breeding process gardeners and farmers practice in the creation of improved crops and animals. Note that each body is proportioned according to the 3 traditional human generative centers: the brain, heart, and genitals.

Untitled #13 (2009) Digital giclee monoprint on treated panel 43 x 16"

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Untitled #53 (2009) Digital giclee monoprint on treated panel 43 x 16"


FLATWORK

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dreams of flight MATT JUSTICE These abstract images were captured with both analog and digital methods. They interweave ideas of human and animal flight and represent a series of dreams I had during an anxious period in my life.

Dreams of Flight Archival Prints 14 x 14" Each

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EXHIBITION GUIDE

catgut CALEB KICKLIGHTER Catgut is this artist's secret desire to be pulled apart by pinching metal and wire. If you feel a twinge of envy looking at this piece then you secretly want to be pulled apart by unseen forces, too. And that's okay.

Catgut Digital Sculpture and Painting 60 x 30"

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FLATWORK

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theophany SEBASTIAN KAWAR This work synthesizes several religious iconographies along with visual digital elements in order to address an increasingly globalized digital culture.

Theophany Digital Painting 45 x 36"

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EXHIBITION GUIDE

crystal AMY RICHARDS This piece explores the concept of aftermath by magnifying copper sulfate crystals through a scanner. Aftermath was examined by the inorganic material, copper sulfate, which grows and disintegrates, and the result produced after shifting the crystals during the scanning process. A few glimpses were captured at a macro scale and developed as spacious prints.

Crystal Archival Print 60 x 24"

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FLATWORK

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glitch emulsions JUSTIN SHEEHY Glitch Emulsion is a series of 35mm prints created by treating pre- and post-developed negatives with atypical chemical baths. The work explores the manifestation of the digital glitch aesthetic within film in light of Temkin’s algo-glitch demented and seeks to catalog a vernacular of chemicals and film stock through generative techniques.

Glitch Emulsions Archival Print 18 x 14" Each

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EXHIBITION GUIDE

stylized landscapes LAURA MURPHY This work uses Houdini to explore methods of generating and rendering landscapes stylized to mimic the artwork of artist Eyvind Earle (1916-2000). I present new methods of creating various trees, a forest, cliffs, mountains, an ocean, waves, and a few general guidelines. I developed procedural methods for matching the shapes of the objects, relying on noise, L-systems, and other constraints. The graphic style places importance on the shape of the geometry, as it is rendered with simple toon-based shading techniques. Additionally, any intricate details are portrayed with point or line geometry instead of a traditional shader to mimic fine illustrative brushwork. Carefully chosen color palettes, separate shadow geometry, and level-of-detail rules also add to the likeness of Earle’s style.

Stylized Trees and Landscapes Procedural Rendering 20 x 36" Each

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FLATWORK

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EXHIBITION GUIDE


FLATWORK

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the working memory GRETCHEN FREITAG There are a variety of structures and processes that are responsible for the temporary storage and manipulation of information. The Working Memory is an abstract representation of those various systems that create, store, and re-call memories. Gretchen uses post processing techniques to combine paint and other media to create these ethereal interpretations that portray these functions in mid-process.

The Working Memory Gretchen Freitag 2014 Archival Prints

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EXHIBITION GUIDE Top Left:

Lighting Study (2015) Yomi Adenuga 3D Render Top Right:

Christine Li 3D Render Bottom Left:

Kelly Kin 3D Render Bottom Right:

Antoinette Bumatay, Krista Murphy 3D Render

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SCREENWORK

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Top Left:

Jay Jackson, Tim Swartz 3D Render Top Right:

Laura Murphy, Amy Richards 3D Render Bottom Left:

Adam Rothstein 3D Render Bottom Right:

Cameron Tynes 3D Render

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EXHIBITION GUIDE Top Left:

Anne Lynch 3D Render Top Right:

Conrad Egan 3D Render Bottom Left:

Cameron Black 3D Render Bottom Right:

Dustin Han 3D Render

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SCREENWORK

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Top Left:

Caleb Kicklighter 3D Render Top Right:

Kate Sackreiter 3D Render Bottom Left:

Siran Liu 3D Render Bottom Right:

Melissa Parsons 3D Render

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EXHIBITION GUIDE Top Left:

Brownie Ice Cream (2015) Yolanda Cheng 3D Render Top Right:

Paint Brush (2015) Yolanda Cheng 3D Render Bottom Left:

Gecko (2015) Amy Richards 3D Render Bottom Right:

Corgi (2015) Amy Richards 3D Render

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SCREENWORK

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Top Left:

Alle Mal Malen Mann (2016) Bill Derrington, Jeff Nichols 3D Render Top Right:

Kendall Litaker 3D Render Bottom Left:

Kelly Kin 3D Render Bottom Right:

Siran Liu 3D Render

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EXHIBITION GUIDE Top Left:

Wake - Aerial Shot (2015) Kelly Kin 3D Render Bottom Left:

Wake - Sunset Shot (2015) Kelly Kin 3D Render Right:

Pop Rocks (2016) Caleb Kicklighter 3D Model and Digital Painting

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SCREENWORK

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Top Left:

Michael Karabegov Digital Illustration Bottom Left:

Bat Punch (2016) Caleb Kicklighter 3D Model and Digital Painting Right:

Drippy (2016) Caleb Kicklighter 3D Model and Digital Painting

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EXHIBITION GUIDE Left:

Holier Than Thou (2017) Sebastian Kawar Digital Painting Middle:

The Viz (2016) Sebastian Kawar Digital Painting Right:

Thea (2017) Sebastian Kawar Digital Painting

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SCREENWORK

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Top Left:

Literary Archetypes (2016) Sebastian Kawar Digital Painting Top Right:

Mushroom King (2016) Sebastian Kawar Digital Painting Bottom Left:

Sacred Heart (2016) Sebastian Kawar Digital Painting Bottom Right:

Shot_004 (2016) Sebastian Kawar Digital Painting

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EXHIBITION GUIDE Left:

Dusty Bottles (2015) Gretchen Freitag 3D Render Right:

Sza Hair Groom (2016) Gretchen Freitag 3D Render

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SCREENWORK

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Top Left:

Macaroons (2016) Gretchen Freitag 3D Render Top Right:

Pyrite on Fluorite (2014) Gretchen Freitag Digital Photograph Bottom:

The Working Memory (2015) Gretchen Freitag Digital Photograph

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EXHIBITION GUIDE Left:

Ether (2016) Kelly Kin Digital Painting Middle:

Slumber (2016) Kelly Kin Digital Painting Right:

Starlight (2017) Kelly Kin Digital Painting

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SCREENWORK

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RESEARCH

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EXHIBITION GUIDE

touchology SOFT INTERACTION LAB Exploration of Empathetic Touch Interaction with Plants for Well-being Touchology is a series of interactive plants that respond to human touches via various audio-visualizations and evokes serenity and emotional attachment by exploring the meditative quality of touch with plants. Our pilot studies were conducted with children with autism and older adults in assisted living facilities, and indicate that Touchology provides a wide range of benefits to those with limited access to nature as well as increased sociability, motor development, and expressive emotion.

Credits Soft Interaction Lab Jinsil Hwaryoung Seo Annie Sungkajun Tiffany Sanchez Jinkyo Suh

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RESEARCH

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EXHIBITION GUIDE


RESEARCH

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creative anatomy FACULTY + STUDENTS, VISUALIZATION Creative Anatomy Collective is a collaborative research group funded by TOP TAMU. We focus on enhancing learning experience of Anatomy beyond traditional classroom settings in integrating interactive/ performing art practices and innovative visualization technologies. This program is funded by TOP grant at Texas A&M University since 2015. The collaborative efforts have been produced by Dr. Jinsil Hwaryoung Seo (PI) and Dr. Michelle Pine (PI) and other faculty members: Tim McLaughlin, Carol LaFayette, Felice House from the Department of Visualization, Christine Bergeron from the Dance program, and Takashi Yamauchi from Department of Psychology.

Drawing Session Students conducted an in-depth study of facial muscles of expression by creating three large-scale drawings and labeling the muscles on each. Sculpture Session Students compared the human and canine muscles of the thoracic limb by building the same muscles for each species in clay. The arm models were provided by Anatomy in Clay.

Body Movement Sessions The final two sessions required students to transfer knowledge gained on the model species used in In the spring semester of 2016, section 200 of the class, the dog, to their own bodies, as they explored Biomedical Anatomy course (Instructors: Dr. Michelle the human anatomy of the thoracic and pelvic limbs Pine and Erica Malone) was designed to combine respectively. the traditional methods of teaching undergraduate anatomy with more innovative, creative and engaging methods involving the arts. As part of the course, four studio sessions were held during the combined lecture and lab periods. During each of the studio sessions the concepts and structures being presented in lecture and dissection were addressed, using a different creative method for each session.

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EXHIBITION GUIDE

interactive costumes JINSIL HWARYOUNG SEO Interactive Dance Costumes by Jinsil Hwaryoung Seo in Collaboration with Christine Bergeron at the Texas A&M University Dance Program. Light Emitting Diodes (2013) 9 dancers; 12 minutes Ready-made LED metal strip and custom-made sensors were incorporated in the dance costumes. The dancer controlled with the left hand to turn on and off the LEDs. Light Emitted Diodes (2015) 10 dancers; 12 minutes Same music and work was performed with one additional dancer. The dress design was changed to a unitard in order to see dancer’s line more clearly. The sensor on dancer's left hand allowed control to turn the LED's on and off. Lavishly Light (2017) Solo dancer (new choreographic work); 5 minutes A new dress was designed with front cut out to better see dancer’s line. Individual LEDs were connected with conductive thread and wires, and the dancer controlled with more options

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RESEARCH

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EXHIBITION GUIDE


RESEARCH

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soft haptic toys FACULTY + STUDENTS, VISUALIZATION Touch is critical for children's growth, development, and health throughout their lives. However, many children with Autism Spectrum Disorder (ASD) suffer from over or under sensory development and stimulation. We explored a wide variety of possible design elements including material, shape, interactivity, and haptic feedbacks. Our final catshaped toys invited children to pick up and hug. When holding the cat object, children associated the haptic vibrations as the ‘purring of a cat’. We focused on integrating electronic components with soft materials (mainly fabrics) using soft circuit techniques. Currently we are running art/craft workshops with families with a child with autism and child with typical development. We investigate how co-creation influences children’s creativity and play. Credits Jinsil Hwaryoung Seo Pavithra Aravindan Annie Sungkajun Meghan Cook

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EXHIBITION GUIDE


RESEARCH

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anatomy builder VR SOFT INTERACTION LAB Traditional anatomy education is based on bone box studies and cadaver dissection. Anatomy Builder VR provides an enhanced anatomy learning experience by allowing students to identify and assemble bones in an immersive virtual environment. Digital tools like “anti-gravity� fields make studying anatomy a fun and engaging experience. Credits Jinsil Hwaryoung Seo (PI) Michelle Pine (PI) Brian Smith Steven Leal Margaret Cook Erica Malone Zhikun, Bai Jinkyo Suh

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FOLLOW US facebook.com/vizlab instagram.com/vizlabtamu twitter.com/vizlabtamu vimeo.com/vizlab viz.arch.tamu.edu 95


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