MSc Medical Visualisation & Human Anatomy School of Simulation & Visualisation

Kylie Seidner (She/Her)

Hello, I’m Kylie Seidner! I am currently working as an anatomy demonstrator at the University of Glasgow with the aim to become a forensic pathologist. My background is a BSc (Hons) Biomedical Science and my love of combining art with science lead me to pursue this MSc in Medical Visualisation and Human Anatomy. My thesis focused on creating an augmented reality application on android devices to provide a new way to help students grasp the difficult concepts in dissection guides provided from the Royal College of Pathologists. I believe that every student deserves to learn in the way that best suits them and for some of us that means having a visual representation of what is being presented. I hope to bring my new digital illustration and 3D modelling skills, which I’ve learned throughout this course, with me into the medical community and to continue furthering my knowledge and passion for anatomy and education.

 

Contact
kylies2000@gmail.com
k.seidner1@student.gsa.ac.uk
Website
LinkedIn
Instagram
Projects
NephrectomyAR
Volumetric Visualisation
Know Your Boobs!
3D Arm Model

NephrectomyAR

Using Augmented Reality to Enhance Biomedical Pathology Dissection Guides

In recent years, researchers have begun to explore extended reality’s use in education. Several universities have implemented visualization tablets and virtual reality applications to learn about human anatomy.  Researchers have found that extended reality has a greater impact on spatial learning than traditional 2D textbooks and videos. Although there is plenty of research for this is medical education, there is a distinct lack of high-quality research regarding Augmented Reality for teaching biomedical and pathology technician students. After researching recent developments into augmenting textbooks to incorporate extended reality,  I utilized this approach to develop an application to augment the Royal College of Pathologist dissection guide on nephrectomies.

 

A series of 3D kidney models which were segmented in 3D Slicer from a computerized tomography (CT) scan were then imported into 3DS Max and ZBrush for retopology, texturing, and animation. The application utilized augmented reality with image targets and a series of model controls which allowed the user to animate the models and provide information in a clear, intuitive format for amateurs following along the dissection guide. Following the application development, user testing was performed, utilizing a standardized survey called the System Usability Scale. This provided valuable user insight and feedback into the application which demonstrated that the application was fully functional and easy to use for a novice. Further testing with working biomedical scientists would provide even more insight into the future of this app.

Storyboard & Moodboard

The final storyboard and color scheme used to develop the final look of the application

Application Structure

Structural overview of the final application. Blue boxes indicate the scenes, yellow boxes indicate a button with functions, and grey boxes are content informational boxes with no functions.

color palate

Final color scheme utilized throughout the application (made on Coolors.co)

Simple Nephrectomy

A whole kidney model representing a simple nephrectomy which was created using CT scan data.

Simple Nephrectomy Controls

Screenshot of the application to show the controls available to the user

Simple Nephrectomy Macroscopic Evalutaiton

This panel demonstrated the anatomy to be visualized on each model. This button shows the user where the renal vein is by highlighting it

Initial Incision Controls

The controls the user can access for the model representing the initial incision

Initial Incision

A screenshot from the initial incision animation in the application.

Initial Incision Macroscopic Evaluation

This panel allows the user to revise the internal anatomy of the kidney. The button clicked was for renal pyramids which are highlighted

NephrectomyAR: Application Walkthrough

This is a short video to walk you through the application to show you how it is intended to work.

Volumetric Visualisation

The process of creating 3-dimensional (3D) renders from traditional 2-dimensional (2D) data sets such as CT and MRI scans is called Volumetric Visualisation. During this module I aligned several datasets and segmented different pathologies were seen in a variety of data sets. I was able to produce several high quality pieces of work utilising direct and indirect rendering techniques to show the volume, location, size and density of different tumours and bone fractures. This module was challenging but I thoroughly enjoyed it. This enjoyment was demonstrated in my final project which received full marks (100%) and I ended up utilising these skills for my thesis to create NephrectomyAR, my augmented reality dissection guide application.

hip fracture before and after surgery.

Hip Fracture

Top images: Indirect render of hip fracture prior to surgery Bottom images: A post surgery direct volume render detailing titanium screw and plate locations
images of brain tumour (blue-green) located inside the brain and skull

Indirect Render of Brain Tumour

Left images (top and bottom) visualise the tumour (blue/blue-green) located inside the skull and brain. Right images (top and bottom) demonstrate the location of the same tumour within the skull. Bottom middle image shows the tumour location in the brain only
Direct and Indirect volume renders of a tooth.

Direct and Indirect Volume of a Tooth

Top Images: A direct volume render of a tooth. The greyscale tones help visualise the density of each portion of the tooth. The most bright areas are the most dense and darkest areas are least dense. Bottom images: Indirect volume render of the tooth which represents the detailed external and internal anatomy of the tooth. Measurements were also taken of the tooth to show the accuracy of the segmentation.
Direct and Indirect volume render of lungs with tumours (2).

Lung Tumour Segmentation

Top images: Direct volume render of lungs with two tumours seen inside. The skeleton is also seen to give context to location of the tumours. Greyscale coloring is used to show the density of the tumours and bone compared to the lungs. Bottom images: Indirect volume render of the trachea, bronchi and lungs in blue with tumours in yellow. Tumours are also segmented individually and measurements are provided to give more accurate details of the tumours to viewers.

Know Your Boobs!

‘Know Your Boobs’ is an educational game designed and developed in collaboration with my peer, Athena Ling. The game design is aimed for women aged 16+ to help them understand their anatomy and know some of the early symptoms of breast cancer. Breast cancer is is the most common cancer diagnosis in the UK and early detection is key to the best health outcomes.

I was in charge of the main storyboard concept drawings and modelling the 3D interactive breast anatomy to teach users the healthy and cancerous appearance of breast tissue. I created the internal anatomy of the healthy and cancerous breasts and heavily modified an external chest asset we purchased to reflect the external symptoms of cancer. Hyperrealism was not my focus while creating the anatomy models. This was because the aim was to educate people with little to no anatomy knowledge and hyperrealism may have deterred people from wanting to learn about such a sensitive topic. Each model represents a real structure and a stylised texture and art style still allows the viewer to learn the anatomy without the fear of seeing real macroscopic anatomy. I also created all the UI function and appearance of any sprites and 2D assets used for button navigation and instruction panels throughout the application.

The challenge of this game was creating a space that the user felt safe while still learning the importance of understanding their anatomy. To do this we made the color scheme reflect a calm and safe atmosphere while keeping our main color pink for breast cancer awareness. Sound was one of the most challenging aspects of the game because of the seriousness of the topic. We managed to source a calming and relaxing backing track that didn’t disrupt the educational aspect of the game while providing a volume controller to give the user the ability to control the volume. Some simple sound effects for the quiz section were also added but careful consideration was given to these sounds to not sound overly jarring or incredibly happy to maintain the overall aim of our game.

The skin of the chest can be made transparent to better view the internal anatomical structures rather than just the external appearance to learn the name and function of each structure. Alongside the learning feature of the application, a quiz style game was also included to help the user retention and engagement to learn healthy anatomy and understand the main symptoms of cancer.

'Know Your Boobs' Game Walkthrough

Have a short look into the final development of 'Know Your Boobs'!

Storyboard of the main scene design.

'Know Your Boobs' Storyboard

This is the storyboard showing the main scenes we wanted to include in the game as well as a description for each scene.

Final Textured Breast Models

The final models used in our development (not hyperrealism) Top Left Image: External skin and breasts that have been textured to look healthy. Top Right Image: External breast model which was textured with patches of rashes, one breast has been enlarged (swollen), a lump under the armpit has been added, and nipple discharge can be seen. Bottom Center: this is the original chest model we purchased from patrickart90 on Turbosquid.com which was then heavily modified and textured to fit the theme and atmosphere of our development.
Interior anatomy of breasts in 3ds max modelling software.

Healthy Interior Anatomy

The final healthy anatomy models I made inside 3DS Max modelling software. The texture maps used are shown in the bottom right corner.
Unity game software showing pink button controls and a pink canvas with text on it.

Creating UI and Instruction Panels

In Unity I created panels full of instructional text as well as a row of buttons to navigate through the game scenes.

Comparison Scene- Cancerous Side

This is the final scene in our application showing the cancerous breast anatomy side. It is one breast model that can be rotated using the buttons in the top corners of the screen for a comparison between healthy and cancerous internal anatomy.

3D Arm Model

Prior to this degree, I had never made 3D models. One of my first deadlines was to create a model of an arm based off one image we were given, retopologize one vertebra by hand and one by automatic modifiers, create a 30 second animation, and one high quality still image. I took all the skills I learned over the first several weeks of this course to create my first ever complete anatomical model.

To begin, I gathered a variety of images to give different perspectives for each muscle in the arm. This allowed me to more accurately model the shape and size of the muscles relative to the rest. I then utilized some texture maps given to me by my lecturer as well as creating my own textures to apply to each muscle and tendon. Retopology on the vertebrae was the next challenge. One vertebra was retopolgized using a modifier in 3ds Max and the other was manually retopologized by created a new low poly model. Once everything was textured I created a background scene in a museum style layout with lighting and cameras which were used to create and render a 30 second animation.

Looking back at this project in the final month of this degree, having improved my skills, I can see many modifications that I would now make to create a much more realistic and organic model. However, for being my first ever organic, anatomical, 3d model this was quite an accomplishment and deserved to be shown in my showcase.

3D Animation

My final 30 second animation showing my 3D arm model and two vertebrae that were retopologized.

a 3d modelled arm in between two retopologized vertebra

Final Image of 3d Models

This is the final image of my arm model (in the center) with the manual retopolized vertebra on the right side and the modifier produced vertebra on the left.
bicep and humerus modelled with an image in the background to model from.

Initial Stages of Modelling

Using different images as a reference I began to create the 3d models of muscles, such as the biceps, and bones, such as the humerus, as seen in this image.
arm model without textures.

Whole Arm Without Texture

After creating a higher polygon model (20,000+ polygons), I then reduced it to around 6000 polygons for efficiency in the animation and to meet the brief requirements.
final textured model placed against the initial image I was given to recreate.

Final Arm Model

This was my final textured arm model which aligned with the original image I was given for recreation.

Final Scene Setup

This is the final scene setup for creating my final image and animation. Top Left Scene: Shows the right hand side of the setup with camera and lighting angles. Bottom Left Scene: Shows the top down view of the scene with camera and lighting angles in respect to the objects. Top Right Scene: Shows the front view of the scene setup in an orthographic view. Bottom Right Scene: Shows the view from the physical camera which was set up in the scene.