Harvey Collection




"Traumatic Brain Injury Interactive: Visualizing the Relationship Between TBI and Neuropsychological Disorders in Deployed and Veteran Military Populations"

Ginny Beth Fulford is a graduate student in the Biomedical Visualization program at the University of Illinois at Chicago.  She graduated with honors from Miami University in Oxford, Ohio in 2013 with degrees in Painting (B.F.A.) and Zoology (B.A.). Past research and teaching experience include biomedical illustration studies at Shoals Marine Laboratory Cornell, working as a TA for an undergraduate genetics course, and independent studies in lithography printmaking.

Ginny Beth’s research project visualizes military traumatic brain injury (TBI) including symptoms, comorbidities, neuroimaging, and treatment.  She is creating an interactive screen display that clarifies and illustrates the extensive information related to TBI usually presented to patients post-diagnosis.  The interactive exhibit will educate those impacted by TBI and the community at large with the goal of increasing public awareness and improving patient outlook.



"Visualizing the Pathophysiology of Mild Traumatic Brain Injury (mTBI) for Museum Display"

Meredith Hoffman is working on her Master of Science in Biomedical Visualization from the University of Illinois at Chicago, and expects to graduate in May 2015. Meredith graduated from the University of Michigan in 2011 with a Bachelor of Fine Arts in Art and Design, and a minor in Biology. In 2013, Meredith additionally completed a certificate program in Digital Design for Print from the College for Creative Studies in Detroit, Michigan.

Meredith is investigating how 3D animations can be used within a museum setting to increase public knowledge of mTBI symptoms, consequences, and pathophysiology.







"Virtual Reality for Stroke Rehabilitation"

Tiffany Davis received her Master of Science in Biomedical Visualization from the University of Illinois at Chicago in May 2014. Tiffany completed her undergraduate studies at the University of Georgia, majoring in Scientific Illustration. For three summers, Tiffany was an intern at Sports Medicine Clinic in Georgia, where she created patient rehab brochures, edited a quarterly journal, and maintained their website.

Tiffany researched how interactive gaming programs, such as Unity 3D and Kinect, can be utilized in the facilitation of stroke rehabilitation, and what the benefits of a interactive gaming system are as opposed to traditional therapy. She worked with the Rehabilitation Institute of Chicago to create a new environment, exercises, and avatars for an interactive game for stroke arm and hand rehab. The game simulates real life tasks and movements that are designed to increase stroke patient mobility and function. Dr. Derek Kamper, Nikolay Stoykov and Daria Tsoupikova developed the game; they are refining it with the goal of making it available to patients at home via computer or Kinect. Tiffany worked with the Electronic Visualization Laboratory at UIC for guidance in using Unity 3D to create the various assets for the game.


"Augmented Reality for Anatomical Visualization"

Rex Twedt received his Master of Science in Biomedical Visualization from the University of Illinois at Chicago in May 2014. Rex graduated with a Bachelor of Science in Biochemistry from Iowa State, and afterwards attended University of Nebraska Omaha to take prerequisites for Biomedical Visualization. Rex worked for the University of Nebraska Lincoln as a Game Designer/Programmer for two semesters, where he developed an educational game creating game assets and programming the game. He also worked as a QA Lab Technician at Cargill.

Rex's research question asked how augmented reality can be combined with a physical display to increase user knowledge of hand anatomy through an interactive environment. He worked with the museum's anatomical data and content experts to create an augmented reality app for a mobile platform (IOS or Android). The anatomically themed app focused on the anatomy of the hand, with a goal of creating an interactive learning display for use in the museum's exhibit space. The app used the camera of the mobile device to search for a predetermined symbol. Using 3D printing, Rex created a physical model of a hand and incorporated it into the symbol. When the app recognizes the symbol, it displays 3D anatomical models on the screen, making it appear as though the user is seeing the anatomy of the sculpture itself. The user can choose which anatomical features to display (skin, muscles, bones, etc).


"Visualizing Spinal Column Anatomy Using Augmented Reality and Rapid Prototyping"

Jessica Parmley received her Master of Science in Biomedical Visualization from the University of Illinois at Chicago in May 2014. Jessica attended the University of Texas at Austin and received her Bachelor of Science in Biomedical Engineering. She worked as a technology consultant at Accenture after graduation, with a focus in system testing.

Jessica investigated how interactive technology, specifically a 2D interactive game, can be used in a museum setting to educate the public about spinal cord injuries. Jessica completed her research project in conjunction with the non-profit organization BACKBONES. The mission of BACKBONES is to provide a platform for connection and support between people with spinal cord injury, and to improve disability awareness through public education. Jessica's 2D interactive contains 2D animations with information about spinal cord injuries and how lesion location relates to the loss of sensation and motor function. Her project focuses on the science behind an injury and understanding the relationship between injury and human function. 


"The Use of Interactive 3D Simulation to Further Understanding of Collagen I Structure and the Dynamic Changes Required for Function"

Abby Richbourg received her Master of Science in Biomedical Visualization from the University of Illinois at Chicago in May 2014. Abby majored in Studio Art at Southern Methodist University, where she also worked as a Teaching Assistant in Painting and Sculpting. Other previous experience includes work as a free lance illustrator for Incognito Interior Design and as a Gallery Assistant at Valley House Gallery and Sculpture Garden, both in Dallas, Texas. Abby worked with Dr. Orgel at the Argonne National Laboratory. 







Amie Zimmerman is a biomedical artist originally from the east coast where she completed her BA in Scientific Illustration. In 2010, she spent a year working as the Artistic Consultant to Public Programs for the Academy of Natural Sciences in Philadelphia, PA. She also ran student workshops in the basics of drawing for the Physician's College's Mutter Museum in Philadelphia, PA. In 2011, she enrolled in the University of Illinois Chicago's Biomedical Visualization (BVIS) Master's Program. She received her Master's of Science in Biomedical Visualization in May of 2013. From June 2012 - June 2014, she worked with the National Museum of Health + Medicine Chicago to help visualize medical data and exhibits, manage the website, and develop the relationship between NMHMC and BVIS students looking to complete their research with the museum. Her current skill sets include a plethora of traditional 2D and 3D sculpting mediums, as well as a digital skill set including software such as Photoshop, Illustrator, InDesign, After Effects, Corel Painter, 3D Studio Max, Mimics, ITK Snap, Mudbox, Maya, Unity 3D, Zbrush, and Freeform.


 Jennifer Rogers was born in Texas, but spent most of her life in the Blue Ridge Mountains of Virginia. Her undergraduate studies were completed in Richmond, VA at Virginia Commonwealth University. She received her Bachelor of Fine Arts in Communication Arts, concentrating in science. Her graduate studies were at the University of Illinois at Chicago in the Biomedical Visualization program. She received her Master's of Science in Biomedical Visualization in May 2013. Her interests include digital painting in medical illustration as well as 3D modeling and animation. In her free time, she loves to draw portraits of people and investigate web development and interactives. As of now, her skill set for 2D illustrations is in traditional media, Adobe Photoshop, Illustrator and Corel Painter. Her 3D and animation experience is working in 3DS Max, Mimics, Mudbox, After Effects, Zbrush, Unity and stereoscopic rendering.





Jennifer and Amie assisted in the creation of a new product page for the 'Products' portion of the website. The page showcases new museum developed applications for purchase, as well as future apps in development.


Jennifer and Amie worked with the AnatLab Visible Human Male (VHM) skull data in Mimics. Using various retopologizing techniques in both Autodesk 3ds Max and Mudbox, they were able to create a 3D digital mesh based identical in appearance to the VHM data. However, Amie and Jennifer's polygonal mesh was cleaner, a smaller file size and easier to work with. They also used the texture map painting available in Autodesk Mudbox to create a more clean bone like appearance as opposed to the appearance of the VHM data. 3ds Max was then used to animate the skull, having it perform various movements such as jumping and flipping. These various movements were then rendered frame by frame and applied to the Kinectcl system as a media tool that tracks and follows people as they pass by the front window of the museum.


Tumult Hype was used to create slideshows for exhibit displays in the Medicine on the Frontlines exhibit. Jennifer and Amie assisted in editing photos, HTML, and textual content.

During the development of the Digital Creations exhibit (a showcase of BVIS student work) Amie and Jennifer helped organize media for the exhibit and media setup for the digital displays. All media resources and descriptions were gathered from submissions and archived for the museum.


Photographic evidence of Albert Einstein's brain was provided to Jennifer and Amie. These photos were taken at multiple angles around the brain (every 20 degrees), one of the superior surface and one of the inferior. Using these photos and Autodesk's Mudbox software, they were able to sculpt a digital 3D model of Einstein's brain. The digital model was then painted. The digital brain of Einstein was then imported into Autodesk 3ds Max. Application of the AR Media Plug-in via Autodesk 3ds Max allowed Amie and Jennifer to develop an Augmented Reality version of the digital model with accompanying logo trigger. The logo trigger was then applied to business cards that viewers could use in tandem with the AR Media app on their phone to view a 3D holographic version of Einstein's brain using their cell phone camera.