MSc Medical Visualisation & Human Anatomy School of Innovation & Technology
Hannah Milne
Hello! My name is Hannah Milne, I am an Anatomy (BSc Hons) graduate from the University of Glasgow and now a student of the MSc Medical Visualisation and Human Anatomy course. Throughout my undergraduate degree I came to appreciate how much of anatomy and medical teaching relied on illustration, animation, 3D modelling and a host of other visualisation techniques. This inspired me to continue my education with this MSc course, as the benefits from better, more accessible visualisation techniques doesn’t just impact students, but patients and industry.
Throughout the past year I have had the pleasure of developing a range of skills in 3D modelling, volumetric visualisation and C# coding, as well as reinforcing my anatomy knowledge and presentation skills. Put into practice, these skills have allowed me to collaborate with my colleagues to build my first educational interactive application (See project: You and your colon), visualise patient data in the form of tumours, teeth and broken bones (See project: Volumetric visualisation) and create a short medical animation about the bicep, with a twist (See project: Anatomy of a Cowboy).
With the support of my supervisors Dr Michelle Welsh, Dr Angela Lucas-Herald and Daniel Buksh, I have completed my thesis: Developing a web-based digital application for the education of parents of children with a diagnosis of hypospadias. The goal of the project was to create an education tool which contained 3D models depicting both typical male genitalia and hypospadias genitalia and a 3D animation on the in-utero development of male external genitalia.
I am thrilled to start my next chapter where I will be embarking in a PhD exploring the use of home based virtual reality upper limb exercise with real time feedback for people with Multiple Sclerosis.
Lastly, but certainly not least, a huge thank you to Dr Matthieu Poyade, Dr Jenny Clancy and all other staff at the GSA and UofG for your teaching and support.
Thesis project- The Hypospadias Handbook
This project contains depictions of male genitalia.
‘The Hypospadias Handbook’ is an interactive educational web-based application aimed at parents with children who have received a diagnosis of hypospadias.
What is hypospadias? Hypospadias is a condition which affects around 1 in 300 XY births which results in the urethral opening of the penis being further down than it usually is. In hypospadias, the urethral opening, referred to as an ‘ectopic urethral meatus’ as it is not where it is typically found, can occur anywhere from just below the glans of the penis, to down the shaft, within the scrotum and in the perineum. In cases where the ectopic urethral meatus is midshaft or lower there is often chordee (curvature of the penis) seen, and in cases where the urethral opening is even lower there can also be evidence of a bifid scrotum (where there is two scrotal sacs instead of one).
Evidence suggests that any diagnosis in a baby can be distressing, and a diagnosis of hypospadias which usually comes during routine new-born checks is no different. Many parents report feeling overwhelmed and were unaware of the condition before their child’s diagnosis. Studies have found that hypospadias information online lacks accuracy and is not accessible for the public, which can worsen parental distress if questions are going unanswered. This project therefore aims to support parents by providing the information they need to understand their child’s condition, and the anatomy behind it.
The project comprises of a dictionary section with scrollable word list, definitions and diagrams, a series of pages which contain 3D interactable models of typical male external genitalia and hypospadias genitalia, and an animation page which shows how typical male genitalia develops in-utero and the points at which hypospadias may occur.
Unity Project
The collaborative project set to us in semester 1 was to design an education interactive application with a set of minimum requirements relating to methods of user interaction. Incorporating different ways for the user to interact was challenging, but indefinitely helpful practice for our individual thesis work that would come later. My group, which consisted of my colleagues Summer Skelton and Shona Cumming (I strongly encourage you to go to their pages, they are extremely talented people!), chose to design an application based off of recent NHS health campaigns on the topic of colon cancer. The result? You and your colon.
Our design process involved mood and storyboard development, asset development (All 2D and 3D assets made by ourselves) and coding interactions on basic unity scenes before importing our assets in. We successfully created an application which comprised of scenes including:
- interactable 3D model of relevant internal organs of the thorax with labels which appeared when the mouse hovered over the organ and could be rotated and zoomed in.
- A quiz which provided instant feedback and remembered the users previous score
- A playable scene where the user was able to remove a colon polyp with a medical instrument, featuring an animation
- A drag and drop quick which provided instant feedback and had a timer
- A scrollable page of information of the symptoms and risk factors of colon cancer
Volumetric visualisation
Volumetric visualisation allows you to take patient data in the format of, for example, MRI or CT scans and turn them into 3D visualisations. This can be exceptionally useful in patient communication, surgical planning and for use as a base in further 3D modelling workflows. Presented here is a selection of volumetric visualisation work from Semester 1.
Volumetric visualisation can be separated into two types: Direct and Indirect rendering. Examples of both can be seen in the work shown here. Direct rendering can provide great levels of anatomical accuracy, while Indirect rendering often makes for cleaner images. Knowing when to use each technique, and how, is core to the volumetric visualisation course.
3D modelling and animation
Another of the core courses in semester 1, our 3D modelling teaching covered the use of 3DS Max, Zbrush, Adobe Photoshop, Adobe After Effects and more. Many of us, myself included, went from no modelling experience to being able to competently design and deliver a medical animation featuring 3D modelling.
My animation ‘The anatomy of a Cowboy’ took a fun twist on the classic muscle flex video we have all seen many times. A bicep muscle was sculpted from scratch, textured, painted and animated onto a skeleton base which was provided to us (but upper limb textured by each of us). Adobe After Effects was then used to edit the rendered animation, which involved adding freeze frames, slow-motion and anatomical labels.