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dc.contributor.authorRaidou, Renata Georgiaen_US
dc.contributor.authorGröller, Eduarden_US
dc.contributor.authorWu, Hsiang-Yunen_US
dc.contributor.editorEisemann, Elmar and Jacobson, Alec and Zhang, Fang-Lueen_US
dc.date.accessioned2020-10-29T18:51:28Z
dc.date.available2020-10-29T18:51:28Z
dc.date.issued2020
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.14173
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf14173
dc.description.abstractDuring the last decades, anatomy has become an interesting topic in education-even for laymen or schoolchildren. As medical imaging techniques become increasingly sophisticated, virtual anatomical education applications have emerged. Still, anatomical models are often preferred, as they facilitate 3D localization of anatomical structures. Recently, data physicalizations (i.e., physical visualizations) have proven to be effective and engaging-sometimes, even more than their virtual counterparts. So far, medical data physicalizations involve mainly 3D printing, which is still expensive and cumbersome. We investigate alternative forms of physicalizations, which use readily available technologies (home printers) and inexpensive materials (paper or semi-transparent films) to generate crafts for anatomical edutainment. To the best of our knowledge, this is the first computergenerated crafting approach within an anatomical edutainment context. Our approach follows a cost-effective, simple, and easy-to-employ workflow, resulting in assemblable data sculptures (i.e., semi-transparent sliceforms). It primarily supports volumetric data (such as CT or MRI), but mesh data can also be imported. An octree slices the imported volume and an optimization step simplifies the slice configuration, proposing the optimal order for easy assembly. A packing algorithm places the resulting slices with their labels, annotations, and assembly instructions on a paper or transparent film of user-selected size, to be printed, assembled into a sliceform, and explored. We conducted two user studies to assess our approach, demonstrating that it is an initial positive step towards the successful creation of interactive and engaging anatomical physicalizations.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectHuman centered computing
dc.subjectVisualization application domains
dc.subjectApplied computing
dc.subjectLife and medical sciences
dc.titleSlice and Dice: A Physicalization Workflow for Anatomical Edutainmenten_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersVisualization and Interaction
dc.description.volume39
dc.description.number7
dc.identifier.doi10.1111/cgf.14173
dc.identifier.pages623-634


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  • 39-Issue 7
    Pacific Graphics 2020 - Symposium Proceedings

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