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Biofabrication Lab visit
Date of visit: 14th September
Name of Lab/Studio: Biofabrication Lab at QUT
Actual Address: 60 Musk Ave., Kelvin Grove
The pictures above are how the lab looks like and what they are printing for.
Advanced research for clinical solutions:
- Novel biofabrication software
-3D printer
-Scaffold and tissue analysis technology
Mia Woodfuff on TED
Biofabrication Lab
The purpose of VR is to lead users into a simulated space, making them sense the virtual world as much as the real world. Through this lab visit, I figure out that the VR experience is not only taking experiencers into a virtual image world, however, the auditory element is also one significant component that helps to build up the virtual world.
The first stop of the visit is Wesley Heard introducing us the 3D modelling tools and 3D engine in a VR game. Basically, he utilizes Autodesk 3D Max to model the virtual environment and then, combines the model with the Unreal Engine. The 3DMax is widely used in 3D modelling field. It is not difficult to use, and has powerful cross-platform ability. In terms of the Unreal Engine, this is an open source image processing engine, which allows the developer to develop a VR game, video or some other 3D product with its support. The project that Wesley is doing now is a horror-theme VR game, he uses the tools above to develop the experience and uses the Oculus Rift, which is an advanced VR glasses, to demonstrate the outcomes.
The Oculus Rift is one of the most popular VR image demonstration solutions in VR field. It provides the immersive visual experience to the experiencer and also provides convenient developing kit to the developers.
The next stop is the sound effect designer Nathan Corporal. He introduced us how to handle VR scenario sound effects. We sense our tangible world via visual image and auditory sound, so the VR world is supposed to be the same. The image aspect can be achieved by 3D modelling and graphics engine. However, the difference between the simulated digital sound and real world sound is that in the real world, people can hear sound from any direction, but the digital sound only has two channels. To enhance the VR experience, the sound should effect should be the 3D positional audio. Therefore, Nathan told us about the theory and the tools that he uses in order to record and processing the 3D audio.
Nathan told us that there are still a lot of problems have to be solved when it comes to recording and editing 3D audio. At current stage, the solution that he is using is Reaper and FMOD. The Reaper is a digital audio processing workstation produced by Cockos. It provides audio recoding, editing, and special audio effect rendering functions to help audio designers to deal with complex audio production. The FMOD is another auditory processing workstation software. Different from the Reaper, the FMOD can debug and use code to editing audio files. Besides, the most fascinating function is that it has 3D sound engine to process the positional audio signal and simulates the acoustic source. With these two software, producing 3D positional audio becomes accessible.
At last, Wesley lets us experienced the Oculus Rift. I experienced the Unreal Engine demo ‘Showdown’. This is a quite short VR game video demo, but the VR effect is good. The glass can detect the head's movement and relatively change the visual angle. In addition, 3D positional audio also applied in this video.

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The Hub Studio
DXP403 Lab Report
Designing Interactions, Masters of Creative Industries, Interactive and Visual Design.
Submitted by: Weile Zhang (n9036539)
Project Journal: http://weilezhangarg.tumblr.com
The Hub Studio
Date of visit: 12.10.2015
Name of Lab/Studio: Hub Studio
Actual Address: Z Block, Kelvin Grove Campus, QUT
Virtual Address: https://www.facebook.com/HubGames
https://twitter.com/HubGamesAus
Key Roles and activities
Virtual reality (VR) technology, is a popular term in IVD industries since last two decades. This technology is dedicated to present audience a real world scene via electronic screen and devices. This technique brings new possibility to traditional game and video industries. In addition, both audiences and players can enjoy the immersive experience to become part of component in the story world. To simulate the real world settings, VR technology can offer multiple sensory feelings, which include eyesight, listening, touch feeling and even smell or taste (Wikipedia 2015).
The work or mission of HUB Studio is to research and develop relevant demos and software products for VR devices such as, Oculus Rift. Firstly, Wesley Heard, the VR Artist of Hub Studio started off by showing us all how he creates a 3D environment setting by using 3D Max. For example, the furniture in a house, some old marks on the wall to form a scary environment. The 3D modelling process is really complex and it will cost a large amount of time to simulate the real world, so that audience can take part in the environment fast. Then Wesley introduced us a really useful tool named Unreal Engine 4. It is an excellent development tools created by game developers. Developers can use this game engine product creates many types of VR related games (Unreal Engine 2015).
Subsequently, Nathan Corporal, the sound designer, give us interesting introduction for his work. Theoretically, Nathan’s work is to offer audience a real sound experience in the VR products. They use professional audio devices, named Zoom recorder (The Zoom H4nSP), to collect sound in real environment. Additionally, editing them via professional audio edit software, such as: FMOD Studio, an audio middle ware to add logic and environment speciality on the original audio. Designers add different effectiveness on the original sound. Hence, the audience can feel the different environment just by audio. For example, the footsteps on stone road is opposite different to that of on grassland. Their work utilises the natural working theories of human’s ear. Overall, a virtual reality project is the cooperation of 3D landscape design and sound edition.
Lastly, the most interesting and attractive thing is we tried the latest VR devices – Oculus Rift, accompanied by several demos, such as Showdown (a slow motion demo), Dreadhalls (a horror game), painting tool and Colosse (3D interactive animation). I am so excited that I can try the Dreadhalls. This game demo is work perfectly through Oculus Rift. As a game player, I can explore the map and use tools to open a lock door. When the monster shows, I just want to escape. Overall, I cannot wait to play a complete game product like this one.
Main Stakeholders of the work undertaken
The direct stakeholders are the product designer and the large amount related game designers and video makers. These professional designers are directly construct the VR technology. A remarkable product should accompany by numerous demo to ensure their work performance maintains a high level. This demo can also support the development of this technology. For example, the VR painting software is a good attempt on education and creative design industries.
Subsequently, the indirect stakeholders are the industries that can develop via this technology, such as: education and medical care fields. Initially, VR technology is a great change for educator to change their teaching methods. For example, student can wear VR helmet to experience the inaccessible historical event, study the structure of scientific model. The exciting immersive environment will increase people study efficiency. Meanwhile, the medical clinician, especially psychological doctor can apply this technology with their patient to help them conquer the fear in their mind.
Inspiration
The most interesting aspect for me is the VR helmet can bring me such immersive feelings. Virtual reality and mix reality (this term from Microsoft 2015 event) technology redesigns the human-computing interactive industries. People can actually transfer the fiction environment to the real world. The remarkable experience is human being never met before. I gain the inspiration that people can decrease the steps of designing a virtual world. Currently, we still need brilliant designers to create the environment for audience. In the future, the advanced technology may has possible to read people’s mind and transfer peoples mind to the VR computer system, so that audience can have individual customised experience.
But this development may increase some ethic problem. Some people may lose direction between virtual and real world. The real immersive game world will let some audience addicted on it and avoid their real daily life.
Design Opportunities
This technology can offer audience immersive and vivid sense experience. Hence, I assume this technology is suit for education and medical industries. Firstly, the dramatic format is more acceptable than traditional media, such as paper book and video. If the educational institution can apply this technology in class, student will understand knowledge easier than before.
Meanwhile, visual reality technology can be used for mental health therapy, such as autism. Psychological clinician can customise different types of immersive video for patients. This method is efficient and scientific than “hypnosis treatment”.
References
Dr. Deb Polson’s Tumblr site: http://argplay.tumblr.com/
FMOD Studio Website: http://www.fmod.org
Mobile VR jam: http://vrjam.devpost.com/updates/3462-meet-your-mobile-vr-jam-winners
Resources for experience: http://www.jauntvr.com/content/
Rift – the VR Mask or glasses: https://www.oculus.com/en-us/rift/
Unreal Engine official website: https://www.unrealengine.com/what-is-unreal-engine-4
Wikipedia “VR”: https://en.wikipedia.org/wiki/Virtual_reality - Concept_origins
Lab Visits: VR Technology Part 1 - Global Goggles
This class we experienced the VR technology briefly by using “Global Goggles”, a simple but fascinating handcraft leaves interesting first impression for us to recognize VR industries.
This devices is a technical glasses which should cooperate with VR apps in smart phones. however, it may has trouble to fit large screen.
Bio-fabrication Printing Lab
DXP403 Lab Report
Designing Interactions, Masters of Creative Industries, Interactive and Visual Design.
Submitted by: Weile Zhang (n9036539)
Project Journal: http://weilezhangarg.tumblr.com
Bio-fabrication Printing Lab
Date of visit: 14.09.2015
Name of Lab/Studio: Bio-fabrication Lab
Actual Address: 60 Musk Ave, IHBI Building
Virtual Address: woodruffgroup.org
Key Roles and activities
This lab visit is fascinating because of the 3D printing technology is another revolution that can bring change to many industries. My professional background is product, hence, I recognised 3D printing technology in my university. This technology is amazing because it links virtual models and physical products closely. This is helpful for industrial design. Basically, 3D printing machine prints layer by layer to construct the whole shape of a model. It cost plastics in most of times. Because this the cost is cheap and fast than many traditional manufacture, people nowadays can use many materials for 3D printing techniques. For example, food, furniture, motor vehicles and even a house. while in this Lab, the more exciting item is people nowadays can apply 3D printing in medical care region, which is called “bio-fabrication technology”. This project devotes to customize tissue replacements to save people’s life and help them to recuperate from accident, disease and birth defects. This technology needs the cooperation of dynamic research group, including some science practitioners, such as bio-scientist physicist engineers and clinicians. This is also a new work pattern that can bring more creativity for traditional medical care industries.
Work flow of 3D organ printing
Associate Professor Mia Woodruff introduced the work flow of 3D printing in medical fields for us. Theoretically, the whole process is divided to three main steps. First of all, they use clinical scan machines, such as CT, MRI and 3D laser, to produce the specific shape and data from patients’ wound.
subsequently, after the analysis of the condition of the injury and patient’s body, researchers will draw the bio-fabricate tissue by special software. The large difference to normal 3D printing in this stage is researchers will add “bio-inks” in the printed organs. This technology is the key to whether patients can be cured perfectly. As the image shown, we can still see the break between the 3D printed organ and original parts of patient’s body, but the cells have already grown together, which means the body tissues have recovered.
Lastly, the print machine will print out the specific shape of organs, such as an ear, a piece of bone, to match the wound of patient. After these advanced developments, patients can save a lot of time in recovery and it is also helpful for them to release the physical and psychological burden.
Material safety
As I mentioned above, 3D print machine can use almost all materials. However, because of the specialty of medical surgery, the materials they used in a patient’s body should be safe. Currently, the materials they apply are entirely safe for people’s physical health. They often use PCL or PLA plastics. These materials passed the test by the National Health and Medical Research Council of Australia (NHMRC), and the study shows the material is 100% biodegradable, healthy and nontoxic for human bodies.
Main Stakeholders of the work undertaken
Initially, in the medical field, the obvious direct stakeholders of 3D printing technique are medical doctors and patients. This technology brings efficiency to the daily works of hospital. Doctors can apply their professional skills more easily and patients do not need to bear too much pain in the recovery stage.
Considering the complex working process, there are also some indirect stakeholders. Because this technology is new in traditional medical industries, there are some issues may exist, for example, ensuring the accuracy of the model or choosing the most suitable material for artificial cells.
Generally, 3D printing is more mature in other industries, for example, people can use 3D printing technology to construct many houses in a short time period, because the budget cost of this technology is affordable and the work process is efficient. Therefore, the traditional manufacturer is another direct stakeholder. The traditional factory may apply this technology to increase the quantity and this can be another unique point for advertising and selling.
Inspiration
The most interesting aspect to me is the transformation process of 3D producing. Currently, this technique is used in many industries. For example, the fashion designers use it to produce a new style of dressing. It inspired me that this technology can play important role in sustainable development. If the 3D printing can popularize in the future and the printing speed become faster, everyone can have their own printing machine. They can print any products they like. It is convenient that people can customise their own lifestyle without restriction. The best thing is we will not produce too much rubbish anymore, because all plastics can be collect and reused in 3D printing machines.
Design Opportunities
After this lab visit and the followed research, there are some design opportunities can be recognized. Firstly, this technology can be more accessible by the intervention of interactive design. In the future, it is easy to imagine that people can apply 3D print technology more easily. It may transform the market environment of traditional manufacture. The traditional shopping mall may not exist because people can shop online, and even the material express service is not necessary, because customers can “print” their fashionable clothing. Therefore, the short term design opportunity is to create a 3D print access or application that normal users can get access to 3D print service everyday.
In the long term future, the brands will become the app or cooperators with 3D print company. These product companies can launch their virtual product online and receive profit from data download quantity. The industries will become similar to the mobile technology industries today.
References
ABC news: http://www.abc.net.au/news/2014-10-31/preparations-continue-for-pioneering-medical-3d-printing-degree/5857376
Dr. Deb Polson’s Tumblr site: http://argplay.tumblr.com/
http://www.nature.com/news/the-printed-organs-coming-to-a-body-near-you-1.17320
Organ printing technology in QUT: http://www.qutnews.com/2014/05/09/aussie-universities-leading-the-way-in-3d-printed-body-part-technology/#.VhN1qbwZiKw
3D printing introduction: https://www.youtube.com/watch?t=141&v=Vx0Z6LplaMU
Absolutely bio-fabulous: https://www.youtube.com/watch?v=71y-Pw9XYbw&feature=youtu.be
3D organ printing: https://www.youtube.com/watch?v=4PV6WZywE-4&feature=youtu.be