SALON & THE WELL
Our initial Salon received an enthusiastic response last January. For MMVR17, we’re expanding Salon and creating a companion forum, The Well.
Salon explores health, learning, and technology through art. Within its gallery space, attendees can browse, converse, relax, and discover. In Salon, artwork and multimedia compositions stimulate fresh approaches to biomedical modeling, visualization, and simulation. Select demonstrations will allow hands-on creativity.
The Well is a space for one-on-one, laptop-based demos and select, large-scale technology displays. The Well complements the traditional commercial and academic exhibits, expanding the forum of ideas and devices. Demos in The Well will be scheduled and impromptu.
In The Well
Philip Weber & Jacopo Annese PhD
The Brain Observatory, University of California, San Diego & CalIt(2)
Installation: The Digital Light Box is a scalable visualization environment for radiological and pathological examinations that enables researchers to visualize and inspect high resolution (gigabyte size) images created by multiple imaging modalities, including virtual microscopy.
Hanger Orthotics & Prosthetics
www.Hanger.com
Installation: The C-Leg® is a microprocessor-controlled hydraulic knee with swing and stance phase control. This innovative knee joint features on-board sensor technology that reads and adapts to the individual’s every move. By using special software and a personal computer, fine adjustments can be made to tailor the C-Leg® to the amputee. Angles and movements are measured 50 times per second ensuring the dynamic gait is as similar to natural walking as possible.
In Salon
Joyce Cutler Shaw
Artist-in-Residence,
University of California, San Diego School of Medicine
Art: Wound Man and Pregnant Woman: Imaged from The Anatomy Lesson. The implications of body imaging, so important to the science of the medical professions, can be evoked and traced through the visual history of anatomy: from the hand technology of drawing, through the x-ray, to new and evolving electronic imaging technologies as we are now scanned, graphed, computerized and dematerialized. The prints on exhibit, from illustrations in a fine art book by Joyce Cutler-Shaw, titled The Anatomy Lesson: Unveiling the Fasciculus Medicinae, represent a “conversation across time” between her contemporary drawings and 15th Century medieval medical woodcuts of the physical self.
Karl Heinz Hoehne
Medical Informatics
University Medical Center Hamburg-Eppendorf & Voxel Man
http://www.voxel-man.de
Movie: Professor Roentgen Meets the Virtual Body was created in 1995 for the occasion of the 100th anniversary of Roentgens discovery. It illustrates the history of medical imaging and image computing and generated completely with the tools of the VOXEL-MAN visualization system. Pictures on the walls of a virtual room lead to the different highlights: The discovery of the X-rays, CT and MR imaging, 3D models for surgery and training, virtual endoscopy and more.

Prints: Leonardo meets VOXEL-MAN. The famous anatomical drawings Leonardo daVinci opened a new era of depicting human anatomy 500 years ago. The exhibit depicts compositions of some of these drawings and today’s computer models; although computer generated, they have their own esthetics.
Max S. Gerber
Photographer, Pasadena CA
http://www.HeartKidsProject.org
Photographs: Excerpts from the book project, My Heart vs. the Real World, a photo documentary volume that explores the lives of children with congenital heart disease (CHD) through striking black-and-white photographs and interviews with subjects and their families. Congenital heart defects are the most common of all birth defects, occurring in one out of every 115 to 150 births. The project documents the lives of these kids, focusing on the emotional impact of growing up with a chronic disease.

Berci Meskó
University of Debrecen, Hungary
Demonstration: Discovering the Virtual World of Medicine through Second Life provides medical educators and students with numerous educational opportunities and tools while visiting the places and islands that can change the way medical education is delivered today.
José Luis Mosso Vázquez
Regional Hospital No. 25,
Instituto Mexicano del Seguro Social (Mexico DF)
Paintings: The three paintings in The Mind of a Surgeon series reflect the interaction between patients and surgeons and technology

J
ohannes Vockeroth
University Hospital Munich
Demonstration: The Gaze-Driven Head-Mounted Camera is a novel approach to document medical treatment. The device stores and transmits the exclusive point of view of the surgeon.
EyeSeeCam is a novel head-mounted camera controlled by the user's eye movements. It allows, for the first time, to literally see the world through somebody else’s eyes. A mobile eye tracker system continuously directs the camera towards the user's point of gaze, so that the camera captures exactly what the user’s eyes see.
Alan Liu, Jennifer Sieck & Eric Acosta
National Capital Area Medical Simulation Center
Demonstration: 3D Model Creation and Animation for Medical Simulation. 3D models lie at the heart of nearly all medical simulation and serious game applications. A well-developed 3D model lends realism and life to the virtual environment. This demo highlights the artistry behind the science.
Alan Liu, Jennifer Sieck & Eric Acosta
National Capital Area Medical Simulation Center
Demonstration: Desktop 3D virtual environments with haptic feedback form the basis of a wide range of medical simulation applications. The attraction of a virtual environment with haptic feedback lies in its ability to depict various surgical procedures.
3D medical simulation represents the culmination of efforts from technology and the graphic arts. In this joint presentation, we demonstrate how artistic and scientific creativity combine in a vivid rendition of a virtual patient for learning about head trauma management.
Chris Culbertson
Dept of Neurology,
University of California, Los Angeles
http://www.etc.ucla.edu/research/projects/Meth-Apartment.htm
Demonstration: Use of VR in Addiction Medicine. During the exposure, participants are encompassed within a sensory isolation apparatus, including a 32” LCD monitor and a surround-sound audio system. Participants interact with the specially created virtual world in Second Life, run from a standard Dell PC, using a simple gaming remote control. An additional monitor is placed outside of the apparatus for outside observation.
Virgil Wong
New York Presbyterian Hospital and
Weill Medical College, Cornell University
http://.www.PaperVeins.org
http://www.PhineasMap.org
Exhibition: Phineasmap is a VR application that allows patients to create an anatomical avatar, zoom into systems/organs/tissues/cells akin to Google Maps, and connect medical and testimonial information to various related anchors throughout the body. Users may view a "world body" that aggregates data from all users of this system into a collective avatar based on geography or other factors. The art dimension is embedded in the idea of portraiture as well as the potential prospect for creating empathy

Marcos Lutyens
Artist, Los Angeles CA
Alessandro Marianantoni
Center for Research in Engineering, Media and Performance (REMAP),
University of California, Los Angeles
Installation: The Excarnation Machine (BETA) is a participatory game that involves assembling and breathing life into an assortment of hi-tech media representations of the human body, generating a 21st century take on the “exquisite corpse.” Our project addresses some of the ethical provocations that contemporary science brings to us, such as genetic manipulation and mutation from within and plastic surgery from without.

By representing the human body with MRI’s, X-rays or ultrasounds, we break through the body’s physical boundaries, removing its sense of gravity and turning it into an anti-terrestrial and quasi-ethereal entity. Thus, in a sense, the body ascends into a cosmic dimension, and yet, at the same time, the antiseptic process of medical imaging causes a qualitative dilution that presents us with a human portraiture that is void of vitality, emotion and warmth.

Jiayi and Shih-wen Young
American River College
Sacramento, CA
www.sifting.org
Installation: Sampling Rate in Audible and Visual Perception
The first piece looks at the role that sampling rate plays in audible perception. In the "Hiroshima" series, mathematical, physical theories are used to transform the Hiroshima atomic bombing sound into hypotrochoid-like visual patterns. Audience is invited to interact with the piece by entering a different sampling frequency. For each sampling frequency, a different visual pattern is generated.
The second piece investigates the role that sampling rate plays in visual perception. “Missing Frames” video #1 is a combination of two different videos rapidly switching frames from one video to the other; each is missing 50% of its frames. In the construction of the 30 frames per second video, the frames alternate from one video to the other at the rate of one frame per 1/30th of a second. The frames of the two videos are essentially zipped or shuffled together into one, asking for the brain to respond to both stories. Video #2 is a combination of three different videos rapidly switching frames from one video to the other. Video #3 would require four videos, etc. We plan to create up to five or ten.
It’s intriguing to observe the similarity between microscopic quantum effects and the quantum-like nature of “sampling rate” in human perception.
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If you have questions about participation in Salon or The Well, please contact Jim Westwood, the program coordinator, at [MMVR17atNEXTMEDdotCOM].

