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Minneapolis, MN, United States

Minneapolis College of Art and Design is a private, nonprofit four-year and postgraduate college specializing in the visual arts. Located in the Whittier neighborhood of Minneapolis, Minnesota, United States, MCAD currently enrolls approximately 650 students offering curriculum that includes painting, sculpture, printmaking, photography, video, illustration, graphic design, book arts, furniture design, liberal arts, comic art, and sustainable design. MCAD is one of the few major art schools to offer a major in comic art. Wikipedia.

Faludi J.,Minneapolis College of Art and Design | Lepech M.D.,Stanford University | Loisos G.,Loisos Ubbelohde Architects
Journal of Green Building | Year: 2012

Within this work, life cycle assessment modeling is used to determine top design priorities and quantitatively inform sustainable design decision-making for a prefabricated modular building. A case-study life-cycle assessment was performed for a 5,000 ft2 prefabricated commercial building constructed in San Francisco, California, and scenario analysis was run examining the life cycle environmental impacts of various energy and material design substitutions, and a structural design change. Results show that even for a highly energy-efficient modular building, the top design priority is still minimizing operational energy impacts, since this strongly dominates the building life cycle's environmental impacts. However, as an energy-efficient building approaches net zero energy, manufacturing-phase impacts are dominant, and a new set of design priorities emerges. Transportation and end-of-life disposal impacts were of low to negligible importance in both cases.

Schroeder D.,University of Minnesota | Korsakov F.,University of Minnesota | Knipe C.M.-P.,University of Minnesota | Thorson L.,Minneapolis College of Art and Design | And 4 more authors.
IEEE Transactions on Visualization and Computer Graphics | Year: 2014

In biomechanics studies, researchers collect, via experiments or simulations, datasets with hundreds or thousands of trials, each describing the same type of motion (e.g., a neck flexion-extension exercise) but under different conditions (e.g., different patients, different disease states, pre-and post-treatment). Analyzing similarities and differences across all of the trials in these collections is a major challenge. Visualizing a single trial at a time does not work, and the typical alternative of juxtaposing multiple trials in a single visual display leads to complex, difficult-to-interpret visualizations. We address this problem via a new strategy that organizes the analysis around motion trends rather than trials. This new strategy matches the cognitive approach that scientists would like to take when analyzing motion collections. We introduce several technical innovations making trend-centric motion visualization possible. First, an algorithm detects a motion collection's trends via time-dependent clustering. Second, a 2D graphical technique visualizes how trials leave and join trends. Third, a 3D graphical technique, using a median 3D motion plus a visual variance indicator, visualizes the biomechanics of the set of trials within each trend. These innovations are combined to create an interactive exploratory visualization tool, which we designed through an iterative process in collaboration with both domain scientists and a traditionally-trained graphic designer. We report on insights generated during this design process and demonstrate the tool's effectiveness via a validation study with synthetic data and feedback from expert musculoskeletal biomechanics researchers who used the tool to analyze the effects of disc degeneration on human spinal kinematics. © 1995-2012 IEEE.

Schroeder D.,University of Minnesota | Korsakov F.,University of Minnesota | Jolton J.,Minneapolis College of Art and Design | Keefe F.J.,Duke University | And 2 more authors.
IEEE Computer Graphics and Applications | Year: 2013

Using widely accessible VR technologies, researchers have implemented a series of multimodal spatial interfaces and virtual environments. The results demonstrate the degree to which we can now use low-cost (for example, mobile-phone based) VR environments to create rich virtual experiences involving motion sensing, physiological inputs, stereoscopic imagery, sound, and haptic feedback. Adapting spatial interfaces to these new platforms can open up exciting application areas for VR. In this case, the application area was in-home VR therapy for patients suffering from persistent pain (for example, arthritis and cancer pain). For such therapy to be successful, a rich spatial interface and rich visual aesthetic are particularly important. So, an interdisciplinary team with expertise in technology, design, meditation, and the psychology of pain collaborated to iteratively develop and evaluate several prototype systems. The video at http://youtu.be/mMPE7itReds demonstrates how the sine wave fitting responds to walking motions, for a walking-in-place application. © 1981-2012 IEEE.

Belden-Adams K.,Minneapolis College of Art and Design
International Journal of Technology, Knowledge and Society | Year: 2013

The Pathoclast is a "radionics" medical device introduced in 1916, classified as a "quack medical device" by the Food and Drug Administration, and confiscated on a wide scale in the 1960s. It operates by detecting and "cancelling out" the airborne vibrations of various ailments. Without even leaving the privacy of his or her own office, a doctor is able to diagnose any disease imaginable-from cancer to warts-with the diagnostic curative powers of the Pathoclast. If a photograph, blood sample, or human hair of an off-site patient, or a faraway diseased wheat field, is placed by a doctor in the well of the Pathoclast, the machine will detect the "ill" radiation, send out the machine's own counteractive "wellness-bringing," airborne, non-specific radiation, to "cure" the corresponding patient. This invention recently has enjoyed a resurgence of use by non-physicians, echoing enthusiasm with unknown, vague, airborne energy-flows which were popularized in 2006 in the self-help movie "The Secret"-which posited that a person's thoughts emanate, and may attract or repel good events (including disease cures) to enter their lives if they just "ask, believe, and receive." This essay will explore the history of the Pathoclast and will examine the climate of receptivity to non-empirically proven healing techniques that has precipitated the current revival of its use. Copyright © 2013, Common Ground.

Coffey D.,University of Minnesota | Korsakov F.,University of Minnesota | Ewert M.,University of Minnesota | Hagh-Shenas H.,University of Minnesota | And 5 more authors.
Computer Graphics Forum | Year: 2012

We present a study of interactive virtual reality visualizations of scientific motions as found in biomechanics experiments. Our approach is threefold. First, we define a taxonomy of motion visualizations organized by the method (animation, interaction, or static presentation) used to depict both the spatial and temporal dimensions of the data. Second, we design and implement a set of eight example visualizations suggested by the taxonomy and evaluate their utility in a quantitative user study. Third, together with biomechanics collaborators, we conduct a qualitative evaluation of the eight example visualizations applied to a current study of human spinal kinematics. Results suggest that visualizations in this style that use interactive control for the time dimension of the data are preferable to others. Within this category, quantitative results support the utility of both animated and interactive depictions for space; however, qualitative feedback suggest that animated depictions for space should be avoided in biomechanics applications. © 2012 The Author(s).

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