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Dive into the research topics where Kim Bale is active.

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Featured researches published by Kim Bale.


2013 International Conference on Computer Medical Applications (ICCMA) | 2013

3D visualisation for education, diagnosis and treatment of lliotibial band syndrome

Erin Beveridge; Minhua Ma; Paul Rea; Kim Bale; Paul Anderson

The evolution of medical imaging technologies and computer graphics is leading to dramatic improvements for medical training, diagnosis and treatment, and patient understanding. This paper discusses how volumetric visualization and 3D scanning can be integrated with cadaveric dissection to deliver benefits in the key areas of clinician-patient communication and medical education. The specific area of medical application is a prevalent musculoskeletal disorder-iliotibial (IT) band syndrome. By combining knowledge from cadaveric dissection and volumetric visualization, a virtual laboratory was created using the Unity 3D game engine, as an interactive education tool for use in various settings. The system is designed to improve the experience of clinicians who had commented that their earlier training would have been enhanced by key features of the system, including accurate three-dimensional models generated from computed tomography, high resolution cryosection images of the Visible Human dataset, and surface anatomy generated from a white light scan of an athlete. The finding from the virtual laboratory concept is that knowledge gained through dissection helps enhance the value of the model by incorporating more detail of the distal attachments of the IT band. Experienced clinicians who regularly treat IT band syndrome were excited by the potential of the model and keen to make suggestions for future enhancement.


IEEE Computer Graphics and Applications | 2010

We All Live in a Virtual Submarine

Paul Chapman; Kim Bale; Pierre Drap

Our seas and oceans hide a plethora of archaeological sites such as ancient shipwrecks that, overtime, are being destroyed through activities such as deepwater trawling and treasure hunting. In 2006, a multidisciplinary team of 11 European institutions established the Venus (Virtual Exploration of Underwater Sites) consortium to make underwater sites more accessible by generating thorough, exhaustive 3D records for virtual exploration. Over the past three years, we surveyed several shipwrecks around Europe and investigated advanced techniques for data acquisition using both autonomous and remotely operated vehicles coupled with innovative sonar and photogrammetric equipment. Access to most underwater sites can be difficult and hazardous owing to deep waters. However, this same inhospitable environment offers extraordinary opportunities to archaeologists because darkness, low temperatures, and low oxygen rates are all favorable to preservation. From a visualization pipeline perspective, this project had two main challenges. First, we had to gather large amounts of raw data from various sources. Then, we had to develop techniques to filter, calibrate, and map the data and then bring it all together into a single accurate visual representation.


international conference on virtual reality | 2008

Virtual exploration of underwater archaeological sites: visualization and interaction in mixed reality environments

Mahmoud Haydar; Madjid Maidi; David Roussel; Malik Mallem; Pierre Drap; Kim Bale; Paul Chapman

This paper describes the ongoing developments in Photogrammetry and Mixed Reality for the Venus European project (Virtual ExploratioN of Underwater Sites, http://www.venus-project.eu). The main goal of the project is to provide archaeologists and the general public with virtual and augmented reality tools for exploring and studying deep underwater archaeological sites out of reach of divers. These sites have to be reconstructed in terms of environment (seabed) and content (artifacts) by performing bathymetric and photogrammetric surveys on the real site and matching points between geolocalized pictures. The base idea behind using Mixed Reality techniques is to offer archaeologists and general public new insights on the reconstructed archaeological sites allowing archaeologists to study directly from within the virtual site and allowing the general public to immersively explore a realistic reconstruction of the sites. Both activities are based on the same VR engine but drastically differ in the way they present information. General public activities emphasize the visually and auditory realistic aspect of the reconstruction while archaeologists activities emphasize functional aspects focused on the cargo study rather than realism which leads to the development of two parallel VR demonstrators. This paper will focus on several key points developed for the reconstruction process as well as both VR demonstrators (archaeological and general public) issues. The first developed key point concerns the densification of seabed points obtained through photogrammetry in order to obtain high quality terrain reproduction. The second point concerns the development of the Virtual and Augmented Reality (VR/AR) demonstrators for archaeologists designed to exploit the results of the photogrammetric reconstruction. And the third point concerns the development of the VR demonstrator for general public aimed at creating awareness of both the artifacts that were found and of the process with which they were discovered by recreating the dive process from ship to seabed.


international conference on virtual reality | 2011

Linking evidence with heritage visualization using a large scale collaborative interface

Kim Bale; Daisy Abbott; Ramy Gowigati; Douglas Pritchard; Paul Chapman

The virtual reconstruction of heritage sites and artefacts is a complicated task that requires researchers to gather and assess many different types of historical evidence which can vary widely in accuracy, authority, completeness, interpretation and opinion. It is now acknowledged that elements of speculation, interpretation and subjectivity form part of 3D reconstruction using primary research sources. Ensuring transparency in the reconstruction process and therefore the ability to evaluate the purpose, accuracy and methodology of the visualization is of great importance. Indeed, given the prevalence of 3D reconstruction in recent heritage research, methods of managing and displaying reconstructions alongside their associated metadata and sources has become an emerging area of research. In this paper, we describe the development of techniques that allow research sources to be added as multimedia annotations to a 3D reconstruction of the British Empire Exhibition of 1938. By connecting a series of wireless touchpad PCs with an embedded webserver we provide users with a unique collaborative interface for semantic description and placement of objects within a 3D scene. Our interface allows groups of users to simultaneously create annotations, whilst also allowing them to move freely within a large display visualization environment. The development of a unique, life-size, stereo visualization of this lost architecture with spatialised semantic annotations enhances not only the engagement with and understanding of this significant event in history, but the accountability of the research process itself.


serious games development and applications | 2012

Constructionist learning in anatomy education: what anatomy students can learn through serious games

Minhua Ma; Kim Bale; Paul Rea

In this paper we describe the use of 3D games technology in human anatomy education based on our MSc in Medical Visualisation and Human Anatomy teaching practice, i.e. students design and develop serious games for anatomy education using the Unity 3D game engine. Students are engaged in this process not only as consumers of serious games, but as authors and creators. The benefits of this constructionist learning approach are discussed. Five domains of learning are identified, in terms of what anatomy students, tutors, and final users (players) can learn through serious games and their development process. We also justify the 3D engine selected for serious game development and discuss main obstacles and challenges to the use of this constructionist approach to teach non-computing students. Finally, we recommend that the serious game construction approach can be adopted in other academic disciplines in higher education.


serious games development and applications | 2012

Constructionist Learning in Anatomy Education

Minhua Ma; Kim Bale; Paul Rea

In this paper we describe the use of 3D games technology in human anatomy education based on our MSc in Medical Visualisation and Human Anatomy teaching practice, i.e. students design and develop serious games for anatomy education using the Unity 3D game engine. Students are engaged in this process not only as consumers of serious games, but as authors and creators. The benefits of this constructionist learning approach are discussed. Five domains of learning are identified, in terms of what anatomy students, tutors, and final users (players) can learn through serious games and their development process. We also justify the 3D engine selected for serious game development and discuss main obstacles and challenges to the use of this constructionist approach to teach non-computing students. Finally, we recommend that the serious game construction approach can be adopted in other academic disciplines in higher education.


International Conference on Medical Information Visualisation - BioMedical Visualisation (MedVis'06) | 2006

Kaleidomap Visualizations of Cardiovascular Function in Critical Care Medicine

Kim Bale; Paul Chapman; Jon Purdy; Nizamettin Aydin; Paul Dark

In this paper we consider how the use of Kaleidomaps can facilitate our understanding and interpretation of large complex multivariate medical datasets relating to cardiovascular function in critical care medicine. Kaleidomaps are a new technique for the visualization of multivariate time-series data. They build upon the classic cascade plot and use the curvature of a line to enhance the detection of periodic patterns within multivariate dualperiodicity datasets. Kaleidomaps keep user interaction to a minimum, facilitating the rapid identification of periodic patterns not only within their own variants but also across many different sets of the variants. By linking this technique with traditional line graphs and signal processing techniques, we are able to provide medical experts with a set of visualization tools that permit the combination of medical datasets in their raw form and also with the results of mathematical analysis.


Archive | 2011

Empire 3D: A Collaborative Semantic Annotation Tool for Virtual Environments

Daisy Abbott; Kim Bale; Ramy Gowigati; Douglas Pritchard; Paul Chapman


Information Visualization | 2007

Kaleidomaps: a new technique for the visualization of multivariate time-series data

Kim Bale; Paul Chapman; Nick E. Barraclough; Jon Purdy; Nizamettin Aydin; Paul Dark


virtual systems and multimedia | 2007

VENUS (Virtual ExploratioN of Underwater Sites) Two years of interdisciplinary collaboration

Frederic Alcala; A. Alcocer; F. Alves; Kim Bale; J. Bateman; Andrea Caiti; M. Casenove; Jean-Christophe Chambelland; Giuseppe Chapman; Olivier Curé; Pierre Drap; Audrey Durand; K. Edmundson; L. Gambella; Pamela Gambogi; Frédéric Gauch; Klaus Hanke; Mahmoud Haydar; Julien Hué; Robert Jeansoulin; Stuart Jeffrey; Luc Long; Vanessa Loureiro; Madjid Maidi; Odile Papini; G. Pachoud; Antonio Pascoal; Julian D. Richards; David Roussel; David Scaradozzi

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Minhua Ma

Glasgow School of Art

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Paul Rea

University of Glasgow

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Pierre Drap

Aix-Marseille University

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Paul Dark

Salford Royal NHS Foundation Trust

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