Make Magic

The Art of Making Prosthetics
Mark Geil

Mark Geil has degrees in Mechanical Engineering from North Carolina State University and Biomedical Engineering from the Ohio State University, where he specialized in human locomotion biomechanics. In his first faculty position at Georgia Tech he was instrumental in the creation of the world’s first entry-level MS program in prosthetics and orthotics. He arrived at GSU in 2004 as Director of the Biomechanics Laboratory. In 2013 he was named the founding Executive Director of the Center for Pediatric Locomotion Sciences. Geil is a Fulbright Senior Specialist awardee and winner of the Research Award from the American Academy of Orthotists and Prosthetists.

Mark will demonstrate how to integrate digital technology with current prosthetic socket fabrication. It involves 3D scanning and printing. Currently sockets are manufactured specifically from conventional moulds by technician with his art and skill. In this work the one prosthetic socket for a transtibial amputee is designed to perform as an interface between a leg stump and artificial part of the leg (prosthesis). The main functions of socket are to guide and protect the residual limb. It modifies and transfers forces from the residual limb to the prosthesis throughout the patient's leg moments.

Motion Make
CMII, GSU and Spray 'n' Pray Studios

CMII Entrepreneurship Team together with GSU award-winning student Spray n' Pray Studios will demonstrate motion capture for games. This is a make media lab in action.

Motion capture transfers the movement of an actor to a digital character. Systems that use tracking cameras (with or without markers) can be referred to as "optical," while systems that measure inertia or mechanical motion are "non-optical." An example of the latter is the XSens MVN inertial capture suit worn by Seth Rogan playing the alien in Paul. Other tech has emerged lately, like Leap Motion's finger-tracking depth camera system and MYO's wristbands, which detect muscle activity in the hands and wrists. Project Tango from Google is being used mostly for mapping, but with its Kinect-like depth sensors, it also has the potential for mocap.

Optical systems work by tracking position markers or features in 3D and assembling the data into an approximation of the actor's motion. Active systems use markers that light up or blink distinctively, while passive systems use inert objects like white balls or just painted dots (the latter is often used for face capture).

The dream started early for Kynton Stephens. It took just one step into the world of Super Mario 64 for a life-long purpose to crystalize: Kynton was going to make video games. Ever since that childhood discovery, he has continued to learn from other greats of the medium, including Halo, Zelda, Mass Effect, Final Fantasy, and many more that would ultimately lead to his own contribution: Raven.

But Kynton had to wait for technology—and his own skills—to catch up with those ambitious plans. In the meantime, he worked on his programming skills and wrote a novel that built the universe, characters, and storyline he envisioned. The novel was a major leap forward, providing Kynton with a creative platform from which to launch Raven. The novel also played a big part in convincing others of his vision and dedication, which would be essential for building his team.

Becoming a Film and Video student at Georgia State University finally gave Kynton the platform he needed to turn vision into reality. He met Elizabeth Strickler, professor and head of the Digital Arts and Entertainment Laboratory, who provided him with the resources of the laboratory and its design software. She also introduced him to other driven students in the field and mentored the game development process.

Spray N’ Pray began to develop Raven, designing it to be the first episodic, deep narrative video game that also incorporates first-person-shooter action. A Raven game player is asked to choose their identity from among classes in a Colonial Security squad tasked with saving the plant Avalon from the Harvesters, a coldly destructive alien species. But the choices don’t stop there; much of game play will involve complex decisions that will affect the game world.

The team at Spray N’ Pray is designing the game with the Unity3D game engine to produce a version first for Xbox, followed by one for PC. They also have plans to port to PlayStation in a subsequent phase. Modeling software packages like Modo and Blender have also proved invaluable. The studio crew continues to grow, now including writers, illustrators, and professional voice actors; about half of the total crew is composed of GSU students. The project is rapidly approaching the testing phase, and Kynton already has a list of people chosen to receive an early-release version for trial runs.

CMII will also demonstrate motion VR.

The Edge of Imagination Station

Johnny Villarreal had evolved The Edge of Imagination Station over a period of many years, with at least three different renditions presented at various Plutopia events and for The Futures Lab’s clients. At STEAM3, Johnny will have three different stations, all stop motion animation sequences, but using varying interfaces, customized software and support technologies, thus creating a variety of potential outputs. The work created by students as a piece of art, or teachers to explain an idea can involve anything from chalk drawing, colored paper, silhouettes, chablons, 2D images, 3D objects, sound, etc., which can be brought to life as a flip book, a movie and generated instantly.

Decatur Makers

Decatur Makers is a welcoming, family-friendly community of inquisitive, motivated people who work together in a safe environment to discover, understand, design and create interesting things.

Imagine wood shop, metal shop, computer lab, electronics shop, arts & crafts area, and more all under one roof, with tools ranging from soldering irons and drill presses to recycled art and 3D printers. Imagine a community of experts and novices of all ages learning how to build and fix things as well as just making cool stuff!

After School Allstars
From Robotics to Hip Hop and the Science of CSI

Every day in the United States as many as 15 million children leave school with no place to go. 

After School All Stars offers a proven alternative for these children.  We engage them in activities and on-going relationships that increase confidence and encourage success in all areas of their lives - at home, in school and in the community.  
After-School All-Stars provides comprehensive after school programs that are fun for kids and also keep them safe and help them achieve success in school and life.
Prepares middle school kids for high school, college, and the 21st century by offering academic support, enrichment opportunities, and health/fitness activities.