Behrend’s Own “Ready Player One”

By Heather Cass, Publications Manager, Penn State Behrend

This spring, several staff and faculty members recommended Remington Orange, above, a Digital Media, Arts, and Technology (DIGIT) major, for an annual feature on the Behrend Blog that highlights graduating students.

There was just one problem: Orange was a junior.

Their mistake is understandable. In just three years, Orange, an immersive administrator in the college’s Virtual/Augmented Reality (VAR) Lab, has left his mark on campus—literally. From 3D scanning equipment and building video game consoles in the VAR Lab to creating 360-degree virtual tours for industry partners, Orange’s work can be seen all over Behrend.

“He oversees several of the undergraduate employees in the lab, working with them across a half dozen or more projects, helping them to achieve their own goals,” said Dr. Chris Shelton, associate professor of psychology and director of the VAR Lab. “He goes out of his way to learn and help others who are trying new techniques in the lab, while also improving the atmosphere with his positive attitude and calm demeanor.”

Orange is also collaborating with Jane Ingold, reference and instruction librarian and Behrend’s archivist, to digitally preserve college artifacts as part of his Schreyer Honors College thesis project.

“He is so engaged and is a real champion of Behrend history through the preservation work that he’s doing,” Ingold said. “This spring, he did 3D scans of Ernst Behrend’s old steamer trunk, the bust of Moritz Behrend’s head, and Bruno’s headstone.”

Behrend Blog caught up with Orange before he returned home to New Bethlehem for the summer.

How did you get involved in the VAR Lab?
I met another student, Marcus Jacobs (a ’22 Business Economics and International Business grad), who worked there, and he roped me in. I was interested in what they were doing in the lab. Now I do a lot of the project managing. I joke that I’m Marcus 2.0.

What are some projects you’ve worked on?
Most recently, I helped create a 360-degree virtual tour for Snap-tite, an Erie company, and I’m working on the Echoes of HistERIE project—scanning historical sites and artifacts like the Presque Isle Lighthouse. If something ever happens to these places, at least we’d still have them digitally.

We heard you built a turntable to help scan people in 3D?
Yes! It’s hard to do 360-degree scans of people while lugging around the camera and cables, so it’s easier if the person rotates on a platform while the camera stays put. You can buy turntables like this, but my true gumption is being frugal—so I wanted to build one. My dad and I used the motor from a pig roaster, since it offers a slow, strong spin. It turned out great.

You also created an augmented reality sandbox. Tell us about that.
It’s an interactive display that lets users shape and manipulate 3D topographic maps in real time. A 3D camera senses the shape of the sand, and a projector overlays a topographic map onto it. You can build mountains and valleys right in front of you. Again, you can buy these, but we made ours out of plywood and an old projector.

And the VARcade?
That’s an arcade machine I built from an old kitchen cabinet. It runs classic games and also gives students a platform to test new games they create in computer science or game design classes.

You sound like an engineer. Why did you choose DIGIT?
DIGIT is the best of both worlds. I get to work with emerging technology but in a more creative or artsy way. I like 3D modeling, photography, making movies, and videogames. I’m also minoring in game development.

What are some practical uses for VR and 3D images?
A lot of people think VR is just for video games, but it has serious real-world uses—training simulations, for instance, where it’s safer to make mistakes. It’s also great for exposure therapy for phobias and PTSD. And 3D tours can give people a sense of what a place looks and feels like without needing to physically go there.

What motivates you?
My faith—especially Jeremiah 29:11: “I know the plans I have for you, declares the Lord, plans to prosper you and not to harm you, plans to give you hope and a future.”

What are you looking forward to when you return in August?
My Schreyer thesis project, which is a continuation of the work I do in the lab. I’ll be using different scanners on various artifacts to find the most efficient methods for digital preservation. And I’m excited to see what else comes my way in the VAR Lab. I’m up for anything. 

Masterpieces, Meet the iPhone: Art History Gets a Makeover

By Heather Cass, Publications Manager, Penn State Behrend

This spring, students in Dr. Matthew Levy’s AMST 307N: American Art and Society course at Penn State Behrend engaged in a unique interdisciplinary project that blended historical analysis with creative expression. As part of the course, students worked in groups to create tableaux vivants—or “living pictures”—that reenact and recontextualize iconic works of American art that were discussed in class.

Not only did students have to study the formal and thematic elements of a chosen painting, but they also had to consider its relevance to contemporary social and cultural issues.

“Working in groups, they researched their chosen work, gaining a deeper understanding of the social issues it represented,” said Levy, associate professor of art history, music, theatre, and visual arts.

Each group then reimagined their selected artwork for a 21st-century context, using modern props, settings, and interpretations to bridge the past and the present.

“They had to think carefully about props, poses, setting, framing, and more to bring the work of art into modern times,” Levy explained.

Here are several standout projects from the class, along with insights from Levy on what made each piece compelling.

Distant View of Niagara Falls by Thomas Cole: “Where Cole’s view of Niagara Falls depicts the untouched majesty of the falls (represented both by the landscape and the presence of the Native Americans living at one with nature), the students depicted a domesticated and technologized landscape. Using the Wintergreen Gorge as their setting, they drew attention to the power lines, nature trail, and the use of phones to mediate our experience with nature.”

Domestic Happiness by Lilly Martin Spencer: “In the original painting, Spencer offers what was a progressive view of family life for the time, with both mother and father doting on their children. Our students instead depicted a “girl boss” showering praise on the domestic accomplishments of her stay-at-home husband. Notably, no children are present.”

War News from Mexico by Richard Caton Woodville. “Woodville’s painting depicts the latest in information technology—the penny press—which made journalism far more accessible than ever before. Our students depicted a scene in which everyone is responding to the news, not in the shared experience represented by Woodville, but each on their own through their phones and tablets.”

McSorley’s Bar by John Sloan: “Sloan’s painting depicts a scene of working-class sociability in a male-only bar. Our students represented a scene of co-ed sociability in Bruno’s Café on the campus of Penn State Behrend. Again, the presence of devices mediates human-to-human connection. Note how the student group considered the framing of the shot, mirroring the lights and memorabilia on the walls of the original.

Fun fact: McSorely’s Old Ale House is New York City’s oldest continuously operated saloon. The bar did not admit women until it was forced to do so in 1970.”

ABOUT THE COURSE

AMST 307N: American Art and Society covers the history of art in the English colonies and the United States from the seventeenth century to the present, examined through paintings, sculpture, buildings, prints and photographs, as well as exhibitions and national/world fairs.

The course is designed to meet two principal goals. The first is to increase students’ powers of visual analysis and help them build a critical vocabulary for discussing an art object’s medium, composition, style, and iconography. The second is to foster an understanding of the deep implication of the visual arts in their social and cultural contexts.