Overview: In collaboration with Carolina Biological Supply, Forge Modern Research developed a virtual version of a physical anatomy model to improve its accessibility and usability as an educational tool. Traditionally, anatomy models are expensive and often inaccessible to many students, limiting their ability to engage with complex biological structures. By digitizing these models, we were able to provide unlimited access and a more interactive, risk-free learning environment. In this case study, we’ll walk you through how we used cutting-edge technologies like 3D modeling, photogrammetry, and game development to create a highly engaging virtual anatomy model for students.
Category Archives: Case Study
Overview: At Forge Modern, we’ve always believed in the power of technology and creative media to break down barriers in education. One of our most exciting projects to date was our partnership with Apple to produce a remote learning experience aimed at empowering small, independent music producers. By using live streaming technology and cinematic video production, we were able to showcase the full potential of GarageBand, demonstrating to producers that it’s not only accessible but also powerful enough to support serious music careers.
In this case study, we’ll walk you through how live streaming can provide immersive, high-quality educational experiences — all while making them more accessible than ever before.
Overview: At Forge Modern, we’re constantly exploring how technology can bridge the gap between complex healthcare treatments and patient accessibility. One of the most impactful projects we’ve had the privilege to be a part of is Ranger Loo, an innovative solution developed through our participation in the Gamifying Pediatrics Hackathon, hosted by Children’s Hospital Los Angeles (CHLA) and BCG Digital Ventures.
Our mission? To make the treatment for pelvic floor disorders more accessible, engaging, and effective for pediatric patients, all from the comfort of their own homes. Through the combination of Augmented Reality (AR) and biofeedback devices, we were able to turn a typically expensive and clinic-based treatment into a home-friendly experience that not only motivates children to participate but also improves the outcomes of the treatment.