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Project Hospital is an educational virtual reality journey to give viewers insight into the reality of hospitals during various historical time periods. Created by: NoMore Studios - Ben Peacock, Kyle Price, Daniel Szymanski (First year Games Design students at Sheffield Hallam University)
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A HISTORICAL JOURNEY THROUGH TIME
BEN PEACOCK, KYLE PRICE, DANIEL SZYMANSKI
1
Project Hospital is an educational virtual reality journey to give viewers insight
into the reality of hospitals during various historical time periods.
Viewers will experience the inside of a modern day hospital allowing them to
familiarise themselves with the environment, but at different stages of the
journey the viewer’s environment will dramatically change.
2
Contents
Project Concept………………………………………………………………pg. 3
Target Audience......................................................................................pg. 4
Original Asset List…………………………………………………………….pg. 5
Modern Day……………………………………………………………………pg. 6
o 3D Assets……………………………………………………………...pg. 7-10
o Prototype Scene………………………………………………………pg. 11-12
Second World War…………………………………………………………….pg. 13
o 3D Assets……………………………………………………………...pg. 14-19
o Prototype Scene………………………………………………………pg. 20-21
First World War………………………………………………………………...pg. 22
Victorian Era……………………………………………………………………pg. 23
o Concept Art & 3D Assets……………………………………………..pg. 24
Screencast……………………………………………………………………...pg. 25-28
Animation Sequences…………………………………………………………pg. 29-31
Bibliography & References…………………………………………………...pg. 32
Credits…………………………………………………………………………..pg. 33
Index ……………………………………………………………………………pg. 34
3
Concept
X-Statement
This is an anxious and intensifying hospital focused educational virtual reality journey back through time.
Summary
This VR journey is set within a modern day hospital which changes appearance as the viewer travels
back through time. The viewer experiences a patient’s visons of a modern day, Second World War,
First World War, and a Victorian hospital. The journey’s main focus is to put viewers on edge as they
experience the dramatic changes to their surroundings the further they travel. The journey will feature
historically accurate appearances and layouts of hospitals during these four time periods.
Description
In a modern day hospital a patient is being pushed by a nurse on their way to surgery. The nurse talks
to them about the safety and procedures of their upcoming surgery. Through each door they pass, the
patient experiences a different vision. The nurse and the patient enter an elevator and start to Descend.
The patient’s first vision starts as they leave the elevator and they see an underground bunker during
the Second World War filled with people on beds moaning and groaning from pain. The room is filled
with lit candles and various boxes laying around the edges of the room.
There is a curtain at the end of the room and when the patient is pushed through the curtain the
patient’s vision changes to the inside of a field hospital tent during world war one. There are soldiers on
stretchers, some with limbs missing, and the sounds of shouting, screaming, and vehicles traveling past.
As the patient passes through the other side of the tent the patients final vision commences as they
imagine entering a Victorian surgery room. Inside the surgery room is a prepared table for the
operation as well as an audience is the stands. The patient is helped onto the operating table, and the
surgeon says "time to go to sleep now", and as they turn around they are shocked by the possessive
face of the surgeon's eyes as he holds his operating equipment, and then the patient's vision
disappears into a complete blackout and an intensifying scream is played. This will create a climatic
cliff hanger ending to our journey and leave the user on edge.
4
Target Audience
Our virtual reality journey will be suitable for anyone aged 16 and above however we have directed the
interest of our journey towards Historians and Academic History teachers who think this approach
towards the history of hospitals would be a good activity for their students to experience.
People who are curious about the advancements of technology within a hospital environment may be
interested as it will give them a realistic experience of how far modern day has come since the Victorian
era.
Project Hospital will be available on PC.
(Eakins 1889)
5
Original Asset List
Modern Day - (Background
Voices/conversations)
*Beds
*Lamps
*Fans
*Wheel Chair
*Ceiling Lights
*Wheel Chairs
*Cabinets
World War Two - Loud (Gunfire/vehicles)
*Tent
*Stretchers
*Candles
*Beds
*Body & Cloth
*Bloody clothes/sheets/bandages
*First Aid Kit
*Cabinets
*Canteens
World War One - Quiet
*Large Ward - building
*Metal Beds
*Candles
*Body & Cloth
*Bloody Clothes/sheets/pillows/bandages etc.
*First Aid Kit
*Wheel Chairs
*Cabinets
Victorian - Creepy
*Operation bed
*Medical Equipment
*Body & Cloth
*Surgeon
*Door
*Audience Seating
*Floor & Walls – Texture
6
Modern Day
The starting scene of our virtual reality journey will begin in a modern day styled hospital allowing
viewers to become familiar with their environment. Everything will seem normal to the viewer as a
nurse casually starts to talk whilst taking the patient to one of the hospitals surgery rooms to have an
operation. Below are two images that were used as reference for the water dispenser and modern day
hospital bed. There are also three screenshots of two different floor plans for the Modern Day scene
made by Kyle Price and Erica Ormes.
7
Modern Day - 3D Assets
Ben Peacock –
This is the bed that we would have used for the Modern Day scene. As you can see it hasn’t been
completed and this is due to time constraints related to other project work.
8
Modern Day - 3D Assets (Continued)
Kyle Price –
This is a water cooler that we have used for the main waiting area of the Modern Day Scene.
These are monitors that sit on the desks in the main waiting area to try and make the environment more
realistic.
9
Modern Day - 3D Assets (Continued)
Kyle Price –
This is the one of two desks that we’ve used back to back for the reception area of the Modern Day
Scene.
This view is from behind the desks. To the left of this image you can see where the two desks meet.
10
Modern Day - 3D Assets (Continued)
Erica Ormes (Past member) –
These assets were created by Erica Ormes and she has given us permission to use them within the
Modern Day Scene.
11
Modern Day - Prototype Scene
Daniel Szymanski –
The current version of the Modem Day scene previewed below was created by Daniel Szymanski.
This environment is what the viewer will be presented with when they start the journey.
The second image shows the right side of the first room that the viewer is in.
12
Modern Day - Prototype Scene (Continued)
Daniel Szymanski –
These are screenshots of the two corridors within the Modern Day Scene.
13
Second World War
As the viewer enters the second stage of the journey, set during the Second World War, they will
experience candle light compared to the overhead ambient lighting in the previous scene and be able to
hear the horrifying sounds of planes flying above, the intensifying sounds of both air raid sirens and
bombs exploding. We intend to create camera shake to produce the feeling of the environment shaking
as a bomb above explodes.
Here are two images that we used as reference for the layout of the Second World War scene as well
as a mock-up 3D model made by Kyle Price to work out the scale of the room.
14
Second World War - 3D Assets
Ben Peacock –
This is the bed that we have used for the Second World War Scene.
15
Second World War - 3D Assets (Continued)
Ben Peacock –
Here are the Albedo, Normal, and Specular maps that I made to be applied to the bed.
UVW Unwrap Albedo Map
Specular Map Normal Map
16
Second World War - 3D Assets (Continued)
Ben Peacock –
This is a crate that had already been made before the production of our project so we decided to
include this to fill the environment.
17
Second World War - 3D Assets (Continued)
Ben Peacock –
Here are the Albedo, Normal, and Specular maps that I made to be applied to the crate.
UVW Unwrap Albedo Map
Specular Map Normal Map
18
Second World War - 3D Assets (Continued)
Kyle Price –
This is a candle that we used in the Second World War scene.
19
Second World War - 3D Assets (Continued)
Daniel Szymanski –
These crates and tables have been used within the Second World War scene to make the environment
feel more realistic.
20
Second World War - Prototype Scene
Daniel Szymanski –
This image shows the entrance to the Second World War scene as the viewer leaves the elevator.
This is what the viewer will see as they pass through the doorway that you saw in the previous image.
21
Second World War - Prototype Scene (Continued)
Daniel Szymanski –
This image is a closer look at the room’s far end.
This is another distance view from the other side of the room facing towards the entrance.
22
First World War
The First World War scene will be set inside a field hospital tent with soldiers wounded in battle on
stretchers. The viewer will move through the tent and past the patients being treated, hearing the
moans and groans of their pain.
(Sargent 1918)
23
Victorian Era
As the viewer enters the Victorian scene they will see an operating table surrounded by an audience
awaiting to spectate the surgery that the patient is about to have. This scene is intended to frighten the
viewer and make the entire scene really intense.
(Eakins 1875)
24
Victorian Era - Concept Art and 3D Assets
Erica Ormes (Past Member) –
This piece of concept art is of the Victorian scene that we would have included within the project given
more time.
This is a 3D Model of the audience stands that would surround the surgery table in the Victorian scene.
25
Screencast
Kyle Price -
This screencast provides an audible overview of our project as well as a preview of what
the viewer will experience.
26
Screencast (Continued)
Kyle Price –
27
Screencast (Continued)
Kyle Price –
28
Screencast (Continued)
Kyle Price –
At this stage the screencast previews the journey which includes coughing sounds throughout the
Modern Day Scene, and then a piece of music as well as explosion and gunfire sound effects for the
Second World War scene.
29
Animation Sequences
Kyle Price -
The screenshots below show the animation sequences for our virtual reality journey. There also some
images showing the modern day bed being used in some of the rooms the viewer passes which were
inserted into the project by Kyle Price.
This is where the viewer will start their journey.
The fourth image shows the elevator which will be used for transitioning between the different scenes.
30
Animation Sequences (Continued)
Kyle Price –
Image five shows a view of the animation sequence from inside the elevator shaft. The panel shown on
the wall rises as the elevator ascends, opening up the way for Second World War scene. The viewer
will then move forwards through this corridor shown in image six.
The viewer will then be taken through the Second World War Scene while being able to look around the
room freely with the Oculus.
31
Animation Sequences (Continued)
Kyle Price –
The last two images show how our virtual reality demo journey ends with the production team’s names
passing the candle light allowing for the viewer to see.
The screenshots below show how Kyle Price has implemented the Modern Day bed within the first
scene, and the perspective the viewer will see them from whilst wearing the Oculus.
32
Bibliography EAKINS, Thomas Cowperthwait (1889). The Agnew Clinic. [oil on canvas]. John
Morgan Building of the University of Pennsylvania. Philadelphia
EAKINS, Thomas Cowperthwait (1875). The Gross Clinic. [oil on canvas].
Philadelphia Museum of Art and the Pennsylvania Academy of Fine Arts.
Philadelphia
SARGENT, John Singer (1918). The Hospital Tent. [Watercolour].
http://www.canvasreplicas.com/images/Agnew%20Clinic%20Thomas%20Eakins.jpg
http://www.culliganmissoula.com/wp-content/uploads/2013/08/BWCooler_hi-res.jpg
http://www.3meia5.com/wp-content/uploads/2013/01/Voelker-Hospital-Bed-Compared-with-a-
recumbent-sitting-position.jpg
http://cdn.theatlantic.com/static/infocus/yos100113/y08_09171149.jpg
http://data2.collectionscanada.gc.ca/ap/a/a149309.jpg
http://www.iwm.org.uk/collections/item/object/23728
http://i.dailymail.co.uk/i/pix/2008/08/15/article-0-024B723900000578-417_468x286.jpg
http://img.izismile.com/img/img4/20111007/640/picture_of_the_day_640_01.jpg
33
Created by:
Ben Peacock: Project Lead, Document Handler,
3D Modeller
Kyle Price: Screencast producer, 3D Modeller,
Animation, Environment Concepts
Daniel Szymanski: Environment Creation,
3D Modeller, Lighting
Erica Ormes: Concept Art, Environment
Concepts
34
Index
A
o Animation pg. 29-31
o Assets pg. 7-10, 14-19, 24
B
o Ben Peacock pg. 7, 15-17, 33
o Bibliography pg. 32
C
o Concept Art pg. 24
o Contents pg. 3
o Credits pg. 33
D
o Daniel Szymanski pg. 11-12, 19-21, 33
E
o Erica Ormes pg. 6, 10, 24, 33
F
o First World War pg. 22
J
o John Sargent pg. 22
K
o Kyle Price pg. 6, 8-9, 18, 33
M
o Modern Day pg. 6-12
Prototype Scene pg. 20-21
O
o Overview pg. 2
P
o Prototype Scenes pg. 11-12, 20-21
S
o Screencast pg. 25-28
o Second World War pg. 13-21
Prototype Scene pg. 11-12
T
o Thomas Eakins pg. 4, 23
V
o Victorian Era pg. 23-24
W
o World War One pg. 22
o World War Two pg. 13