I began the week integrating two scenes into PHOBOS.
The first screenshot is the very first scene of the application showing our platform logo just above the horizon with some spotlights pointed at it. A disclaimer is added at the bottom to make sure people understand what kind of application they are about to use should they decide to continue. The scene waits for the user to press a button so that there is enough time for the user to read the disclaimer and make a decision.
The second screenshot is one of a very simple, Tron-like abstract experience scene with a deep space background sound that is very captivating and very simple geometry. We call it the “Baseline” scene and it was created by our CEO in consultation with a team of psychologists who will be validating our software with real patients as it progresses. Baselining a patient/client before immersing the subject in an anxiety inducing VR environment is always advisable. That is why we are baselining our test subjects with a neutral environment such as this. There are a few dynamic elements in the scene such as a rotating sphere-like object and moving floating particles.
I spent most of my time adding cosmetic changes to the remainder of the defects found in the tower of the city scene.
The first thing I worked on was adding extra boardwalks to the rooftop in areas I thought were necessary, such as to fill the large gaps between the internal/external elevators and the top floor because for the really anxious, those are very frightening gaps one must walk across especially when looking downward below.
By now you might have noticed that there are supplemental columns on the external elevator rails at the top to hide what you are not supposed to see through.
You may have also notice the two support columns that support the giant outcrop that goes over the pool area. Before there was nothing there to support it and I wondered if that was really structurally sound. Making people anxious of that among other fears was unintended. 🙂
So this is what the pool rooftop looks like when no one is around. I had stretched the fence along the entire side of the building and removed vegetation along the other walls to get a better view below. For those of you who want a better view of the area below your feet, there is a tourist attraction in the screenshot below. It is quite windy at the rooftop, so do so at your own risk and hold on to anything tightly. When you first enter the rooftop from the external elevator, this part is hidden by the vegetation, so it adds a nice surprise for people trying to overcome their fear of heights when their psychologist instructs them to move in that direction.
I modified the message GUI again. The messages are more readable using a translucent background such as that in the below screenshots. Originally I used a red translucent background, but according to our psychologist CEO, Fernando Tarnogol, he insisted that red color could trigger anxious feelings for some patients. So I went with a nice cyan color that matches one of our official PsyTech logo colors and contrasts well with black text. I also simplified the messages for easier, fast reading.
Lastly, the final much needed cosmetic change to AMVR tower was added: a ceiling at the right level covering all the gaps that showed the sky, with the ropes holding the lights actually attached to it.
Now the interior is beautiful and there is a hole in the interior elevator shaft to go to the rooftop still.
Now that the tower is satisfactorily complete, I can now focus on the other scene logic implementations given environments built by my team members. But that won’t happen until next week. See you then.