Master’s Research Project:

A 2D/3D Animation of the Biological Mechanisms of Vaccines

ABOUT THE PROJECT

This is an educational animation visualizing the cellular mechanisms of vaccines and the significance of herd immunity in providing community protection from infectious disease. The goal of this animation is to alleviate concerns of vaccine hesitancy and to demystify anti-vaccination sentiment by providing knowledge in the form of a dynamic visual to a public audience. The material of this animation was developed through content analysis of existing literature, wherein a script and storyboard was created, followed by the construction of 3D assets and a 2D animatic.

This project will contribute to the current pool of intervention strategies intended to reduce vaccine hesitancy through the visual simulation of the real- life microscopic mechanisms and conditions under which vaccines operate. This animation also combines a unique 2D/3D visual style in producing a compelling dynamic visualization for optimal understanding of the complex and critical biological processes underlying long-term immunological protection.

Jodie Jenkinson

BA, MScBMC, PhD, FAMI
Director & Professor, Biomedical Communications
University of Toronto Mississauga

Nicholas Woolridge

BFA, BScBMC, MSc, CMI
Associate Professor, Biomedical Communications
University of Toronto Mississauga

Tania Watts

BSc, MSc, PhD Professor of Immunology University of Toronto

Autodesk Maya Adobe Illustrator Adobe Photoshop Adobe After Effects Adobe Premiere Adobe Audition Pixologic Zbrush


THE RESEARCH PROBLEM

Vaccine hesitancy is defined as the reluctance to become vaccinated despite the extensive availability of vaccines. This delay in the acceptance of vaccination services poses a threat to public health and often stems from a distrust in the science surrounding vaccine development and their mechanisms of action. Ironically, it is often said that vaccines are a victim of their own success; they have been effective in eradicating the age-old disease smallpox, as well as greatly reducing the transmission of polio and rubella, and so modern-day healthcare consumers perceive the risks associated with vaccines to be greater than the dangers of infectious disease. (Kata, 2010; Orenstein & Ahmed, 2017). 

Visually representing scientific information in the form of a dynamic visualization can be an alternative solution for fostering public engagement with science. Several studies have boasted the beneficial effects of animations in educational psychology. Current visualizations depicting the biological mechanisms of vaccines utilize narrative storytelling to communicate ideas but many of them are missing key pieces of information such as a certain type of vaccine, are lacking in the use of a scientifically conventional colour palette and have uncoordinated integration of verbal narration, visuals, and background music.

Research Objectives:

1.) To effectively communicate knowledge about the complex cellular mechanisms of vaccines to an audience with low scientific literacy by engaging them in an animated narrative that is both visually compelling and informative without constraining cognitive resources

2.) To improve confidence in vaccines and their significance as a public health tool in maintaining control over the spread of infectious disease and consequently their role in achieving herd immunity

3.) To design an animation with descriptive and engaging visuals complimenting the content in order to create sequential flow of the topics visualized


PREPRODUCTION

1.) Script Writing and Storyboarding

Extensive research on each of the topics was done in order to choose which concepts to visualize for this audience. Using this information, a script was developed through close consultation with an immunologist. Time allocated to each of the topics was finalized based on content and significance for achieving the project objectives.

The planned visual narrative was then broken down into a series of sketches to convey the overall vision, provide a creativity reference point and to determine the shot-by-shot sequence of the final animation.

2.) Animatic

The storyboard sketches were put into Aftereffects and, along with the scratch narration of the script, were composited together into an animatic. This pre- production tool helped envision timing of all the shots and their coordination with sound effects, music and narration.

3.) Development of 2D Assets

2D assets were created in both Photoshop and Illustrator. Scenes that required more organic shapes and textures were made primarily in photoshop, whereas shots with many objects requiring animation were made in Illustrator.

4.) Development of 3D Assets

3D models of all cellular components were built and animated in Maya. All models were built loosely referencing SEM Images as the key was to create 3D scenes as visually and stylistically similar to the more simpler 2D components.

BEHIND THE SCENES: 3D model of my cellular environment landscape. A challenge of modelling an environment was trying to create vast depth while simultaneously keeping the number of polygons and complexity low for more efficient rendering times.

BEHIND THE SCENES: 3D model of a lymph node environment. I applied a bend deformer to a flat plane and used MASH to create swaying villi for a more dynamic feel.

Playblasts vs final rendered shots

Playblasts vs final rendered shots