CREATIVE WORK

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Fire Extinguisher VR Training

Project Overview

This virtual simulation provides an immersive learning experience designed to help users evaluate fire scenarios and take the appropriate corrective actions to stay safe while operating a fire extinguisher using the PASS technique (pull, aim, squeeze, sweep). The simulation structure consists of four key sections: "Introduction," "Navigation," "Interactable Objects," and "Practical Scenarios." This format facilitates a gradual acquisition of essential knowledge and skills, leading users to achieve key learning outcomes.

Project Details

A virtual agent serves as a knowledgeable guide, leading users through the simulation, providing instructions, and offering support as they navigate the environment. This interactive feature enhances the learning experience, making it more engaging and effective. Users can teleport and interact with the interface and 3D objects, facilitating a hands-on learning experience. The virtual instructor ensures a consistent and uninterrupted learning journey. Additionally, virtual controllers highlight their buttons to guide users in performing specific actions. As users gain proficiency, the virtual controllers are replaced by virtual hands, increasing the feeling of being present in the virtual environment.

Development
Team and Collaboration

The project involved a team of four members, including a subject matter expert, an instructional designer, and two developers. As the lead developer, I coordinated with team members to ensure seamless integration of all components and tasks, delivering optimal performance and milestone achievement.

Key Responsibilities
  • Team Coordination: Facilitated communication and collaboration within an agile team.
  • Coding Infrastructure: Developed scalable and reusable code architecture.
  • Documentation: Ensured comprehensive documentation of code, systems, and processes.
  • Mechanics: Developed interactive elements and user interfaces in C# within Unity3D.
  • Lighting Setup: Optimised performance through lighting setup and lightmap baking.
  • Locomotion System: Integrated teleportation mechanics for user movement.
  • Visual Effects: Managed visual effects using Unity's particle system (Shuriken).
  • Animation: Created, rigged and animated the virtual agent using Adobe Fuse CC, Mixamo and Unity.
  • 3D Modelling: Designed and textured models using Autodesk Maya and Adobe Substance 3D Painter.
  • Optimisation: Addressed performance issues with Unity's profiling tools.
Challenges

Throughout the project, we encountered several challenges requiring thoughtful solutions. Initially, integrating third-party libraries for tasks like inverse kinematic animation, lip synchronisation, and eye movement posed some complications. We meticulously reviewed documentation, conducted iterative testing, and ensured seamless feature integration to overcome these. Designing an intuitive user interface for virtual controllers was another concern, requiring continuous refinement based on user feedback to enhance functionality and user experience. Additionally, balancing smooth performance with high visual fidelity was crucial. We achieved this by employing optimisation techniques such as texture and mesh simplification using Simplygon alongside Unity's profiling tools to pinpoint and resolve performance bottlenecks.

Outcomes

The VR simulation received positive feedback for its realistic and immersive training environment. Safety officers found the simulation invaluable as it provided a complementary tool to traditional training methods, allowing them to practice their skills in a controlled setting. The simulation was successfully integrated into the training curriculum, enabling officers to engage in various emergency scenarios without the risks associated with real-life drills.