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Published byLaura Carpenter Modified over 6 years ago
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First Responder Immersive Training Simulation Environment (FRITSE)
Eugene Yee CRTI TD
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Background Context Problem Proposed Solution
CBRNE training for first responders and incident commanders is required to provide them with knowledge, competence, and confidence to deal with these hazards Problem Scenario-based training in Canada limited currently to hands-on training (including live agent training) at DRDC Suffield and Canadian Emergency Management College CBRNE training focused on indoor scenarios (e.g., terrorist labs, subway station contamination, hostage situations on buses) Identified capability gap in providing realistic outdoor urban CBRNE training for first responders Proposed Solution Develop game-based virtual reality environment to address capability gap Expect that synthetic training environment will enable first responders and incident commanders from across the country to train together more frequently against wider spectrum of CBRNE hazards
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Objectives and Knowledge Generation
To deliver advanced real-world virtual reality game-based interactive training environment for hazardous releases in urban environment (containing extensive input from end users and stakeholders) with a comprehensive library of CBRNE scenarios tailored to address various aspects of core competency standards for first responder training Knowledge Generation Fusion of high-fidelity, physics-based building-aware flow and dispersion models with game-based virtual reality simulation environment Provide realistic and engaging CBRNE training product at Technology Readiness Level 6-7
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Unprecedented physical realism
Methods The project objectives will be achieved by innovative fusion of six advanced technologies (“killer apps”): Extensive portfolio of realistic CBRNE scenarios (vignettes), providing narratives that can be used to engage first responders in their learning State-of-the-science, physics-based, high-fidelity building-aware simulations of hazardous agent transport and dispersion in real cityscape (e.g., The City of Calgary) Accurate high-resolution 3D building databases for urban landscape (and realistic 3D graphics models of buildings combined with innovative 3D rendering technology for creating real-world experiences) Advanced game-based simulation engine (fast-paced multiplayer game paradigm similar to World of Warcraft) Distributed multiplayer and interactive game with incident commander and first responder role play (avatars) to enable tactical- and strategic-level training E-learning (PCs, laptops) and M-learning (internet-enabled mobile devices such as tablets) for distributed team training, with guidelines for structuring challenges in terms of difficulty to optimize learning along with rigorous assessment of progress Unprecedented physical realism Rich medium of knowledge transference Induces experiential learning
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Progress and Results (1/3)
Development of realistic, multi-spectrum CBRNE scenario for actual urban environment (downtown Calgary) involving three sequential events consisting of accidental and deliberate releases of hazardous materials (toxic industrial chemicals and chemical warfare agents) and detonation of explosive device Acquisition of building database and underlying topography for The City of Calgary and generation of digital representation of this spatial information in STL format Incorporation of most recent lidar data for building and topographic information for Calgary 3D rendering and texturing of buildings from database in game-based synthetic environment
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Progress and Results (2/3)
Utilization of building and topographic information encoded in STL file to design and generate structured grid mesh over computational domain encompassing The City of Calgary (with focus on downtown area) Inclusion of physics-based model for prediction of dense gas dispersion in built-up (urban) region with topography Initial modeling and simulation of highly disturbed building-induced flow field in downtown Calgary and the transport and dispersion of hazardous agents (toxic industrial chemicals and chemical warfare agents) released into this complex flow field (as determined from the CBRNE scenario development)
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Progress and Results (3/3)
Design of game-based simulation engine involving development of innovative interactive 3D technology for creating real-world hazardous CBRNE experiences Development of models for CBR assets (detectors, protective equipment, etc.) and avatars (fire fighters, EMS, police, etc.) for game-based simulation environment Incorporation of various components in simulation engine Rendering engine (3D graphics) Fast updating of dynamic (evolving) volumetric data using sparse polygonal mesh representation Physics engine (collision detection, etc.) Artificial intelligence (for non-player characters in training environment) Cause-and-effect engine for multiuser scenarios where distributed users can impact events in common simulation Scripting for mission training and exercises
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Conclusions Development of game-based virtual reality CBRNE training environment will provide high quality training to incident commanders and first responders Product will allow end users to experiment and respond to realistic high-risk scenarios involving CBRNE hazards in complex cityscape in completely safe and controlled environment Training environment will enhance table top and command post exercises Provides objective, dynamic, physically realistic virtual world (CBRNE agents in real cityscape) where one or more players (incident commander, first responder) can be immersed as humans-in-the-loop to interact with this virtual reality, allowing recreation of scenarios that would be too expensive or dangerous to implement in real world Output represents new capability that is complementary to the more conventional hands-on training
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Screen Shot From Virtual Reality Environment
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Screen Shot From Virtual Reality Environment
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