642 research outputs found

    Serious Game for Fire Evacuation

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    Fire safety for buildings has been of increasing concern due to the increase in occupant density in modern-day infrastructures. Efforts have been made by civil engineers to reduce loss in building fire accidents. For example, building codes have been refined to reduce the potential damage caused by fire by enforcing installation of fire detectors, alarm system, ventilation system, and sprinkler system. In addition, current building codes regulate the number of exits as well as the widths and heights of exits to allow an efficient evacuation process if the fire goes out of control. However the fire evacuation training aspect of fire safety is relatively immature. The fire evacuation process is still trained by carrying out traditional fire drills. However, the value of traditional fire drills has been questioned. Traditional fire evacuation drills fail to present a realistic fire environment to the participants. Traditional fire drills fail to raise enough seriousness for the participants since in most cases participants are informed about the drills beforehand. The cost of conducting these traditional fire drills can also be very high. Motivated by the problems faced by traditional fire drills, this research explores a new approach to more effectively and economically train people regarding the fire evacuation process. The new approach is to use a video game to train people for fire evacuation. The whole idea of using games for training and educational purposes falls under the concept of Serious Gaming, which has shown auspicious results in fields of military training, medical training, pilot training, and so on. In the virtual game environment, the fire environment can be simulated and rendered to the players. Doing so can allow the players to experience a more realistic fire environment and hence better prepare them for what to do in response to fire accidents. By setting a proper rewarding system, the game can motivate the players to treat the training more seriously. Also, since the training is carried out in the form of a game, it is more engaging and less costly. Currently, the game has been developed to render smoke and control the movement of agents. In order to make the game environment more realistic, the smoke is simulated and rendered using fire dynamics, and the agent movement is controlled by appropriate pedestrian models. It is worth mentioning that pedestrian modeling is still a relatively immature field of science and this game also serves as a tool for collecting and analyzing data for pedestrian models

    Serious games for the human behaviour analysis in emergency evacuation scenarios

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    This paper describes an experiment designed to elicit human behaviour when facing the urgent need of exiting an unknown building. This work is part of a larger effort to devise the methodological approach underlying the implementation of simulation of pedestrians and elicitation of their emergent dynamics, an experimental framework coined SPEED. To validate our experimental setup, a group of 16 experts on fire safety, emergency planning and building evacuation were consulted. The experts were solicited to answer a questionnaire, rating their gaming experiences and validating the questions in the form to be presented to subjects. Their comments were valuable inputs used in the development of the experiment described in this paper. A sample of 62 subjects was then used to test our approach, which consists in having the subjects answering a questionnaire and later on playing a Serious Game resorting to the Unity3D game engine. Some specific scenarios were carefully designed and presented to subjects, both in the questionnaire and in the game environment to maintain consistency of answers. Preliminary results are promising, showing that the challenge made players think about the various situations that might happen when facing an emergency. They are also implied to reason on their stream of decisions, such as which direction to take considering the environment and some adverse situations, such as smoke, fire and people running on the opposite direction of the emergency signage.info:eu-repo/semantics/publishedVersio

    Indirect measures of learning transfer between real and virtual environments

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    This paper reports on research undertaken to determine the effectiveness of a 3D simulation environment used to train mining personnel in emergency evacuation procedures, designated the Fires in Underground Mines Evacuation Simulator (FUMES). Owing to the operational constraints of the mining facility, methods for measuring learning transfer were employed which did not require real world performance evaluation. Transfer measures that examined simulator performance relative to real world experience, fidelity assessment, and appraisal of the training value of the platform were utilised. Triangulation of results across all three measures indicated the presence of learning transfer, suggesting the viability of indirect measures in instances where real world performance testing is not possible. Furthermore, these indirect measures of learning transfer also provided some insight as to the strengths and weaknesses of the simulation design, which could be used to inform the development of future versions of the product

    Using Extended Range Telepresence to Investigate Route Choice Behavior

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    A combination of a telepresence system and a microscopic traffic simulator is introduced. It is evaluated using a hotel evacuation scenario. Four different kinds of supporting information are compared, standard exit signs, floor plans with indicated exit routes, guiding lines on the floor and simulated agents leading the way. The results indicate that guiding lines are the most efficient way to support an evacuation but the natural behavior of following others comes very close. On another level the results are consistent with previously performed real and virtual experiments and validate the use of a telepresence system in evacuation studies. It is shown that using a microscopic traffic simulator extends the possibilities for evaluation, e.g. by adding simulated humans to the environment
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