Elsevier

Fire Safety Journal

Volume 44, Issue 4, May 2009, Pages 559-569
Fire Safety Journal

Rapid prototyping a virtual fire drill environment using computer game technology

https://doi.org/10.1016/j.firesaf.2008.11.004Get rights and content

Abstract

Conducting fire evacuation drills in modern buildings under realistic fire conditions can be difficult. Typical fire drills do not feature dynamic events such as smoke filled corridors, fires in unexpected places or blocked fire exits that require on the spot decisions from evacuees. One alternative is the use of virtual environments. Virtual environments can support the training and observation of fire evacuee behaviours in 3D virtual buildings. However complex virtual environments can be difficult to build. This paper explores how the reuse of computer game technology can aid in the rapid prototyping of virtual environments which can be populated with fire drill evacuation scenarios. Over a three week period, a single developer constructed a realistic model of a real world building to support virtual fire drill evaluations. While participants in a user study found the simulated environment realistic, performance metrics indicated clustering in the results based on participants’ previous gaming experience.

Introduction

Conducting fire evacuation drills in modern buildings under realistic fire conditions can be difficult [1]. During fire drills, building occupants typically exit at a leisurely pace, without having to deal with panic inducing events such as smoke filled corridors, fires in unexpected places or blocked fire exits. Ko et al. [2] observe that there “is always an uncertainty regarding the exact situation evacuees would find themselves in an emergency evacuation”. In addition, fire evacuation drills are either considerably disruptive when they occur unannounced or tediously uneventful if routinely practiced [3]. There has been considerable work done on modelling human behaviour in response to fire events (for recent examples see [4], [5], [6], [7], [8], [9]) but detailed evacuation behaviour of individual building occupants can be somewhat unpredictable [3], [10].

One alternative is the use of virtual environments to simulate fire evacuation scenarios. However building realistic virtual environments is a complex, expensive and time consuming process [11], [12], [13]. In addition to generating virtual object models [14], for example buildings and scenery, a developer must also manage support for user interaction [15], any dynamic or world behaviours that are required, for example collision detection, and any non-visual features of the virtual world, for example audio cues [16]. Although virtual environment development toolkits are available, many only provide a subset of the tools needed to build complete virtual worlds [17]. Some features of virtual worlds such as wind, fire, smoke and water, and the provision for embodied autonomous agents [18], are particularly hard to simulate. In addition, virtual environment toolkits often require additional programming skills and a substantial time investment on the part of the developer.

In recent years, work in the video game and virtual reality industries has been overlapping [19], [20]. The current generation of computer games present realistic virtual worlds featuring user-friendly interaction and the simulation of real world phenomena, for example gravity. Using computer games as the basis for virtual environment development has a number of advantages. Computer games are robust and extensively tested [21], both for usability and performance, work on off-the-shelf systems [12] and can be easily disseminated, for example via online communities. Many computer game developers support modification of their game environments by releasing level editors, i.e. to modify the game environment, and tools to edit the game behaviour. This allows the reuse of the underlying game engine technology, including 3D rendering, 2D drawing, sound, user input and world physics/dynamics [22]. These advanced features allow game engines to create realistic simulations and the modular nature of game engines means they are general enough to be adapted for different games or applications, which allow them to be reused [22].

This paper describes the use of commercial off-the-shelf computer game development tools to rapidly develop a virtual environment to test fire drill behaviours in a 3D virtual model of a real world building. We explored how reusing computer game technology can simplify the modelling of virtual buildings, the generation of effects such as fire and smoke—which are typically difficult to program—and the inclusion of realistic audio cues, such as fire alarms. A user study was conducted in three fire drill scenarios to evaluate the usability and realism of the developed virtual environment.

The remainder of this paper is as follows. Section 2 describes related work and Section 3 defines a number of computer game technologies that were considered. Section 4 describes the development of the virtual fire drill environment and Section 5 outlines the evaluation study. The results of the evaluation study are described in Section 6, followed by a discussion in Section 7. Conclusions and future work are presented in Section 8.

Section snippets

Related work

There are three areas of related work relevant to the research presented here: model-based fire evacuation tools, virtual reality for fire evacuation simulation and the reuse of computer game technology.

Computer game technology

A number of computer game developers provide tools, documentation and source code, either with the game itself or separately available, so that end-users can create new content for the game called a mod or modification [39]. For example, users can create new levels, maps, items or characters and add them into the game, known as a partial conversion, or create an entirely new game by altering the games source code, know as a total conversion.

This section overviews several currently available

Building layout

The building chosen to be modelled was the Computer Science Department at Durham University. The department building consists of three floors with a number of offices, meeting rooms and a reception on the first floor. Three exits were identified: the main entrance on the ground floor, a rear exit on the first floor and a connecting corridor between Computer Science and the Engineering Department on the second floor.

Floor plans of all three floors of the department were used to determine the

Evaluation study

Twelve participants volunteered for the study and were recruited through university mailing lists. They consisted of two females and 10 males with ages ranging between 18 and 52. All participants used computers on a daily basis and for work activities. Eleven participants used computers for educational activities and nine participants used computers for entertainment. Seven participants reported frequent, i.e. at least once a week, computer game usage describing themselves as novices (0),

Results

The main objectives of the evaluation studies were to investigate the usability and realism of the virtual environment and whether public domain game development tools are suitable for rapidly prototyping virtual environments. We were also interested in any differences in participant behaviour based on previous gaming experience.

Discussion

Realism in virtual environments plays an important role in supporting any higher levels goals such as user training or accessing user awareness of, in this case hazardous, situations. In the context of fire drills, realism requirements are in (i) the built environment, (ii) the behaviour of the fire, and smoke and (iii) the features of the scenario, for example fire placement, exit routes and crowd behaviour.

In most virtual environment developments there are tradeoffs between environment

Conclusions and future work

Virtual environments can support the training and observation of fire evacuee behaviours in virtual 3D models based on real world buildings. However complex virtual environments can be difficult to build. This paper has shown how the reuse of computer game technology can aid the rapid prototyping of a fire evacuation virtual environment. Over a three week period, a single developer constructed a realistic model of a real world building which was populated with fire drill evacuation scenarios

Acknowledgements

The authors would like to thank the evaluation study participants, Dr. Liz Burd (Computer Science, Durham University), the HEFCE Centre for Excellence in Teaching and Learning in Computing (Active Learning in Computing, Durham University) and Brendan Hodgson (Computer Science, Durham University). The authors are also grateful to the reviewers who provided valuable comments for the improvement of this paper. This work was funded in part by the Nuffield Foundation (Grant URB/34118).

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