Assignment 5 Report


Assignment 5 Report Template 

  

Introduction/Overview 

Can you be certain that in the heat of the moment, you can make the right decision? Find out and put your knowledge to the test in Firefighter Simulator. 

 

Assignment 5 introduces the virtual reality firefighter app, a unique toll for future firefighters. It. Instructs users on how to handle fire emergencies. We made major design improvements from assignment 4, highlighting a more user-friendly interface and creating even more lifelike 3D content to boost immersion. We have improved fire spread dynamics and broadened the scope of fire scenarios. Our objective is still same to give aspiring firefighters a realistic experience that will equip them for obstacles they may encounter in the real world. This report will cover the technical development and 3D content with the outcome of the usability test.   

 

  

Technical Development 

 

VRSceneSwitcher: 

Purpose: This script is pivotal in ensuring seamless navigation through the fire hazard scenarios. 

Functionality: Users can effortlessly transition to the next fire hazard setting by concurrently pressing the X and Y buttons for a specified duration of 2 seconds. 

Extinguisher: 

Purpose: Designed to convert a specific game object into a functional fire extinguisher within the virtual environment. 

Functionality: The script begins its operation by discerning if the designated game object is currently being held by the user. Once the object is firmly in the user's grip and the relevant control button is engaged, it releases foam to quell the fire. An added feature in this script is a built-in delay mechanism, ensuring there's a regulated interval between consecutive foam releases. 

WrongExtinguisher: 

Purpose: This script aids in educating the user about the appropriateness of extinguisher types for different fire scenarios. 

Functionality: Not all extinguishers are effective for every fire type. Therefore, this script is linked with those extinguishers that aren't effective for a particular scene. When users mistakenly pick up one of these ineffective extinguishers, a prompt notification is triggered, alerting them to their incorrect choice. 

FireObj: 

Purpose: This script is the cornerstone for simulating the dynamics of a fire's origin and its interaction with the foam. 

Functionality: The script is directly attached to the object that's serving as the fire source. Within its parameters, it takes a particle system as input. Each interaction between the foam and this source leads to the triggering of the Extinguish function. This function then works to decrement the hitAmount variable. As soon as this variable reaches the value of 0, the emission rateOverTime of its associated particle system is set to zero, symbolizing that the raging fire has been successfully extinguished. 

 

  

3D content 

<span class="normaltextrun" <the="" foundation="" of="" our="" simulation="" is="" built="" upon="" the="" “technical="" laboratory="" designer-v1="" room”="" package,="" specifically="" chosen="" for="" its="" superior="" 3d="" <span="">The foundation of our simulation is built apon the "Technical laboratory designer-V1 Room" pachage, specifically chosen for its superior modelling</span> capabilities. Using this package, we've created a detailed building in each scenario where users are tasked with extinguishing fires. The emphasis on high-quality 3D models ensures an immersive and authentic environment, enhancing the overall user experience.

                                                                                    

In our simulation, we've incorporated specific 3D elements, including a TV, an oil barrel, and logs, to serve as the origins of the fires. These carefully selected items are strategically positioned within the building's interior, seamlessly integrated with the fire particle system. This design choice allows users to visually pinpoint the sources of the fire by recognizing these detailed 3D objects. Based on the type of object that is ablaze, users can then make an informed decision on which extinguisher to use, adding an element of strategy and realism to the experience. The emphasis on distinct 3D fire sources ensures a more engaging and intuitive interaction for the users. 

 

                                                        

Additionally, we've designed diverse particle systems to represent each of the three fire types, enhancing the realism and immersion of the simulation. The nature of the flames and accompanying visual cues help users discern the source of the fire. Specifically, the electric fire is characterized by a distinct blue flame accompanied by white sparks, the oil fire boasts an orange flame enveloped in dense black smoke, while the wood fire is marked by a fiery red flame with its own trail of black smoke. These varied visual representations not only elevate the simulation's aesthetic appeal but also provide users with essential clues to determine the most effective extinguishing method. 

                                                

 

Usability Testing 

 

Plan – The VR firefighter has undergone usability testing to evaluate its efficacy and user-friendliness. It’s focused on specific scenarios including locating the fire’s sources, using an extinguisher, and using firefighting techniques. The plan will include user tasks that stimulate actual firefighting situations, and it will evaluate user’s ability to use the VR to accomplish its objectives. All our testing was focussed on making sure that our basic interactions were working. Testing if we could grab and shoot the fire extinguisher, testing that we could then shoot the fire extinguisher properly, testing whether we could put out the necessary fires etc. 

 

Recruitment – Through the testing process, we weren’t able to reciprocate the target audience for our application, so we had to pretend that we were the target audience to gain an ideal representation of what is needed throughout the testing process. Due to this small inconvenience, we weren’t able to obtain meaningful results from our individual testing, but we were able to determine what was necessary from our testing sessions. 

 

Protocol – The testing sessions involved sitting down and sifting through what wasn’t working. This process involved talking together as a team and working out what was wrong with the application and talk through the process of how to fix the problem. An example of this process was where we talked through the problem of not being able to grab the extinguisher properly or shoot the foam from the correct place on the extinguisher. We talked through these problems together and fixed them as a team. 

 

Report – Throughout initial testing, the following errors were reported: 

·         Extinguisher couldn’t be grabbed properly 

·         Foam wasn’t shooting out of the correct position 

·         Couldn’t put out the fires 

·         Terrain system wasn’t working in unity 

Once these were established, we also gained overall user evaluation with our presentation to the class. Overall, everyone liked the idea, and we gained some feedback from the class. 

 

Analysis – The findings directly corelated to the aim of the testing process. We needed to identify the things that were going wrong with the application which we did and also address the user feedback. The feedback that we managed to obtain was whether we were going to implement different types of fire. This feedback was already considered but as soon as this was brought up into discussion from user feedback, we decided that this was a must to implement. 

 

 

 

Addressing the Result of the Usability Testing 

With the results of the usability testing, the modifications deemed necessary was that the different types of fire extinguishers are essential for creating our fire training simulator. Overall, there weren’t things that we were able to implement that were planned before testing but we decided that this was out of scope. The part that we decided was out of scope was being able to use an axe to cut down doors to be able to rush in a save someone from a fire. This would have been implemented if the fixes for the fires were easier. Future improvement to this application would be creating more realistic fires instead of using a particle system to properly simulate real life situations. Doing this implementation would allow for better training overall for the recognition of different fires and how they need to be put out. 

 

References 

 

Assets: 

https://assetstore.unity.com/packages/3d/technical-laboratory-designer-v1-room-9... 

https://assetstore.unity.com/packages/3d/props/electronics/tv-set-26193 

https://assetstore.unity.com/packages/3d/props/industrial/barrel-840 

https://assetstore.unity.com/packages/2d/textures-materials/wood/pbr-log-149788 

https://assetstore.unity.com/packages/3d/props/fire-extinguisher-21147 

 

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