Objective
This project deals with Simulation and Training and intends to develop advanced simulation system for outdoor urban emergency situations. The three dimension environment will be constructed using real imagery (aerial and on the ground) as well as virtual models. Acoustic simulation from sound samples and sound modelisation as well as graphic representation of people and crowd will guarantee a detailed realistic description of the situation. Specific developments on crowd representation, crowd behaviour modelling and control connected to acoustic corresponding effects will complete this dynamic simulation and training system. The foreseen application so far, concerns the training through advanced simulation to emergency situations such as an incident on a Chemical Plant in a suburb, with rehearsing of an evacuation plan, or validation of any safety procedure.
Objectives:
The objectives of this project is to provide Virtual Reality tools for training people to efficiently respond to urban emergency situations, given the need to be prepared and trained to these emergency situations to limit the side effects due to inappropriate behaviour and plans the foreseen application so far, concerns the training through advanced simulation to emergency situations such as an incident on a Chemical Plant in a suburb, with rehearsing of an evacuation plan, or validation of any safety procedure. We intend to demonstrate the use of a simulator to get prepared to these situations by recreating an actual area with high degree of realism (static 3D environment with dynamic smart objects, dynamic crowd and sounds) so that efficient and useful training to dynamic situations and scenarios can be performed (through global and immersive interaction).
Work description:
The project will start with the user requirements expression and a general system definition tasks aimed at specifying the architecture for the simulation systems and the interfaces of the subsystems for an efficient system integration.
Given a realistic simulation scenario we will then proceed to the real City modelling (or the construction of the 3 dimension static environment). The acquisition and collection of real high-resolution imagery will allow to build a whole suburb with a high level of realism. Then a few buildings as well as smart virtual objects (doors, windows) will be extracted very precisely from higher resolution aerial colour images and digital video acquisitions on the ground.
In parallel, from the acquisition and collection of sound samples and people samples we will develop efficient tools to easily produce a virtual crowd to < populate > the city with auralised feeling of presence.
Definition and modelisation of typical crowd behaviour in specific situations, and translation into virtual crowd behaviour with a sociological approach will allow to demonstrate virtual crowd behaviour representative of the actual crowd behaviour observable on similar real situations.
Demonstrations of the high level of realism of these simulations will be achieved through a first experimentation aimed at evaluating the performances issues and the level of details necessary for real situations training. Realistic sound representation (related to the graphic representation) and sound control of a crowd n 3dimension environment (with ambient sound and sound effects) will be evaluated. The actual definition and set up of behaviour for these smart object and crowd would allow to play simulation scenarios either dealing only with virtual crowd, or dealing with virtual crowd interacting with avatars corresponding to actual trainee.
With the final experimentation, the coherent integration of sound and dynamic graphics along with the advanced User Interface used (headphones with head trackers and large screen-visualisation), will demonstrate efficient immersive training.
From the different experimental systems and the scientific advances of the project we will explore the potential simulation and training market through the end user and potential uses in the domains.
Milestones:
After user requirements definition, we will first demonstrate technology achievements in delivering a real 3dimension city model at different level of details, representative population (crowd) dynamic simulation within this real environment, and graphical and acoustic crowd behaviour simulation with a high degree of realism.
We will then set up a first experimentation to evaluate these different modules and their integration within a simple scenario, in order to deliver at end the project a second experimentation on a real site with a real situation with full integration of the different tools developed for an efficient use.
Fields of science
Call for proposal
Data not availableFunding Scheme
CSC - Cost-sharing contractsCoordinator
78140 VELIZY VILLACOUBLAY
France