A Multi-role, Multi-user, Multi-technology Virtual Reality-based
Road Tunnel Fire Simulator for Training Purposes
Davide Calandra
1 a
, Filippo Gabriele Prattic
`
o
1 b
, Massimo Migliorini
2
, Vittorio Verda
3 c
and
Fabrizio Lamberti
1 d
1
Politecnico di Torino, Dipartimento di Automatica e Informatica, Corso Duca degli Abruzzi 24, 10129 Turin, Italy
2
Fondazione LINKS, Via Pier Carlo Boggio, 61, 10138 Turin, Italy
3
Politecnico di Torino, Dipartimento Energia, Corso Duca degli Abruzzi 24, 10129 Turin, Italy
Keywords:
Virtual Reality (VR), Serious Game, Emergency Training, Road Tunnel Fire, Fire Dynamics Simulator (FDS).
Abstract:
The simulation of fire emergency scenarios in Virtual Reality (VR) for training purposes has a large number of
advantages. A key benefit is the possibility to minimize the associated risks if compared with live fire training.
Fire in road tunnels is among the most complex and hazardous events to be dealt with in this context, since
the outcome of the incident depends on the actions of both the emergency operators and the involved civilians.
This paper presents a VR-based road tunnel fire simulator designed to support multiple roles (firefighters,
as well as occupants of both light and heavy vehicles) which can be played by multiple networked users
leveraging a broad set of technologies and devices. The simulation tool named Fr
`
ejusVR is developed
as a serious game for training purposes, and includes functionalities to assess the users’ actions which make
it suited to a broad range of applications encompassing not only the training of operators, but also the study
of human behavior during emergencies and the communication of safety prescriptions to tunnel users. The
simulation uses data from a Fire Dynamics Simulator (FDS) to support a realistic visualization of smoke
in VR, whereas for reproducing the spreading of fire a non-physically accurate, yet credible, simulation is
adopted in order to guarantee interactivity.
1 INTRODUCTION
The use of Virtual Reality (VR) technology for train-
ing purposes is definitely not new. VR allows the
creation of wide and complex Virtual Environments
(VEs), enabling training situations that would be po-
tentially hazardous or very resource-intensive if recre-
ated for real (Engelbrecht et al., 2019).
Numerous works investigated the contribution of
VR in the creation of effective emergency scenarios
for training purposes (Andrade et al., 2018; Lu et al.,
2020). Fire simulation is one of the most explored use
cases (Fathima S J and Aroma, 2019; Corelli et al.,
2020), due to the the number of possible hazards as-
sociated with live-fire training, in which firefighters
are taught how to safely fight fires in a controlled and
a
https://orcid.org/0000-0003-0449-5752
b
https://orcid.org/0000-0001-7606-8552
c
https://orcid.org/0000-0002-4069-2713
d
https://orcid.org/0000-0001-7703-1372
supervised setting (Engelbrecht et al., 2019). Fire
simulation scenarios may have different aims. Firstly,
they can be used as training tools for professionals;
firefighters, in particular, could be prepared both
physically and mentally for real life incidents (En-
gelbrecht et al., 2019). Civilians can be trained too,
by showing them the correct safety behaviours. Sec-
ondly, they can be used for human behaviour investi-
gations. For example, VR simulations can be used to
study the reaction of civilians during the emergency
(Kinateder et al., 2014b). Furthermore, they can be
used for designing and studying the effectiveness of
safety measures in a given scenario.
A particular class of fires, namely tunnel fires,
are the most critical event type for users’ safety
(Ntzeremes and Kirytopoulos, 2019). When a fire
develops inside a confined space such as a road or
railway tunnel and involves heavy vehicles such as
trucks, it can rapidly grow up and become completely
uncontrollable. Hence, the prompt response of the
fire officers is essential for evacuating involved peo-
96
Calandra, D., Pratticò, F., Migliorini, M., Verda, V. and Lamberti, F.
A Multi-role, Multi-user, Multi-technology Virtual Reality-based Road Tunnel Fire Simulator for Training Purposes.
DOI: 10.5220/0010319400960105
In Proceedings of the 16th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2021) - Volume 1: GRAPP, pages
96-105
ISBN: 978-989-758-488-6
Copyright
c
2021 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
ple and then attacking the triggering fire. At the same
time, the conformity of civilian users’ behaviors to
the emergency prescriptions plays a fundamental role
in the incident evolution, since evacuation behaviours
also have a social influence (Kinateder et al., 2014a)
and can dramatically affect emergency operations.
An effective way to represent and manage the
complexity of such situations is opting for a multi-
user experience, e.g., by introducing virtual charac-
ters in the simulation (Engelbrecht et al., 2019). Al-
ternatively, multi-user networked VEs provide a wide
range of training and operation support possibilities.
Multiple human users can visualize and interact with
a shared scenario, practicing teamwork at a geograph-
ical scale (Louka and Balducelli, 2001). A weak-
ness of this type of VR experiences is the lack of
multi-user fidelity, if compared with solitary VR sim-
ulations (Engelbrecht et al., 2019). For example, in
case of low visibility due to the presence of smoke,
a firefighting crew would hugely rely on the sense of
touch, which cannot be easily recreated with the com-
monly available haptic devices. Furthermore, if the
visual representation of the other human users does
not reach an proper level of credibility, factors such as
immersion and perceived realism would be severely
affected too. However, the evolution of commercial
VR technology constantly leads to new systems, de-
vices and functionalities. If correctly integrated, these
elements may help to mitigate the mentioned issue.
The aim of this paper is to present a tool for
multi-role, multi-user, and multi-technology VR fire
simulation set in a road tunnel during a fire event.
Multi-role refers to the possibility to impersonate ei-
ther an emergency operator (i.e., a firefighter) or a
non-professional user, being it a frequent user (truck
driver) or an infrequent visitor (a civilian). Each
of these roles has its own procedures to follow in
an emergency, which are subjected to an assessment
through the devised tool. This feature gives the sim-
ulation a threefold purpose: that of a training tool for
firefighters, of a training tool to teach civilians safety
behaviours, and of an investigation tool to study the
civilians’ behaviour during the emergency. Multi-user
refers to the possibility, for different users in different
places, to play the available roles all together and at
the same time in a shared experience. As a matter
of example, a firefighter trainee may play the oper-
ator role, while other users may be playing as civil-
ians. Finally, multi-technology refers to the charac-
teristic of the scenario of being designed to support
a broad variety of VR device and system configura-
tions, either common (desktop VR, HMD and con-
trollers, etc.) or less widespread (like locomotion
treadmills, leg sensors and motion capture suits). The
Figure 1: Smoke simulation displayed inside the VR sce-
nario (top) and inside Smokeview, a tool for FDS visualiza-
tion (bottom).
goal is to increase the effectiveness of the VR experi-
ence when beneficial hardware is available, while pre-
serving the compatibility with common VR systems
to prevent a strict technology barrier. In order to ac-
curately represent the physical phenomena of gasses
spreading inside the tunnel and further enhance ex-
perience fidelity, data of a Fire Dynamics Simulator
1
(FDS) were used to drive the visual representation of
the smoke evolution (Figure 1).
The scenario, labeled Fr
`
ejusVR, was developed in
collaboration with SITAF S.p.A.
2
, the Authority of
the Fr
`
ejus tunnel. Falling within the context of the
PITEM RISK FOR
3
project, the serious game accu-
rately reproduces a section of the real road tunnel,
around the border between Italy and France, since the
goal is to support the interoperability of procedures
for fire management across the two countries.
2 BACKGROUND
To date, the use of VR to create simulations of emer-
gency situations has been extensively investigated
(Louka and Balducelli, 2001; Kinateder et al., 2014b;
Lovreglio, 2020). The same can be said for simula-
tions involving fire events, being them intended either
for training or human behaviour analysis.
In (St Julien and Shaw, 2003), for instance, a fire-
fighter command training VE in non-immersive VR
was presented. The system, intended to instruct com-
manding officer trainees, allows the user to navigate
the VE, visualize a building on fire from any angle,
and command a squad of computer-controlled virtual
firefighters. The correct sequence of commands leads
1
https://pages.nist.gov/fds-smv/
2
https://www.sitaf.it/
3
https://www.pitem-risk.eu/progetti/risk-for
A Multi-role, Multi-user, Multi-technology Virtual Reality-based Road Tunnel Fire Simulator for Training Purposes
97
to the extinguishing of the fire with the lowest amount
of danger to the squad. The system combines the rep-
resentation of animated firefighters with the integra-
tion of a reasonable but not physically accurate
fire and smoke simulation.
In (Ren et al., 2008), a VR system simulating
emergency evacuations during fire was introduced. To
increase the level of fidelity of fire and smoke, these
phenomena were modeled by taking advantage of nu-
merical fire simulations. Then, particle systems were
used to visually represent them in the interactive VE.
The aim was to show which evacuation techniques
could be effective for building safety evacuation.
In (Cha et al., 2012), a real-time processing frame-
work to develop fire training simulators based on FDS
data was proposed, along with a set of data conversion
techniques for the purpose. In this way, many useful
physical quantities like toxic gases, heat, smoke and
flames may be used both to visualize the results of the
simulation and to measure safety achievements levels
in the areas where the trainees pass through. The pro-
posed framework was used to implement a single-user
VR road tunnel fire simulator supporting simple fire-
fighting actions such as evacuation and rescue. Inside
the scenario, a safety level-based visualization map-
ping is used to display risk factors that are invisible
but closely related with the safety of the trainees, such
as toxic gasses and temperature distribution.
In (Xu et al., 2014), the FDS data were again used
to drive the visual representation of a fire event. In
this case, the purpose was to model and volumetri-
cally visualize the smoke spreading inside buildings,
with the aim to allow trainees to experience a realis-
tic, but not threatening, fire scenario. An assessment
model of the smoke hazard was also developed, in or-
der to evaluate the safety of each different path for
evacuation or rescue in virtual training.
In (Kinateder et al., 2013), a tunnel fire simulation
for fire safety behaviour training was presented. The
study, introducing the use of an immersive VR system
(i.e., a CAVE), investigated the effect of information
provided with or without VR on self-evacuation be-
haviors during the depicted emergency.
Interestingly, as shown in (Lovreglio, 2020), de-
spite the tunnel fire scenario was largely explored in
the past, the number of works that focused on training
is very scarce, and mostly limited to fire safety be-
haviour training. A larger number of works pertained
human behaviour investigations. However, most of
them did not rely on immersive VR, or did not take
advantage of the more recent HMD-based immersive
VR systems. Finally, none of them was designed as
multi-user experience.
3 SYSTEM DESIGN
In this section, the design of the proposed tool is re-
ported, discussing the rationale for choices made.
3.1 Use Case
As mentioned in Section 1, this work has been de-
veloped in collaboration with the Fr
´
ejus tunnel Au-
thority. A preliminary investigation was performed in
order to identify the most representative use case for
a road tunnel fire scenario. A smouldering fire de-
veloping from a light vehicle can be easily managed
by the vehicle occupant, using one of the many ex-
tinguishers available along the tunnel. The same does
not apply when fire originates from a heavy vehicle.
Once the fire spreads to a flammable load, the situa-
tion can dramatically change, as demonstrated by all
the severe fire events happened to date in road tun-
nels around the world, like the Mont Blanc in 1999
(BBC News, 1999), the Saint Gotthard in 2001 (BBC
News, 2001) and the Fr
´
ejus itself in 2005 (BBC News,
2005). The tunnel depicted in the simulation is de-
tailedly inspired to the real Fr
´
ejus tunnel, in particu-
lar to the one kilometer-long section over the Italy-
France border; the represented fire event shares a
number of similarities with the 2005 incident, such
as the location and the initial conditions. The section
layout and its apparatuses are shown in Figure 2.
At the beginning of the simulation, a car is trav-
elling from Italy to France with two occupants on-
board. At the same time, on the opposite lane, a truck
is driving from France towards Italy. Suddenly, the
engine truck catches fire and the heavy vehicle stops.
Inside the car, which is traveling at 70 km/h, the radio
reproduces status messages about the tunnel. Shortly
before the car occupants can gain visual contact on
the vehicle on fire, an emergency message is trans-
mitted by the radio. At the same time, a unit of two
firefighters (stationing in a fixed rescue place inside
the tunnel) gets on a fire truck and starts driving to-
wards the incident; at present, a vehicle belonging to
the Italian National Fire Corps has been considered,
though for the purpose of the said interoperability, a
vehicle managed by Sapeurs-pompiers de la Savoie
(SDIS 73) could be easily integrated. From this point
on, actions of all the involved participants will affect
the outcome of the whole simulation.
3.2 Roles and Procedures
In the above contexts, five roles can be identified. The
car driver, the car passenger, the truck driver, and the
unit of two firefighters. The car and truck occupants,
GRAPP 2021 - 16th International Conference on Computer Graphics Theory and Applications
98
Figure 2: Layout of the simulated tunnel section.
in case of fire, have to follow the information printed
on a double-sided safety brochure that is ordinarily
handed over at the tunnel entrance. The green side of
the brochure refers to normal conditions, whereas the
red side (emergency) invites the user to:
stop the vehicle, keeping a minimum distance of
100m from the burning vehicle (distances can be
estimated by using the tracking lights inside the
tunnel as reference: a blue pair is placed every
150m, interspersed with yellow pairs every 20m);
turn off the engine and enable the hazard lights;
reach the nearest shelter following the indications;
if possible, ask for help by using the SOS tele-
phone in a niche or pressing a SOS button;
if willing to do that, use the extinguishers avail-
able in niches and shelters.
The truck driver is provided with a fire extinguisher
under the truck driving seat.
In the meantime, the firefighter unit has to follow
its own procedure. In case of fire and smoke hazard,
the firefighting unit stationing inside the closest fixed
rescue place is the first to reach the incident site. Once
the driver of the fire truck reaches the distance of 50m
from the fire, the two unit components get off the ve-
hicle and have to perform the following steps:
verify the safety of the area, excluding the pres-
ence of threats;
rescue possible victims, helping whoever is un-
able to move; in case of seriously injured victims,
bring them out of the tunnel; help the other civil-
ians to reach a safe place (i.e., a shelter or the fire
truck);
start attacking the fire once all the civilians are
safe; the driver connects the back of the fire truck
with the closest hydrant by means of a first hose;
the other component grabs a second hose, con-
nected to the fire truck and equipped with an han-
dline nozzle, gets close to the truck and attacks the
base of the fire with a mixture of water and foam;
evacuate the area if the fire is not extinguished in
the first few minutes.
In the simulation, the car passenger is intentionally
made unable to move, stuck in the car due to a blocked
seat-belt. The firefighting unit will have to free the
civilian by cutting the seat-belt with ad-hoc scissors.
Although each of the above roles could be, in prin-
ciple, played by a human, it has been noted that some
of them would be characterized by a very limited set
of actions to perform. Thus, the car passenger and the
second firefighter (the driver) were designed as Non-
Player Characters (NPC) only.
The assessment of each role had to take into ac-
count the set of available actions for each role, which
can be mandatory or optional.
3.3 Fire and Smoke
Fire and smoke were managed separately. On the
one hand, fire had to be handled in real-time, in or-
der to guarantee interactivity with the firefighting unit.
Thus, an accurate physical modeling was excluded.
Starting from the truck engine, the fire gradually
has to spread to the other parts of the truck, and, in
few minutes, to the whole vehicle. Before reaching
this point, the firefighting unit should be able to prop-
erly attach it, by aiming the stream of water at its
base. The civilian use of fire extinguishers, as well
A Multi-role, Multi-user, Multi-technology Virtual Reality-based Road Tunnel Fire Simulator for Training Purposes
99
as the incorrect use of the fire hose (e.g., by aiming at
the top of the fire) should not be considered enough
for a complete extinguishing, but useful to slow down
the fire evolution. Heat was also taken into account,
not only for the spreading phenomenon, but also as a
threat to the tunnel occupants.
Smoke, on the other hand, was designed with a
completely different approach. Initial tests with com-
mon real-time particle systems showed a number of
critical problems. Firstly, they required a dramatically
high amount of particles to completely fill the tunnel.
Secondly, the resulting visual effect and its evolution
over time resulted to be not accurate enough for a fire-
fighting training scenario. Hence, it was decided to
drop the real-time constraint, and opt for a physically
accurate smoke simulation, that will be detailed in the
following section. Along with the effect on the users
visibility, the smoke had to be a source of intoxication
for tunnel occupants without breathing apparatuses,
eventually leading to a failure for the given user.
4 IMPLEMENTATION
This section illustrates the system implementation,
along with the set of supported VR technologies. The
architecture of the system is depicted in Figure 3.
4.1 Devices and Technologies
The scenario was developed in Unity as a SteamVR
application. This choice guaranteed compatibility
with a very large set of commercial VR systems, such
as the HTC Vive, Samsung Odyssey and Oculus Rift,
etc. However, in case of no HMD detected, the appli-
cation falls back to non-immersive VR.
On the one side, for moving around in the sce-
nario in non-immersive VR, a traditional mouse and
keyboard approach was adopted. Locomotion in VR,
on the other side, required a preliminary investigation.
“Magic” techniques like teleporting were not consid-
ered, in order to guarantee a high level of immersion
(Cannav
`
o et al., 2020), whereas joystick-based move-
ments showed to induce a significant cyber-sickness.
Hence, it was decided to focus on more natural loco-
motion paradigms.
The first technique to be integrated was be the
Arm-Swinging (AS), in which the user holds a but-
ton (the grip) and swings the hand controllers back
and forth to generate virtual motion. In addition,
the support for two locomotion treadmills was added,
namely, the Cyberith Virtualizer (CV) (Cakmak and
Hager, 2014) and the KATVR KatWalk
4
(KW). With
these devices, the user slides his or her feet on a
slippery surface to move in the VE. Finally, with
the HTC Vive, two additional tracking elements (the
Vive Trackers) can be attached to the user’s legs to
enable the Walking-In-Place (WIP) locomotion, in
which motion is generated by marching in place. All
these techniques were also evaluated with a prelimi-
nary single-user and single-role (civilian) version of
the proposed system, considering aspects like usabil-
ity, sense of immersion, presence, and sickness. In
particular, in (Calandra et al., 2018), two techniques
were considered: AS and CV, showing the superiority
of the former. Then, in (Calandra et al., 2019), a fur-
ther evaluation involved AS, KW and WIP. Results
showed that AS outperformed both the other tech-
niques, and the WIP was positioned in the middle.
The support for the Xsens MVN
5
motion capture
suit was also integrated to enable full-body tracking
and completely control the virtual representation of
the tracked user on the other remote users’ clients.
Finally, the combined use of a backpack PC and an
inside-out VR system, such as the Samsung Odyssey,
was exploited to implement a free-walk locomotion
technique, untied from any external sensor, tracking
area or wire. The only drawback of this technique is
the need of a large walking area, comparable with that
of the simulated tunnel section.
The support for CAVEs in combination with either
affordable (Celozzi et al., 2010) or high-end 6DOF
tracking techniques (like, e.g., motion capture sys-
tems by OptiTrack
6
or Vicon
7
) was initially consid-
ered. However, due to the substantially different inter-
action paradigms required in these environments w.r.t.
those used by the already selected technologies, this
option was later discarded.
The combined use of some of the mentioned con-
figurations within a multi-user session can be seen in
Figure 4.
4.2 Multi-user
For the networking, a slightly modified version of the
Unity legacy high-level network API (U-NET) was
used. A client-server approach was adopted, in which
the server could be either hosted on a client or on a
dedicated machine. In the second case, the server ap-
plication provides a “control room” mode, in which
the simulation can be visualized through a number of
4
https://www.kat-vr.com/products/kat-walk-vr-
treadmill
5
https://www.xsens.com/motion-capture
6
https://optitrack.com/
7
https://www.vicon.com/
GRAPP 2021 - 16th International Conference on Computer Graphics Theory and Applications
100
Figure 3: Architecture of the Fr
`
ejusVR system.
fixed security cameras placed along the tunnel. In
this mode, a “director” user can modify the simula-
tion, e.g., by speeding up or slowing down the fire
evolution, turning off the tunnel lights, etc. Commu-
nications among users in the tunnel is guaranteed by
a VOIP channel with 3D positional audio playback.
For the management of NPCs, the Unity built-in
API (NavMesh) was used. A set of animations for
each role was recorded with an OptiTrack system (in
particular, for the firefighters), in order to maintain
a high level of fidelity when the relative character is
computer-controlled. Other animations which did not
require a particularly high fidelity level were created
in Blender
8
, using also the add-on presented in (Can-
nav
`
o et al., 2019) for speeding up the process.
4.3 Interaction with the VE
The interaction with objects in the VE is managed in a
standard way. It is based on contact between the inter-
active object and the VR hand controller. The trigger
button is used to initiate the interaction; in case of ob-
jects that can be grabbed, the user does not need to
keep it pressed (a further click will drop the object).
Extinguishers, once grabbed, require a further inter-
action with the other hand to take the safety off; then,
the content can be sprayed by pressing a second but-
ton (the pad). The handline nozzle of the fire hose
has to be managed with two hands, in order to simu-
late the real-life mode of operation (one hand to grab
it, the other one to regulate the jet). Interaction with
large and small doors will trigger an opening anima-
8
https://www.blender.org/
tion; for the shelters, doors will automatically close
shortly thereafter. SOS telephones inside niches can
be used to simulate a call with a safety operator;
bringing the handset to the ear is enough to consider
the relative action (help requested) as correctly per-
formed. SOS buttons along the tunnel do not provide
any feedback to the user because, as in the real setting,
they just signal an issue at a given location.
At the beginning of the VR experience, users are
let into a play-test room resembling the emergency
shelter they will have to reach later during the simula-
tion. In this VE they can freely familiarize with the lo-
comotion technique, to visualize the safety brochure,
and to try out some of the available interactions (in
particular, the extinguisher and the SOS button).
Then, the simulation starts, and all the civilian
users have their locomotion technique disabled, as
they are travelling inside a vehicle in opposite di-
rections. Vehicles autonomously accelerate up to
60 km/h, and maintain this speed unless the relative
driver presses any controller button. This interaction
will trigger the brakes, which is the only available ac-
tion when vehicles are travelling. Shortly, the heavy
vehicle will rapidly lose speed as the engine goes on
fire. The car driver will instead travel inside the tun-
nel for few moments, until the truck on fire becomes
visible. From this moment on, brakes will need to
be activated in order to stop the vehicle at least 100m
from the fire with the help of the blue tracking lights.
If the brakes are not used, the vehicle will stop au-
tonomously close to the truck. In order to increase
the sense of immersion, during this initial part of the
experience inside vehicles, users may be seated on
a chair. However, the chair should be promptly re-
A Multi-role, Multi-user, Multi-technology Virtual Reality-based Road Tunnel Fire Simulator for Training Purposes
101
Figure 4: Combined use of different devices and technologies in a multi-user Fr
`
ejusVR session. On the left: User 1, playing
as a firefighter, equipped with an inside-out VR HMD, a backpack PC and a motion capture suit. On the top right: Point-Of-
View (POV) of User 1, viewing User 2 and User 3. On the right: User 2, playing as a car driver, equipped with an outside-in
VR HMD. In the center: POV of User 2, viewing User 1. User 3 playing as a truck driver from a desktop PC (not shown).
moved from the play-area as soon as user stands up
after exiting the vehicle. In case of treadmills that
support the seated position, the chair is not needed.
While in the vehicles, civilians will be allowed to
interact with the cockpit (to turn off the engine, or to
enable the hazard lights) and the door (to leave them).
After having interacted with the door handle, they will
found themselves in the tunnel, outside the vehicle.
From now on, the locomotion techniques will be en-
abled, and users will be able to freely walk around,
read the safety indications inside the tunnel, and fol-
low the safety brochure. The brochure can always be
displayed by using a controller button (the pad) if no
objects are being grabbed with the relative hand.
The human-controlled firefighter, on the other
hand, is kept inside the play-test room until the tunnel
goes on emergency state. Then, the fire truck enters
the tunnel and stops at 50m from the truck on fire.
At this point, an emergency siren is activated, and the
firefighter is instantly moved near the fire truck along
with the NPC partner. Among the available interac-
tions, the firefighter can open the car door, get the
scissors from the partner, use them to cut the seat-
belt and free the civilian, grab the fire hose, put it on
ground closer to the fire, grab the handline nozzle,
and use it to spray the vehicle on fire. Most of the
discussed interactions are illustrated in Figure 5.
4.4 Fire and Smoke
As said, fire was modeled with a non-physically ac-
curate, but credible, logic. The truck was split in
various parts (engine, doors, wheels, tarpaulin, etc.),
and each of them can burn differently and separately,
controlled by parameters like ignition temperature, re-
maining fuel and wetness.
Extinguishing elements (e.g., the water-foam mix-
ture ejected from the fire hose) were modeled so that
the contact of the generated particles with a burning
object causes a temperature loss. If the temperature
goes below the ignition threshold, the fire is extin-
guished, and the part becomes wet. Further exposure
to heat will eventually dry the part, bringing it back to
the initial state, though with a lower amount of fuel.
To manage the effect of fire on the human body,
it was necessary to introduce a gamification element.
Each character is provided with a health value at
the beginning of the simulation, and any exposure to
harmful elements has the effect of lowering this value.
A direct contact with flames or extreme heat, for in-
stance, will cause a moderate damage, and will be sig-
naled by playing a scream sound from the given char-
acter. When the health value reaches zero, the simu-
lation is terminated for the user (who is considered as
dead for purpose of the assessment).
Regarding the smoke, a box roughly approximat-
ing the tunnel shape was used as domain for the FDS
GRAPP 2021 - 16th International Conference on Computer Graphics Theory and Applications
102
Figure 5: Road tunnel fire (first picture) and some of the available interactions: hazard lights, safety brochure, SOS button,
extinguisher, vehicle engine, SOS telephone, SOS shelter doors, fire hose, NPC firefighter, scissors, and handline nozzle.
simulation. The fluid flow, provided in Eulerian rep-
resentation, was a matrix of 4000×17×831×17 (time
[s], width [m], length [m], height [m]) elements in-
dicating an intensity value of smoke (in the range 0–
255) in a given space coordinate for each time step.
Data were sub-sampled with a 3×3×3 linear filter
to obtain a 4000×6×300×12 data structure, in or-
der to lighten the computational load on the overall
VR simulation. Then, the resulting grid was used to
generate a set of billboard elements with their opacity
proportional to the intensity value of each grid point,
which are updated over time as the VR simulation
progresses. The grid’s higher vertical resolution was
adopted to better represent the smoke layering phe-
nomenon.
Smoke intoxication was managed separately, by
periodically testing the presence of users inside the
gas cloud, and triggering the intoxication effect if the
test is positive. This condition, signaled by a cough-
ing sound, causes a slow but continuous health reduc-
tion as the user remains inside the smoke-filled area.
4.5 User Assessment
The assessment module was designed to provide a
summary of the user’s actions with respect to the se-
lected role. In case of civilians, the system displays
whether or not the user:
maintained the safe distance with the car;
turned off the engine;
enabled the hazard lights;
pressed the SOS button;
used the SOS telephone;
tried to use the extinguisher on the fire;
survived by reaching the shelter.
Along with the timestamp for each action. For the
firefighter, the system shows whether:
the presence of civilians was checked;
the operator kept a safe distance from the fire;
the fire was attacked correctly (from the base);
the scissors were used correctly (far enough from
the civilian’s body to avoid causing injuries);
A Multi-role, Multi-user, Multi-technology Virtual Reality-based Road Tunnel Fire Simulator for Training Purposes
103
the procedure was completed (the fire was extin-
guished).
5 CONCLUSIONS
In this paper, a road tunnel fire simulator in VR with
multi-role and multi-user capacity is proposed. The
system is designed to take advantage of a wide set of
VR technologies and devices with the aim to maxi-
mize the fidelity of the experience when better hard-
ware configurations are available, without introducing
technological barriers. The multi-role and multi-user
capabilities are complemented with a NPC logic to
easily scale down to smaller user counts.
The devised assessment features make the simu-
lator suitable for a number of different uses, from the
training and evaluation of firefighting operators, to the
study of the behaviours of individuals during the de-
picted emergency, as well as to communicate the se-
curity prescriptions to civilian users, being them pro-
fessionals (e.g., truck drivers) or not. Furthermore,
the use of gamification elements such as the concept
of survival/victory opposed to wrong behaviour/loss
are expected to lead to a positive attitude of the users
towards the tool. A serious game, in fact, can be per-
ceived as a challenge, that could push users into im-
proving themselves by learning from their mistakes.
Future works will be initially devoted to the val-
idation of the presented tool, by involving a relevant
number of tunnel firefighting operators and by col-
lecting their subjective feedback. Afterwards, the tool
will be used to investigate the effectiveness of the
training experience when compared with traditional
training methods, as well as to study the contribution
of each configuration (in terms of devices and tech-
nologies) with respect to the training purposes.
Moreover, the scenario will be also exploited to
evaluate the effectiveness of the safety equipment re-
produced in the VE, with the aim to constantly im-
prove the overall tunnel safety. In fact, since civil-
ians do not have any strict or mandatory objective in
the simulation (except to survive), it would be possi-
ble to analyze the different trends regarding, e.g., the
adherence to particular prescriptions, the use of spe-
cific equipment, and the order in which actions are
performed. Still regarding non-professional roles, the
effects of the VR-based training on long-term knowl-
edge retention will be investigated by comparing it
with the sole use of the safety brochure.
Furthermore, the multi-role feature could be ex-
ploited to study the benefits of role rotation in two
different ways. Firstly, by putting users with a given
role in the perspective of all the other roles, with the
aim to increase the awareness of everyone’s goals, im-
prove individual behaviors and, consequently, the ef-
fectiveness of the shared experience; for instance, a
civilian could be more prone to rapidly reach the SOS
shelter when knowing that the firefighters cannot be-
gin the extinguishing if there are still users scattered
inside the tunnel. Secondly, a rotation within sim-
ilar roles could be studied with the aim to increase
preparation for any contingency; in this case, further
playable roles would have to be developed (e.g., for
the operators only one firefighter role out of the two
depicted ones can presently be controlled by human
players).
Among the future technical developments, there
is certainly some room for improvement for both the
fire and smoke representations. Regarding the for-
mer, a more physically accurate fire spreading model
could be developed, still ensuring, however, real-time
performance. For the latter, ways to introduce a cer-
tain degree of interactivity could be studied, e.g.,
by interpolating different simulation results to imple-
ment events of interest (like changes in the ventila-
tion, etc.). Moreover, the multi-user, multi-role expe-
rience could be expanded into a completely customiz-
able tool. In this way, a firefighting trainer could be
able to define new use cases and scenarios on-the-fly,
by adding and removing roles, vehicles and other el-
ements, without requiring software modifications. In
this context, NPC roles such as the fire truck driver
could be made human-controllable, and methods to
effectively simulate all the possible interactions be-
tween firefighters (e.g., the touch, useful in case of
low visibility) could be investigated too.
ACKNOWLEDGEMENTS
This work has been supported by the Interreg V-A
Francia-Italia ALCOTRA 2014-2020 PITEM RISK
FOR project. The authors want to thank Michele Billi,
Beatrice Foffi, and Andrea Ton for their contribution
to the development phase. They also want to acknowl-
edge the support provided by SITAF S.p.A. in the de-
sign and validation phases.
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