Title: Emergency Fire Incident Training in Virtual Worlds
1Emergency Fire Incident Training in Virtual Worlds
- Dugdale, J. Pavard, B., Palamin N., El Jed M.
- Cognitive Engineering Research Group
- Computer Science Institute (IRIT)
- Toulouse, France.
2The South of Paris Ambulance Service
3NetCrise
4SMUR-SCRIPT Mobile technology for ground zero
medics
5Project 15-18
Palaiseau
VAL d YERRES
Viry Chatillon
EVRY
ARPAJON
CENTRE 15/18
ETAMPES
6SWARM based Model
7(No Transcript)
8Project SoCute (distributed VR)
- Aim of the project
- Use distributed VR to overcome the social and
cultural limitations of distributed AI approach - Design a training tools for emergency management
- Use this tool to design new procedures or test
new communication technologies (www.irit.fr/GRIC/3
D) - Recurrent problems
- Coordination between teams
- Style of management
- Perturbations in information
- Flow
- Interoperability
9Plan
- Situated vs AI simulations (towards cultural
technologies) - Methodology
- Challenges for the design of situated
collaborative spaces - Cognitive emotional architecture
- Running emergency scenarios
- Future work
101. Situated vs AI simulations (towards cultural
technologies)
The AI approach (Gratch Marsella,
2002) (Univ. Southern Calif.)
The SoCute approach A Social
Culturally Situated approach (GRIC)
112. Methodology
- Methodology based on extensive FIELD ANALYSIS
- From video analysis, we list the mains MANAGEMENT
COMMUNICATION ERRORS in order to assess their
consequences as well as their nature. - From this field analysis, we design a generic VR
environment architecture that will allow trainees
to face the same kinds of difficulties. - We emphasize verbal and non verbal communications
as well as interactions through artifacts in
order to reproduce the same situation in virtual
world - With professionals, we design training scenarios
- We will then compare collaboration strategies in
real and virtual world (normal and degraded
situations) - The scenarios focuses on the training for
management (strategic tactic)
12Example 1 Air traffic crash (40 people
injured, 5 casualties, 200 people involved)
- Coordination and cooperation problems between
local medical teams, firemen and medics - Agent roles change over time
- Bad anticipation of the victim flow due to
information management problems
13Example 2 Hotel fire (10 people caught in a
fire in the upper hotel levels)
- Firemen may be strongly disturbed by the amount
of external requests - Bad style of management
- Difficulties to keep a bird view of the
situation
143. Challenges for the design of professional
virtual collaborative spaces
- Management of verbal non verbal communication
between characters - Characters with emotional behaviour
- Mixing intentional and automatic behaviour
- Interfaces that supports non verbal
communications like deictics
154. Cognitive Emotional architecture
- situation (importance, desirability)
- conversation (colleagues, civilians, officials)
- solutions
Context (cognitive, social, etc.)
Environmental parameters
EMOTIONAL MODEL
Emotions (4)
(Noise, explosion, etc.)
Avatar internal state (cognitive emotional)
16- Emotional model for the production of gestures
and facial expressions
Users speech
Context
Context
FACIAL EXPRESSIONS
EMOTIONAL MODEL
Emotions (4)
GLOBAL
BEHAVIOUR
BODY EXPRESSIONS
Avatar internal state (cognitive emotional)
Context
Users actions
17- General architecture for the emotional model
18Role of gestures in communications
Full gestual expression
Without deictics
Uncorrelated gestures
19How the context can modify automatic behavior
Ex. FIREMEN CONTEXT
Each training scenario is associated to several
contexts which are user dependant (depending of
the agent role)
20Context and character animation
- Example 2 Context and communication.
215. Running emergency scenarios
226. Future work
- Adopting an ethnomethodological approach to
validate our virtual environment - Introduce interfaces for the asesssment of new
communication technologies (ANOTO pen LAN on
the disaster area) - Link with distributed agent modelling
- SoCute Social Cultural TEchnologies
23Intégration modèle agents distribués et réalité
virtuelle
24 25(No Transcript)
265. Conclusion Demo
- Exemples
- expression faciale et gestuelle.
- Geste de déictique en conversation.
- Gestion du regard en conversation.
- Intervention Feu Hôtel.
- Modification du comportement intentionnel
27Jade plateforme
281. Introduction
- Aim
- Developing an emotional model that can be
integrated into characters in an interactive
virtual reality environment. - Approach
- Based on the mixed agent paradigm where agents
who have an important role are animated by humans
according to their own perceptions, objectives,
knowledge, history and culture.
291. Introduction
- Advantages
- Avoiding to model a complete cognitive system,
- Simplicity of implementation,
- Speed of execution.
- Problems
- How to represent the emotional dimension on a
virtual actor (emotions, personality, mood)? - How to perform non intentional actions on a
virtual actor (gestures, behaviour)?
302. Emotional model
- Emotion
- Emotion is a reaction to events deemed relevant
to the needs, goals, or concerns of an
individual. Kleinginna Kleinginna,1981 - The role of emotions in virtual reality training
systems?
Increasing the credibility of the agent
Influence on decision-making
Engaging the user
Learning and training
31 32- Emotions affect the avatar state in three main
ways
Affective Reaction
Behavioural Reaction
Cognitive Reaction
Modification of perception (e.g restriction of
the field of view)
Facial Expression
- Modification of intentional actions (e.g walk)
- Gestures
- Reflexes
33- Five-Factor Model (FFM) Costa McCrae, 1992
- One of the most widely accepted models of
personality. - The five dimensions providing a description of
personality - Openess curious, broad interests, creative,
original, imaginative. - Consciencious organised, reliable,
hard-working, self-disciplined. - Extravert sociable, active, talkative,
optimistic. - Agreeable good-natured, trusting, helpful,
forgiving - Neurotic worries, nervous, emotional,
insecure, inadequate.
343. Emotional model and behavioural engine
Context Task Behavioural Mode
Action Proximity None
Context Task Behavioural Mode Stand Proximity
None
353. Emotional model and behavioural engine
Context Communication Behavioural Mode
Listening Modality Verbal Proximity Mehdi
Context Communication Behavioural Mode
Talking Modality Verbal Proximity Nico
36- Acts as a filter for the emergence of emotions
and influences the interpretation of a situation
. - Mood can be seen as a background affective
filter through which both internal and external
events are appraised.
1
-1
Good
Bad
37The new emotional state is computed by
considering the potential emotional state and by
moderating it considering the mood.
According to the emotional impact of the event,
we determine the potential emotional state.
- Process of computing emotional
- state
Rules and prescribed procedures defined from the
scenario
Context Explosion in the hotel
Perception of events
According to the personality, we define the
sensitivity of the avatar to emotions
An emotion of FEAR will appear
38The new emotional state is computed by
considering the potential emotional state and by
moderating it considering the mood.
- Process of computing emotional
- state
Moderation factor
Emotion will be accentuated
39- Process of computing emotional
- state
Updating the mood considering the new emotional
state.
According to the emotional state and the MEH
matrix, we evaluate the impact of each emotion on
the mood
The emotion of Anger tends to set the mood to
hanger
The mood will be set to the mean value of hanger
and hfear
40- Process of computing emotional
- state
Process of decay of emotions.
The emotional decay vector defines how long the
intensity of an emotion will be maintained before
decreasing.
0.2 µ1
0.8 µ2