Fire fighting and related simulations in a CAVE using off-the-shelf hardware and software

Frank Poschner
Department of Computer Engineering, Faculty of Electrical Engineering and Computer Science, University of Kassel, Germany

Ladda ner artikel

Ingår i: Proceedings of SIGRAD 2014, Visual Computing, June 12-13, 2014, Göteborg, Sweden

Linköping Electronic Conference Proceedings 106:5, s. 33-40

Visa mer +

Publicerad: 2014-10-30

ISBN: 978-91-7519-212-3

ISSN: 1650-3686 (tryckt), 1650-3740 (online)


The growing interest in using Serious Games in education has also reached the field of fire brigade training. By the use of simulations, firefighters can train in virtual worlds on the computer and learn about processes and prepare real fire drills. It is for example possible to extinguish a virtual fire or to set up a water supply in such simulations. Played on a common computer and with input devices like mouse and keyboard, the games normally do not offer a very realistic impression on the user. For an immersive experience, those virtual training games must be used in Virtual Reality environments like a Cave Automatic Virtual Environment (CAVE), which is usually associated with high costs. In this paper the setup of a CAVE used for simulations in the field of fire brigade training will be presented as well as the use of input devices and their coupling with real firefighting equipment. Since almost exclusively low-cost and commercially available elements such as common projectors, the Microsoft Kinect and the Nintendo Wii controllers were used, at the same time an approach for bringing simulations like these into VR environments without large costs is demonstrated. As the presented simulations are developed with a free but powerful Game Engine, a wide range of possibilities for the development of training games for a CAVE environment is given.


Inga nyckelord är tillgängliga


[Ard14] ARDUINO: Arduino - products, 2014. http://arduino.cc/en/Main/Products (28.04.2014). 8

[Car14] CARNEGIE MELLON UNIVERSITY: Microsoft kinect ű microsoft sdk, 2014. http://wiki.etc.cmu.edu/unity3d/index.php/Microsoft_Kinect_-_Microsoft_SDK (26.04.2014). 5

[CNSD*92] CRUZ-NEIRA C., SANDIN D. J., DEFANTI T. A., KENYON R. V., HART J. C.: The cave: Audio visual experience automatic virtual environment. Commun. ACM 35, 6 (June 1992), 64–72. 2

[ES14] E-SEMBLE: Xvr in general, 2014. http://www.e-semble.com/en/Products/XVR/In_general/ (27.04.2014).

[Fif14] FIFTH DIMENSION TECHNOLOGIES: Ascension flock of birds, 2014. http://www.5dt.com/products/pfob.html (26.04.2014). 5

[HBTF09] HILSENDEGER A., BRANDAUER S., TOLKSDORF J., FRÖHLICH C.: Navigation in virtual reality with the wii balance board. 6. Workshop der GI-Fachgruppe VR/AR, Aachen, Germany: Shaker Verlag GmbH. 2

[HPL07] HAMMERL S., PREUSS T., LATOSCHIK M. E.: Wiinc - wii network control - einsatz des wii-controllers für vranwendungen. Virtuelle und Erweiterte Realität, 4. Workshop of the GI VR & AR special interest group, pp. 141–148. 2

[Ins13] INSTITUT FÜR PRODUKTIONSMANAGEMENT UND LOGISTIK: Virtuelle fabrikplanung in der 3d-cave (vifa 3d), 2013. http://www.i-p-l.de/leistungen/cave (28.04.2014). 2

[JKS11] JUNG T., KROHN S., SCHMIDT P.: Ein natural user interface zur interaktion in einem cave automatic virtual environment basierend auf optischem tracking. Workshop 3D-NordOst (2011), 93–102. 2

[JS12] JUNG T., SIMON F.: Interaktion in einem cave automatic virtual environment unter verwendung mehrerer tiefensensorkameras. 3D-NordOst (2012), 199–208. 2

[MC05] MICHAEL D. R., CHEN S. L.: Serious Games: Games That Educate, Train, and Inform. Muska & Lipman/Premier- Trade, 2005. 1

[NVI14] NVIDIA: Nvidia 3d vision ?U the best stereoscopic 3d gaming experience for pcs, 2014. http://www.nvidia.co.uk/object/3d-vision-main-uk.html (27.04.2014). 3

[Pos13] :. Eine virtuelle Multi-User Trainingsumgebung für die Feuerwehrausbildung (2013), Fraunhofer Verlag. 2, 7

[Pre01] PRENSKY M.: Digital Game-Based Learning. McGraw-Hill, 2001. 1

[Rhe91] RHEINGOLD H.: Virtual reality. Summit Books, 1991. 1

[SLBF12] SETTGAST V., LANCELLE M., BAUER D., FELLNER D. W.: Hands-free navigation in immersive environments for the evaluation of the effectiveness of indoor navigation systems. In VR/AR (2012), Geiger C., Herder J., Vierjahn T., (Eds.), Shaker, pp. 107–118. 2

[Uni14] UNITY TECHNOLOGIES: Unity, 2014. http://www.unity3d.com (28.04.2014). 3

[Vir14] VIRTUIX: Virtuix omni, 2014. http://www.virtuix.com/ (28.04.2014). 2

[VR 14] VR JUGGLER: vrjuggler - vr juggler provides a cross-platform virtual reality application development framework, 2014. http://code.google.com/p/vrjuggler/ (26.04.2014). 2

[Wol02] WOLF M.: Planung und Aufbau einer immersiven Multiprojektionsumgebung. Master’s thesis, University of Kassel, 2002. 3

Citeringar i Crossref