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First Responder Simulation and Training Environment

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HLA is a set of rules governing the form and method of communication between the Federates. ... draw the structure model, and export to two file types. ... – PowerPoint PPT presentation

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Title: First Responder Simulation and Training Environment


1
FiRSTE
  • First Responder Simulation and Training
    Environment

2
Cast of Characters
3
Cast of Characters cont
4
What are First Responders?
They are the policemen, firemen, EMTs, public
works officials, and HAZMAT teams who answer the
call when disaster strikes. They give aid,
mitigate circumstances, assess damage and contain
the danger.
5
Training First Responders
Training events staged in urban settings can
quickly become media spectacles.
and public relation nightmares.
6
Training in Virtual Environments.Military Style
Objects Persist and change state (position,
velocity, and damage).
Weather is governed by nature
Interactions Transient activity of finite
duration like attacks.
Radar supplies sensory information
Sensors supply information regarding spread of
chemical agent
Terrain information is static and shared
throughout a simulation
Chemical attacks are man-made objects that are
governed by the laws of nature
7
In the beginning.
High Level Architecture (HLA)
Virtual Emergency Response Training
System (VERTS).
Federation Object Models
Omni-directional Treadmills
DIGuy
JACK
Simulation Architecture
8
Some Common Themes
  • Realistic training vignettes
  • Safe and secure environments
  • Analysis and evaluation tools for trainers
  • Compatibility with existing simulation systems
    via High Level Architecture compliancy

9
Creating Order amid Chaos
  • Apply formal software engineering practices to a
    scientific simulation/virtual reality project
  • Use the Rational Unified Process for creating the
    system architecture
  • Incorporate scientific object-oriented software
    into a real-time training environment

10
Modeling a Systems Architecturevia the Rational
Unified Process
Design View (Classes, Interfaces, Collaborations)
Implementation View (System Assembly
Configuration)
Use Case View (Requirements)
Process View (Performance, Threads, Scalability)
Deployment View (Distribution, Delivery, Installat
ion)
11
Notation
Use Case View
The Unified Modeling Language representations
  • A use case specifies a sequence of actions,
    including variants, that the system can perform
    and that yields an observable result of value to
    a customer (called actor).
  • System attributes and functions combine to form a
    use case.

Simulate WMD Event
Use Case
Actor
First Responder
12
Actual Event
Use Case View
Establish Operation Center
Establish Communications Operations
Communication Team
Maintain Operation Center
Conduct Chem/Bio Survey
Command/ Control
Perform liaison Operations
Conduct Radiological Survey

Survey Team
Conduct WMD Decontamination operations
Conduct Assessment
Conduct medical operations
Provide Command Control
Medical Team
13
Training Event
Use Case View
Train First Responder
First Responder
Trainer
14
Focused Training
Use Case View
Train First Responder
Create Vignette
ltltincludegtgt
Collect training performance Data
ltltincludegtgt
ltltincludegtgt
Model Complex Structures
ltltincludegtgt
ltltincludegtgt
ltltincludegtgt
Monitor training activity
Conduct Chemical Biological Survey Operation
Create unanticipated contingency
15
Use Case View
Details of Primary Task
Conduct Chem/Bio Survey Operation
ltltincludegtgt
Simulate WMD Event
ltltincludegtgt
Maintain situation Awareness
ltltincludegtgt
ltltincludegtgt
ltltincludegtgt
Survey according To Plan
ltltincludegtgt
ltltincludegtgt
Report to Decontamination
Collect virtual samples
Maintain Communication
Mitigate Contamination
16
Implementation View
Notation
  • The implementation view addresses
  • The distributed nature of the system software
  • The programs and files needed for the system
  • Its software configuration upon delivery

Component
Interface
ltltexecutablegtgt
Database
File
17
HLA Terminology
Implementation View
  • A Federate is a stand alone simulation. HLA has
    no requirements on the design of the Federate
    other than it provide a predefined interface.
  • A Federation is a collection of Federates. It is
    a distributed simulation involving the Federates
    communicated in a prescribed manner. HLA is a set
    of rules governing the form and method of
    communication between the Federates.
  • A Federation Ambassador is the interface (or set
    of operations (functions)) the Federate is
    required to provide in order to participate in
    the Federation.
  • The Run Time Infrastructure Infrastructure (RTI)
    is the central controller (server) that manages
    the communications between the Federates
    (clients). It is a set of prescribed functions
    that passes all information between the
    Federates. It is Federation independent.
  • The Federation Object Model is a description of
    the information passed between the Federates that
    is managed by the RTI. It is Federation specific.

18
Target Distribution
Implementation View
RTI.exe
Concentration Field
Environment Database
Environment Database
RTI
Federate Ambassador
Federate Ambassador
WMD.exe
FiRST.exe
19
Stand-Alone System
Implementation View
Concentration Field
Environment Database
FiRST.exe
20
Deployment View
Notation
Peripheral device
Physical Cable
Node
  • The deployment view addresses
  • The distributed nature of the system hardware
  • The processes and peripheral devices needed for
    the system
  • Its hardware configuration upon delivery

Local host
System Component
MyProg.exe
21
Deployment View
Stand-Alone System
FiRST
FiRST.exe
22
Glimpse ahead
Deployment View
23
Another Peek
Deployment View
24
Use Case to Design
Design View
Simulate WMD Event
Simulate WMD Event
ltlttracegtgt
Trainer Interface Interface
  • The design view addresses
  • The software classes needed
  • Their collaboration to fulfill the use case
  • The ways in which they interface

Physical Environment Entity
First-Responder Interface Bourndary
Agent Dispersal Controller
WMD Agent Entity
25
Fundamental Agents
Design View
Virtual Environment Trainer Windows GUI
WMD Agent Simulator Sensor Simulator Building
Simulator Virtual Reality Engine
WMD Agent Environment Sensors
26
Sensor Modeling
Design View
Photo Ionization Detector Used to detect
volatile gases leading to explosive environments.
27
Sensor Modeling
Design View
HAPSITE - GAS CHROMATOGRAPH/MASS SPECTROMETER.
It sniffs about 200,000 different chemicals.
28
Using UML
Design View
29
Gas Model - Math
Design View
The advection-diffusion equation We carry one
of these for each of 6 possible chemical species.
Time rate of change of the concentration.
Change due to molecular diffusion
Pressurized sources of the gas
The change in concentration due to the motion of
the surrounding air.
30
Gas Model - Numerics
Design View
Cell
The control volume approach divides the room into
cells. At each time step and for each cell, the
controller calculates the forces on each face to
determine the flow of the various chemical
species into and out of the cell. This results
in updating the concentration attribute (a set of
numbers corresponding to each species), the total
energy with the cell, and the flow (velocity)
across each edge.
Concentrations(t-1) Energy(t-1) Flow(t-1)

F Fl Fg Fb Fd
Cell
Fl µenergy 2 E A / 3V
Concentrations(t) Energy(t) Flow(t)
PV nRT
Fd Kdiff (nc - nn) / D
E 3/2 R T
31
Gas Model - UML
Design View
32
Structure Model
Design View
Imagine a toxic gas being released in your
average office building. The gas molecules will
go wherever they are allowed to go. The
interconnections between rooms, halls, and floors
is terribly complex.
This is a tool developed in VEnOM called MapMaker.
33
Structure Model - UML
Design View
This is a simple model showing the composition of
a building structure object.
34
Structure Model
Design View
Using MapMaker we can take a blueprint, draw the
structure model, and export to two file types.
One is a 3D model called map files. The other is
instantiates our structure model.
This is a 3D modeling tool called Valve. It was
used to build the model used with Half-Life.
35
Graphics Engine
A graphics engine manages the position and
orientation of many objects in a virtual
environment. It adjusts camera perspective,
determines collisions, and runs animations.
What you will see today using the engine within a
computer game called Half-Life. Everything was
developed as a modification to the original.
Special functions were incorporated using the
associated SDK.
36
Demo Time.
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