VR fire-fighting training system, method and device based on Unity

By adopting Unity engine, flame particle system, dynamic smoke simulation and tactile feedback technology in the VR fire training system, combining intelligent and multi-sensory interaction, the problems of insufficient fidelity, limited interaction methods and difficulty in personalized training in the existing system are solved, and a high sense of realism and personalized fire training effect is achieved.

CN120089045APending Publication Date: 2025-06-03ANHUI NORMAL UNIV
View PDF 0 Cites 2 Cited by

Patent Information

Application Number
CN202510499956.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-21
Publication Date
2025-06-03

AI Technical Summary

Technical Problem

The existing VR fire training system has problems such as insufficient fidelity and immersion, limited interaction methods, limited learning effects and difficulty in personalized training.

Method used

The VR fire training system based on Unity is adopted to create a realistic fire environment through high-precision flame particle system, dynamic smoke simulation, 3D sound effects and tactile feedback technology, and to achieve personalized feedback and intelligent evaluation through technical means such as intelligent, multi-sensory interaction, dynamic training generation, cloud computing optimization and multi-player collaboration mode.

Benefits of technology

It improves the authenticity, interactivity, personalization and popularization of fire training, enhances users' fire safety awareness and emergency response capabilities, and realizes immersive fire scene simulation and intelligent evaluation.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN120089045A_ABST
    Figure CN120089045A_ABST
Patent Text Reader

Abstract

The invention discloses a VR fire-fighting training system, method and device based on Unity, and the system comprises a scene simulation module, a user interaction module, a personalized feedback module and the like, the system simulates a plurality of immersive fire virtual training scenes based on a Unity engine, and deploys a VR fire-fighting training system; receiving a user gesture or a controller instruction by means of VR equipment, and guiding the user to perform interactive training in the immersive fire virtual training scene; in user interaction training, the system records and intelligently evaluates user interaction training performance, and individually adjusts and optimizes an immersive fire virtual training scene according to the user performance. According to the invention, a vivid fire environment is created, a user can feel the temperature, smoke and sound of a fire scene in an immersive manner, a strong crisis feeling is formed, and the highly immersive experience can help the user to master fire-fighting knowledge more quickly and make a correct judgment when a fire occurs in reality.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to the technical field of VR fire training, and in particular, to a VR fire training system, method and device based on Unity. Background Art

[0002] In the current field of fire safety training, with the acceleration of the urbanization process and the increasing strictness of fire regulations, the demand for efficient and immersive training methods is growing. Traditional fire training methods are often limited to classroom lectures, written materials, or limited on-site drills, making it difficult to comprehensively simulate real fire environments and resulting in limited training effects. VR (Virtual Reality) technology has received extensive attention in the fields of fire training, emergency drills, etc. due to its strong immersion, high interactivity, and repeatable training. In related research on VR fire training, such as M.H. Qazi, F. Khan, J. Kim and E.J. Rojas-Munoz, "Developing a VR-based Training Platform for Emergency Fire Handling Services Using Unity3D," 2023 International Conference on Frontiers of Information Technology (FIT), Islamabad, Pakistan, 2023, pp. 102-107, doi: 10.1109 / FIT60620.2023.00028. This literature focuses on human-computer interaction; Ji Lei, Sun Zhirao. "Research on Campus Safety Fire Training System Based on Virtual Reality Technology (VR)," 2022, 36(17): 91-93. DOI: 10.16520 / j.cnki.1000-8519.2022.17.013. Although the above-mentioned literature provides some ideas for fire training methods, there are still problems and drawbacks, including:

[0003] (1) Insufficient fidelity and immersion: Existing flame particle effects and smoke simulations are difficult to fully reproduce the irregular spread and dynamic changes in real fires, resulting in a deviation between the experiencer's perception of the dangerous environment and the actual situation. In addition, the lack of multi-sensory stimulation for temperature feedback reduces the immersion. (2) Limited interaction methods and restricted learning effects: Currently, most VR fire training systems mainly rely on controllers and gesture recognition for interaction, making the interaction between the experiencer and NPCs (such as firefighters and civilians) in the virtual scene relatively single and lacking the complexity of real emergency response. In addition, some systems only provide fixed task processes and lack dynamic scenario changes based on the decisions of the experiencer, making it difficult to improve the emergency decision-making ability. (3) Difficulty in personalized training: Existing VR fire training systems mostly adopt preset scoring criteria and are unable to deeply analyze the experiencer's operations, reaction speed, and decision-making rationality. The system fails to adjust the training difficulty according to the experiencer's operating habits, psychological stress level, and cognitive ability, resulting in insufficient personalized training and difficulty in meeting the needs of different personnel (such as the general public, enterprise employees, and firefighters).

[0004] Therefore, a new type of Unity-based VR fire training system is needed, which can improve the realism, interactivity, personalization, and generalizability of fire training through new technical means such as intelligentization, multi-sensory interaction, dynamic training generation, cloud computing optimization, and multi-person collaboration mode, so as to enhance users' fire safety awareness and emergency response ability. Summary of the Invention

[0005] In view of the above problems, the purpose of the present invention is to provide a Unity-based VR fire training system, method, and device, creating a realistic fire simulation environment, enabling users to feel the temperature, smoke, and sound of the fire scene immersive, forming a strong sense of crisis, exercising the emergency response ability, realizing immersive fire scene simulation, and improving the realism and training effect.

[0006] Embodiments of the present invention provide a Unity-based VR fire training system, method, and device.

[0007] First aspect: A Unity-based VR fire training system, comprising:

[0008] A scene simulation module for simulating and providing multiple immersive fire virtual training scenarios for users;

[0009] A user interaction module for receiving user gesture or controller instructions and guiding the user to perform interactive training in the immersive fire virtual training scenario;

[0010] A personalized feedback module for recording and intelligently evaluating the user's interactive training performance and personalized adjusting and optimizing the immersive fire virtual training scenario according to the user's performance.

[0011] Optionally: a performance optimization module for optimizing the immersive fire virtual training scenario to improve the overall operation efficiency, response speed, and user experience of the system.

[0012] An intelligent evaluation module for generating a training report after the interactive training ends.

[0013] Second aspect: a VR fire training method based on Unity, including:

[0014] S1. Simulate multiple immersive fire virtual training scenarios based on the Unity engine and deploy the VR fire training system;

[0015] S2. Rely on the VR device to receive user gestures or controller instructions to guide the user to perform interactive training in the immersive fire virtual training scenario;

[0016] S3. During the user's interactive training, the system records and intelligently evaluates the user's interactive training performance, and adjusts and optimizes the immersive fire virtual training scenario according to the user's performance in a personalized manner.

[0017] Optionally: when guiding the user to perform interactive training in the immersive fire virtual training scenario in S2,

[0018] The system guides the user to find the safe exit through voice interaction; for the correct interactive training content of the user, the system will give positive feedback; for the incorrect interactive training content of the user, the system will give negative feedback.

[0019] Optionally: the system records and intelligently evaluates the user's interactive training performance in S3, including: recording the user's interactive training progress, operation behaviors, and decision-making processes, and automatically evaluating and generating user reaction speed and operation accuracy indicators.

[0020] Optionally: the multiple immersive fire virtual training scenarios in S1 include fire escape and fire alarm.

[0021] Optionally: the steps for the user to perform interactive training in the fire escape immersive fire virtual training scenario include:

[0022] S11. Enter the simulation scenario and trigger the fire;

[0023] S12. The user simulates escape, and the system real-time monitors whether the escape posture meets the safety standards. If not, the user is guided to adjust the escape posture until it meets the safety standards. If it meets, the user reaches the safe exit;

[0024] S13. The user simulates the escape route in the high-temperature scenario, touches the temperature of the door with the back of the hand. If the temperature is high, find other escape routes. If the temperature is low, open the door and continue to escape;

[0025] S14. The user simulates the escape route in a smoky scene, determines whether there is thick smoke. If there is no thick smoke, the user selects the downward escape route and ends the training after reaching the safety exit.

[0026] Optionally, the user conducts interactive training in the immersive fire virtual training scene of the fire alarm. The steps include:

[0027] S21. Enter the simulation scene and trigger the fire alarm.

[0028] S22. The user simulates the selection of the alarm method. If the user selects manual alarm, the user goes to the position of the manual alarm and triggers the alarm. If the user selects mobile phone alarm, the user selects the correct alarm information.

[0029] S23. The user simulates the use of a fire blanket, determines whether the fire is successfully extinguished based on the use of the fire blanket. If not successful, the user selects to escape. If successful, the training ends.

[0030] In a third aspect: A VR fire training device based on Unity, including:

[0031] A computer server, deployed with a VR fire training system server, providing immersive fire virtual training scene services;

[0032] A VR headset, deployed with a VR fire training system client. After the user wears it, the user immersively enters the fire virtual training scene in combination with their own actions and conducts interactive training following the system guidance;

[0033] A gesture tracking controller. After the user wears it, the gesture tracking controller analyzes the user's gesture actions and button inputs, forms gesture commands and controller commands, and feeds them back to the system.

[0034] Advantages of the present invention:

[0035] 1. The VR fire training system of the present invention based on Unity creates a realistic fire environment through a high-precision flame particle system, dynamic smoke simulation, 3D sound effects, and haptic feedback technology, enabling the user to feel the temperature, smoke, and sound of the fire scene immersive, forming a strong sense of crisis. In addition, the system can simulate different types of fire scenes, such as home fires, factory fires, high-rise building fires, etc., enabling the user to exercise their emergency response capabilities in various environments. This highly immersive experience can help users master fire protection knowledge faster, achieve immersive fire scene simulation, improve the sense of reality and training effect, and make correct judgments in the event of a real fire.

[0036] 2. The present invention realizes personalized training. Users can interact with virtual firefighters or trapped persons through voice commands to obtain escape guidance. The system will also adjust the fire spread speed according to their operations, simulate different emergencies, and improve the authenticity and challenge of training. In addition, the multi - ending simulation design allows users to experience different results in multiple trainings, learn from mistakes, improve emergency decision - making abilities, achieve intelligent interaction and dynamic training, and enhance the personalized learning experience.

[0037] 3. The present invention records the operation data of users in real - time, such as reaction time, accuracy of using fire - extinguishing blankets, evacuation path selection, etc., and generates a personalized evaluation report. The system can monitor and analyze the performance of users in a high - pressure environment and provide targeted improvement suggestions based on the data. This quantitative evaluation method makes up for the defect that it is difficult to accurately measure the learning effect in traditional fire training, makes the training more scientific and efficient, realizes intelligent evaluation and data analysis, and accurately improves the training effect. BRIEF DESCRIPTION OF THE DRAWINGS

[0038] Figure 1 It is a schematic structural diagram of the VR fire training system based on Unity of the present invention;

[0039] Figure 2 It is a schematic flow chart of the VR fire training method based on Unity of the present invention;

[0040] Figure 3 It is a schematic principle flow chart of the VR fire training device based on Unity of the present invention;

[0041] Figure 4 It is a schematic flow chart of the simulation training for kitchen fire escape in an embodiment of the present invention;

[0042] Figure 5 It is a schematic flow chart of the simulation training for restaurant fire alarm in an embodiment of the present invention. DETAILED DESCRIPTION OF THE EMBODIMENTS

[0043] The embodiments of the present invention will be described in detail below. The examples of the embodiments are shown in the drawings, where the same or similar symbols represent the same or similar elements or elements with the same or similar functions from beginning to end. The embodiments described below by referring to the drawings are exemplary and are only used to explain the present invention and should not be construed as a limitation to the present invention.

[0044] Existing VR fire training has problems such as insufficient realism and immersion, limited interaction methods, limited learning effects, and difficulty in personalized training.

[0045] In view of the above problems, the present invention provides a VR fire training system based on Unity. Figure 1Schematic diagram of the VR fire training system based on Unity provided by the embodiments of the present invention. The system includes a scene simulation module, a user interaction module, a personalized feedback module, a performance optimization module, an intelligent evaluation module, etc. Among them:

[0046] The scene simulation module is used to simulate and provide multiple immersive virtual fire training scenarios for users.

[0047] The virtual fire training scenarios are developed based on the Unity 3D engine, perform physical simulations, and construct highly immersive VR fire training scenarios.

[0048] The fire scene and environment design combines highly realistic 3D modeling, particle effects, and a dynamic physics engine to create multiple challenging simulated fire scene locations, including hotel restaurants and hotel kitchens, etc.

[0049] These scenarios not only simulate physical characteristics such as the spread of fire, smoke, and high temperature, but also include environmental factors such as sound, light, and air flow. Through real-time adjustment and personalized settings, they provide an interactive experience that adapts to different training needs, thereby enhancing users' emergency response and operation skills, and helping users immerse themselves in complex fire situations in a virtual environment.

[0050] The user interaction module is used to receive user gesture or controller instructions and guide users to conduct interactive training in the immersive virtual fire training scenarios.

[0051] The core of the user interaction module design is the interaction between the user and the fire scene in the virtual environment. By users wearing VR devices and gesture tracking controllers, etc., users can directly interact with virtual scene objects in a virtual reality environment. For example, users can operate equipment such as fire blankets, fire hydrants, and fire alarms through gestures or controllers, trigger different fire scenes or emergency measures, and learn the correct operation steps under the guidance of the system, thereby enhancing users' actual response capabilities.

[0052] The interaction process is displayed through the VR device interface to ensure that users can quickly get started. Important information in the fire scene (such as fire extinguishing progress, fire source location, etc.) will be displayed on the interface, and operation prompts and feedback will be provided, enabling users to clearly know the current tasks and goals during the training process. In addition, the system also designs various guiding methods, such as voice guidance, graphic signs, and operation prompts, to help users quickly understand how to use the equipment and perform necessary operations.

[0053] The personalized feedback module is used to record and intelligently evaluate users' interactive training performance, and adjust and optimize the immersive virtual fire training scenarios according to users' performance in a personalized manner.

[0054] The personalized feedback module provides personalized training guidance for users through an intelligent feedback mechanism. This module records the user's interactive training progress, operation behaviors, and decision-making processes in the system, and dynamically adjusts the feedback content according to the user's learning progress and operation accuracy.

[0055] The system automatically evaluates key indicators such as the user's reaction speed and operation accuracy by analyzing the user's operation behaviors and decision-making processes, and then provides customized feedback. For example, when the user is dealing with a fire scenario, the system will provide suggestions based on the user's interactive training performance, such as giving corrective prompts when there are operation errors, giving encouragement when the performance is excellent, and adjusting the difficulty and complexity of subsequent scenarios according to the performance of each training. This personalized feedback can not only help users quickly identify and correct mistakes during the training process, but also effectively improve their operation skills and emergency response capabilities, thus improving the overall effect of fire training.

[0056] The performance optimization module is used to optimize the immersive fire virtual training scenario and improve the overall operation efficiency, response speed, and user experience of the system.

[0057] The performance optimization module is developed based on the Unity 3D engine, focusing on improving the overall operation efficiency, response speed, and user experience of the fire training system with mixed reality technology. First, in terms of graphics rendering, efficient rendering algorithms and multi-level detail techniques are adopted, and the rendering accuracy of the scene is dynamically adjusted to reduce resource consumption, so as to ensure smooth operation on different devices, especially in complex fire scenarios and multi-element interactions. Second, the system reduces the lag phenomenon during scene loading through scene partitioning, asynchronous loading, and dynamic resource management techniques, ensuring smooth display of complex scenes. Third, in order to reduce the computational burden, the system also simplifies the virtual objects in the scene and adopts optimized collision detection and physical simulation algorithms to improve the operation efficiency of the system.

[0058] The intelligent evaluation module is used to generate a training report after the interactive training. The intelligent evaluation module is used to record the user's operation data in real time, such as reaction time, use of fire blankets, and evacuation path selection, and generate a personalized evaluation report. The system can monitor and analyze the user's performance in a high-pressure environment through the intelligent evaluation module and provide targeted improvement suggestions based on the data.

[0059] Based on the above VR fire training system, as Figure 2 shown, the present invention also discloses a VR fire training method based on Unity, including the steps:

[0060] S1. Simulate multiple immersive fire virtual training scenarios based on the Unity engine and deploy the VR fire training system.

[0061]

[0062]

[0063] This code is a Unity script code named JumpApp, mainly used to implement the jump function of applications in the VR virtual environment. It allows users to jump from one Unity VR application to another application and handle related interface transitions and error situations.

[0064] It mainly includes: calling the target application through the Android Java interface to achieve application jumping; adding a fade-in effect before jumping to achieve a transition effect; handling the situation where the target application does not exist to achieve error handling; and providing button click sound effects to achieve audio feedback.

[0065] The code uses AndroidJavaClass and AndroidJavaObject to interact with the Android native API to obtain the current Activity and PackageManager, implementing the Android Java interface call; using the DOTween plugin to achieve the fade-in effect of the material to transition the animation, and for specific UI elements in the VR environment (Quad under the main camera), capturing exceptions that may occur when starting the application, displaying a pop-up error prompt, recording the error log; providing auditory feedback for button operations.

[0066] This code is part of the start interface of the VR fire training system, used for: jumping from the system start interface to the main training application, switching between different training modules, and returning to the device main interface when exiting the system.

[0067] S2. Rely on the VR device to receive user gestures or controller instructions to guide the user to perform interactive training in the immersive fire virtual training scenario;

[0068] After the user wears the gesture tracking controller, the system receives the user's gestures or controller instructions, and the system judges the spraying angle, coverage range and effectiveness of the fire extinguishing agent in real time.

[0069] The system can guide the user to find the safe exit through voice interaction; for the correct interactive training content of the user, the system will give positive feedback; for the incorrect interactive training content of the user, the system will give negative feedback.

[0070] S3. During the user's interactive training, the system records and intelligently evaluates the user's interactive training performance, and adjusts and optimizes the immersive fire virtual training scenario according to the user's performance in a personalized manner.

[0071] The system records and intelligently evaluates the user's interactive training performance, such as the user's reaction speed, the accuracy of fire extinguishing operations, the rationality of the escape route, etc. If the user successfully evacuates through the fire escape, the system will give positive feedback. In addition, the system supports voice interaction. The user can ask for help from the virtual hotel front desk or the fireman, and the system will give the best escape advice based on the spread of the fire, such as guiding the user to avoid the smoke area or find the safety exit.

[0072] The system records the user's interactive training progress, operation behaviors and decision-making processes, and automatically evaluates and generates indicators of the user's reaction speed and operation accuracy.

[0073] Specifically, there are multiple immersive virtual fire training scenarios, including fire escape and fire alarm.

[0074] Among them, the user conducts interactive training in the immersive virtual fire training scenario of fire escape. The steps include:

[0075] S11. Enter the simulation scenario and trigger the fire; S12. The user simulates escape, and the system monitors in real time whether the escape posture meets the safety standards. If not, the system guides the user to adjust the escape posture until it meets the safety standards. If it meets the standards, the user reaches the safety exit; S13. The user simulates the escape route in the high-temperature scenario, touches the temperature of the door with the back of the hand. If the temperature is high, find another escape route. If the temperature is low, open the door and continue to escape; S14. The user simulates the escape route in the thick-smoke scenario, judges whether thick smoke appears. If no thick smoke appears, choose the downward escape route and end the training after reaching the safety exit.

[0076] As Figure 4 shown, this flowchart shows the user's escape decision-making and action path when simulating a fire in a hotel kitchen. The process starts with entering the scenario and simulating the fire. The user first judges whether the fire source can be extinguished. If the fire cannot be controlled, the user needs to find the safety exit. During the escape process, the user needs to detect the thick-smoke situation and judge whether they can directly pass through the door or need to find an alternative route according to the temperature of the door handle. If the door temperature is too high, choose another passage to escape, and finally successfully evacuate to the safe area.

[0077]

[0078]

[0079]

[0080]

[0081]

[0082] Interpretation of the code for implementing the above kitchen escape function:

[0083] The implementation process of towel usage interaction function using (CoverWithTowel.cs): By detecting the collision between the towel and the mouth and nose area (OnTriggerEnter), hide the original towel object, activate the towel model on the VR camera, and enable the crawling forward component after a 1-second delay. Use (CrawlingForward.cs) to detect the standard posture, judge whether the user maintains a low posture by the change of the head position, provide voice guidance ("Squat down") and visual cues, and activate the safety door direction indicator arrow. Use (DownFloorTrriger.cs) to conduct the escape guidance interaction process in the stairwell. When the user enters the trigger area, disable the movement and crawling components, play the voice prompt "Hot gas rises", and activate the downward direction indicator arrow. Use (HandsTouchSafeDoor.cs) to detect the safety door. When the hand touches the door, detect the temperature state and trigger the door animation (doorInto / doorOut), dynamically reduce the smoke concentration (RawImage alpha value), control the smoke dissipation speed, and display the global smoke status flag. Use (OBJAphaChange.cs) to simulate the fire extinguishing of the sprinkler system. First, conduct smoke simulation. The smoke concentration increases to the threshold of 0.75 over time. Use the alpha channel of RawImage to control the visibility. Then, trigger the sprinkler fire extinguishing. When alpha≥0.3, activate the sprinkler particle system, play the sprinkler sound effect and the water flow background sound, and enable the fire extinguishing effect of all fire sources (FireExit component). Record the training process and data, use the end mechanism (OverGame.cs), trigger the black mask fade (DOFade) after triggering, play the end voice prompt, and exit the application (Application.Quit); record the training time and conclusion ("Qualified"), and save it to the local JSON file through JsonSaveKitChenDate.

[0084] For example: Towel wetting interaction (SortTowel.cs), the interaction details are: Detect the collision between the towel and the sink, change the towel material color (darken to simulate the wetting effect), play the voice prompt "The towel has been wet", and activate the head trigger to guide the correct usage posture.

[0085] Furthermore, the user conducts interactive training in the immersive fire virtual training scenario of fire alarm. The steps include:

[0086] S21. Enter the simulation scenario and trigger the fire alarm; S22. The user simulates the selection of the alarm method. If the user selects manual alarm, go to the location of the manual alarm and trigger the alarm. If the user selects mobile phone alarm, select the correct alarm information; S23. The user simulates the use of the fire blanket, judge whether the fire is successfully extinguished by the fire blanket. If not, select to escape. If successful, end the training.

[0087] As Figure 5 shown, in the restaurant fire alarm, when the fire alarm is triggered, the alarm method needs to be selected. It can be through the manual alarm or mobile phone alarm. If the manual alarm is selected, it is necessary to go to the location of the manual alarm and make an alarm according to the system instructions; if the mobile phone alarm is selected, the alarm information needs to be correctly selected. After the alarm, try to use a fire blanket to extinguish the fire. If the fire is extinguished successfully, the process ends; if the fire extinguishing fails, immediate escape is required, and the final process ends.

[0088]

[0089]

[0090]

[0091]

[0092]

[0093] Interpretation of the code for implementing the above restaurant fire alarm function:

[0094] Fire Blanket Fire Extinguishing Event (FireBlanketEvent.cs), which processes the complete process of using the fire blanket, uses DOTween to implement smooth movement animations, listens for trigger events through the Input Manager (InputMgr), applies the DOTween animation system, event-based input processing, and scene transition effects. Fire Blanket and Flame Positioning (FireBlankInterableGameObjPostion.cs), dynamically locates the relative positions of the fire blanket and the flame, calculates the midpoint based on the positions of the left and right hand controllers, adds an offset to fine-tune the position, and calculates the direction vector to determine the orientation of the fire blanket. Fire Blanket Fire Extinguishing Effect Evaluation (JudgeFireBlackProtectFire.cs), evaluates the effect of using the fire blanket and records training data, implements a distance detection algorithm, and conducts training result evaluation and multi-system collaborative control. Automatic Alarm System (OnAutoAlarm.cs), automatically triggers a fire alarm, implements an event trigger mechanism and voice guidance. Escape Route Management (RunPointIsVisualManager.cs), is used to manage escape route indication points, implements escape route list management, event delegation, and progressive guidance. Data Upload (WwwSaveJson.cs), is used to upload training data to the server, adapts multi-scene data, implements asynchronous operation processing, and reflects the overall characteristics of the system.

[0095] The code adopts a modular design, separating each function into independent components for easy maintenance and expansion; event-driven realizes communication between systems based on events and delegates; physical simulation makes full use of the Unity physics engine to achieve real interactions; visual effects utilize the particle system, material modification, and animation system to work together; data management realizes dual insurance of local JSON storage and server upload, and progressive guidance realizes voice and visual prompts to guide users to complete training; through the evaluation system, the training effect is quantitatively evaluated and key indicators are recorded. These codes together implement the core functions of the VR fire training system, including complete processes such as fire simulation, fire extinguishing operation, escape training, and data recording.

[0096] In the phone alarm process, the virtual character interacts with the process management (ChefStateAndQuestManager.cs), which is used to manage the complete process of fire alarm, including virtual character behavior and the alarm method selection process. It can be managed by an event-based state machine, and a modular Q&A system is designed, combining voice guidance and UI prompts.

[0097] In the phone alarm process component, the initial phone alarm (OnPhoneAlarmFirst.cs) is used to select the correct fire alarm phone number (119), providing four options (110 / 120 / 911 / 119), calling the main manager to judge the answer, and the correct answer proceeds to the next step.

[0098] The manual alarm system (BurglarAlarm.cs) is used to implement the complete usage process of the manual alarm. Through initialization, it obtains the glass cover object, detects glass breakage, and calculates the distance between the handle and the alarm in real time. It detects the action of quickly waving the handle, triggers the breakage effect, plays the breakage sound effect, provides tactile feedback, switches the glass state, plays the breakage animation, activates button interaction after breakage, displays a successful alarm prompt, plays the voice for subsequent operations, and fades in and out the scene transition.

[0099] Activate the fire blanket interaction. After the teleportation point is triggered, operation prompts are displayed, presenting the virtual handle animation to guide, performing physical interaction detection and multi-sensory feedback, and the scene transition effect. It provides two paths: mobile phone alarm and manual alarm, and different paths ultimately converge to the fire extinguishing operation.

[0100] These codes together implement the core functions of fire hazard detection and alarm in the VR fire training system. Through multi-path and multi-modal interaction design, the authenticity and participation of training are effectively improved, meeting the technical solutions and objectives described in the patent application document.

[0101] Based on the above VR fire training system, as Figure 3 shown, the present invention also provides a VR fire training device based on Unity, including:

[0102] A computer server is deployed with the server side of the VR fire training system to provide immersive fire virtual training scenario services; a VR headset is deployed with the client side of the VR fire training system. After the user wears it, they can immerse themselves in the fire virtual training scenario according to their own movements and follow the system's guidance for interactive training; a gesture tracking controller, after the user wears it, analyzes the user's gesture actions and button inputs, and forms gesture commands and controller commands to feedback to the system.

[0103] A computer server is used to deploy the server side of the VR fire training system, responsible for scene rendering, physical simulation, data storage, and multi-user collaborative management. The computer server can use a high-performance GPU server (such as the NVIDIA RTX series), support real-time rendering of the Unity 2022.3 LTS engine, deploy a dynamic load balancing module to optimize the scene loading efficiency during multi-user concurrent access, and at the same time integrate a MySQL database to store user training data, scene parameters, and evaluation reports.

[0104] A VR headset is deployed with the client side of the VR fire training system. It can use a Pico 4 or similar VR all-in-one machine, support 6DoF (Six Degrees of Freedom) positioning, and can be connected to the server via Wi-Fi 6 / 5G to receive and render the fire virtual scene in real time (such as a hotel restaurant, kitchen, etc.). It has a built-in head movement tracking sensor to synchronize the user's perspective with the virtual environment. At the same time, it provides a voice interaction interface to support the user to call virtual firefighters for guidance through voice commands.

[0105] A gesture tracking controller can use an optical tracking handle (such as the Pico 4 handle), equipped with a haptic feedback motor, and uses an infrared sensor array to accurately capture the user's gesture actions (such as holding a fire extinguisher, pulling out the pin, etc.); recognizing the five-finger actions (such as pinching, opening) triggers the operation of the virtual fire extinguisher to form a gesture command, and simulates operations such as opening and closing a fire hydrant and starting an alarm through the handle buttons to form a button command.

[0106] The device takes the user experience as the core and provides four major functions: hidden danger investigation, escape route simulation, fire fighting operation training, and fire fighting knowledge Q&A. Users can search for fire hazards in simulated environments such as hotel kitchens and restaurants, learn the correct escape routes, and master the use of fire extinguishers through interactive operations. In addition, a fire fighting knowledge Q&A session is designed to consolidate the user's learning effect and enhance fire safety awareness.

[0107] After the user wears the VR device and starts the client, they select a training scenario (such as "simulation of kitchen fire"), follow the virtual guide to learn basic operations, enter the dynamic fire scene, complete the full process experience training from extinguishing the fire to escaping, view the evaluation report after the training, and support playing back the segments of incorrect operations. The device significantly improves the authenticity and effectiveness of fire training through a high-precision virtual environment, multi-modal interaction, and data-driven evaluation.

[0108] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present invention, rather than to limit them; although the present invention has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that they can still modify the technical solutions described in the foregoing embodiments, or perform equivalent replacements for some of the technical features; and these modifications or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the various embodiments of the present invention.

Claims

1. A VR fire training system based on Unity, characterized in that: include: A scene simulation module is used to simulate and provide multiple users with immersive virtual fire training scenes; A user interaction module, used to receive user gestures or controller instructions and guide the user to perform interactive training in an immersive fire virtual training scene; The personalized feedback module is used to record and intelligently evaluate user interactive training performance, and to optimize the immersive fire virtual training scene based on user performance.

2. The VR fire training system according to claim 1, characterized in that: Also includes: Performance optimization module, used to optimize immersive fire virtual training scenarios and improve the overall operating efficiency, response speed and user experience of the system; Intelligent evaluation module, used to generate training reports after interactive training.

3. A VR fire training method based on Unity based on the VR fire training system according to claim 1 or 2, characterized in that: Includes steps: S1. Simulate multiple immersive fire virtual training scenarios based on the Unity engine and deploy a VR fire training system; S2, relying on VR equipment to receive user gestures or controller commands, and guide users to conduct interactive training in an immersive fire virtual training scene; S3. During user interaction training, the system records and intelligently evaluates user interaction training performance, and optimizes the immersive fire virtual training scene based on personalized adjustments of user performance.

4. The VR firefighting training method according to claim 3, characterized in that: When guiding the user to perform interactive training in the immersive fire virtual training scene in S2, The system guides users to find safe exits through voice interaction; The system will give positive feedback to users who interact with the training content correctly, and will give negative feedback to users who interact with the training content incorrectly.

5. The VR firefighting training method according to claim 3, characterized in that: The S3 system records and intelligently evaluates user interaction training performance, including: Record the user's interactive training progress, operation behavior and decision-making process, and automatically evaluate and generate user reaction speed and operation accuracy indicators.

6. The VR firefighting training method according to claim 3, characterized in that: The multiple immersive fire virtual training scenarios in S1 include fire escape and fire alarm.

7. The VR firefighting training method according to claim 6, characterized in that: The user performs interactive training in an immersive fire virtual training scene for fire escape, the steps comprising: S11, enter the simulation scene and trigger the fire; S12, the user simulates escaping, and the system monitors in real time whether the escaping posture meets the safety standards. If not, the system guides the user to adjust the escaping posture until it meets the safety standards. If it meets the safety standards, the user reaches the safety exit; S13, the user simulates the escape route in a high temperature scenario, touches the door temperature with the back of the hand, and if the temperature is high, looks for another escape route; if the temperature is low, opens the door and continues to escape; S14. The user simulates an escape route in a thick smoke scenario and determines whether there is thick smoke. If there is no thick smoke, the user selects a downward escape route to reach a safe exit and ends the training.

8. The VR firefighting training method according to claim 6, characterized in that: The user performs interactive training in an immersive fire virtual training scene of a fire alarm, and the steps include: S21, entering the simulation scene and triggering the fire alarm; S22, the user simulates selecting an alarm mode. If manual alarm is selected, the user goes to the manual alarm location and triggers the alarm. If mobile phone alarm is selected, the user selects the correct alarm information. S23. The user simulates using a fire blanket and determines whether the fire is extinguished successfully. If unsuccessful, the user chooses to escape. If successful, the training ends.

9. A VR fire training device based on Unity based on the VR fire training system according to claim 1 or 2, characterized in that: include: Computer servers are equipped with a VR fire training system server to provide immersive fire virtual training scene services; VR headsets are equipped with a VR fire training system client. After users wear them, they can immerse themselves in the virtual fire training scene based on their own actions and conduct interactive training following the guidance of the system. The gesture tracking controller, after the user wears it, analyzes the user's gesture movements and button inputs, and forms gesture commands and controller commands to feed back to the system.

Citation Information

Cited By

  • Personnel evacuation mixed reality experiment method and system influenced by fire smoke parameters

    CN121685885A

  • Fire rescue stress scene VR simulation system and method

    CN122244392A