=Paper= {{Paper |id=Vol-2359/paper21 |storemode=property |title=Virtual reality as a communication tool for fire safety – Experiences from the VirPa project |pdfUrl=https://ceur-ws.org/Vol-2359/paper21.pdf |volume=Vol-2359 |authors=David Oliva,Brita Somerkoski,Kimmo Tarkkanen,Anttoni Lehto,Mika Luimula |dblpUrl=https://dblp.org/rec/conf/gamifin/OlivaSTLL19 }} ==Virtual reality as a communication tool for fire safety – Experiences from the VirPa project== https://ceur-ws.org/Vol-2359/paper21.pdf
                        Virtual reality as a communication tool for fire safety –
                                  Experiences from the VirPa project

                     David Oliva1, Brita Somerkoski2, Kimmo Tarkkanen1, Anttoni Lehto1, Mika
                                                     Luimula1
                                       1 Turku University of Applied Sciences, Turku, Finland
                                                2 University of Turku, Turku, Finland

                                                  david.oliva@turkuamk.fi



                           Abstract. This paper presents a serious game on fire safety that utilises virtual
                           reality (VR) technology. The game represents an office being engulfed in smoke
                           while the player’s task is to escape the building, but the player is not aware of
                           this goal before the fire alarm is triggered in the game environment. This radical
                           shift in game dynamics is an authentic representation of the unexpected nature of
                           an actual fire alarm. The game was mainly designed to collect information on
                           players’ actions for analysing them as representations of human behaviour in a
                           real fire situation. For our study, 169 people played the game in controlled envi-
                           ronments. The recorded metrics demonstrate the potential of VR applications as
                           tools for fire-related learning and behavioural analysis, while the results from a
                           post-game user experience questionnaire show that the players were highly en-
                           gaged in the fire evacuation task and found the VR application to be an appealing
                           training environment. This paper analyses the pros and cons of the game design
                           project and proposes actions to be implemented in future VR games on fire safety.

                           Keywords: Virtual reality; Serious games; Fire safety; User experience


                    1      Introduction

                    Fire safety education has two aims: 1) to change peoples’ behaviour so that fire mor-
                    tality and morbidity rates decrease and 2) to provide information that helps people to
                    understand the risks involved and respond to emergencies. In practice, fire safety refers
                    to either preventive measures in the case of fire or to limiting the spread of fire and
                    smoke [1]. As fire safety situations are difficult to practice in real life environments [2],
                    virtual reality (VR) applications become a fruitful context for educational aspects relat-
                    ing to fire safety. Fire-related injuries are expensive to treat and the healing process is
                    long. In Finland, the number of fire-related deaths is relatively high compared with the
                    other Nordic countries [3]. Previous fire safety research shows that people tend to ig-
                    nore fire alarms, dismiss exit signs, and lack awareness of escape routes [1, 4, 5]. These
                    facts, combined with figures of fire deaths caused by people who could not exit in
                    emergency situations, have raised needs for innovative methods for fire safety training.
                        This paper introduces the VirPa project where VR technology was applied to the
                    theme of fire safety. The project aimed to determine whether an immersive and realistic




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                    VR game is a suitable tool for interactive fire safety learning and communication. By
                    “learning”, we refer not only to individuals’ knowledge, skills, attitudes and values, but
                    also to their ability and will to act in specific situations [6]. Furthermore, “communica-
                    tion” is viewed not only pedagogically, but also the other way around as a possibility
                    for obtaining information about human behaviour and the type of decision-making that
                    occurs in a VR environment. The paper presents empirically collected data related to
                    the behaviour and user experience (UX) of the players in an unexpected fire situation,
                    which is discussed from the points of view of fire safety and game design.
                       Overall, 169 test subjects participated in the empirical study covering four different
                    target groups: 14-year-old children, university students, office workers and fire depart-
                    ments employees. The game recorded player actions during the fire situation based on
                    predefined criteria, whereas their experiences were surveyed with two UX question-
                    naires immediately after the game was finished.
                       Our hypothesis is that relating to fire safety, a VR game such as VirPa is able to
                    function as a communicational tool with a strong pedagogical potential. The overall
                    analysis touches upon the performance of the subjects in the escape task and on the
                    efficiency of the game itself to collect data. The discussion also concentrates on how
                    possible training needs regarding fire safety as well as possible benefits and gaps in the
                    game design can be brought forward via data analysis. From the design-driven point of
                    view, collecting player experiences helps to evaluate the effectiveness of the VR in the
                    fire safety context, thus contributing to the future design of systems. To that end, the
                    paper aims at identifying game-related issues that are worth taking into account when
                    designing the narrative continuum for a serious game similar to what we present here.


                    2      Fire Safety in Virtual Reality

                    Serious games are games developed for more than pure entertainment. A serious edu-
                    cational game can be fun, but it also needs to teach something new to the players or
                    strengthen their existing knowledge. Serious games in VR are used for educational pur-
                    poses [7], specifically to enable learning while performing simulated activities, which
                    are dangerous and even impossible to be performed in the real life [8, 9]. Technical
                    details for improving effectiveness, entertainment value and player engagement have
                    been discussed for instance by Arnab et al [10].
                       Within the domain of fire safety, VR has been applied in many ways. For instance,
                    in training general public in evacuation and rescue situations in road tunnels [11, 12]
                    and in university buildings [13]; in improving fire safety skills of children and their
                    evacuation behaviour in residential buildings [14, 15]; in training firefighters in general
                    [16] as well as for optimal rescue path selection [17]; in estimating the behaviour of
                    people in danger [18]; and to understand human behaviour in fire [9]. The game-based
                    firefighter training simulator called Sidh was used in a feasibility study to analyse the
                    performance and reflections of 31 firefighter students [16]. The study proved Sidh to
                    be a useful complement to traditional firefighter training methods partly thanks to the
                    high entertainment value achieved by the game. The entertainment value was consid-
                    ered an important issue for game engagement and volunteering for additional training.




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                       In a study by Chittaro & Ranon [13], the players knew the game scenario and the
                    procedures to follow in case of fire in advance and received pre-assigned goals to fulfil
                    during the game. The players indicated that the game lacked emotional intensity for
                    creating stress and anxiety. Only a few studies have considered children as test subjects
                    [19]. Children have found virtual experiences fun and intriguing in fire safety skills
                    training [15] and on the other hand, fire safety skills of primary school students have
                    significantly improved with the use of virtual reality based training [14]. In the study
                    in question, an expert was in-situ to offer training designed to enhance the behavioural
                    skills of the children (N=10). The study interestingly reported some kids purposefully
                    walking close to the fire to examine the boundaries of the game, which is an illustrative
                    example of how any data-based behavioural analysis should take into the account the
                    game-like quality of any VR application. A literature review by Feng at al. [19] revealed
                    evacuation research studies conducted as serious VR games, which succeeded on their
                    pedagogical and behavioural objectives. Regarding those, our study reaches outcomes
                    in behaviour recognition and hazard awareness, which were hard to find from fire evac-
                    uations studies evaluated in the review. Moreover, many of those studies applied pro-
                    tocols to reveal the domain of study to the user, thus potentially decreasing the possi-
                    bility of recording authentic player responses and experiences. In our study VirPa, the
                    study protocol conceals the pedagogical objective, the shift in the goal of the game only
                    emerging during game play. As a result, the research setting and the player experience
                    in the VirPa game are both quite unique.


                    3      Game Concept and Implementation

                    3.1    Virtual Environment
                    The created virtual environment was a three-floor office building divided into three
                    wings, A, B and C. Different views of the building are presented in Figures 1–3. The
                    height of the rooms was 3.6 meters. Non-playable characters and typical office furniture
                    were placed around the space1. Sounds within the space included footsteps, copying
                    machines, elevators, toilet flushes, ventilation noise, office music and the fire alarm
                    itself.


                    3.2    Game Play and the Narrative

                    The goal of our game was to escape from the building once the fire alarm was triggered,
                    but the player was not told about the true objective goal in advance. This decision aimed
                    to simulate the unexpected event of a fire in real life. The communication with the test
                    subjects followed a highly controlled protocol. The test subjects were invited to partic-
                    ipate in a research project where actions and performance would be recorded for further
                    analysis and during which they should behave as similarly as possible to a correspond-
                    ing real life situation. The narrative was presented to the players as a job interview in a


                    1 The making of VirPa video can be viewed here: https://youtu.be/ZWnM_9blB5M.




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                    building – everything else relating to the game was left to players to discover them-
                    selves during gameplay.
                       The game begins in the main lobby of an office building (Fig. 1-a), where Ines, a
                    non-playable character, provides the player with instructions like: “My name is Ines,
                    and I will guide you through the building until the third floor, where you will participate
                    in a series of tests”. Teleporting method typical for VR movement (Fig. 1-b) was used
                    to move between points, following Ines to the third floor for the revelation of the game’s
                    hidden agenda. The path to the target destination was not the most direct one, which
                    offered time for the players to familiarize themselves with the game environment and
                    mechanics. In the target office room, Ines asked the player to perform the Hanoi Towers
                    game (Fig. 1-c). This cognitive task was selected to catch the attention of the player
                    before the fire alarm would be triggered. The alarm was set to sound once the player
                    had done eight movements in the tower game or 20 seconds had passed since its begin-
                    ning. The sound level and the quality of the fire alarm was adjusted so that it would not
                    be extremely loud nor especially annoying. From this moment on, the software started
                    to follow and record all player actions, metrics N1–N19 in this paper. This information
                    was saved on an *.csv file for later analysis relating to the behaviour of each player.
                    The game could end in one of three ways: escaping, dying or finding shelter. The third
                    option was activated when taping the door shut from inside certain rooms. Once the
                    game ended, the subject filled in both an in-game UX questionnaire and a paper-based
                    questionnaire with open questions.
                       From a game design perspective, the game was meant to be played out quickly, if
                    the player managed to make decisions that would have made sense in a real-world sit-
                    uation. The gameplay was designed to fuel player engagement throughout the experi-
                    ence. The most important factor in this was naturally the fire alarm itself, which shifted
                    the goal of the game entirely from a mundane task into an extraordinary situation. Other
                    such elements were for instance blocking the closest escape exit due to renovation work
                    (Fig. 1-d), filling up a stairway and corridors with smoke (Figs. 2-a, 2-b) and creating
                    a less than clear layout of the building itself (Fig. 2-c).
                       The plan for in-engine data extraction (discussed in the following main section of
                    the paper) was directly linked to the game design and to the pedagogical approach that
                    could be called a “flipped virtual classroom”. In the approach, the content delivery of
                    the substance matter – in this case relating to fire safety – takes the form of an unex-
                    pected turn in a gameplay context. In effect, the gameplay forces the players to put into
                    practice their previously acquired knowledge regarding fire safety. The game did not
                    offer direct instructions on how to react to the fire alarm. However, many visual cues
                    were provided for the player in different ways. There were escape exit signs and floor-
                    plans on the walls (Figs. 2-d, 3-a). Smoke also clearly indicated where not to go (Fig 2-
                    b). The player would never face any flames, death only occurring due to smoke inhala-
                    tion. As later discussed, the game design forced the smoke flow faster than what the
                    FDS simulation revealed to be the case in real life. This enabled the game to be played
                    in just a few minutes. The software included a tracking system to verify whether the
                    player centred their vision on the escape signs and the floorplans, which made it possi-
                    ble to analyse whether the player used that information to orientate and find an escape
                    route. We also controlled the moment in which players encountered smoke for the first




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                    time. Depending on player actions, it would typically occur at three different situations:
                    in the stairs between 1st and 2nd floor when players aims to escape by the main entrance
                    (Fig 2-b), at any point of the corridors if enough time has passed while looking for an
                    exit (Fig 2-c), and in the initial office room if the player was slow to react and leave the
                    room. Figures 3-b, 3-c, 3-d present other situations occurring in the game: interaction
                    with an NPC, phone interaction and a view of the fire department outside the building.




                    Fig. 1. a) NPC Ines explaining the initial gaming situation to the player, b) View of the lobby and
                    the use of teleporting, c) Cognitive test Hanoi Towers to catch the attention of the player before
                    fire alarm. d) The floorplan of the building as seen in the game.




                    Fig. 2. a) Fire exit door not in use because of renovation, b) Smoke flowing through a staircase,
                    c) Smoke impairing visibility, d) View of corridors with teleporting points.




                    Fig. 3. a) Corridor with escape exit sign, b) Interaction with NPC when the fire alarm has been
                    triggered, c) Possible interaction to call 112, d) Fire department outside the building as seen
                    through an opened window.


                    3.3     Game Mechanics and User Interface

                    The game was created in Unity and it was played with HTC Vive gear including head-
                    phones. The game was played with only one controller, which acted as a laser pointer
                    to indicate the location where to move next using the teleporting spots (Fig. 1-b). The




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                    trigger button, operated with the forefinger, was used to confirm teleporting and inter-
                    action to open doors and move the Hanoi Towers rings. Teleporting was chosen as the
                    moving system in order to avoid any undesirable effects related to motion sickness [20].
                    Once the player selected the next point to move, a fade-out and fade-in effect was ap-
                    plied to the image in order to enable a less distressing transition from point to point.
                    This system was a trade-off between the naturalness of the environment and the usabil-
                    ity of the game for first-time players. Because there would be no further instructions
                    available after the fire alarm triggered, the usability aspect was of utmost importance
                    to ensure the fullest possible engagement from players after the goal of the game was
                    shifted accordingly.


                    3.4    Smoke Flow Simulation
                    Smoke flow was considered a key element in the project to obtain physical realism. It
                    was computed with FDS, a fluid dynamics simulator developed by National Institutes
                    of Standards and Technology, NIST [21]. The simulator enables the calculation of the
                    physical behaviour of smoke and other low speed flows. The results of the simulations
                    were then converted into charts, which the game engine used to control the smoke in
                    the VR application. The results were analysed with SmokeView [21], see Figure 4. The
                    results of the simulations were presented to a group of specialists from South-West
                    Finland fire department who confirmed their correctness. In the simulation, the fire
                    started on the server room located on the 1st floor. The inflammable material was cable
                    neoprene. This type of fire is quite exceptional, but it was chosen because of its high
                    production of smoke and poisonous gases. The metrics gathered from FDS were visi-
                    bility [m], temperature [C] and carbon monoxide concentration [ppm]. The flow was
                    modelled with a high density grid, but data points for the metrics in FDS were set
                    sparsely, for instance 0.4 meters below ceiling in the centre of each room and each
                    corridor part.




                    Fig. 4. Smoke flow simulation, as presented in Smokeview visual interface, on the third floor of
                    the building at five different times, each separated by 200 seconds.

                       In Unity, particle effects and collider object components were used to give the smoke
                    a nice visual appeal. However, the real case simulated in FDS revealed propagation
                    times of up to 30 minutes between parts of the building, which was excessive for a
                    game limited to a few minutes game play. Thus the laws of physics were purposefully
                    broken and the smoke was forced to move ten times faster in order for it to reach the
                    player at the predetermined locations mentioned above. The complete process is fully
                    described in Niinikorpi’s work [22]. In the game, the player died when staying over 20
                    seconds under a CO concentration higher than 6000 ppm. The player was informed in
                    the game about the health risk due to the inhalation of smoke by adding red colour to




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                    their peripheral vision, which increased or decreased according to CO’s ppm value.
                    Heart beat sound was also dependent on the CO concentration. However, it might be
                    that the values used to model the death in the game do not match those of real cases.


                    4      Data Collection and Analysis

                    A total of 169 test subjects participated in the research between Dec 2018 and Feb 2019.
                    The participants were divided in target groups 1-4; children were 14-year-olds, young
                    adults were university students, adults were office workers and firemen were fire safety
                    workers at industry or communal fire departments. The recruitment took place through
                    personal relations. Participants were not rewarded. The test conductor avoided any
                    mentioning or wording related to fire, safety or smoke flow to the subjects of the first
                    three target groups as part of the communication protocol.
                       The important actions of the player in the game were recorded based on the prede-
                    fined metrics, N1–N19 (Table 1). Metrics were designed based on discussions with fire
                    safety professionals and readings from related literature, and they were saved by the
                    programme on *.csv files. User experience and player demographics were collected
                    immediately the player ended the game, but still using the VR display and controller.
                    Questions Q2–Q5 asked player’s subjective opinion about the effectiveness of the game
                    in the fire safety domain, while questions Q6–Q9 investigated experiences related to
                    the game play. The answers to questions Q2–Q9 were collected with a 5-point Likert
                    scale (Fig. 5). Question Q1 (familiarity with fire safety issues) was answered with a 6-
                    point scale: None, sufficient, satisfactory, good, very good and excellent. Age (Q10)
                    was asked with eight different intervals and gender (Q11) with three options.
                       After the in-game questionnaire, the participants could still answer a post-test ques-
                    tionnaire with open questions on paper. These questions aimed to extract more infor-
                    mation about the effectiveness of the game. The open questions were the following:
                    QQ1) In the game, there was a sudden turn of events brought on by the fire alarm: a)
                    What did you think about the change in the game? b) What positive and/or negative
                    aspects do you feel there was relating to the change in the game? QQ2) Did you know
                    in advance that there would be a fire alarm in the game? QQ3) Describe your thoughts
                    about the spreading of the smoke in the game. QQ4) What was good in the game? QQ5)
                    What was bad in the game?


                    5      Results

                    There are small differences between the four target groups (Table 1). Group children
                    had the slowest reaction times (N1, N3, N4) and did not make so much eye contact with
                    exit signs and floor plans (N9, N10). Young adult performed better, but they died more
                    often than other groups. It seems adult group performed the best, with good reactions
                    times and three quarters of players escaping or getting to a shelter. Over 85 % of all
                    participants were in the smoke temporally (N13) and there does not seem to be any
                    clear relating difference between groups. Very few participants taped the door for shel-
                    ter (N19). Of all participants who escaped, 63% did it by an escape exit door and not




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                    the main door. Situation awareness (N1), and time spent to leave the initial room (N2
                    and N3), show a clear relationship with those who died or survived. Also looking at
                    exit signs and floor plans (N9 and N10) and avoiding smoke (N13) seem to have a
                    relationship with survival chances.

                           Table 1. Results from the four groups; all, survivors and dead as average percentages.
                                                                                         children young adult   adult   firemen ALL survivors dead
                                                                      Participants (N)      51        34          17        67  169    108      61
                      N1 Player reacts immediately to the alarm                 (%)        47,1      41,2        52,9      59,7 51,5   70,4    18,0
                      N3 Player doesn't leave the room within 20 sec            (%)        86,3      79,4        70,6      65,7 75,1   67,6    88,5
                      N4 Player doesn't leave the room within 40 sec            (%)        56,9      58,8        41,2      43,3 50,3   30,6    85,2
                      N5 Player interacts with NPC after the alarm              (%)        82,4      94,1        82,4      92,5 88,8   88,9    88,5
                      N6 Player calls 112 to inform about fire alarm            (%)         2,0       5,9         0,0      6,0   4,1    1,9    8,2
                      N7 Player takes along personal belongings                 (%)         2,0       5,9         5,9      1,5   3,0    3,7    1,6
                      N8 Player takes extinguisher from the wall                (%)        13,7      11,8         5,9      10,4 11,2   11,1    11,5
                      N9 Player makes eye contact with escape signs             (%)         3,9      20,6        23,5      16,4 14,2   16,7    9,8
                     N10 Player looks building floor plan in the wall           (%)        27,5      38,2        47,1      59,7 44,4   50,9    32,8
                     N11 Player takes elevator despite the fire alarm           (%)         2,0       0,0         0,0      0,0   0,6    0,9    0,0
                     N12 Player changes the wing of the building                (%)        27,5       8,8        23,5      22,4 21,3   27,8    9,8
                     N13 Player was in the smoke at least temporarily           (%)        86,3      85,3        94,1      88,1 87,6   80,6   100,0
                     N14 Player founds the blocked escape exit                  (%)        17,6      38,2        23,5      41,8 32,0   29,6    36,1
                     N15 Player exits the building by any door                  (%)        62,7      44,1        70,6      62,7 59,8   93,5    0,0
                     N16 Player exits the building by the main entrance         (%)        27,5      17,6        29,4      11,9 19,5   30,6    0,0
                     N17 Player exits the building by an escape door            (%)        35,3      26,5        41,2      50,7 40,2   63,0    0,0
                     N18 Player dies                                            (%)        33,3      52,9        23,5      32,8 36,1    0,0   100,0
                     N19 Player tapes the door with tape (shelter)              (%)         3,9       2,9         5,9      4,5   4,1    6,5    0,0


                    The averaged results of the UX questionnaire, questions Q2–Q9 based on all partici-
                    pants, are presented in Figure 5. Overall, over 70 and 80% agreed that the game was
                    effective to remember and to understand fire safety issues (Q3, Q4) and over 60% de-
                    clared that VR could be more interesting than traditional methods to learn fire safety
                    (Q5). Regarding enjoyment, playability, truthfulness and immersion (Q6, Q7, Q8, Q9
                    respectively), over 60% in all groups rated them positively. Less than a half of the re-
                    spondents felt they learned something new (Q2).




                                      Fig. 5. Subjective measures of player experiences in UX questionnaire.




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                    What comes to the open question QQ1-a regarding player thoughts on the shift in the
                    game dynamic brought on by the fire alarm, the responses could be roughly categorized
                    as follows: added motivation (feeling excitement, surprise, amazement or felt the turn
                    was realistic), non-clarity (in-game or due to real world aspects), wish to act (continuing
                    original task, escaping) and miscellaneous positive answers. In other words, the only
                    negative comments had to do with the fire alarm being not noticeable enough to moti-
                    vate a complete behavioural change in-game, or the Hanoi Towers task was too inter-
                    esting to be stopped.


                    6      Discussion

                    From a game design perspective, it is important to keep in mind that a change in game
                    objective(s) is the most fundamental change that can occur while playing, as all games
                    are at a basic level defined by what the players are aiming to do within their context.
                    This means that the threshold for misunderstandings is low. In other words, extra atten-
                    tion should be paid into making sure that the engagement of a player is enhanced rather
                    than diminished after a major shift like the one described here.
                       An example of this was the wave file we used for the alarm signal. The sound
                    sounded a bit too much electronic, and some players had difficulties to make the rela-
                    tionship between the audible signal and the fire situation. Some players commented
                    afterwards that first they thought the sound to be more related to the cognitive task they
                    were performing. Others thought that perhaps the origin of the sound was from outside
                    the game. This could have affected metrics N1, N3 and N4 and explain why subjects
                    did not escape faster. The players that did interpret the sound like intended, however,
                    found the change in the game dynamic to be a positive one. According to open question
                    QQ1a in the second UX questionnaire, the shift was described by many as being for
                    instance exciting, amazing or realistic. All of these descriptions can be seen to directly
                    add to the motivational aspects and thus boosting the experiential side of the game,
                    resulting indirectly in increased interest towards fire safety. These aspects are immedi-
                    ately visible in how an active reaction to the fire alarm seems to have had a positive
                    impact on the possibility of survival. As the previously mentioned metrics N1, N3 and
                    N4 indicate, survival percentages are better because of quick action after the fire alarm
                    was triggered. Many participants could survive despite they entered the smoke tempo-
                    rally. Only 12% of players succeeded to avoid smoke altogether. This fact would be
                    alarming, if not for the fact that some players did it voluntarily, or that they were forced
                    because the smoke was programmed to reach them if they were not fast enough to leave
                    the building. Serious games on fire safety need to ensure that purposefully wrong ac-
                    tions are not interpreted in the analysis of the learning experience in a misleading man-
                    ner. Thus the future versions of this type of game need to check aspects like this for
                    example right after game play.
                       The effect of the in-game surprise of a sudden fire alarm is that the game is practi-
                    cally usable only once per player – at least for the purpose of efficient data collection
                    on realistic responses. The second playthrough would necessarily be a very different
                    experience, but maybe with a little bit more potential for teaching specific things about




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                    the expected behaviour regarding actual fire situations. This is something that makes
                    the VirPa game a unique tool – it enables the primary function of looking at as authentic
                    behaviour as possible within a highly controlled environment. The smoke flow did not
                    follow the laws of physics exactly. Propagation was calculated with FDS, making the
                    patterns realistic, but in such a big building, the time between the fire starting in the
                    basement and smoke finally arriving to the third floor is about 30 minutes, which is too
                    long for a game of this kind. The length of the game experience was set to a maximum
                    of ten minutes. In other words, the speed of smoke flow was multiplied by 10. It was
                    justified in this case to make a temporal jump forward to force the player to react to the
                    fire event.
                       As previously mentioned, there was an inconsistency in the location of smoke points
                    in FDS (separated sometimes by 10 meters) and the teleporting spots in VR (separated
                    sometimes by 3 meters). That had an effect on too radical changes in smoke concentra-
                    tion between teleporting points close to each other. The impact was not typically sig-
                    nificant, but the issue should be fixed in all future projects. A fast analysis of gathered
                    subjective opinions of participants – Q8, Q9 and QQ3 from the UX and paper question-
                    naires – proved that participants considered the smoke both realistic and immersive.
                    Another potential concern, however, were the visual elements used for the representa-
                    tion of smoke in players’ eyes, both at close and across far distances. In Unity, we used
                    collider and particle effects to make smoke visually appealing. The follow-up project
                    would benefit from further research to optimize the relating input settings of our model
                    or others.


                    7      Conclusion

                    This paper presented a serious game applying VR technology. Our research aimed to
                    prove that VR is a suitable tool for communication relating to fire safety. Most of pre-
                    vious works have focused in communication as a way to teach the actions that people
                    should perform in fire situations. In this work, by contrast, we interpreted communica-
                    tion also the other way around, as the process of obtaining and analysing information
                    related to human reactions. The research study focused on collecting data related to
                    human reaction to the game, verifying our initial hypothesis related to communication
                    and pedagogical potential. Our results seem to also indicate that playing serious games
                    is potentially a sound tool for raising awareness of fire safety issues and perhaps for
                    enhancing the skills and knowledge of the players. Especially the hidden agenda re-
                    garding the study protocol and the change of dynamics in-game seems to have had a
                    positive experiential effect. It is, however, not possible to claim based on this study, to
                    what degree the players will be able to utilise their VR experience in the future in the
                    case of a real fire situation. The complete results, for example on user experience, will
                    be presented in a future paper.
                       The visual content of the VirPa game was realistic and the fire scenario provided an
                    enjoyable learning experience to the participants. The game could clearly communicate
                    to the players that they should pay more attention to fire safety issues. In this regard,
                    the game was a success and could raise the awareness among people about sudden cases




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                    of fire and fire safety in general. In the future, it would be interesting to measure the
                    final learning experience with a follow-up study.
                       Indeed, the paper generated various research questions for further studies. Technol-
                    ogy industry is intensively seeking innovative safety training solutions, which makes it
                    logical to develop gamified applications for complex physical learning environments
                    like ships’ engine rooms or production lines. More generally, the possible parallels that
                    can or cannot be drawn regarding behaviours in a virtual and the real-world context
                    require further study. Be that as it may, looking into this relationship should have a
                    direct impact on the modes of data gathering and its interpretations as well as basic
                    game design.


                    Acknowledgments. The project was funded by Finnish Fire Protection Fund (PSR) and
                    Turku University of Applied Sciences. We really appreciate the support of the funding
                    agency, PSR, the personnel of Southwest Finland Fire Service, Mikko Helasvuo, Pyry
                    Vuorela, and the Turku Game Lab crew: Oskari Tamminen, Sami Laukkanen, Joshua
                    Kennedy, Aleksandr Osipov, Joonas Törmänen, Antti Lindsten, Joakim Rantala, Lassi
                    Niinikorpi, and Lasse Pouru.


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