Scenario languages and VR for Training Nicolas Mollet1, Bruno Arnaldi1 (1) IRISA / INRIA, Equipe Bunraku, campus universitaire de Beaulieu, F-35042 Rennes Cedex, FRANCE E-mail: [email protected], [email protected] Abstract We present in this paper researches focused on training scenarios specification. These researches are conducted in the context of a collaboration with Nexter(Giat-Industries) in order to introduce Virtual Reality (VR) in maintenance training. The use of VR environments for training is strongly stimulated by important needs of training on sensitive equipment, sometimes fragile, unavailable, costly or dangerous. But the development of such applications is generally done in new projects, where the reusability of existing developments is a major issue. Our researches are focused on internal models that have been designed to achieve this reusability and standardization for the efficient development of new virtual environments. In particular, we defined a scenario language, which is both textual and graphical. This language lets non-computer scientists author various, complex and resuable tasks in a virtual scene. The first part of this paper is a short state of the art on storytelling in virtual environments. The second part presents our contribution in this area with the language LORA. The third part present the application and validation of our researches in an industrial project named GVT. Then, we finish this paper by a conclusion Keywords: Virtual Reality, Training, Scenario, Maintenance, Industrial

1

State of the art – Scenarios description in Virtual Reality

First approaches for arranging actions in a virtual environment were based on a lowlevel approach, by using the same description than the behavior of objects like HCSM model for example (Cremer and Kearney., 1994) . Scenario-languages proposes a higher level of abstraction. We can first cite the works of Ponder (Ponder, 2003), who used interactive stories to realized a tool for training on decision-taking. In the description of complete sequences, we can find the works of Goldberg on Improv (Perlin and Goldberg, 1996), Vosinakis (Vosinakis, 2003) with ideas on the reuse of parts of scenarios, and Ishida with the Q language (Ishida, 2002), a language adapted to noncomputer scientists. We can also cite the works of Leitao (Leitao, 1999), who proposed the use of the graphical language Grafcet (David and Alla 1989) to describe traffic scenarios. Scenarios can also be managed with constraints and goals. With Ridsdale (Ridsdale and Calvert, 1990), actors of a virtual theatre are managed by an expert system. Querrec (Querrec, 2001) proposed the MASCARET model to describe collaborative procedures for firemen. Devillers (Devillers, 2001) and the SLuHrG

languages proposed temporal constraints and reservations process on actors. We can also cite the Steve project (Rickel and Johnson, 1997) where procedures are described with causal links and ordering constraints, and the works of Badler (Badler et al., 2002) which combined goals with natural language description. To conclude this short state of the art, we can underline those few points. First, describing scenarios with constraints and goals is more flexible than a complete description of sequences. Second, describing scenarios is generally a hard task for noncomputer scientists. A more detailed state of the art can be found in (Mollet, 2006, 2005).

2

LORA: a scenario language for maintenance procedure description

In our Industrial context, procedures and especially procedures of maintenance are very strict, long and complex. Things have to be done in a certain order, and trainees have to learn this. Generally, this strict order has a sense, a causal link between the different steps. As we mentioned in our state of the art, we could use a system based on goals, causality, preconditions, etc. But in a pedagogical tool, it's not reasonable to consider a whole scenario which is too long, and we have to cut it in multiple scenarios. And sometimes, trainers are just interested in parts of scenarios. For that matter, it's impossible to use only a ''goals and constraints approach'': causality may never be described, and the exact procedure is not necessarily the only solution for the local set of constraints and goals. Our approach is based on the complete description of the procedure, with potential causal information on steps. We also have to think about who will write and read scenarios. In our context, it might be for example experts of training sessions on the real equipment. But he would never be a computer scientist. Based on those observations, we proposed a scenario language, both graphical and textual (XML), named LORA Language for Object-Relation Application. 2.1

LORA: the model

We have tested different graphical languages, and the one which offered the best response to our needs was the Grafcet. But in our case, we are not describing robotic actions, we have to describe strict procedures which contain a human factor: choice. That's why the philosophy of our language is to describe what could be done at each point of the scenario, where the Grafcet approach is to describe what must be done. Another part of our work was to simplify general patterns we were having when we were using the Grafcet. With the choice aspect and the simplification process, we have created the basis of our model. LORA is a hierarchical parallel transition system language. It is composed of a set of hierarchical step machine, each step machine is composed of a set of variables, steps and links between steps. A step machine has a current state: a set of actives steps, which represent what could be done as long as they are active. The role of a link is to transfer the signal activation, and thus to arrange the sequence of actions. A link has one or more connectors. When all connectors are activated by an input signal activation, the link transfers the signal activation to its outputs. Links can be linked with other links. One advantage of those links is the realization of graphical conditions. At the output of a link, the signal activation can be divided in multiple ways.

That's what we call the RPS mode: all ways are Potentially Realizable Simultaneously by default. It is also possible to precise special RPS: parallel realisation between branches or exclusivity of realization between branches, etc. 2.2 RunTime: the scenario engine The scenario engine is a multi-agents system. Each step-machine, each step and link is an agent managed by the scenario engine. The interest of such a system is its dynamic and automatic organization. As a new agent appears, it will find its place within the other agents and communicate with some of them. The activity of an agent depends on his role. For example, an agent which represents an action will have to keep on eye on the environment, to check if the action it represents is realized or not. Agents are the dynamic point of view of the scenario engine. They represent the current state, what could be done. The scenario engine has a more static part. That's the representation of the perfect procedure: this is the nominal scenario. This representation is used as a model by agents when they are created. From this point of view, we can consider that the scenario engine is a virtual machine for the LORA language, which interprets procedures by loading and activating agents in memory. By the way, the representation of the procedure can be modified during the Run-Time execution.

Figure 1.Like in the real world, trainees have to unscrew caps on a tank suspension. We can define a hierarchical step and a parameterized step-machine to describe this.

Figure 2. LORA and Grafcet solution for a recurrent pattern in maintenance procedure

At each moment, the scenario engine can give a list of actions the trainee has to do. To preserve the complex realization of some scenarios, the scenario engine tests if all of its agents represent possible actions, in function of the real state of the world. An action can become impossible: simply with a problem of resource, for example with an object currently in use. As the procedure engine tests if actions are possible, scenario-authors don't have to take care about resources, it's automatically managed by the engine. 2.3

Two short examples The first example(fig.1) is a real reusable procedure, which is defined like a parame-terizable function. This procedure represents the sequence: unscrewing an object, taking the object, and putting the object somewhere. ``Object'' and ``somewhere'' are the two parameters ``a'' and ``target''. The second example(fig.2) is a part of a real maintenance procedure. In this example, 3 ways are possible to access to the next part. There's no preference between those ways, and each of them can be began without any consequence. Except when one is realized: the other branches will be deactivated. To compare our language to Grafcet, we show the minimal solution of this problem with the Grafcet (fig.2).

3

Industrial application and validation of LORA in the GVT project

3.1 The role of GVT The GVT project is developed in a Research/Industry collaboration, with three partners: IRISA and CERV laboratories, and Nexter (Giat-Industries). This last partner is an important French industrialist, specialized in military equipments such as the Leclerc tank. The main current application of GVT is virtual training on Giat's maintenance procedures. But GVT allows virtual training on more general procedures: maintenance procedure, starting procedure, showing procedure, diagnosis procedure, etc. Nevertheless, GVT has not been created to teach technical gestures. GVT has actually been designed to be used alone on a single computer for one trainee, and more generally to be used on a network(fig.3) with one trainer and several trainees at different places, with different equipments (from a laptop to a full-immersive room, with stereovision, voice recognition, voice synthesis, 3D trackers, datagloves, etc.), levels and procedures to learn. 3.2 Elements of the GVT kernel The global vision is illustrated on fig 3. We have four elements in this kernel: - a reactive and behavioral environment. For this purpose, we proposed a model of behavioral object and interaction between them named STORM. The world can be composed of really complex objects: for example we simulate the evolution of pressure between two complex hydraulic objects that trainees have to screw and connect with dedicated tools. The STORM model is an important work we won't present here, that's not in the scope of this article. More informations on the STORM model can be found in (Mollet, 2005). - an interaction engine. The interaction engine is the STORM engine. The role of this element is to manage interactions between STORM objects, by using the interaction capacities of those objects (Mollet, 2005).

Figure 3. on the left, GVT on a network: Virtual Training with one trainer and distant trainees on different hardware configurations. On the right, the global vision of GVT. - a pedagogy engine, the teacher assistant. This engine has to react to trainee's actions. Trainees are different and the engine has to adapt its reaction to each trainee's particularities, such as a level or a pedagogic strategy. For example, the pedagogy engine can block trainee's action when the action is dangerous for him or for the equipment, it can also highlight objects, show pedagogical documents (videos, pdf, etc.), turn an interactive button of the environment, etc. Pedagogical aspects of GVT are managed by the CERV laboratory, which can be contacted for more information. - a scenario engine. The role of this engine is, in particular, to describe what has to be done at every moment of the training session. As actions are done in the environment, the engine evolves and gives the next steps to do. This is the LORA engine presented in the previous section, more information can be found in (Mollet 2005, 2006).

4

Conclusion

The LORA language and especially its graphical vision allows non-computer scientist to author maintenance procedure on industrial equipment. It also allows the reusability of previous and future generic scenarios, which can be parameterized to dedicated context of execution. As an application of our researches, GVT is a very challenging project, involving two laboratories and an industrial company. This project has led to the depot of 1 european patent and 5 french patents. The last release of GVT is a final commercial product version. Developed with our models there are now about 20 true industrial training scenarios on 5 differents equipments, such as the Leclerc tank. We are still working on advanced authoring tools, which use the genericity and the reusability capacity of the GVT platform, and on collaborative procedures.

Special aknowledgements to C. Saint-Romas(Nexter), B. Barroux (Giat-Industries), J. Tisseau (CERV), F. Devillers (CERV), X. Larrode (INRIA), S. Gerbaud (INRIA).

5

References

Rene David and Hassane Alla (1989): Du Grafcet aux reseaux de Petri, Hermes, Paris. Spyros Vosinakis and Themis Panayiotopoulos (2003): A Task Definition Language for Virtual Agents. WSCG, 512-519. Toru Ishida (2002): Q: A Scenario Description Language for Interactive Agents. Computer, 42-47. G. Ridsdale and T. Calvert (1990) : Animating microworlds from scripts and relational constraints. Computer Animation '90, 107-118 N. Mollet and B. Arnaldi (2006): Storytelling in Virtual Reality for Training. Edutainment’05, 334-347, Hangzhou, China. Michal Ponder and Bruno Herbelin and Tom Molet and Sebastien Schertenlieb and Branislav Ulicny and George Papagiannakis and Nadia Magnenat-Thalmann and Daniel Thalmann (2003): Immersive VR decision training: telling interactive stories featuring advanced virtual human simulation technologies. EGVE '03: Proceedings of the workshop on Virtual environments 2003, New York, 97-106. Norman I. Badler and Charles A. Erignac and Ying Liu(2002): Virtual humans for validating maintenance procedures. CACM, 56-63. R. Querrec and P. Chevaillier (2001): Virtual Storytelling for training : An application to Fire-Fighting in Industrial Environment. International Conference on Virtual Storytelling ICVS 2001, 201-204. M. Leitao and A. Sousa and F. N. Ferreira (1999): A scripting language for multilevel control of autonomous agents in a driving simulator. DSC'99, 339-351. J. Rickel and W. Johnson (1997): Steve: An Animated Pedagogical Agent for Procedural Training in Virtual Environments. Intelligent virtual agents, Proceedings of Animated Interface Agents: Making Them Intelligent, 71-76. Ken Perlin and Athomas Goldberg (1996): Improv: a system for scripting interactive actors in virtual worlds. SIGGRAPH '96: Proceedings of the 23rd annual conference on Computer graphics and interactive techniques, New-York, 205-216. J. Cremer and J. Kearney (1994): Scenario Authoring for Virtual Environments. In Proceedings of IMAGE VII Conference, Tucson, 141-149. Stéphane Donikian and Bruno Arnaldi (1994) : Complexity and concurrency for behavioral animation and simulation. Fifth Eurographics workshop on animation and simulation, Oslo, 101-113. F. Devillers (2001): Langage de scenario pour des acteurs semi-autonomes. Licentiate of engineering thesis: IRISA Universite Rennes1. N. Mollet (2005) : De l'Objet-Relation au Construire en Faisant: Application a la specification de scenarios de formation a la maintenance en Realite Virtuelle. Licentiate of engineering thesis: IRISA INSA, Rennes.

Scenario languages and VR for Training

We have tested different graphical languages, and the one which offered the best .... trainees at different places, with different equipments (from a laptop to a full- ... challenging project, involving two laboratories and an industrial company.

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