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BIOLOGICAL SAMPLING TRAINING
	SIMULATOR	
U.S. Environmental Protection Agency
User's Guide

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USER'S GUIDE
VERSION 1
U.S. UN VI RC) N M I•;NT A l... P R OTIiCTION AGIiN€Y
BIOLOGICAL SAMPLING TRAINING
SIMULATOR
U.S. Environmental Protection Agency
Homeland Security Research Program
Research Triangle Park, NC 27711
Disclaimer
The U.S. Environmental Protection Agency (EPA) through its Office of Research and Development funded and managed
the research described herein under Contract EP-C-16-016, Task Order 9 with RTI international. It has been subjected to the
Agency's review and has been approved for publication. Note that approval does not signify that the contents necessarily
reflect the views of the Agency. Any mention of trade names, products, or services does not imply an endorsement by the
U.S. Government or EPA. The EPA does not endorse any commercial products, services, or enterprises.
Acknowledgements:
Timothy Boe, Worth Calfee, Paul Lemieux
US Environmental Protection Agency
Office of Research and Development
Center for Environmental Solutions and Emergency Response
Homeland Security and Materials Management Division
Ellen Thomas Shumaker, Lucas Blair
RTI International
Leroy Mickelsen
US Environmental Protection Agency
Office of Emergency Management
CBRN Consequence Management Advisory Division
Justin J. Graney
North Carolina Department of Public Safety
Division of Emergency Management
Captain Milton (Trey) Tart
City of Raleigh Fire Department
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Acronym/Abbreviation List
Acronym Definition
EPA	U.S. Environmental Protection Agency
GB	Gigabyte
GPU	Graphics Processing Unit
HMD	Head Mounted Display
HSRP	Homeland Security Research Program (EPA)
MB	Megabyte
RAM	Random Access Memory
USB	Universal Serial Bus
VR	Virtual Reality
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Table of Contents
1	Introduction	1
Point of Contact	1
2	Getting Started	2
Installation	2
System Requirements	2
Navigation and Control	2
3	Operations Dashboard	3
4	Troubleshooting	6
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List of Figures
Figure 1. Oculus Touch Controller Button Layout	3
Figure 2. Operations Dashboard	4
Figure 3. User Dashboard	5
Figure 4. Sampling Methods	5
Figure 5. Sampling Procedures	6
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List of Tables
Table 1. Minimum System and Software Requirements	2
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MM	.
Introduction
The importance of disaster response training and exercise activities on emergency
personnel are well documented throughout the literature. However, these
exercises, especially full-scale disaster exercises, are expensive, time consuming,
difficult to organize, and are limited in scope. One technology solution capable of
addressing this dilemma is virtual reality (VR). VR is a simulated, immersive
environment that the user can explore and interact with through the use of a head-mounted display and
optional handheld controllers. Studies have found that sensory-motor tasks learned in VR could be
transferred to real-life environments, and in some cases, VR-trained personnel performed better than
personnel who trained in the field. VR also provides the ability to track users' movements and actions,
including body position and head direction, which provides a wealth of information about where users are
focusing their attention, what they observe from their own specific vantage points, and their reactions to
the environment. It also provides a potential means to assess users' performance doing tasks they would
be performing inside the actual environment during a response.
The platform uses photogrammetry, which is a technology that captures multiple high-resolution images
and combines them with software to create a realistic 3D environment with minimal level of effort
compared to traditional modeling techniques. Users of the platform can walk through various rooms,
delineate areas of interest throughout the environment as potential sample locations, and select the tool
with which to collect the sample. A hand-tracking framework built for the Oculus Rift S Touch Controller
tracks the user's hand to assess sampling patterns, percentage of area sampled, and swapping between
sampling tools. It allows for precision tracking of hand movements inside the VR environment. A user's
total time to collect a sample can also be recorded.
The training platform seeks to reduce the burden associated with planning and conducting full-scale
disaster exercises by creating an immersive experience that allows the user to explore and interact with
their environment through the use of VR, while outside the potentially contaminated response
environment. Furthermore, by integrating hand-tracking capabilities, a sample collection training module
has been developed for training personnel on biological surface sampling techniques, and for assessing
personnel's progress.
The Biological Sampling Training Simulator is made in the Unity 3D game engine and optimized for the
Oculus Rift S Head Mounted Display (HMD). It is designed to be an introduction or refresher training
application for biological surface sampling as well as a general feasibility test for the use of VR and
photogrammetry technologies in support of support sampling activities.
Point of Contact
Timothy Boe
US EPA Office of Research and Development
Center for Environmental Solutions and Emergency Response
Systems Tools and Materials Management Branch
919-541-2617 office
919-541-0496 fax
boe.timothy@, epa.gov
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Installation
The following steps describe how to install the Biological Sampling Training
Simulator. The executable file can be placed on the desktop or added to the
taskbar for easy access.
Steps:
1.	Double click the executable to launch the application.
2.	Once the application is loaded, click the "Play" icon to start the simulation.
3.	The trainee can now don the VR HMD. The trainee will spawn into a mock training area and can
begin sampling.
4.	The trainer can follow along with the user's progress by utilizing the dashboard (click the headset
icon to switch between full screen and windowed modes).
System Requirements
Table 1. Minimum System and Software Requirements

Minimum Specs
Recommended
Processor
i5 Processor
i7 Processor
GPU
Nvidia 2060
Nvidia 2080
RAM
8(513 RAM
16(51.3 RAM
Operating System
Windows 10
Windows 10
Disk Space
500GB
500(513
USB Port
USB A 3.0
USB A 3.0
DisplayPort
DisplayPort or Mini DisplayPort
DisplayPort or Mini DisplayPort
Head Mounted Display
Oculus Rift S
Oculus Rift S
Navigation and Control
The Biological Sampling Training Simulator uses the Oculus Touch Controllers to track the trainer's
arm and hand movement. Figure 1 shows the controllers and button layout.
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Tool grips
Oculus menu
Movement
Oculus menu
Movement
type
Movement
Figure 1. Oculus Touch Controller Button Layout
Operations Dashboard
Upon launching the application, the operations dashboard is displayed (as
shown in Figure 2). The operations dashboard is broken into four quadrants:
•	Upper left quadrant: This section is a mirror of what is seen in the
VR head mounted display. It initially loads into a training area while
setup is completed in the dashboard. Click the VR icon to launch the full screen mode;
•	Upper right quadrant: In this section the trainer can select which samples will be made
available to the trainee once the simulation starts;
•	Lower left quadrant: When the "Play" button (right facing triangle) in this section is
pressed the simulation will begin; and
•	Lower right quadrant: This section determines the level of difficulty. The difficulty scales
are as follows:
o Easy: In this mode the sample sites are always visible to the trainee;
o Medium: In this mode the sample sites are only visible when the trainee is near the
sample. For the trainer, it is important to note how the trainee moves around the
space and how quickly the trainee determines the correct locations; and
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o Hard: In this mode the trainee must decide where they will sample by placing the
sample template onto the virtual surface in the desired location. These locations are
predetermined by the trainer prior to the trainee entering the simulated building.

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1	V
/
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* ¦ *
F1 SO
F3 SO
F4 SO
F2 SO
Scenario Sample Selection
|| B | F1_S1
pT f3-si
¦1 F4-S1
n F2 SI
Start Scenario
Difficulty
Medium
The simulation
simulation will
Figure 2. Operations Dashboard
ins once the play button is pressed, as shown in Figure 3. Metrics from the
n to populate the dashboard. The trainer is shown three separate views:
Upper left: This section mirrors the trainee's view (via the VR head mounted display). The
trainee may navigate through the simulated building and conduct sampling in predefined
areas or (depending on the level of difficulty) areas that were specified by the trainer. The
VR icon with arrows can be used to convert the view to full screen;
The section directly to the right of the trainee's screen displays the pattern the trainee drew
for each step of sampling (specific to sampling method). Current sample name, total samples
completed, and total time will be displayed below; and
The bottom ot the dashboard displays statistics for the entire scenario, location stats for the
current floor, and statistics for the current sample.
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Horizontal
Vertical
Diagonal
Perimeter
Current Sample Name
N/A
Current Time
00:05
Completed Samples
0/10
Current Room Name
FirstFloor_Room1
Sample Stats
Scenario Stats
Location Stats
Sample Name:
Scenario Name:
Location Name:
Required Tool
Correct Destination %:
Correct Destination %:
Correct Tool %:
Correct Tool %:
Selected Tool
Gloves Swapped %:
Gloves Swapped %:
Horizontal Coverage:
Figure 3. User Dashboard
The simulator features three sampling methods: 1) micro vac, 2) sponge, and 3) swab. Trainers may
select the appropriate sampling method according to the substrate of the sampling area. A 3D view
of each sampling method is shown in Figure 4.
Micro Vac	Sponge	Swab
Figure 4. Sampling Methods
Once the appropriate sampling method has been selected, the trainer then follows the validated
sampling procedure: as shown in Figure 5 (specific to the chosen sampling method). The simulator
tracks the trainer's hand movements (i.e., speed and direction) and distance from the hypothetical
surface being sampled. The simulator captures and displays this information in the User Dashboard
as shown in Figure 3.
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Horizontal
s~\ /—\ s~\
Vertical	Diagonal
Figure 5. Sampling Procedures
Perimeter
Troubleshooting
The following steps should be considered when troubleshooting the
application:
• Most issues can be resolved by either restarting the application,
headset, or computer;
CHAPTER
~
•	Confirm that the hardware drivers are up-to-date. Especially for the graphics card and the
Oculus application; and
•	If the controllers are not responsive, check the battery level.
This concludes the User's Guide. If you have any questions, please email the point of contact listed
in Chapter 1.
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U.S. Environmental Protection Agency
Homeland Security Research Program
Research Triangle Park, NC 27711

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