V-100 AUTHORING TOOL. Essential guidelines to help you author scenarios. Version Author: Richard Kennedy Brent Barcena

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1 Essential guidelines to help you author scenarios. Version Author: Richard Kennedy Brent Barcena 2013 by VirTra Inc. All Rights Reserved. VirTra, the VirTra logo are either registered trademarks or trademarks of VirTra in the United States and/or other countries.

2 COPYRIGHT Copyright 2013 by VirTra Inc. All Rights Reserved. No part of this publication may be reproduced, transcribed, stored in a retrieval system, translated into any language, or transmitted in any form or by any means, electronic, mechanical, magnetic, optical, chemical, photocopying, manual, or otherwise, without prior written permission from VirTra Inc. DISCLAIMER VirTra Inc. shall not be liable for any incidental or consequential damage resulting from the performance or use of this product. This company makes no representations or warranties regarding the contents of this manual. Information in this manual has been carefully checked for reliability; however, no guarantee is given as to the correctness of the contents. In the interest of continued product improvement, this company reserves the right to revise the manual or include changes in the specifications of the product described within it at any time without notice and without obligation to notify any person of such revision or changes. The information contained in this manual is provided for general use by the customers of the product. TRADEMARKS Product names used in this manual are ascribed to their respective owners and acknowledged.

3 I. SYSTEM OPERATION 6 A. COMPONENTS 6 B. MODES 8 II. WORKFLOW 11 C. VIDEO SEGMENTING 11 D. CREATE HITZONES 11 E. ADD LOGIC BRANCHING 13 III. TUTORIAL 14 F. CREATE NEW SCENARIO 14 G. SEGMENTING 16 H. HITZONES 19 I. END HITZONE KEYFRAMES 21 J. SCENARIO LOGIC 22 K. SCENARIO FILE STRUCTURE 24 L. FILES ASSOCIATED WITH A SCENARIO 24 IV. CONVERTING VIDEO USING PRISM 25 M. VIDEO SCENARIO GUIDELINES 25 V. CONTACT VIRTRA 29

4 I. SYSTEM OPERATION TABLE OF CONTENTS Scenarios can be quickly and easily assembled using the VirTra 100 Scenario Tool. This chapter will explain the basics of scenario creation using this software. To open the Scenario Tool, click on the Scenario Tool icon on your Windows desktop machine. Two options will appear. Load Existing Scenario and Create New Scenario. Select Create New Scenario and the following screen will appear. (Fig 01): Fig 01: Authoring Workspace A. COMPONENTS The application has FOUR major components: 1. Video Playback Screen 2. Video Playback Controls (including the video timeline) 3. Mode Tab Controls 4. Accessory Palette PAGE 4

5 A.1 Video Playback Screen This is where the scenario video is played back on the instructor screen (it does not play back on the projector). It is present in all modes of operation. A.2 Video Playback Controls Video Playback Controls allow you to scrub through video, play it, pause it, go forward or reverse frame by frame (when paused). There is a timeline control that allows easy video scrubbing and also gives a visual representation of the video segments layout. (See Fig 02 below) Fig 02: Video Playback Controls A.3 Mode Tab Controls This allow you to change between the 4 modes of operation - Scenario Details, Video Segments, Video Hitzones, and Scenario Logic (further explained later) See Fig 03 below. A.4 Accessory Palette Fig 03: Four Modes of operation Displays commonly used controls as pertinent to each mode of operation. PAGE 5

6 B. MODES TABLE OF CONTENTS B.1 Scenario Details This contains scenario information such as scenario name, category, and description. You can also specify where the source video and hitzone files (if applicable) are located. These files are copied to the scenario s directory upon scenario creation. (Fig 04) Information such as Operator Instructions, Use of Force Supported, Location, Time, Language may also be added (Fig 04_A) Fig 04_A: Additional scenario info Fig 04: Scenario Info PAGE 6

7 B.2 Video Segments This mode specifies how the video is divided into segments allowing branching to occur. (See Fig. 05) Fig 05: Divided video segments on the video timeline B.3 Video Hitzones Fig 06: Closed points on the body shows the hitzone area A hitzone is a target specified within a segment area. This mode allows you to create or modify hitzones that correlate with the scenario logic to determine what outcome occurs in result from trainee responses (such as shooting a threat). (See Fig 06 to the left) PAGE 7

8 B.4 Scenario Logic This mode allows you to set up event based video branching. For instance, telling the scenario what new segment to branch to when a threat s hitzone was shot. (Fig 07) Fig 07: Scenario Branching Logic Defines segment branching PAGE 8

9 II. WORKFLOW TABLE OF CONTENTS Creating scenarios is a simple process once a user is familiar with the scenario creation workflow. This chapter will explain the basics of scenario creation through a step by step process. Scenario creation consists of THREE major steps: Video Segmenting During this step, the user cuts video into parts which become branching outcomes for that scenario. Create Hitzones During this step, the user outlines areas to interact with use of force options in the simulator. Logic Branching During this step, the user connects segments to use of force options, instructor initiated options, and other options to drive the simulation forward. C. VIDEO SEGMENTING 1. When you start the application, you have 2 main options; load an existing scenario or create a new one. If you click the Load Existing Scenario, the tool will bring up a standard open dialog box to locate the scendata.mdb file, or scenario file. This will fill in all of the scenario information automatically (such as video file location and scenario description). 2. If you wish to create a new scenario, manually type in the scenario name and description, then either select a scenario category from the pull-down or select New Category... from the pull-down list. It will prompt you for a category name, and then creates that directory on your local C drive. Browse for the video file and hitzone file. If you don t have a hitzone file already, just leave this as (None). 3. When you are done on this tab, press the OK, and it will either load the existing scenario or create the new scenario and copy the files as appropriate. It will then load the video and put you into the second editing mode, the Video Segments mode. In the Video Segments mode, you have a list of currently defined video segments (which will be empty if you created a new scenario). Each segment has a unique Segment Number and a description (such as Bad guy pulls gun and fires ), as well as start and end times for the segment. 4. You can add video segments only while in the video segment mode. There are start and stop buttons to set at what point something should occur, based off of the current location of the video screen - such as when a segment starts and stops. You can also manually edit times in the text boxes provided. When you are done, click Save Changes and that segment will be added to the database. 5. You can also edit a currently defined segment by first clicking it s entry in the data grid list, then using the palette to change its settings and clicking Save Changes. After you click on a currently defined segment, the 2 buttons on the bottom right are enabled allowing you to play that segment (the video screen will pause at the end of the selected segment) or delete that segment from the database. D. CREATE HITZONES 6. In the Video Hitzones mode, you can either edit or display the hitzones for that scenario. If you are going to modify the scenario s existing hitzone file, click the Load HZ File from This Scenario button, or Load Other HZ File to browse for and load a separate hitzone file. In each scenario, there are 9 available hitzones. All hitzones may coexist on the same frame of video determining what actions to take when the trainee shoots (or uses OC, TASER, etc). PAGE 9

10 7. Each hitzone is made up of keyframes, which specify what shape a hitzone is on a specific frame. A hitzone can be on or off on any specific frame, and is considered turned on until the instructor adds an off frame by clicking the End HZ This Frame button. You can have multiple keyframes before turning that hitzone off. Generally when keyframing a video, you will define a keyframe about every 5 to 10 frames, and the system will automatically interpolate between those keyframes - transforming the shape. For the interpolation to work however, you must maintain the same number of points in the hitzone s polygon between when the hitzone is first defined by a keyframe and when it is turned off. If you need to change the shape drastically, you should turn the hitzone off in one frame and then define a new keyframe in the next frame with the new number of points in the polygon. 8. Any existing hitzones are displayed in the keyframe display in the Video Hitzones tab. The keyframe display will show the 5 seconds of hitzone data before and after the currently selected frame (as selected by the timeline control). The keyframe display is a grid showing each hitzone color in the Y column, and the frames in the X column, and each cell in the grid is one frame of that hitzone color. The cells are color coded - gray for no hitzone present, green for a hitzone keyframe, white for an active hitzone without a keyframe on that frame (interpolated), and red for the off frame. 9. You can click on any cell in the grid, and the video will seek to that frame. You can then edit the hitzone for that frame and hitzone color. If a hitzone is active on that frame, it will be displayed as a polygon with dashed lines and boxes around each point. You can also access the hitzone edit mode by clicking on one of the colored buttons in the accessory palette. Note that the button you clicked changes color to specify which hitzone you are editing. You can only edit one hitzone at a time. 10. Within an active hitzone frame, you can click and drag on the boxes to move points around. Clicking an area not near other points will add a point to the polygon, unless the polygon is locked. If you right click on a box, a popup menu will show, allowing you to lock the polygon, delete the specific point you clicked on, or clear the polygon entirely (this does not affect the already saved hitzone data until you press the Save Keyframe button). If you right click in an area of the video not near any points, the same menu will show, minus the Delete Point option. 11. If you choose the Lock Polygon option, you can toggle the locked state of the polygon. This will block you from accidentally adding or deleting points, and also allow you to use the point selection rectangle. You can easily tell when the polygon is locked as there is a lock icon that appears in the lower right of the video screen when it is locked. 12. While the polygon is locked, if you left click and drag (down and to the right) you will create a selection rectangle, and any points on the polygon in that rectangle when you release the mouse button will be selected (signified by a yellow outline around those points). If you left click and drag on one of the selected points, all of the selected points will move in unison. If you left click and drag on a point that is not selected currently, all other points will be unselected, and you will move only the point you clicked on. Tip: If the polygon is not locked, left clicking in an area not near any other points, a new point will be added to the polygon in that location. 13. Once you are done editing the polygon, you can click the Save Keyframe button to update the hitzone data. Note that this doesn t save it to the file, only updates the currently defined hitzones. To return to hitzone display mode, you can click on the hitzone color button for the hitzone you were editing (it will be black with white lettering). 14. When you are done with the hitzones, click the Save HZ File to This Scenario or Save Other HZ File to save the hitzone files to disk, either in the scenario directory, or at the specified location if you did the latter option. PAGE 10

11 E. ADD LOGIC BRANCHING 15. In the Scenario Logic mode, you are specifying what actions (if any) the scenario will take when a specific event occurs. Note that all of the video segments you added to the database are displayed in the Currently Defined Segment Logic data grid view on this tab. All you are doing in this step is picking a currently defined segment and adding the branching logic to it. 16. Click on one of the segments in the data grid view to start editing it. Notice that if the segment already has defined branching logic that all of the displayed fields update appropriately. There are 2 places you can enter data for each segment - there are the branching option button descriptions and display messages under the Scenario Logic tab, and then the action response items in the accessory palette. 17. To define the logic branching, use the accessory palette, there are 4 groups of events that can occur, grouped by type - Generic, Shot, Less Lethal, and Instructor actions. For each of these events that occur during the scenario, the branching logic dictates the scenario can do one of 6 options: No Action Taken (Default option) - the segment continues playing. Branch to Segment - as soon as the event occurs (such as the Trainee Missed event), the scenario will jump to playing another video segment. End Scenario - The scenario ends as soon as this event occurs. End Scenario and Display Message - The scenario ends as before, but displays a message on screen (as specified by the Message 1/2/3 text boxes). Turn Aux On - Turns on one of the environmental aux controls. Turn Aux Off - Turns off one of the environmental aux controls. 18. You can specify which response occurs to a specific event by clicking on that event s action button in the accessory palette, which will pop up a context menu. From that menu you can specify what action to take, and there are pull down menus for actions like Branch to Segment that allow you to easily specify which video segment to branch to. Under Generic Responses there is one item - On No Response. This is the event that occurs when the currently playing video segment reaches its end, and no other options are valid. For example, you can use this so that at the end of an introductory segment, the scenario will automatically branch to a specified video segment if no other events occur. 19. The Shot Responses group events occur when the trainee has fired a shot (from a pistol, rifle or shotgun). Which event occurs depends on what hitzone (if any) the trainee hit with their shot. 20. The Less Lethal Responses group events occur when the trainee has used their baton, OC spray, TASER, or other LL device (like Pepper ball) appropriately. 21. The group called Instructor Action Reponses allows you to add dynamic branching buttons to the instructor screen when that specific segment is playing. For example, you can change the No Action Taken next to Branch Option 1 to Branch to Segment using the action button s context menu. Then change the Branch Option 1 Description text box to Bad guy gives up. When this video segment is played in the scenario, the branching button will appear on the instructor screen with the specified description, and when they click on it, it will branch to the specified segment. This is what gives the instructor the control over the outcome of dynamic scenarios. Note that when the instructor presses a branching option button, it does not instantly branch, but will branch when the currently playing video segment reaches its end. 22. Once you re done editing the options, clicking the Save Changes button will apply the branching logic to the selected video segment. You can also click the Reset Fields button to clear any branching logic or text that has been currently entered; however this does not affect the entry in the database unless you then click the Save Changes button. After you re done with the branching logic for all of the segments, you can simply close the application and test on your simulator. PAGE 11

12 III. TUTORIAL TABLE OF CONTENTS A sample scenario is included to help you better understand the process of authoring scenarios. The video file provided is named Main.avi. In order to play and interpret videos for authoring, all videos must be named Main.avi. The video resolution must be at 1280x720 and encoded using FFDSHOW- XVID for proper playback on the simulator. (See section IV Converting Video Using Prism for proper video settings) Open the VirTra 100 Scenario Tool by selecting this icon on your desktop.(fig 08) Figure 08: Program icon F. CREATE NEW SCENARIO Once the program opens you will be prompted to either Load Existing Scenario or Create New Scenario. Go ahead and select Create New Scenario. See Figure 09 Below Figure 09: Load Existing Scenario or Create New Scenario PAGE 12

13 Once you have selected to create a new scenario, you will be navigated to the Scenario Details section of the authoring tool. Here is where you will name your scenario, select a category, describe and load the sample project file included in this tutorial. Go ahead and name this scenario Tutorial. In the Scenario Category section, use the drop down menu to select New Category See Fgure 10 below. Fig 10: Selecting a new category Once selected, you will be prompted to manually name this scenario category. Go ahead and name this one Test. In the Scenario Description you can type in Tutorial Testing, or something similar. Next you will want to select the video provided in this tutorial. Under the Source Video section, click the Browse button. This will open a standard dialogue box to select a video to load. Once you ve located the sample video, (Main.avi), select it and click open. On the bottom right of the screen, select the OK button to continue. (Other scenario details may be added under Scenario Details - per scenario requirements) PAGE 13

14 G. SEGMENTING TABLE OF CONTENTS Once you have selected OK, the software will navigate to the Video Segments section. Here is where you will divide the video into segments to later drive scenario branching. Tips: Clicking the Snap Preview Pic and Snap Thumbnail Pic buttons at the bottom left will create icons for selecting scenarios to run on the simulator. In this example two characters turn hostile, return to cover, and then die. For each character, we will want to define their behaviors by splicing the video into segments. Using the Video Segment Controls, under Segment Description, go ahead and name segment# 1 Hostile01. Then select the Set Segment Start button which should currently read Using your playback controls select the play button and watch the character reveal from cover, shoot, then return to cover. Once he has returned to cover, press the pause button. (My stop time happens to be at position 8.449) Then you will want to select the Set Segment End button under Set Segment Start button. Once these steps are completed go ahead and select the Save Changes button to save that segment to the list. See Fig 11. Fig 11: Segments PAGE 14

15 Once Save Changes has been selected, you will notice the segment# at the top right automatically changes to a 2. This sets you up to create the next segment. If you select the segment from the timeline or the list below, that number will change to the corresponding segment chosen. Next we will create a second segment named Die01. Scrub through the video timeline or press play from the video controls to find where Hostile01 is at the start of his die branch. (This happens to be at position 8.939). Once cued, select the Set Segment Start button. Press play using the video controls, then pause once his die branch has finished - before Hostile02 appears. (This position happens to be at ) (See Fig 12 below) Fig 12: Segment #2 Die01 PAGE 15

16 Next mimic the previous steps and apply them for Hostile02. Name these segments Hostile02 and Die02. (Fig 13) Fig 13: Segment #3 and #4 Hostile02 and Die02 PAGE 16

17 Segment End Tag To end the scenario properly, you will want to create another segment called End that will be used to display a graphic to end the simulation. 1. First, look for any open space on your timeline where you can create another segment, preferably at the end of your video timeline. 2. Set your Segment Start and Segment End points for this segment. 3. Name this segment End 4. Press Save Changes. Note: The length of your end segment will be the length of the graphic displayed at the end of simulation Fig 14: Creating Segment End Tag PAGE 17

18 H. HITZONES In this portion I will demonstrate how to hitzone a character. You can navigate to the hitzone mode of authoring by selecting the tab named Video Hitzones. You can scrub through the video using the timeline, video play controls, or clicking through the Hitzone timeline. Find the place where Hostile01 reveals his head behind the wall. (I start at frame #19) Tip: You can press page up or page down on the keyboard to advance 10 frames or reverse 10 frames of video. At the top right, under Hitzone Controls, select the white rectangle 1 Firearm. This hitzone supports the use of firearms in the simulator. Once selected, take your mouse and click around the edges of the character. Each time you click the software creates a point along the edge of the hitzone. Once you have created an outline for that character, select the red Save Keyframe button. This will create a green frame in the hitzone timeline grid. (Fig 15) Tip: Make sure to create enough points on your hitzone. Additional points created after the first keyframe is set causes interpolate issues. If an unwanted point is added to a hitzone, right click on that point, and select Delete Point from the list. Fig 15: Active hitzones are defined by a green frame once Save Keyframe has been selected PAGE 18

19 Next, move the hitzone points in correspondence to the characters movements. This can be done by scrubbing through the video using the play controls, timeline marker or selecting a frame on the keyframe grid below. For now press page down on the keyboard to advance 10 frames ahead. From there adjust the points to outline the character once again. Once completed, press the Save Keyframe button at the top right. This again will place a green frame at the bottom, 10 frames ahead of the last. The software will automatically interpolate between keyframes. Characters with large movements require additional in-between keyframes to accommodate for its movements. (Fig 16) Tip: There is an Auto Save Every Save Keyframe check box which automatically Saves the HZ file to the scenario. This is automatically checked by default. If you happen to disable it, make sure to enable it before continuing. Fig 16: This characters movement requires additional in-between keyframes Tip: This software automatically interpolates between keyframes - transforming the shape. For the interpolation to work however, you must maintain the same number of points in the hitzone's polygon between when the hitzone is first defined by a keyframe and when it is turned off. Repeat the last steps to finish this characters hitzone. Move 10 frames at a time, then double check the in-between frames for additional adjustments. PAGE 19

20 I. END HITZONE KEYFRAMES TABLE OF CONTENTS Once you have completed saving keyframes for this character, you will need to define an end hitzone keyframe. This is done by selecting the green End Hitzone This Frame button. This will create a red keyframe at the bottom of your screen. Only hitzone the characters hostile segment. See Fig 16. Fig 16: End hitzone keyframes are defined in red Once this step is completed, you re now ready to hitzone Hostile02. Scrub though the video to find where Hostile02 begins to reveal himself and repeat the same steps as above. PAGE 20

21 J. SCENARIO LOGIC TABLE OF CONTENTS Scenario logic is used to link segments together and apply active hitzones, driving the scenario forward. Select the Scenario Logic tab to enter that mode. Here we will define where current segments and their hitzones branch to. At the top right, there is a section called Segment Branching Logic. The segment# selected is defaulted to the first segment made during segmenting, Hostile01. When running the simulator, segment #1 will always be the first segment to start the scenario. In the On No Response drop-down, select Branch to Segment then select segment 1 Hostile01. This allows that action to play out continuously until the trainee either shoots the suspect or the instructor ends the scenario. Under Shot Responses, locate the white rectangle Shot 1 Firearm. This shot response is linked to the white firearm 1 hitzone created during hitzoning. Linking the segment Die01 to this hitzone will allow a firearm to trigger branching to this segment in the simulator. Go ahead and select the Die01 segment and click Save Changes. (Fig 17) Fig 17: Linking segments together and applying active hitzones to drive scenario branching PAGE 21

22 Once the die segment for character 1 has played out, the scenario will end unless choosing an On No Response segment to branch to. Next to Segment#, select Die01 from the drop-down menu. On No Response, select Hostile02 from the drop down menu. This will branch to Hostile02 once Die01 has finished playing out. When finished select Save Changes. (See Fig 18) Fig 18: Linking segments from die to the next hostile Repeat the steps above for Hostile02 and Die02, but this time for Die02, select the End segment created earlier in the On No Response dropdown. By doing this, the last segment to play will be the End segment. 1. Lastly, select the End segment from the segments list. 2. In the On No Response dropdown, select End Scenario from the drop-down list and click Save Changes. Refer to Fig 19 on the following page. Note: This last segment called End tells the software to display a graphic at the end of simulation. This segment must have END SCENARIO selected from the On No Response dropdown list for this to work properly. PAGE 22

23 1 2 Once you have added logic for all segments, simply close the application and test the scenario using your system. Fig 19: End Scenario pull down K. SCENARIO FILE STRUCTURE Authored scenarios are saved to your Local Disk C:\IVR360\Scenarios\ Within that folder are categories where created scenarios are saved to. L. FILES ASSOCIATED WITH A SCENARIO Inside a scenario folder you will find the following files: Hitzone.phz - hitzone.phz2 (Created when hitzones are applied and saved) IVR100.ini (Defines video frame sizes) Main.avi (Scenario video file) Preview.dat (File created with the description for that scenario) Preview.jpg (Picture icon used to identify a scenario) Scendata.mdb (Authored scenario file) Screens.ini (Defines screen configurations) Thumb.jpg (List icon used to identify a scenario) PAGE 23

24 IV. CONVERTING VIDEO USING PRISM M. VIDEO SCENARIO GUIDELINES TABLE OF CONTENTS Video Resolution Video Format Video Encoder Settings There are a few rules to follow when creating video content. Video resolution, format and compression are crucial aspects for scenario playback on your simulator. The VirTra 100 plays content back using.avi format with a resolution of 1280 x 720 while encoded using FFDSHOW. Once you have filmed your content, you will need to convert using a program called Prism Video File Converter Plus. Depending on what resolution you filmed at, you may need to resize the video for proper playback. Locate the program Prism Video File Converter Plus on your VirTra100 laptop. See Fig 20. Fig 20: Prism Video File Converter Plus icon Once you have opened the application, the interface should look like Fig 21 below. Fig 21: Prism Video Converter Plus Interface PAGE 24

25 You can locate and import your video using the green plus sign Add File(s) icon or simply drag your video into the List of Files to Convert section of the application. Once you have imported the video to convert, you will want to change the Output Format to.avi as shown in Figure Next, select the Encoder Options button to choose the encoder. 2. Once selected, the AVI Encoding Settings panel should appear. 3. Select the Video Compressor drop down and choose ffdshow video encoder from the list. 4. Under Sound Format, select Hz, 16 Bits, Stereo from the list. (See Fig 22) Fig 22: AVI Encoding Settings (Make sure your entire settings match this figure) PAGE 25

26 Now select the Video Compression Settings button. This opens the Properties panel with more settings to change. 1. First select the Encoder drop down and choose XviD from the list. 2. Next select FOURCC and choose XVID from that list. 3. Make sure that one pass average bitrate is selected from the Mode drop down list. 4. Change the Bitrate (kbps) to Maximum I frame interval change to Minimum I frame interval change to 1 7. Properties Settings (See Figure 23) Fig 23: AVI Encoding Settings (Make sure your entire settings match this figure) PAGE 26

27 Once your properties settings have been changed, click OK. Then click OK again on the AVI Encoding Settings panel. Depending on what resolution your content was filmed at, you may need to scale or shrink your video for proper playback on the simulator. If you are unsure about the resolution, select the Video Options button from the application and select the Resize Video check box. Select Shrink or enlarge the video to the selected size check box and change the Width to 1280 and the Height to 720. Make sure Constrain Proportions is checked and 16:9 is selected as well (See Fig 24). Fig 24: Video Output Options (Make sure your entire settings match this fig) Once you have matched all settings in the above steps you will want to select a file location to convert to. You may use the selection same as source file to convert to the same folder as the original source. When complete select the Convert button on the bottom right and your video will conversion will begin. PAGE 27

28 V. CONTACT VIRTRA TABLE OF CONTENTS If you have any questions with the Authoring process, please see contact below: Richard Kennedy Content Artist/Trainer 7970 S. Kyrene Road Tempe, AZ USA Office: x 5041 Mobile: rkennedy@virtra.com To download an electronic copy of this manual, please scan the QR code below with your smartphone device or visit PAGE 28

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