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Mobile Augmented Reality Application for Building Evacuation Using
Intelligent Signs
James Stigall and Sharad Sharma
Department of Computer Science, Bowie State University
Bowie, MD, 20715, USA
(stigallj0813, ssharma)@bowiestate.edu
Abstract
It is critical that building patrons know how to evacuate,
in case of an emergency. Live evacuation drills are ideal
for training people to evacuate in an indoor or outdoor
setting. However, live evacuation drills are time-
consuming and costly. They could also lead to injury to
participants. Virtual evacuation training would help people
visualize evacuation procedures. Emerging research
supports augmented reality as an educational, training, and
instructional tool. Motivated by augmented reality’s
educational use and mobile technology’s ubiquitous
presence, an Android-based mobile augmented reality
application (MARA) was developed to show people how to
evacuate a building. The MARA uses the Unity3D game
engine and the Vuforia AR toolkit. This paper presents the
use of intelligent signs to illustrate its benefits to the users
during evacuation.
Keywords: augmented reality, mobile AR, MARA,
evacuation, sensory cues, simulation and modeling
1. Introduction
Augmented reality (AR) is the integration of computer-
generated elements with the real world. AR is typically
achieved through specialized hardware such as AR
eyeglasses, head-mounted displays (HMDs), and
projectors. Examples of AR include Google Street View
(featured within Google Maps) which gives users a 360°
street-level, panoramic view of the areas around the world
with symbols and texts overlaid on top of it. Another
example of AR is SixthSense: a “wearable gestural
interface” that enables users to interact with applications
via an interface projected onto a surface. That system is
composed of a projector, mirror, and camera all working
together to project virtual objects from a mobile device and
to allow the user to interact with those objects [1]. AR is
different from virtual reality because the latter completely
immerses the user within a simulated environment while
AR simply projects simulated objects onto the real-world
environment.
AR can be especially realized through mobile devices.
Mobile augmented reality applications (MARAs) combine
augmented reality with mobile devices – taking advantage
of the widespread popularity of them. Mobile AR (MAR)
may be a budding technology, but companies are finding
fruitful uses for it such as tourism and marketing [2].
Razfimahazo et al [3] discuss a MARA that uses a
technology known as pedestrian dead-reckoning (PDR) to
accurately estimate the user’s location. That application
aims to guide users through famous places by giving them
historic information through audio [3]. It is important that
MARAs feature capabilities for object detection, tracking,
registration, model rendering, and calibration [4].
Emerging research attests to AR’s usage in the realm of
education. According to Nincarean et al [5], AR gives the
student a 3D view of concepts learned in the classroom –
concepts that would be hard to visualize and conceive
without AR. Also, AR has been proven to invoke things
that students learned previously, stimulate students to
participate in the learning process, and improve
collaboration amongst students and instructors [5].
Likewise, MAR is being employed for education. MAR
blends the imagination and appeal offered by AR with the
portability offered by mobile devices. MAR allows the
student to effectively learn, at anytime and anyplace, the
same things that can be taught in the classroom [6].
Evacuation training is critical because occupants of indoor
or outdoor settings need to know how to safely and quickly
vacate those settings in case of an emergency. Beyond
being familiar with optimal evacuation routes, people need
to know what other things need be done during an
emergency situation such as securing the premises, getting
people to shelter (if needed), and administering CPR or
first aid [7].
Not properly preparing for evacuation can lead to
confusion, property damage, and injury [8]. Evacuation
training is especially needed for those occupying urban
areas which are characterized by growing populations,
congested roadways, impenetrable surfaces (which
exacerbates flooding), and compressed infrastructure [9].
Live evacuation drills containing makeshift emergency
scenarios seem to be an ideal method for evacuation
training. However, participants may find live drills to be
time-consuming. Additionally, participants may not be
fully captivated during a live drill and likely will not feel
the necessary level of panic and stress [10]. Virtual
evacuation drills, on the other hand, do not require
participants to be present on site. These types of evacuation
drills engross users, showing drill participants the best
routes to follow should an emergency break out and
978-1-943436-09-5 / copyright ISCA, SEDE 2017 October 2-4, 2017, San Diego, California, USA
helping building designers visualize improvements to
existing evacuation paths.
Audio and visual cues play an important role during
evacuation as they help guide evacuees through a building
to the exit. Good visual cues help evacuees gauge their
position relative to important points along the evacuation
path and to the exit, helping them make ideal decisions
during evacuation [11]. Audio and visual cues are
especially helpful to those with hearing and vision
impairments, invoking them to follow the cues for safe
evacuation. The Americans with Disabilities Act (ADA)
has set standards for audio and visual cues. Amongst other
requirements, audio cues must have noise levels no greater
than 110 dB measured at the alarm and visual cues must be
positioned so that they can be clearly visible to evacuees
[12].
Seeing the potential MARAs can bring to teaching
concepts to users, an Android-based MARA was built to
help users evacuate the Computer Science Building located
at Bowie State University. The application was built using
the Unity3D game engine and the Vuforia AR Toolkit
(explained in Section 3.2). Vuforia AR toolkit was also
used so that the floor plans can be juxtaposed atop their
corresponding paper-based markers. The application uses
three markers – each corresponding to a particular floor in
the building. When the user hovers a device’s camera over
one of these markers, the appropriate floor plan is
generated and is superimposed over the marker. This work
is based on a previously-built application seen in [13]
where users significantly favored the application for
evacuation training over 2D evacuation plans.
This paper discusses the MARA’s design and
development and investigates the use of intelligent signs
featured in it. Section 2 presents research work relevant to
this effort. Section 3 outlines the proposed MARA’s
implementation. The MARA’s intelligent signs are
discussed in Section 4. A test run of the MARA and its
results are presented in Section 5. The issues discovered
and research questions raised during this work are given in
Section 6. Finally, the areas for future work are given in
Section 7.
2. Related Work
Several works involve using the Android SDK (Software
Development Kit) to build MARAs. Meda et al [14] built a
MARA that translated English text into Telugu language
(one of several languages spoken in India) text. In this
Android-based application, the user takes a picture of
English text and saves it as a .jpg file. Next, the image is
given to an OCR (optical character recognition) engine that
recognizes the text. Then, the Google translation engine is
used to translate the text. Finally, the resulting Telugu text
is juxtaposed upon the English text. Parea-Tanaka et al
built a mobile application in [15] where ancient ritual
objects exhibited at the Museo de América in Madrid,
Spain are recognized through AR so that information about
them is displayed on the user’s device. Parhizkar et al [16]
designed and developed an Android-based MARA to teach
students general science. Finally, a MARA described and
evaluated in [17] sought to teach users about cultural
heritage.
MARAs have also been built for purposes other than
education and training. Such an application was built in
[18] whereas an avatar juxtaposed upon the real
environment serves a personal assistant to the user,
scheduling appointments and taking notes. Another AR-
based application built in [19] enhanced the reading
experience of a book entitled “My Vision” for adult
readers providing them with English translations (for
English-speaking or bilingual readers) shown as 2D
images, Arabic texts shown as 3D images, and virtual
buttons that readers could use to contact authors. Lastly, a
MARA was built in [20] to detect interesting video
segments by using content pre-defined by the authors,
content generated through the camera’s location and
direction, and recommendations generated from content
captured at popular locations.
MARAs used for evacuation training are discussed in a
few works. Ahn and Han [21] discuss RescueMe, an
evacuation training MARA that measures the user’s stride,
obtains the user’s location, and recommends the shortest
path to the exit. Additionally, the image labeling web
service, IQEngines, is used in [21], which allows the user
to take a picture of the room number to determine the
user’s location. The image is sent from the user’s device to
the IQEngines server, which will determine, from its
database, the room number and associated information and
sends those items back to the user. Mitsuhara et al built an
evacuation training MARA in [22] emulating real-life
situations such as rain, smoke, and fog so that the user can
get a “sense of tension” while using this application.
Lastly, Iguchi et al [23] implemented a MARA featuring
virtual children to train adult users on how to direct
children during a real-life evacuation.
3. Mobile AR Implementation
The proposed application uses three separate markers –
each corresponding to a floor in the building. When the
user place the device’s camera over one of these markers,
the appropriate floor plan is generated in 3D and is
superimposed over the marker. Each floor plan features
avatars walking along a pre-defined path at various speeds.
All of these features are discussed more in Section 3.3.
Development of the MARA involved three phases. In the
first phase, each floor of the Computer Science Building on
campus was modeled using two applications for 3D
modeling: SketchUp and 3ds Max. In the second phase, the
models were imported into the Unity3D environment. In
the last phase, the models were placed on top of their
corresponding markers and the animations and user
interaction capabilities were implemented. The MARA
was tested on an Asus tablet running the Android operating
system.
3.1 Phase I
In this phase, each floor of the Computer Science
Building was modeled in SketchUp using 3D shapes. Next,
they were imported into 3ds Max to add more 3D models
and textures. The environment was saved into a format
compatible with Unity3D, the platform used to develop the
MARA.
3.1.1 Model Creation in SketchUp
SketchUp is a software where users can create 3D
models by using lines and 3D shapes. These objects can be
scaled up and down as needed. Multiple objects can be
combined to form one object. Additionally, objects can be
colored in and textures can be wrapped around them.
SketchUp is ideal for creating building plans [24]. Thus,
the layouts for all three floors of the Computer Science
Building were created using SketchUp. Each floor was
modeled according to its real-life layout to ensure its
realism. Objects such as desks, chairs, carpeting, signs,
doors, and whiteboards were added into each floor plan.
Textures were also added wherever appropriate so that the
floor plans look realistic.
Figure 1 – The first floor of the Computer Science Building
drawn in SketchUp
Once each floor was modeled, the models were imported
into 3ds Max where they were modified so that they could
be used in Unity3D. Figure 1 shows the first floor of the
Computer Science Building in sketch up.
3.1.2 Model Modification in 3ds Max
Like SketchUp, 3ds Max is an environment where 3D
models can be created. As well as creating 3D models,
users can animate models and create animated scenes [25].
For some models, objects such as chairs, desks, tables, and
computers were deleted after they were imported into 3ds
Max so that the file sizes for each model would be small
enough to be used in Unity3D. For other models, objects
were deleted in SketchUp before they were imported into
3ds Max. Once the models were modified in 3ds Max, they
were saved .3ds files so that they can be compatible with
Unity3D. Figure 2 shows the Computer Science Building
floorplan in 3ds Max where it was tweaked.
Figure 2 – The first floor being imported into 3dsMax
3.2 Phase II
After creating and modifying the models in Phase I, the
models were imported into Unity. The models were scaled
and positioned so that they could display well in the
MARA.
3.2.1 Unity3D
Unity3D is a game engine where users can create 2D and
3D games for many different platforms. These games can
be virtual reality or augmented reality games. The games
can be created for desktop or mobile systems. Users can
integrate into their projects models, scenes, code, and user
interface objects through Unity’s Asset Store. Users can
also implement C# and JavaScript code to add robust
functionality to their games.
Unity allowed necessary objects, such as avatars, to be
imported into the proposed application. It also allowed the
application to be developed for Android systems, with the
help of the Android SDK. Unity is a dynamic environment,
letting users create animations, scale models up or down,
create 3D and 2D shapes, and wrap textures around those
shapes [26].
3.2.2 Vuforia Toolkit
The Vuforia AR Toolkit allows users to develop
MARAs for Android and iOS devices [27]. The toolkit
incorporates an AR camera that provides real-time marker
detection so that 3D models can be generated on top of a
paper-based marker. Vuforia was used as a Unity plugin.
Three markers were created, each corresponding to a floor
in the Computer Science Building. The markers were then
incorporated into Unity so that the proposed MARA can
recognize the markers when the device’s camera is aimed
towards any one of them.
3.3 Phase III
The models were incorporated within a Unity scene as
shown in Figure 3. The markers associated with the
proposed MARA were placed below the AR camera and
models were situated atop of their corresponding markers
so that they can be displayed in 3D when the camera is
pointed towards the markers.
Avatars with built-in behaviors were included on each
floor of the building as shown in Figure 4. Paths were
created within Unity for each avatar to follow towards the
exit. All avatars were given different walking speeds so
that they would do not collide with each other during
evacuation. Moving avatars featured in our project allows
the user to determine what path to take to evacuate the
building. Additionally, animated fire and smoke were
incorporated to emulate a fire emergency within the
building.
Figure 3 – Models superimposed on of their respective markers in
Unity3D
For each build, the application was saved as an .apk file.
The file was then transferred onto an Asus tablet running
the Android operating system (version 4.2.1). After
installing the .apk files on the tablet, limited testing was
done to inspect the functionality and user interface.
Figure 4 – Avatars placed within the environment
3.3.1 Intelligent Signs
During a real-life building evacuation, evacuees may
hear a blaring alarm indicating a life-threatening situation
or see flashing emergency lights guiding them out of the
building. In our proposed MARA, visual cues were
emulated to show where the exits are in the building and
how to get to them. Therefore, four intelligent signs were
conceived, explained further in Section 4: blinking exit
signs, floor arrows, photo references, and moving doors.
The buttons on the GUI (graphical user interface) were
implemented in C#. They allow the user to toggle the
intelligent signs on and off. By default, all intelligent signs
are visible. However, if the user decides that the exit signs
are not necessary, then they can be toggled off using the
corresponding button for them. The buttons were
implemented on the GUI for all the intelligent signs.
3.3.2 Smoke and Fire Simulation
The MARA features virtual smoke and fire to emulate
the real-life smoke and fire that the user may experience in
a fire emergency occur within the building. The simulated
smoke and fire were added to all three floors of the
building. Coupled with avatars exiting the building, the
smoke and fire gives the user a sense that an emergency is
occurring in the building. The simulated fire and smoke
can be seen in Figure 5.
Figure 5 – Fire and smoke in the building
4. Modeling and Implementation of
Intelligent Signs
The MARA features four different intelligent signs to
help the users determine where the exits are throughout the
building and their evacuation path to those exits. The
intelligent signs are all shown in Figure 6. The user may
use the buttons located at the bottom of the GUI display to
toggle the signs on an off as he or she sees fit.
4.1 Blinking Exit Signs
These are signs in the environment with the wording
“Exit Here!!!” shown in red letters. These signs are placed
at each exit door in the building. They were given an
animation that makes them move up and down on a loop to
give the user the impression that they are “blinking”. The
animation of blinking exit signs aim to capture the user’s
attention. Animations for each exit sign were created in
Unity’s animation tool as .anim files. The animations allow
the signs to move up and down over 15-second loops.
4.2 Blue Arrows
On each floor, there are blue arrows placed on the floor.
The purpose for the arrows are to indicate the paths
towards each exit. These signs were inspired by the floor
arrows seen in Ikea stores that direct customers throughout
their stores [28].
The texture file for the blue arrows was implemented as
a .png file using Microsoft Word. A plane was created for
the texture file to wrap around. The arrows were placed
strategically to illustrate paths to the exits without
producing visual clutter.
4.3 Photo References
Real-life photos were taken at key points along each
floor. They are incorporated into the environment to help
the user recognize his or her location in the building. The
photos at the key locations in the building can be toggled
on and off.
The photo references were created as 2D planes in
Unity. Photos of specific points were taken. The pictures
were saved as .jpg images which were wrapped around the
planes.
4.4 Moving Doors
The moving doors are the green bars indicating the
major doorways on each floor that the user will go through
to get towards the exit. These could also indicate were the
exits are. Similar to the exit signs, they were given
animations that makes them move from side to side in a
15-second loop. The animations aim to get the user’s
attention.
Figure 6 – the intelligent signs (clockwise from top left):
blinking exit signs, blue arrows, photo references, and moving
doors
5. Simulation and Results
Limited testing of the proposed MARA was done to
evaluate its features such as the toggle buttons. The buttons
were implemented so that the intelligent signs can be
toggled on and off. Initially, all of the intelligent signs are
visible. The first floor with all four intelligent signs visible
can be seen in Figure 7.
Figure 7 – the first floor with all intelligent signs visible with
the buttons in the foreground and the marker in the background
When the toggle button corresponding to the exit signs is
pressed for the first time, the exit signs disappear. This
results in all the other intelligent signs remaining visible, as
expected. When the same toggle button is pressed for the
second time, the exit signs re-appear. The first floor
without the exit signs is shown in Figure 8.
The same functionality was tested out for the photo
references. Like all the other intelligent signs, the photo
references are visible by default. If the toggle button for
the references is initally pressed, then they disappear.
Similar to what occurred with the exit signs, pressing the
toggle button corresponding to the photo references leaves
all other intelligent signs visible. If the same button is
touched again, the photo references re-appear. The
toggling of the photo references on and off can be seen in
Figure 9.
Figure 8 – the first floor without the exit signs
Figure 9 – the first floor without the photo references
6. Discussion
Some issues became apparent once this app was built.
One, it was noted that the app is slow when it ran on the
device used to test it out; this is likely due to the
“heaviness” of 3D objects being featured in this app. Two,
the avatars featured in the app contain fixed, pre-defined
characteristics (e.g. behaviors, height, arm length) that do
not reflect those of real humans. Three, the fire featured in
the app is not affected by the various material found in the
building such as the door, the floor tile, and the desks.
Four, the app was built using the Android SDK meaning
that it only works on Android devices, not devices running
other operating systems such as Windows or iOS. Lastly,
the app requires that users hold their devices towards the
markers – this could slow down the evacuation process for
those evacuating the building while using the app.
This app raises five research questions that will be
answered through a user study:
How fast can users evacuate the building using this
app?
Is the app intuitive enough for people to use?
Does the app help those who are not familiar enough
with the building?
Are the intelligent signs included in the app effective
at helping users evacuate?
Overall, do users feel that this is a useful app?
7. Conclusion
In this paper, a MARA was developed to help users
evacuate the Computer Science Building at Bowie State
University. The application was implemented for Android-
based systems using Unity3D and Vuforia. By featuring
intelligent signs acting as visual aids, it promises to be
effective at helping users determine and visualize the best
path to the nearest exit. For future work, capabilities to
detect the user’s location in real-time will be implemented
so that the user can find his or her location relative to the
nearest exit. The issues stated in Section 6 will be
investigated further and remedied. Lastly, a user study of
the MARA will be conducted to determine how effective
the intelligent signs are to users. The MARA discussed in
this paper aims not only to help users evacuate a building
but also serves as an archetype tool for future applications
assisting users to safely evacuate other types of settings.
8. Acknowledgements
The authors would like to thank the National Science
Foundation for supporting this project. This work is
supported by Grant Award number HRD-1238784.
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