Inspiration:
First responders need rapid, realistic training that prepares them for high-stress, unpredictable environments. Traditional VR training systems often rely on treadmills, fixed setups, or limited forward-only movement. This restricts realism, especially in high-stakes scenarios like navigating burning buildings.
We built Dispatch — a VR training experience that uses motion sensors and natural locomotion to prepare first responders for high-stress, life-or-death scenarios inside a burning building. Dispatch enables cost-effective, at-home, or on-site VR training for firefighters, EMTs, and rescue teams improving accessibility.
Research shows the need:
- Arxiv 2301.13124 & 2410.14140: Highlight VR’s role in scalable first responder training.
- FIT 2023 Firefighter Study: Demonstrates that firefighters can use VR for drills outside of costly in-person sessions.
What it does:
Dispatch offers a VR training scenario inside a maze-like burning building where:
- Novel locomotion: instead of using a physical joystick, your body becomes the joystick. By walking/running in place the system estimates your speed and direction.
- Dynamic environment: Fires spread over time — starting with smoke, then flames, with sounds of cracking beams and obstacles.
- Sensory immersion: Players hear fire grow louder and victims cry for help as they get closer.
- Objectives: Rescue dummies trapped in rooms (randomized each round), make rapid situational decisions, and escape.
- HUD stats: Track maze progress, survival time, and decisions.
- Fail state: Screen fades to black with heartbeat and heavy breathing audio, mimicking collapse.
How we built it:
- Unity + C# for maze creation, particle effects, colliders, and VR setup.
- SteamVR/OpenVR Driver in C++ for integrating with external hardware
- PlatformIO in C++ for firmware to read IMU data and communicate wirelessly
- 3D printed tracker casings and velcro straps for customizable wearability (we made trackers for the chest and both knees but only used the chest one)
Challenges we ran into:
- Communication between microcontroller and SteamVR was difficult to implement
- Balancing realism with hackathon time constraints (e.g., scalable maze vs. simple proof-of-concept).
Accomplishments that we're proud of:
- Building a functional VR demo in just a hackathon sprint.
- Creating a locomotion system that can scale beyond first responder training — potentially into gaming, rehab, and VR fitness.
- Combining research-backed needs with a practical, lightweight prototype.
What we learned:
- Simple and working is better than complicated and not working
- Never give up
What's next for Dispatch:
- Better gait analysis with knee and foot trackers
- Physiological tracking (heart rate to gauge stress)
- Expand to adaptive training programs with different dififculty levels
- AI/LLM feedback on performance — e.g., highlighting weak spots like hesitation or poor route choice
- Pilot with first responder groups to validate effectiveness
view our pitch here: https://www.canva.com/design/DAG0O43r9ug/YQv7im-jHmJN4KTk9l8Tmw/view?utm_content=DAG0O43r9ug&utm_campaign=designshare&utm_medium=link2&utm_source=uniquelinks&utlId=hc58c1f20c6


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