Trumpf Drive Laser VR Training - Preproduction Outline


Executive Summary

Objective: Develop a proof-of-concept VR training simulator for the TRUMPF Drive Laser system, focusing on safe disassembly, maintenance, and reassembly of key components.

Scope: This project includes a single, highly interactive training lesson to teach technicians safe handling, maintenance protocols, and troubleshooting techniques. Emphasis is placed on VR-based tool manipulation, precision handling, physics-based interactions, and guided assessment. This proof of concept will set a high standard for interactive VR training in complex technical environments.

  • Platform: VR Headsets
  • Total Estimated Hours: 1,500 hours

Team Roster (6 Members)

Project Manager (1)

  • Oversees the entire project lifecycle, ensuring the team meets deadlines, stays within budget, and communicates with stakeholders.
  • Directly responsible for managing the sprint cycles, coordinating between departments, and ensuring alignment between development and client needs.
  • Coordinates with the team to address risks and mitigate challenges.

Lead Developer (1)

  • Core architect responsible for the development of the simulation framework, tool-based interactions, and integration of hand tracking.
  • Ensures that Unity’s physics engine and Meta Quest 3 hand tracking work seamlessly, laying the technical foundation for the entire system.
  • Focused on key epics: Safety Protocol and Tool-Based Training, Component Disassembly & Matchbox Handling, and Assessment and Training Modes.

VR Interaction Developer (1)

  • Specializes in building the user interactions within the VR environment, including room-scale interactions, environmental interactions, and performance tracking.
  • Leads the development of Environmental Interactions & Explorer Mode and feedback systems within the Instructional Guidance and Interactive Feedback System epic.
  • Works with the Lead Developer to refine user experiences involving hand tracking and tool interactions.

3D Artist/Animator (2)

  • Develops all 3D models and animations needed for the VR environment, tools, and components, ensuring they are optimized for performance in VR.
  • Responsible for creating detailed, interactive models for tools, matchboxes, and environmental props.
  • Leads work on epics: 3D Asset and Animation Production within Component Disassembly & Matchbox Handling and Visual Guidance in Instructional Guidance and Interactive Feedback System.

QA/Test Engineer (1)

  • Tests all systems and interactions within the VR environment to ensure functionality, usability, and performance.
  • Develops comprehensive test plans for all interactions, tools, and UI components.
  • Focused on testing across Safety Protocol and Tool-Based Training, Testing Environment, and Assessment and Training Modes.

Epics by Category

Epic 1: Safety Protocol and Tool-Based Training

  • Objective: Teach technicians the essential safety protocols and how to correctly use VR tools with physical feedback.
  • Acceptance Criteria:
    • Trainees can correctly use VR tools, adhering to safety protocols.
      • Safety and emergency responses are successfully demonstrated within VR.
  • Estimated Hours: 300 hours

Epic 2: Component Disassembly & Matchbox Handling

  • Objective: Train technicians on physically disassembling and handling laser system components, focusing on precision and adherence to safety protocols.
  • Acceptance Criteria:
    • Trainees follow disassembly sequence accurately, with correct handling.
    • No component damage occurs due to mishandling or incorrect sequence.
  • Estimated Hours: 400 hours

Epic 3: Instructional Guidance and Interactive Feedback System

  • Objective: Provide a responsive, adaptive guidance system to assist trainees through visual and auditory feedback, with troubleshooting prompts as needed.
  • Acceptance Criteria:
    • Trainees complete tasks accurately with visual and audio guidance.
    • Guidance system adapts to different user progress rates.
  • Estimated Hours: 350 hours

Epic 4: Environmental Interactions & Explorer Mode

  • Objective: Allow trainees to explore the VR environment, interact with objects, and navigate safely in room-scale VR.
  • Acceptance Criteria:
    • Trainees navigate the room-scale environment without boundary issues.
    • Components are inspected freely and interactively.
  • Estimated Hours: 250 hours

Epic 5: Assessment and Training Modes

  • Objective: Offer guided Training Mode and unguided Assessment Mode, with performance tracking and feedback.
  • Acceptance Criteria:
    • Trainees complete tasks with accurate timing, efficiency, and feedback.
    • Assessment scores reflect performance across all metrics.
  • Estimated Hours: 200 hours

Feature Specifications

Safety Protocol Simulation

  • Epic: Safety Protocol and Tool-Based Training
  • Objective: Simulate safety protocol adherence with VR interactions, including hazard identification and emergency responses.
  • Requirements:
    • Visual and audio safety cues.
    • Interactive emergency stops and protective gear use.
  • Risks and Mitigations:
    • Risk: Users may skip essential steps due to VR freedom.
    • Mitigation: Force sequence adherence and alerts for missed steps.
  • Testing Strategy:
    • Test VR safety interactions under different scenarios.
    • Ensure safety cues trigger accurately in user flow.
  • Department Dependencies:
    • Programming: Implement hazard detection, interaction flow.
    • UX/UI: Create clear visual safety cues.
    • QA: Verify sequence adherence and safety protocols.
  • Estimated Hours: 100 hours

Tool-Based Interactions

  • Epic: Safety Protocol and Tool-Based Training
  • Objective: Enable VR tool usage with realistic physics and hand tracking.
  • Requirements:
    • Interactive tool handling with feedback for correct usage.
    • Physics-driven interaction with torque and grip cues.
  • Risks and Mitigations:
    • Risk: Lack of precision in VR hand tracking.
    • Mitigation: Implement visual cues and feedback for hand positioning.
  • Testing Strategy:
    • Test hand tracking responsiveness with VR tools.
    • Validate torque and grip cues for accuracy.
  • Department Dependencies:
    • Art: Tool models with animation cues.
    • Audio: Add sound feedback for tool actions.
    • QA: Confirm hand tracking responsiveness.
  • Estimated Hours: 200 hours

Component Disassembly Simulation

  • Epic: Component Disassembly & Matchbox Handling
  • Objective: Simulate the physical disassembly of components in VR.
  • Requirements:
    • Physics-based VR mechanics for component separation.
    • Holographic guidance for correct sequence.
  • Risks and Mitigations:
    • Risk: Trainee mishandles components due to improper sequence.
    • Mitigation: Enforce guided sequence to prevent errors.
  • Testing Strategy:
    • Verify component interactions align with physics.
    • Test sequence accuracy and handling safety.
  • Department Dependencies:
    • Design: Define disassembly steps and interactions.
    • Programming: Sequence locking mechanics.
    • QA: Test sequence adherence and safety.
  • Estimated Hours: 200 hours

Timeline and Milestones

Project Duration: 3 months

Milestone 1 (End of Month 1): Complete Safety Protocol and Tool-Based Training

  • Project Manager (20 hours): Kick-off meetings, coordinate initial workflow, and ensure team alignment.
  • Lead Developer (60 hours): Develop initial tool-based interactions and set up the framework for hand tracking.
  • VR Interaction Developer (40 hours): Implement hand tracking, work on user interactions, and refine tool usage.
  • 3D Artist/Animator (40 hours): Create VR-ready tool models and animations for safety and emergency cues.
  • QA/Test Engineer (20 hours): Test safety interactions for accuracy, including emergency response features.

Milestone 2 (End of Month 2): Complete Component Disassembly & Matchbox Handling and Instructional Guidance and Interactive Feedback System

  • Project Manager (30 hours): Mid-point check-ins to ensure cross-departmental alignment and manage any arising risks.
  • Lead Developer (100 hours): Develop disassembly logic, manage integration of instructional system, and sequence accuracy.
  • VR Interaction Developer (70 hours): Refine instructional feedback, handle physics-based disassembly interactions.
  • 3D Artist/Animator (100 hours): Create detailed models for components, matchboxes, and guiding assets.
  • QA/Test Engineer (50 hours): Validate sequencing, feedback accuracy, and verify task flows with instructional guidance.

Milestone 3 (End of Month 3): Complete Environmental Interactions & Explorer Mode and Assessment and Training Modes

  • Project Manager (50 hours): Final milestone management, team coordination, and project close-out preparations.
  • Lead Developer (80 hours): Finalize room-scale environment setup, implement assessment tracking and performance monitoring.
  • VR Interaction Developer (80 hours): Develop environmental interactions, refine free-exploration mode, and finalize assessment interactions.
  • 3D Artist/Animator (110 hours): Complete environmental assets, create UI animations, and ensure final model optimization.
  • QA/Test Engineer (130 hours): Full VR testing, including room boundaries, assessment tracking, and performance metrics.

Estimated Hours Summary

RoleTeam MemberEstimated Total Hours
Project ManagerPM Lead100 hours
Lead DeveloperCore Developer300 hours
VR Interaction DeveloperInteraction Dev200 hours
3D Artist/AnimatorArtist/Animator Team250 hours
QA/Test EngineerQA Specialist200 hours
Total1,500 hours

Budget Estimate

  • Hourly Rate: $150/hour
  • Estimated Budget: 1,500 hours x 225,000

Submission Summary: This preproduction outline for the Trumpf Drive Laser VR Training Proof of Concept provides a comprehensive structure with resource allocation, interlinked sections, and feature specifications, optimized for efficient navigation and production alignment.