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 Unityβs 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.
- Trainees can correctly use VR tools, adhering to safety protocols.
- 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
| Role | Team Member | Estimated Total Hours |
|---|---|---|
| Project Manager | PM Lead | 100 hours |
| Lead Developer | Core Developer | 300 hours |
| VR Interaction Developer | Interaction Dev | 200 hours |
| 3D Artist/Animator | Artist/Animator Team | 250 hours |
| QA/Test Engineer | QA Specialist | 200 hours |
| Total | 1,500 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.