The Reality of Virtual Reality: A Comparison of Pedestrian Behavior in Real and Virtual Environments

Author(s):  
Rajaram Bhagavathula ◽  
Brian Williams ◽  
Justin Owens ◽  
Ronald Gibbons

Virtual reality (VR) can be a very effective tool to evaluate built environment to support improvement of pedestrian and other vulnerable road user safety. However, in order to draw actionable conclusions from VR it is important to understand the degree to which pedestrians’ perceptions and behaviors match across real and virtual environments. In this study, participants experienced equivalent real and virtual environments and performed similar tasks in each. Tasks included pedestrian’ intention to cross, estimation of speed and distance of an approaching vehicle, and the perceived safety and risk of crossing a road. Pedestrians’ presence was also measured in all environments. Result showed that there were no differences between the real and virtual environments for most of the tasks. Significant differences between real and virtual environments were observed in the estimation of speed and measures of presence. These results have important implications for using VR as tool to evaluate pedestrian safety in built environments.

2015 ◽  
Vol 30 (4) ◽  
pp. 377-392 ◽  
Author(s):  
Philip Stoker ◽  
Andrea Garfinkel-Castro ◽  
Meleckidzedeck Khayesi ◽  
Wilson Odero ◽  
Martin N. Mwangi ◽  
...  

Urban and regional planning has a contribution to make toward improving pedestrian safety, particularly in view of the fact that about 273,000 pedestrians were killed in road traffic crashes in 2010. The road is a built environments that should enhance safety and security for pedestrians, but this ideal is not always the case. This article presents an overview of the evidence on the risks that pedestrians face in the built environment. This article shows that design of the roadway and development of different land uses can either increase or reduce pedestrian road traffic injury. Planners need to design or modify the built environment to minimize risk for pedestrians.


2015 ◽  
Vol 54 ◽  
pp. 116-126 ◽  
Author(s):  
Arsalan Heydarian ◽  
Joao P. Carneiro ◽  
David Gerber ◽  
Burcin Becerik-Gerber ◽  
Timothy Hayes ◽  
...  

2020 ◽  
Vol 11 (1) ◽  
pp. 99-106
Author(s):  
Marián Hudák ◽  
Štefan Korečko ◽  
Branislav Sobota

AbstractRecent advances in the field of web technologies, including the increasing support of virtual reality hardware, have allowed for shared virtual environments, reachable by just entering a URL in a browser. One contemporary solution that provides such a shared virtual reality is LIRKIS Global Collaborative Virtual Environments (LIRKIS G-CVE). It is a web-based software system, built on top of the A-Frame and Networked-Aframe frameworks. This paper describes LIRKIS G-CVE and introduces its two original components. The first one is the Smart-Client Interface, which turns smart devices, such as smartphones and tablets, into input devices. The advantage of this component over the standard way of user input is demonstrated by a series of experiments. The second component is the Enhanced Client Access layer, which provides access to positions and orientations of clients that share a virtual environment. The layer also stores a history of connected clients and provides limited control over the clients. The paper also outlines an ongoing experiment aimed at an evaluation of LIRKIS G-CVE in the area of virtual prototype testing.


2021 ◽  
Vol 1 (1) ◽  
Author(s):  
Yanan Liu ◽  
Dujuan Yang ◽  
Harry J. P. Timmermans ◽  
Bauke de Vries

AbstractIn urban renewal processes, metro line systems are widely used to accommodate the massive traffic needs and stimulate the redevelopment of the local area. The route choice of pedestrians, emanating from or going to the metro stations, is influenced by the street-scale built environment. Many renewal processes involve the improvement of the street-level built environment and thus influence pedestrian flows. To assess the effects of urban design on pedestrian flows, this article presents the results of a simulation model of pedestrian route choice behavior around Yingkoudao metro station in the city center of Tianjin, China. Simulated pedestrian flows based on 4 scenarios of changes in street-scale built environment characteristics are compared. Results indicate that the main streets are disproportionally more affected than smaller streets. The promotion of an intensified land use mix does not lead to a high increase in the number of pedestrians who choose the involved route when traveling from/to the metro station, assuming fixed destination choice.


Author(s):  
Sarah Beadle ◽  
Randall Spain ◽  
Benjamin Goldberg ◽  
Mahdi Ebnali ◽  
Shannon Bailey ◽  
...  

Virtual environments and immersive technologies are growing in popularity for human factors purposes. Whether it is training in a low-risk environment or using simulated environments for testing future automated vehicles, virtual environments show promise for the future of our field. The purpose of this session is to have current human factors practitioners and researchers demonstrate their immersive technologies. This is the eighth iteration of the “Me and My VE” interactive session. Presenters in this session will provide a brief introduction of their virtual reality, augmented reality, or virtual environment work before engaging with attendees in an interactive demonstration period. During this period, the presenters will each have a multimedia display of their immersive technology as well as discuss their work and development efforts. The selected demonstrations cover issues of designing immersive interfaces, military and medical training, and using simulation to better understand complex tasks. This includes a mix of government, industry, and academic-based work. Attendees will be virtually immersed in the technologies and research presented allowing for interaction with the work being done in this field.


Sensors ◽  
2021 ◽  
Vol 21 (6) ◽  
pp. 2193
Author(s):  
Juan Luis Higuera-Trujillo ◽  
Carmen Llinares ◽  
Eduardo Macagno

Humans respond cognitively and emotionally to the built environment. The modern possibility of recording the neural activity of subjects during exposure to environmental situations, using neuroscientific techniques and virtual reality, provides a promising framework for future design and studies of the built environment. The discipline derived is termed “neuroarchitecture”. Given neuroarchitecture’s transdisciplinary nature, it progresses needs to be reviewed in a contextualised way, together with its precursor approaches. The present article presents a scoping review, which maps out the broad areas on which the new discipline is based. The limitations, controversies, benefits, impact on the professional sectors involved, and potential of neuroarchitecture and its precursors’ approaches are critically addressed.


Author(s):  
Silvia Francesca Maria Pizzoli ◽  
Dario Monzani ◽  
Laura Vergani ◽  
Virginia Sanchini ◽  
Ketti Mazzocco

AbstractIn recent years, virtual reality (VR) has been effectively employed in several settings, ranging from health care needs to leisure and gaming activities. A new application of virtual stimuli appeared in social media: in the documentary ‘I met you’ from the South-Korean Munhwa Broadcasting, a mother made the experience of interacting with the avatar of the seven-year-old daughter, who died four years before. We think that this new application of virtual stimuli should open a debate on its possible implications: it represents contents related to grief, a dramatic and yet natural experience, that can have deep psychological impacts on fragile subjects put in virtual environments. In the present work, possible side-effects, as well as hypothetical therapeutical application of VR for the treatment of mourning, are discussed.


2021 ◽  
Vol 11 (4) ◽  
pp. 1510
Author(s):  
Charles Morizio ◽  
Maxime Billot ◽  
Jean-Christophe Daviet ◽  
Stéphane Baudry ◽  
Christophe Barbanchon ◽  
...  

People who survive a stroke are often left with long-term neurologic deficits that induce, among other impairments, balance disorders. While virtual reality (VR) is growing in popularity for postural control rehabilitation in post-stroke patients, studies on the effect of challenging virtual environments, simulating common daily situations on postural control in post-stroke patients, are scarce. This study is a first step to document the postural response of stroke patients to different challenging virtual environments. Five subacute stroke patients and fifteen age-matched healthy adults were included. All participants underwent posturographic tests in control conditions (open and closed eyes) and virtual environment without (one static condition) and with avatars (four dynamic conditions) using a head-mounted device for VR. In dynamic environments, we modulated the density of the virtual crowd (dense and light crowd) and the avoidance space with the avatars (near or far). Center of pressure velocity was collected by trial throughout randomized 30-s periods. Results showed that more challenging conditions (dynamic condition) induced greater postural disturbances in stroke patients than in healthy counterparts. Our study suggests that virtual reality environments should be adjusted in light of obtaining more or less challenging conditions.


2021 ◽  
Vol 11 (7) ◽  
pp. 101
Author(s):  
Andrew Paul Morris ◽  
Narelle Haworth ◽  
Ashleigh Filtness ◽  
Daryl-Palma Asongu Nguatem ◽  
Laurie Brown ◽  
...  

(1) Background: Passenger vehicles equipped with advanced driver-assistance system (ADAS) functionalities are becoming more prevalent within vehicle fleets. However, the full effects of offering such systems, which may allow for drivers to become less than 100% engaged with the task of driving, may have detrimental impacts on other road-users, particularly vulnerable road-users, for a variety of reasons. (2) Crash data were analysed in two countries (Great Britain and Australia) to examine some challenging traffic scenarios that are prevalent in both countries and represent scenarios in which future connected and autonomous vehicles may be challenged in terms of safe manoeuvring. (3) Road intersections are currently very common locations for vulnerable road-user accidents; traffic flows and road-user behaviours at intersections can be unpredictable, with many vehicles behaving inconsistently (e.g., red-light running and failure to stop or give way), and many vulnerable road-users taking unforeseen risks. (4) Conclusions: The challenges of unpredictable vulnerable road-user behaviour at intersections (including road-users violating traffic or safe-crossing signals, or taking other risks) combined with the lack of knowledge of CAV responses to intersection rules, could be problematic. This could be further compounded by changes to nonverbal communication that currently exist between road-users, which could become more challenging once CAVs become more widespread.


Sign in / Sign up

Export Citation Format

Share Document