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An Interactive and Responsive Virtual Reality Environmentfor
Participatory Urban Planning
Helmut Schrom-Feiertag1, Martin Stubenschrott1, Georg Regal1,
Thomas Matyus1,and Stefan Seer1
1AIT Austrian Institute of Technology, Vienna, Austria,
[email protected]
ABSTRACTUrban simulation using Virtual Reality can provide an
inter-active and responsive environment for participatory
planningto evaluate alternative designs, regulations and
environmentalpolicies. The objectives therefore are that the
virtual world isperceived as real and enables people to feel
connected to theworld and to bring VR technology to all citizens so
that theycan help to shape the city in a participating way.
Therefore,we present a virtual reality environment with
multi-modaltraffic simulation for participatory planning of urban
areas.Using a gamified approach with story-telling enables to
en-gage and guide participants through the environment accom-panied
by virtual questionnaires for in-situ feedback. Thispaper
demonstrates the feasibility of virtual reality environ-ments to
perform participation via immersion and interactionfor gathering
immediate and authentic feedback guided witha systematic approach
to simplify analysis. We describe thetechnology, developments and
theories behind virtual envi-ronments and simulation. Finally, we
provide insights fromour evaluation of the proposed urban
simulation used in tworeal world projects. The combination of
highly immersiveand interactive virtual environments with traffic
simulationwas appreciated by the participants and resulted in
highlyvaluable feedback for professional planners.
Author KeywordsUrban planning; virtual reality; traffic
simulation;participation; human computer interaction;
ACM Classification KeywordsI.6.3 Applications; H.5.1 Multimedia
Information Sys-tems: Artificial, augmented, and virtual realities;
H.1.2User/Machine Systems: Human factors; J.5 ARTS AND HU-MANITIES:
Architecture
1 INTRODUCTIONToday, urban development is no longer conceivable
with-out transparent information and active involvement of the
af-fected population. Participation can create acceptance and
ifused systematically and at an early stage it can lead to bet-ter
results for more sustainable planning: Citizens and actorsin urban
development have undisputed expertise in all issues
SimAUD 2020 May 25-27, Onlinec© 2020 Society for Modeling &
Simulation International (SCS)
that affect their direct living and working environment.
Thiseveryday knowledge may represent only a part of reality, butat
the same time it is detailed and founded on experience andcan
represent an important input for decision-making
withinparticipation processes.
Improving the participation for a diversity of users is a
viablestrategy to ensure and intensify early participation of the
pub-lic in urban planning and development processes and helps
toraise acceptance by involving all citizens. As local govern-ments
grow more and more interested in civic participation,it becomes
important to explore available methodologies ad-dressing challenges
related with participatory processes. Theparticipation of citizens
in the design of public space is funda-mental. Today’s city
challenges at the urban block scale canbe more effectively
addressed through participation and thecollection of experiences
from people who live, work, andplay in that space. This shifts the
emphasis from top-downdesign to human-centred problem solving
[13].
Virtual Reality (VR) offers the possibility to walk through
vir-tual worlds delivering a comprehensive
computer-generatedatmosphere that enables a contextual preview of a
life-likesetting. VR also provides a high level of immersion
andpresence, and with embedded VR questionnaires and addi-tional
feedback channels new forms of citizen participationare possible.
This will completely change participation: Cit-izens no longer look
passively via a screen at digital contentbut become part of the
virtual world which is perceived asreal and enables people to
interact with and feel connected tothe world. In combination with
traffic simulation, virtual re-ality environments (VRE) furthermore
enable the evaluationof newly planned road environments, whether
they are per-ceived as safe and pleasant or whether additional
measuresare required.
To unfold the full potential of VR technologies, we devel-oped
an integrated application for participatory planning ofpublic
spaces that uses a combination of VREs with trafficsimulation to
allow realistic experiences of traffic situationsin public
space.
This led to the research question: Is the developed
applicationsuited for participatory urban planning? A study was
there-fore carried out to examine the suitability and added value
ofthe application in two urban planning projects.
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The following Section 2 gives an overview of related work inthe
field of VR, traffic simulation and participation. In Sec-tion 3,
the overall concept and methodology used for VR andtraffic
simulation are described. Then the developed interac-tion methods
to best support citizens by the usage of the VREfor participation
are explained in Section 4. The demonstra-tor, participants and
results of user feedback are presented inSection 5. Finally in
Section 6 the findings are discussed andconclusions are drawn.
2 RELATED WORKThe application of VR in planning processes has
been investi-gated internationally in many projects and studies [5,
10, 11],some studies have dealt with the application of VR in
realplanning projects (e.g. [16]). VR was examined in the contextof
evaluation procedures for architectural competitions [17],for the
mediation of planning scenarios in traffic projects [3],for
interdisciplinary planning in the field of urban mobility [9,13],
for the investigation of scenarios in urban cycling or toresearch
children’s traffic behaviour [2]. These studies showthe high
potential of VR to make planning more accessible tovarious
stakeholders and to increase the social and
ecologicalsustainability of urban planning [16].
In [13] a VR game with interactive elements was developed
toshape the urban public space for a project that aims to create
alarge public space that prioritise the people instead of
vehiclesand to design to the needs of the users: spacious,
pleasantspaces full of vegetation with dynamic uses. The
objectivewas to bring VR technology to all citizens so that they
canhelp to shape the city in a participating way.
There have been some attempts to couple traffic simulationswith
high-quality VR-capable 3D game engines. PTV Vis-sim 10 has added
support for displaying its network includ-ing simulated vehicles
[19]. Synchronised co-simulation ofSUMO and the Unity game engine
has been done by [18] fora vehicle-in-the-loop test environment for
autonomous driv-ing with microscopic traffic simulation. In [14] a
virtual real-ity cycling simulator has been developed.
These solutions allow manually controlling one vehicle. Thefocus
of this paper, however, is to create a virtual environmentfor
human-centric urban planning with the point-of-view of
apedestrian.
3 URBAN SIMULATIONPerforming studies in a virtual environment
requires realisticsimulation of the relevant objects in order to
obtain a goodcorrelation between the virtual environment and
reality [8]. Inthe context of urban planning which is the focus of
this paper,a lively city with realistic simulation of traffic and
pedestriansis key for an immersive urban environment and requires
thefollowing steps (see Figure 1):
1. The representation of the urban environment is createdboth as
a 3D model for VR and as a 2D representationfor the traffic
simulation. The VR application was imple-mented with the widely
used game engine Unity1.
1https://unity.com/
2. Multi-modal traffic simulation of the scenario
includingpedestrians, cars and cyclists is done using an external
sim-ulation program at real-time.
3. Synchronisation of the Unity game engine with the
trafficsimulation provides real-time interaction and a
responsiveenvironment.
3.1 Virtual EnvironmentThe representation of the environment in
VR requires a 3Dmodel of the geometry. With the increased
application ofBIM and GIS, 3D models become more an integral part
ofmodern urban planning [1] allowing their direct usage for
ourpurpose. The 3D model is imported in the Unity game engineand a
2D representation is derived from it which is used as thebase layer
for the traffic simulation which must currently beconfigured in a
separate program. It is essential to use exactlythe same geometric
set-up in the game engine Unity and thetraffic simulation software.
Inconsistencies can lead to un-realistic behaviour like agents
walking through obstacles orcars driving through the user, thus
detracting from the users’experience.
Origin-destination (OD-) matrices are added to define thetraffic
demand of vehicles, cyclists and pedestrians. Further-more, the
different types of agents used in the simulation(pedestrians,
cyclists and cars) need the definition of addi-tional information
which is described in the next section.
The combination of VR with dynamic traffic simulation en-ables
the mediation of different designs. Different perspec-tives can be
explored and through traffic simulation differentsituations can be
evaluated, therefore achieving a better un-derstanding of planning
variants and a higher acceptance fora fair distribution of space
between all road users.
3.2 Simulation of Road UsersFor the realistic representation of
road users, microscopicapproaches represent the current state of
research (see [4]).Microscopic models represent each individual
road user anddescribe the actions depending on the infrastructure
and themovements of other road users. The interactions between
dif-ferent types of road users (pedestrians, cyclists and
vehicles)can be modelled in today’s traffic simulations but is
usuallylimited to spatially discrete locations such as
intersections,cycle paths and protective paths. Innovative street
design con-cepts for active forms of mobility are increasingly
based onmixed traffic arrangements. Since the traffic flow in
mixedtraffic arrangements does not provide for the spatial and
tem-poral separation of the different modes, new approaches forthe
realistic representation and experience of road users in VRhave to
be integrated.
We implemented an approach which uses social forces todescribe
the movements of the pedestrians and their inter-actions (see [6]).
Pedestrians can manoeuvre freely on thetwo-dimensional plane,
whereas vehicles follow predefinedpaths, obeying the rules of a
queuing model. Depending onthe use case, cyclists can be modelled
as agents moving ei-ther in the two-dimensional space, similar to
pedestrians orin the one-dimensional space, similar to multi-track
vehicles.
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Figure 1. Overall concept of the urban simulation showing the
workflow with step 1) creation of the 3D environment and 2D ground
plan, step 2) setup of thetraffic simulation scenario and step 3)
running the VR environment in Unity synchronised with the traffic
simulation.
Road users, pedestrians, cyclists and vehicles are detectingeach
other and adapt their movements in order to avoid colli-sions. Of
course, the participant is part of the simulated worldand all other
road users react to him, as well.
3.3 Synchronisation of VR and Traffic SimulationCreating an
immersive virtual environment requires two-wayinteraction between
simulated agents in the traffic simulationand the visual
representation in the VR. Since the existingtraffic simulation
software is run as a separate process inde-pendent from Unity, a
special Connector was developed as aUnity asset (see Figure 2). The
connector is responsible forstarting, stopping and updating the
traffic simulation transpar-ently and keeps Unity in sync. This
includes:
• Time synchronisation ensures that the traffic simulationruns
at the same speed as the Unity simulation.
• The camera position (which equals the position of the per-son
in the VR) is continuously sent to the traffic simula-tion.
Simulated pedestrians can react accordingly and de-viate from their
path and vehicles stop instead of runningover the participant.
• The position and orientation of all agents in the traffic
sim-ulation is sent to Unity. If a new agent is created in the
sim-ulation, a new instance out of a set of predefined prefabs
iscreated. A prefab represents a game object with all its
com-ponents, property values and required child-objects. Like-wise
agents in the virtual environment are removed whenneeded.
• Animations (moving hands and feet, turning wheels)
aresynchronised with the agents’ velocities.
Figure 3 shows the traffic simulation and the representationof
it in the VR environment side-by-side. Note that the
2Drepresentation of the simulation is usually hidden but onlyshown
here for illustration purposes.
4 PARTICIPATIONVR has the potential to provide experiences and
deliver out-comes that cannot otherwise be achieved. However,
inter-acting with immersive applications is not always easy and
itis not just about providing an interface for the user to per-form
his tasks. It is about supporting users in an intuitiveway to
create a positive experience and not frustration ([7]).
Figure 2. Set up of the traffic simulation asset in Unity with
multi-modalagents.
Figure 3. Top view of the environment in the simulation
framework in 2D(left) and in VR in 3D (right)
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Figure 4. Birds-eye view.
Thus, we had to intuitively communicate to users how the
vir-tual world and the interaction works to support
participationthrough VR in an elegant and comfortable manner for a
wideaudience of non-experts.
Through the combination of interactive VRE and multi-modal
traffic simulation, street designs were made tangibleand new
opportunities for citizen participation were created.To create a
highly interactive VRE we developed and inte-grated intuitive
information visualisation, navigation and in-teraction as well as
the possibility to collect feedback directlyin VR.
A great challenge in participatory planning is to include
per-sons with various backgrounds and diverse knowledge in
theprocess ([15]). Therefore, we developed appropriate interac-tion
methods for the use of VR to support such diverse back-grounds and
to efficiently gather important user feedback. Fornavigation in the
virtual world, real walking within a smallarea and teleportation
across larger areas was implemented.Special attention was paid to
the function for changing one’sown body size, as this effect could
be used for two impor-tant aspects of planning. On the one hand an
enlargement ofthe own (virtual) body (Figure 4) is a good method to
get anoverview of larger areas. Also distances become shorter,
sothat users only have to take a small step in VR to walk a
wholeblock. By shrinking the virtual body of the user to the size
ofa child, one can take the perspective of a child (Figure 5)
andbetter experience the viewpoint of children.
For object manipulation, lifting, moving, re-positioning andthe
creation of objects (trees and benches) were realised. Vir-tual
questionnaires and a virtual photo camera in VR wereimplemented as
feedback possibilities for the users.
In first user evaluations we could observe that without
guid-ance users often wandered to parts of the 3D model that
werenot interesting in terms of user participation or otherwise
dis-tracted by trying to interact with objects that were not in
fo-cus of the participation, e.g. trying to open car doors. Also
ifall interaction possibilities were presented at once most
userswere overwhelmed by the possibilities.
Thus, we identified the need to provide a story and
gamifi-cation elements to guide and engage non-professionals in
thedesign of public space overcoming the limitations of conven-
Figure 5. Child perspective in the VRE.
Figure 6. Controller with enabled features shown in the VRE.
tional participation methods. We implemented certain
gami-fication elements to guide the user. Users could unlock
onefeature (e.g. take pictures, switch to bird’s-eye view, etc.cf.
Figure 6) after the other at certain points along the de-sired
path, marked with a red arrow. To unlock a new featurethe user had
to answer a questionnaire embedded inside theVR (Figure 7). To
implement the questionnaires we used theVRate framework of [12], a
Unity3D asset that supports theintegration of subjective experience
questionnaires directly inVR.
By implementing these gamification elements, we could en-sure
that the user walks the right path and experiences a simi-lar 3D
environment. By gradually unlocking features the useris not
overwhelmed by the range of features available at once.Moreover,
designing these features as gamification elementsengages the user
to answer all questionnaires which supportsto retrieve valuable
user feedback in the participation process.
In order to provide information to the users, there were
inter-active info boxes with explanations of the design and
functionfor the different architectural features. These info boxes
hadinteractive buttons to highlight the particular elements
withglowing outlines (Figure 8).
5 DEMONSTRATIONTo evaluate the proposed VR-application for
participatoryplanning we used it in two real projects, a new city
area inaspern, Seestadt (Vienna, Austria) and the new railway
sta-tion in Kapfenberg (Styria, Austria).
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Figure 7. VR questionnaire to immediately gather feedback.
Figure 8. Highlighting elements in the VRE.
5.1 Technical SetupFor VR experiences we used a commercial
off-the-shelf VRsystem, the HTC Vive and the HTC Vive Pro2. To
controlthe avatar in the VRE, we used the HTC Vive controllers.We
decided to use the HTC Vive, as its controllers offer anintuitive
way of interacting with our system and the tracking,especially the
possibility for walking around in VR, calledroom-scaling, is very
promising. To select a desired functionthe users had to use the
touchpad of the HTC Vive Controller(Figure 6). The VR system was
connected to a gaming laptop,an Alienware 17R4 equipped with a
Nvdia GTX 1080 graphiccard.
5.2 Demonstration aspern SeestadtFor the application of VR in
the participatory planning ofpublic road space, the neighbourhood
of ”Quartier am See-bogen” in the northern part of the apsern
Seestadt in Viennawas used. This area is particularly suitable for
the applica-tion of VR because it is located between the tendering
andconstruction phases and because the street space has alreadybeen
designed. The future buildings in the neighbourhoodhave also been
determined and gradually integrated into the3D model (Figure
9).
The demonstration of the new city area ”Quartier am Seebo-gen”
took place in cooperation with the local district manage-ment, as
their premises was used for the workshop. There-fore, the
participation setting was very realistic and
corre-2https://www.vive.com
sponded to a real information event for citizens. Followingmedia
were used in this information event: classic plan pre-sentations
and renderings printed on paper and a HTC Viveand a VR application
combined with the traffic simulationand developed in Unity. An
example of a user in the VR canbe seen in Figure 10. On these two
days 30 persons testedthe VR application, 13 male and 17 female.
After the VR ex-perience user feedback was gathered by using pen
and paperquestionnaires.
5.3 Demonstration KapfenbergTo investigate urban development, we
used the redesignproject of the railway station including a new
barrier-free ac-cess, traffic, cycle and footpath concept, bus
terminal and theconnection of a public space via an entrance portal
to therailway station. First we made a demonstration for the
cityplanning office of Kapfenberg and the Austrian Federal
Rail-ways ÖBB and participants had the opportunity to test
theprototypes extensively and to give feedback. Subsequentlya real
world citizen participation event was conducted wherecitizens could
inform themselves about the new planned rail-way station. Here, the
following mediation technologies wereused: Classical representation
with CAD plans and the VRapplication. At this demonstration in
Kapfenberg 29 peopleparticipated, 15 male and 14 females.
5.4 InsightsOverall 59 people participated in the two
demonstrations andtested the VR application. The use of VR was easy
to man-age in terms of integration into the participation
processes.Also the usage of VR was overall perceived well by the
par-ticipants. In the post experience questionnaire we used a
4point Likert scale from 1 totally agree to 4 totally disagree.That
is a scale that forces an opinion and is good for record-ing
opinions about a new application that the user has experi-enced.
All participants strongly agreed that participation wasfun (mean:
1.00, sd: 0.00) and that VR makes participationmore easy (mean:
1.47, sd: 0.68). In both demonstrations theusers agreed that the
usage of VR is helpful for participationprocesses (mean: 1.32, sd:
0.58).
We could not observe negative effects of cybersickness andalso
the answers in the post experience questionnaire revealno strong
negative effects (disorientation - mean: 3.55, sd:0.79; dizziness -
mean: 3.65, sd: 0.70; nausea - mean: 3.92,sd: 0.43).
In contrast the users stated that the system was easy to
use(mean: 1.24, sd: 0.47) and that they felt as being part of
thevirtual environment (mean: 1.70, sd: 0.77). Also,
especiallyinteresting for the simulation community is the fact that
usersstrongly agreed that the virtual people, cyclists and cars
haveincreased the impression of reality (mean: 1.37, sd:
0,56).Apart from user experience and acceptance practical aspectsof
administering and designing such participation workshopsare
important.
We could successfully show the feasibility of combining VRand a
virtual traffic simulation and its application in a par-ticipation
workshop. Nevertheless, following aspects haveto be considered to
successfully conduct such participation
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Figure 9. VRE of the public road space in [blank for
review].
Figure 10. Showing a VRE user in front of a projection
screen.
workshops. We would like to emphasise that using VR needsenough
time as the VR equipment has to be adapted for eachparticipant and
also the exploration of VR itself needs time.Especially interesting
was the fact that often user wanted tostay longer in VR and the
facilitators had to ask them to endtheir experience after a certain
time. Thus, it is importantto set and communicate a certain time
limit for VR expo-sure to allow enough people to experience the VR
environ-ment and prevent possible negative virtual reality sickness
ef-fects. Also, it is important to consider using VR as an
addi-tional media but not as the only option. In the
aforementioneddemonstrations we also used analogue materials
(folders etc.)to ensure that people can be informed and participate
even ifthey do not want to use the VR setup.
6 CONCLUSIONSWe have presented an approach to combine traffic
simulationswith participatory elements like guided tours and using
ques-tionnaires for urban planning in a virtual environment.
Overall most participants were able to use the VR applica-tion
after a short introduction. The combination of highlyimmersive and
interactive virtual environments with trafficsimulation was
appreciated by the participants and resultedin highly valuable
feedback for professional planners. Espe-cially the usage of a
scientific validated and accurate multimodal traffic simulation is
an important aspect to ensure arealistic experience of public
spaces and traffic situations.
At this point we want to give answers to the research
questionwhether the developed application is suitable for
participatoryurban planning. When looking into the possibilities of
usingVR in participation processes we provide the following
rec-ommendations: For information VR is well suited because
itallows for additional information qualities and enables
infor-mation through tools and interactive applications that is
notpossible in conventional presentation methods. For consul-tation
VR is well suited because it provides the possibilityto enable
additional feedback through interactive tools in theapplication. In
principle VR is well suited to support cooper-ative processes,
however, certain points must be considered:Meaningful cooperation
is only possible if the right tools areprovided and the right
questions are asked, as regular peopleare not designers. In
addition, the high immersion of the pro-posed designs creates a
feeling of high realism. But if thedesigns shown in the VR are not
realised in reality, this maylead to disappointment.
In future work we will further develop the simulation frame-work
especially by adding more diverse 3D models of pedes-trians and
other characters to the simulation. Especially addi-tional
characters e.g. playing children on a playground, peo-ple sitting
on benches etc. will be implemented to increasethe realism of the
environment.
ACKNOWLEDGMENTSThis work has been partially funded by the
Austrian FederalMinistry for Transport, Innovation and Technology
(bmvit)
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in the “Mobilität der Zukunft” program under grant
number860210, project VR-Planning.
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1 Introduction2 Related Work3 Urban Simulation3.1 Virtual
Environment3.2 Simulation of Road Users3.3 Synchronisation of VR
and Traffic Simulation
4 Participation5 Demonstration5.1 Technical Setup5.2
Demonstration aspern Seestadt5.3 Demonstration Kapfenberg5.4
Insights
6 Conclusions