An Interactive and Responsive Virtual Reality Environment for ...simaud.org/2020/preprints/67.pdfAn...

7
An Interactive and Responsive Virtual Reality Environment for Participatory Urban Planning Helmut Schrom-Feiertag 1 , Martin Stubenschrott 1 , Georg Regal 1 , Thomas Matyus 1 , and Stefan Seer 1 1 AIT Austrian Institute of Technology, Vienna, Austria, [email protected] ABSTRACT Urban simulation using Virtual Reality can provide an inter- active and responsive environment for participatory planning to evaluate alternative designs, regulations and environmental policies. The objectives therefore are that the virtual world is perceived as real and enables people to feel connected to the world and to bring VR technology to all citizens so that they can help to shape the city in a participating way. Therefore, we present a virtual reality environment with multi-modal traffic 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. This paper demonstrates the feasibility of virtual reality environ- ments to perform participation via immersion and interaction for gathering immediate and authentic feedback guided with a systematic approach to simplify analysis. We describe the technology, developments and theories behind virtual envi- ronments and simulation. Finally, we provide insights from our evaluation of the proposed urban simulation used in two real world projects. The combination of highly immersive and interactive virtual environments with traffic simulation was appreciated by the participants and resulted in highly valuable feedback for professional planners. Author Keywords Urban planning; virtual reality; traffic simulation; participation; human computer interaction; ACM Classification Keywords I.6.3 Applications; H.5.1 Multimedia Information Sys- tems: Artificial, augmented, and virtual realities; H.1.2 User/Machine Systems: Human factors; J.5 ARTS AND HU- MANITIES: Architecture 1 INTRODUCTION Today, urban development is no longer conceivable with- out transparent information and active involvement of the af- fected population. Participation can create acceptance and if used systematically and at an early stage it can lead to bet- ter results for more sustainable planning: Citizens and actors in urban development have undisputed expertise in all issues SimAUD 2020 May 25-27, Online c 2020 Society for Modeling & Simulation International (SCS) that affect their direct living and working environment. This everyday knowledge may represent only a part of reality, but at the same time it is detailed and founded on experience and can represent an important input for decision-making within participation processes. Improving the participation for a diversity of users is a viable strategy to ensure and intensify early participation of the pub- lic in urban planning and development processes and helps to raise 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. The participation of citizens in the design of public space is funda- mental. Today’s city challenges at the urban block scale can be more effectively addressed through participation and the collection of experiences from people who live, work, and play in that space. This shifts the emphasis from top-down design to human-centred problem solving [13]. Virtual Reality (VR) offers the possibility to walk through vir- tual worlds delivering a comprehensive computer-generated atmosphere that enables a contextual preview of a life-like setting. VR also provides a high level of immersion and presence, and with embedded VR questionnaires and addi- tional feedback channels new forms of citizen participation are possible. This will completely change participation: Cit- izens no longer look passively via a screen at digital content but become part of the virtual world which is perceived as real and enables people to interact with and feel connected to the world. In combination with traffic simulation, virtual re- ality environments (VRE) furthermore enable the evaluation of newly planned road environments, whether they are per- ceived as safe and pleasant or whether additional measures are required. To unfold the full potential of VR technologies, we devel- oped an integrated application for participatory planning of public spaces that uses a combination of VREs with traffic simulation to allow realistic experiences of traffic situations in public space. This led to the research question: Is the developed application suited for participatory urban planning? A study was there- fore carried out to examine the suitability and added value of the application in two urban planning projects. 119 PREPRINT PREPRINT

Transcript of An Interactive and Responsive Virtual Reality Environment for ...simaud.org/2020/preprints/67.pdfAn...

  • 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.

    119PREPRINT PREPRINT

  • 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.

    120PREPRINT PREPRINT

  • 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)

    121PREPRINT PREPRINT

  • 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).

    122PREPRINT PREPRINT

  • 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

    123PREPRINT PREPRINT

  • 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)

    124PREPRINT PREPRINT

  • in the “Mobilität der Zukunft” program under grant number860210, project VR-Planning.

    REFERENCES1. Alsaggaf, A. I., and Jrade, A. Benefits of integrating bim

    and gis in construction management and control (2015).2. Bakar, N. A. A., Zulkifli, A. N., and Mohamed, N. F. F.

    The use of multimedia, Augmented Reality (AR) andVirtual Environment (VE) in enhancing children’sunderstanding of road safety. In 2011 IEEE Conferenceon Open Systems (Sept. 2011), 149–154.

    3. Chun, W., Ge, C., Yanyan, L., and Horne, M.Virtual-Reality Based Integrated Traffic Simulation forUrban Planning. In 2008 International Conference onComputer Science and Software Engineering, vol. 2(Dec. 2008), 1137–1140.

    4. Chun W.; Ge C.; Yanyan L.; Horne, M. Virtual-realitybased integrated traffic simulation for urban planning. InInternational Conference on Computer Science andSoftware Engineering, vol. 2 (2008), 1137–1140.

    5. Echevarria Sanchez, G. M., Van Renterghem, T., Sun,K., De Coensel, B., and Botteldooren, D. Using VirtualReality for assessing the role of noise in the audio-visualdesign of an urban public space. Landscape and UrbanPlanning 167, Supplement C (Nov. 2017), 98–107.

    6. Helbing, D., and Johansson, A. Pedestrian, Crowd andEvacuation Dynamics. Springer New York, New York,NY, 2009, 6476–6495.

    7. Jerald, J., LaViola, J. J., and Marks, R. Vr interactions.In ACM SIGGRAPH 2017 Courses, SIGGRAPH ’17,Association for Computing Machinery (New York, NY,USA, 2017).

    8. Li, H., Zhang, J., Xia, L., Song, W., and Bode, N. W.Comparing the route-choice behavior of pedestriansaround obstacles in a virtual experiment and a fieldstudy. Transportation Research Part C: EmergingTechnologies 107 (2019), 120–136.

    9. Lopes, C. V., and Lindström, C. Virtual Cities in UrbanPlanning: The Uppsala Case Study. J. Theor. Appl.Electron. Commer. Res. 7, 3 (Dec. 2012), 88–100.

    10. Nguyen, M.-T., Nguyen, H.-K., Vo-Lam, K.-D.,Nguyen, X.-G., and Tran, M.-T. Applying VirtualReality in City Planning. In SpringerLink, Springer,Cham (July 2016), 724–735.

    11. Portman, M. E., Natapov, A., and Fisher-Gewirtzman,D. To go where no man has gone before: Virtual realityin architecture, landscape architecture andenvironmental planning. Computers, Environment andUrban Systems 54, Supplement C (Nov. 2015), 376–384.

    12. Regal, G., Schatz, R., Schrammel, J., and Suette, S.Vrate: a unity3d asset for integrating subjectiveassessment questionnaires in virtual environments. In2018 Tenth International Conference on Quality ofMultimedia Experience (QoMEX), IEEE (2018), 1–3.

    13. Sanchez-Sepulveda, M., Fonseca, D., Franquesa, J., andRedondo, E. Virtual interactive innovations applied fordigital urban transformations. Mixed approach. FutureGeneration Computer Systems (Sept. 2018).

    14. Schramka, F., Arisona, S., Joos, M., and Erath, A.Development of virtual reality cycling simulator.Journal of Computers 13, 6 (2018-06), 603 – 615.

    15. Schrom-Feiertag, H., Lorenz, F., Regal, G., and Settgast,V. Augmented and Virtual Reality Applied forInnovative, Inclusive and Efficient ParticipatoryPlanning. In Proceedings of 7th Transport ResearchArena TRA 2018. 2018.

    16. Stauskis, G. Development of methods and practices ofvirtual reality as a tool for participatory urban planning:a case study of Vilnius City as an example for improvingenvironmental, social and energy sustainability. Energy,Sustainability and Society 4, 1 (Apr. 2014), 7.

    17. Suneson, K., Allwood, C. M., Heldal, I., Paulin, D.,Roupé, M., Johansson, M., and Westerdahl, B. VirtualReality Supporting Environmental Planning Processes:A Case Study of the City Library in Gothenburg. InChalmers Publication Library (CPL) (2008), 481–490.

    18. Tettamanti, T., Szalai, M., Vass, S., and Tihanyi, V.Vehicle-in-the-loop test environment for autonomousdriving with microscopic traffic simulation. In 2018IEEE International Conference on Vehicular Electronicsand Safety (ICVES) (Sep. 2018), 1–6.

    19. Traffic Simulator for Virtual Reality with PTV Vissim.https://www.ptvgroup.com/en/solutions/products/ptv-vissim/areas-of-application/vr-traffic-simulation/, Dec. 2019.

    125PREPRINT PREPRINTPowered by TCPDF (www.tcpdf.org)

    https://www.ptvgroup.com/en/solutions/products/ptv-vissim/areas-of-application/vr-traffic-simulation/https://www.ptvgroup.com/en/solutions/products/ptv-vissim/areas-of-application/vr-traffic-simulation/https://www.ptvgroup.com/en/solutions/products/ptv-vissim/areas-of-application/vr-traffic-simulation/

    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