TY - CHAP
T1 - Urban future: Unlocking Cycling with VR Applications
AU - Bialkova, Svetlana
AU - Ettema, Dick
AU - Dijst, Martin
PY - 2018/12/13
Y1 - 2018/12/13
N2 - Understanding how infrastructures and urban environments shape the highly differentiated cycling experiences calls for further investigation. The current study addressed this challenge by employing Virtual reality (VR) applications. Quantitative methods were combined with a video simulation approach to model demand for cycling under different scenarios. VR environment mirroring the streetscape of a Dutch city was created. Environment greenness (green vs. no green), Bicycle path width (wide vs. narrow), Traffic volume (low vs. high) were manipulated. Participants had to cycle within the environments created, and thus having VR bike experience translating real world bike ride. VR experiences and cycling behaviour in response to the manipulated factors were measured.The results showed that participants enjoyed cycling most within green environment (than no green), and with wide (than narrow) bicycle lane. It was safer to cycle within wide bicycle path, and within low (than high) traffic volume. The environment was perceived as more aesthetic when cycling within green environment.Regression modelling further explored the relationship between the parameters hypothesised to influence the VR experiences. The better the naturalness and presence were perceived, the higher was the engagement. The higher the engagement was, the more the VR experience was liked.Current outcomes are unambiguous in showing that VR technology opens new avenues in addressing real-life problems with huge societal relevance, like improving urban environment infrastructure to unlock cycling and thus active transport.
AB - Understanding how infrastructures and urban environments shape the highly differentiated cycling experiences calls for further investigation. The current study addressed this challenge by employing Virtual reality (VR) applications. Quantitative methods were combined with a video simulation approach to model demand for cycling under different scenarios. VR environment mirroring the streetscape of a Dutch city was created. Environment greenness (green vs. no green), Bicycle path width (wide vs. narrow), Traffic volume (low vs. high) were manipulated. Participants had to cycle within the environments created, and thus having VR bike experience translating real world bike ride. VR experiences and cycling behaviour in response to the manipulated factors were measured.The results showed that participants enjoyed cycling most within green environment (than no green), and with wide (than narrow) bicycle lane. It was safer to cycle within wide bicycle path, and within low (than high) traffic volume. The environment was perceived as more aesthetic when cycling within green environment.Regression modelling further explored the relationship between the parameters hypothesised to influence the VR experiences. The better the naturalness and presence were perceived, the higher was the engagement. The higher the engagement was, the more the VR experience was liked.Current outcomes are unambiguous in showing that VR technology opens new avenues in addressing real-life problems with huge societal relevance, like improving urban environment infrastructure to unlock cycling and thus active transport.
KW - Active transport
KW - Augmented and virtual realities
KW - Cycling
KW - Information interfaces and presentation
KW - Urban environment
KW - User/Machine Systems-Human Factors
UR - https://www.mendeley.com/catalogue/547869fd-f9ac-3366-af8f-4a795ccb3dfe/
U2 - 10.1109/VAR4GOOD.2018.8576888
DO - 10.1109/VAR4GOOD.2018.8576888
M3 - Chapter
SN - 9781538659779
BT - 2018 IEEE Workshop on Augmented and Virtual Realities for Good, VAR4Good 2018
PB - Institute of Electrical and Electronics Engineers Inc.
CY - Reutlingen
ER -