Virtual Reality for Spatial Planning and Emergency Situations: Challenges and Solution Directions
Abstract
:1. Introduction
- (1)
- What are the challenges and solution directions of VR applications for emergency situations in buildings?
- (2)
- What roadmap/recommendations can be derived from the scientific literature when designing and developing a VR application for the evaluation of emergency routes?
2. Related Work
VR for Smart City Applications
3. Methodology
3.1. Search Query
AND (emergency OR emergencies OR evacuation)
AND (escap* OR wayfinding OR route OR exit))
3.2. Filtering
4. Results
4.1. Application Design Approaches
4.2. User Experience Considerations
4.3. Collecting Results
4.4. Evaluating Applications
5. Discussion
5.1. What Are the Challenges and Solution Directions of VR Applications for Emergency Situations in Buildings Currently Discussed in the Scientific Literature?
5.2. What Roadmap/Recommendations Can Be Derived from the Scientific Literature When Designing and Developing a VR Application for the Evaluation of Emergency Routes?
6. Conclusions and Future Work
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Paper | Subject | Keywords | Papers Reviewed | Author’s Categories |
---|---|---|---|---|
Parikh et al. (2022) [18] | VR for Digital Twins | (‘virtual reality’ OR ‘VR’) AND (‘digital twin’ OR ‘virtual twin’) | 30 | (1) Application fields, (2) use cases, (3) technologies and interaction forms and (4) challenges and issues |
Zhu et al. (2020) [20] | XR for Emergency Management in Built Environment | (‘building’, ‘communit*’, ‘urban’, ‘indoor’ and ‘city’) AND (‘virtual reality’, ‘augmented reality’, ‘mixed reality’ and ‘VR’) AND (‘emergency’, ‘emergencies’, ‘danger’, ‘hazard’ and ‘disaster’) | 84 | Use case: (1) Pre-emergency preparedness with (a) hazard recognition and prevention and (b) safety training, (2) responses during emergency with (c) human evacuation and (d) search and rescue and (3) post-emergency recovery with (e) damage detection and (f) building reconstruction Human–computer interaction: (1) Technology with (a) hardware and (b) software and (2) application of the tool with (a) visualization and (b) bidirectional interaction |
Çöltekin et al. (2020) [1] | XR in Spatial Sciences | - | 150 | (1) Technology, (2) design and (3) human factors, which are all further divided into (a) state of the art and trends, (b) research priorities and (c) examples |
Wolf et al. (2020) [21] | Mixed Reality for Public Participation in Urban Planning | - | 8 | Use case: (1) Communicating plans, (2) finding designs for public spaces, (3) conceptualizing the build environment, (4) defining architectural design and (5) visualizing and experiencing invisible factors Benefits of VR: (1) Enhancement of understandability, (2) process enhancements, (3) interactivity and (4) traceability |
Feng et al. (2022) [22] | VR Serious Games for Evacuation Training and Research | (‘virtual reality’ OR ‘virtual environment’ OR ‘virtual simulation’ OR vr AND evacuation) | 15 | Gaming outcomes and measures: (1) Events divided into (a) tunnel fire, (b) building fire, (c) aviation emergency, (d) spacecraft emergency and (e) building earthquake, (2) outcomes with (f) pedagogical, (g) behavioral and (h) pedagogical and Behavioral and (3) learning measures divided in (i) questionnaire, (j) open-ended interview, (k) paper-based test and (l) logged game data Gaming environment: (1) Teaching method, (2) navigation solution, (3) narrative method, (4) hazard simulation (5) senses stimulation and (6) non-playable characters (NPCs) |
Jamei et al. (2017) [9] | VR in Planning for Sustainable Smart Cities | - | 43 | Subject: (1) Smart, sustainable cities and VR, (2) development of VR, (3) VR and planning smart cities and (4) VR and real-time simulation Use case potential: (1) Visualizing pedestrian thermal comfort in cities, (2) visualizing smart transportation for a city, (3) data management and (4) visualizing the cognitive behavior of urban dwellers |
Paper | 3ds Max | Revit | Blender | AutoCAD | Maya | Unity | Unreal | HTC Vive | KAT VR | Oculus Rift |
---|---|---|---|---|---|---|---|---|---|---|
[16] | x | x | x | x | ||||||
[28] | x | x | x | |||||||
[29] | x | x | x | x | ||||||
[30] | x | x | x | |||||||
[22] | x | x | x | |||||||
[31] | x | x | x | |||||||
[26] | x | x | ||||||||
[32] | x | x | x | x | ||||||
[33] | x | x | x | |||||||
[34] | x | x | x | |||||||
[35] | x | x | ||||||||
[36] | x | x | ||||||||
[37] | x | x | x | x | ||||||
[38] | x | x | x | x | ||||||
[20] | x | x | x |
Category | Challenges | Solution Directions |
---|---|---|
Application design | The 3D coordinate system of the modelling software is often different than the system used in the game engine; Imported objects end up being invisible because they are inverted; Z-fighting phenomenon. | Starting first with the building model construction over assets (e.g., [16]); Attention to the properties a model for a VR application should have (e.g., [26]); Indicators for improving the participants’ perception of distances and depth should be represented; Models’ geometry and spatial data should exactly represent the real environment (including recognizable objects); Ambiance (i.e., correct color schemes) can contribute to creating an optimal model; Include a custom logger script to export the exact location and movement (e.g., [22,38]); FPC is essential for wayfinding; |
User experience | Optimization requires an iterative process; High rates of polygons or materials and objects negatively affect rendering; Discomfort (e.g., cybersickness) makes the experience less immersive (e.g., [26]); A high movement speed can cause motion sickness and a lower speed can make the experience boring and decrease the participants’ tension [31]. | Optimal frame rate for a smooth VR experience is 90 fps (e.g., [26]); Exclude objects that are not visible from the render by using Occlusion Culling [34]; Set a movement speed of 2.5 m/s [31]; Make use of the swing of the participants’ arms to increase immersion [26,30,35]; Pre-testing should be carried out with real participants (but this does not have to be the full experiment); NPCs caused a higher sense of emergency on their participants [20]; |
Collecting results | Creating balanced groups to compare different circumstances (e.g., experience level, etc.) [26,29,32,37]; Ethical approval, consent form that needs to be signed that includes an explanation of cybersickness that could potentially occur. | A total of 93 participants on average (mean); Check basic health to make sure they can participate in their VR experiment [20]; Ask for the participant’s experience with the building on which their application is based; Emphasize the importance of ethical aspects, such as announcing when coming close to or touching the participant; Start with training in the VR environment; |
Evaluating the application | Selection of the questionnaire (e.g., usability, presence or SSQ); Three levels of metrics that are used for evaluating wayfinding behavior: decision-making, task performance and observation behavior | Evaluate by means of multiple methods (e.g., AHP weighting method and fuzzy comprehensive evaluation or a confirmatory factorial analysis); Group answers into categories if possible (e.g., interface and control, experience of the virtual environment and the process of wayfinding [30]); Measure validity by comparing results from the virtual environment to results from real environments. |
Category | Description |
---|---|
Model(s) | The format of the model should be suitable for the chosen software, and conversion causes a loss of quality; The model should be complete and fully understood before development in the game engine is started; Import and export settings should be noted and used consistently; |
Game Engine | Both models for the building and other objects in the application should not be unpacked during the development phase; Code for collecting data should be inspired by previous research and be available for future research; Researchers should stick to one scene or create a clear plan for the scene structure beforehand if multiple scenes are necessary; |
VR | The computer that is going to be used for development should be checked for VR and software compatibility beforehand; The application should be tested with the VR device during the development phase to prevent mistakes that only occur in VR; A single tutorial or guideline should be selected that is definitely not outdated and that is suitable for the software and hardware used. |
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Share and Cite
Wiltenburg, R.; Mendoza, F.R.; Hurst, W.; Tekinerdogan, B. Virtual Reality for Spatial Planning and Emergency Situations: Challenges and Solution Directions. Appl. Sci. 2024, 14, 3595. https://doi.org/10.3390/app14093595
Wiltenburg R, Mendoza FR, Hurst W, Tekinerdogan B. Virtual Reality for Spatial Planning and Emergency Situations: Challenges and Solution Directions. Applied Sciences. 2024; 14(9):3595. https://doi.org/10.3390/app14093595
Chicago/Turabian StyleWiltenburg, Reinout, Frida Ruiz Mendoza, William Hurst, and Bedir Tekinerdogan. 2024. "Virtual Reality for Spatial Planning and Emergency Situations: Challenges and Solution Directions" Applied Sciences 14, no. 9: 3595. https://doi.org/10.3390/app14093595
APA StyleWiltenburg, R., Mendoza, F. R., Hurst, W., & Tekinerdogan, B. (2024). Virtual Reality for Spatial Planning and Emergency Situations: Challenges and Solution Directions. Applied Sciences, 14(9), 3595. https://doi.org/10.3390/app14093595