For a long time, urban planning has been tightly connected to the theoretical and practical developments within the domain of geographical information systems (GIS) [
1,
2]. New technologies that deal with spatial data are readily incorporated into planning frameworks [
3,
4] and the reliance on smart city paradigms and the overall increase in smartness of the cities make it even more important than before [
5,
6,
7]. However, the smart city approach and the use of GIS has been also strongly criticized before as solutionism and technocratism [
8,
9,
10]. This is often quite true with numerous examples of big capital using the drive for smart city to take advantage of the data that cities and urban planners are willing to give out in return for a vision of efficient management and planning [
11,
12]. Recent conceptualizations of the smart city therefore put more emphasis on participation and human capital and not on algorithmic decision making [
13,
14]. In this paper we take a look at the WebXR as a relatively new addition to the spectrum of extended reality (XR) technologies, one that could be used in urban planning, especially in the context of public participation in the smart city. This development has been made possible by current technological advances and increase in computing power, especially in mobile devices. WebXR possesses certain characteristics that make it a promising tool for engagement with the public in such circumstances. It provides the environment for a wide range of interactive spatial visualizations, the possibility of creating Virtual Geographic Environments (VGE) [
15], the engagement factor resulting from its newness and specific set of affordances that allows for immersive experience, and finally—the unrivaled accessibility. The last two features on this list—immersiveness and accessibility, are especially interesting. Immersion is a unique selling point of VR [
16]. The capability of inducing the feeling of presence or tele-presence [
17] where through multi-modal stimuli a person experiences ‘being in a different place’ is compelling withing domains of geography and GIS that deal with space and place on a daily basis. Mainly due to the potential of giving users the feeling of immersion virtual reality (VR) and augmented reality (AR) were previously considered to be valuable tools for communication in urban planning [
18,
19,
20] and in GIS in general [
21]. Especially VR for a long time has been seen as a promising tool for geographical inquiry and visualization and for creation of a new kind of spatial experiences [
22,
23]. This became even more pronounced in recent years with the advent and rising popularity of technologies such as digital earth [
24], digital twins [
25] and finally spatial computing [
26], that bring the possibility of high fidelity XR experience through mobile devices.
But traditional modes of delivering the content through headset-only applications and even mobile applications have certain limitation from technological, design and human perspectives [
27]. WebXR offers at least a partial solution to these issues since it excels in accessibility and interoperability by making possible to use visualizations either in its intended virtual reality or augmented reality modes or simply using internet browser [
28]. However, a wide range of output modes means that there are additional challenges in user interface design. Both the interactive web-based visualization and virtual reality environments have specific requirements that need to be met to achieve satisfying levels of usability. Without it, the vision of WebXR being a vehicle for greater participation and engagement will be hard or even impossible to achieve and it will join a number of other failed attempts in this regard.
The main aim of this paper is therefore to shed light on the usability and practical issues connected to the possible use of WebXR within spatial and urban planning context. Our approach was to conduct an exploratory study (i.e., no hypotheses were formed in advance) of the technology through the people that could be using WebXR-based spatial visualizations in their work—urban planners, both academics and practitioners, and other experts actively involved in the planning process. This allowed us to investigate the possible use scenarios and gather information with a relatively small sample size. While this study is limited in its scope (see the Study Limitations section at the end of the paper), it nevertheless provides a much-needed start to a discussion on this technology use and development. We ask the following research questions: How could WebXR technology be applied to spatial planning? How could WebXR technology influence current practices in spatial planning? How do academics and practitioners perceive WebXR and what do they know about it?; Is WebXR a viable technology from the usability perspective to be included in the spatial planning process?
In the next two sections of our introduction, we would like to present the current state of discourse on XR and certain terminological issues that arose during its development, as well as our position on this matter. In the last section we will also introduce selected examples of XR applications in urban spatial planning and management that show the importance of the issues we talk about in this paper.
1.1. XR Spectrum and Terminology
Extended reality is an umbrella term encompassing the whole range of technologies and phenomena that describe various interactions and interweaving of digital and material spaces and places. We deliberately choose here to use ‘space/place’ instead of ‘reality’ to avoid making an unnecessary distinction between the real and unreal and to take a position in line with virtual digitalism [
29]. The term XR has also been interpreted to be a placeholder for (A)ugmented, (V)irtual and (Mixed) Realities [
30] and as cross-reality—the union between physical sensor networks and virtual worlds where machine and human perceptions meet [
31]. However, in this paper we interpret XR as extended reality that encompasses AR, VR and MR technologies, which is much more widely accepted [
27]. The idea of a spectrum was conceived by Milgram and Kishino [
32] as a taxonomy of mixed reality visual displays. On one end of the spectrum there is reality—the material world without digital content. When we add digital overlays (e.g., 3D models of future or buildings) we are augmenting the reality and this can be described as AR. Finally at the other end of the spectrum there are virtual worlds generated by computer simulation—VR (e.g., whole urban neighborhood that is accessible only by using VR headset). While concept of the spectrum is still influential, the advances in both technology and philosophical discourse made it insufficient to describe the current state of the matter. For example, the term mixed reality (MR) has been adopted to describe only a part of the spectrum that is closely associated with technologies like Microsoft Hololens [
33] or Magic Leap [
34] that utilize spatial referencing to connect digital object (holograms) to material spaces. And while this is far from uniquely accepted definition of MR [
35], it shows how the understanding changed with time. Similarly, there are many more definitions of the other parts of the continuum. Most closely related to MR is AR, which is sometimes defined very similarly to MR. In one of the classic definitions [
36] AR combines the real space and objects with computer-generated (virtual) objects, registers them together and runs interactively in real time. The main difference between MR and AR is that in the case of the latter virtual objects are not only superimposed on the material world but they can be also interacted with [
37,
38]. The difference can also be seen in spatial reference frames used in the former [
27]. Digital MR objects are referenced to material space—for example a hologram can be seen overlaying a specific building while in the AR case a hologram model of a building can be positioned on any flat surface. Another
The line between VR and other parts of the spectrum is much more clearly defined. Still, there are many definitions of what constitutes the VR itself. It is a technology that has a long history and that recently has re-emerged in the public life and scientific discourse alike [
16]. The simplest but nonetheless accurate definition portrays VR as ‘an alternate world filled with computer-generated images’ [
39]. This already suggests the experience of ‘being somewhere else’/‘being there’ (in virtual world) as something most important, that became a staple of modern VR definitions [
27,
40,
41]. In addition to this, some authors list the necessary features for a technology to be considered VR. For example, Heim [
42] formulated three Is of VR—immersion, interactivity, information intensity and MacEachreen et al. [
43] added the fourth I with intelligence of objects. Similarly to this, Sherman and Craig [
44] listed four elements that together form VR experience: a virtual world, immersion, sensory feedback and interactivity. While all this adds up to form VR, it is currently unclear what the most important factor is. Evans [
16] brings forward the fact that the orientation and activity of the user toward achieving immersion is also crucial. What’s more, there are also non-immersive virtual environments that are considered to be a virtual reality, especially in the field of medicine [
45]. It is also worth noting that within the field of GIS, definition of VR closely overlaps with the idea of virtual geographic environments (VGE) that were defined by Lin and Gong [
46] as ‘pertaining to the relationship between post-humans and 3-D virtual worlds’ and that are evolving.
WebXR is a technology that does not by itself bring a new type of display to the XR continuum but rather makes it possible to a deploy virtual worlds within web environments. It is the main building block of an immersive web movement, concentrated around W3C Immersive Web Community Group 1 [
47]. Currently the main standard for implementation of WebXR is the WebXR Device API 2 (XRDA) that provides the platform, independent interface and which unites both AR and VR devices around the core capabilities common to both of these display types [
28]. Therefore, it makes it possible to develop an application that will work either in VR and AR depending on the type of device that the end-user will have and it will work in most of the available platforms. And while the idea of delivering GIS VR content via internet media has already been proposed and developed before by Huang and Lin [
48,
49] recent advances are much more accessible and have a potential to become widespread standards.
1.2. XR in Urban Planning and GIS
Technologies that belong to the XR spectrum for a long time have been seen as a promising possibility in GIS and spatial planning [
50]. In his review of trends and directions of virtual reality GIS (VRGIS) Haklay [
51] identifies already a rich landscape of applications and projects relating to various attempts of merging those two domains. Haklay also points out to urban planning as the most dominant field in VRGIS which stems from the long tradition of visual scale models used as a means of communication. Despite high expectations VR failed to deliver tangible results and in the next few years no major developments were seen. Still, ideas like VGE were actively pursued as their potential for use in geography is high [
15,
48,
52]. Only in recent years, when VR technology matured enough and became popular once more—in what Evans [
16] called re-emergence of VR, the renewed interest became visible in the fields of urban planning and GIS. This coincided also with advances in AR which were seen as equally promising in urban planning [
53] but were held back even more by the lack of proper devices to deploy it on. It all changed when VR headsets such as Oculus Quest became consumer technology and smartphones became powerful enough to smoothly run AR environments. There are also more advanced devices like Hololens and Magic Leap that offer custom functionalities for more demanding environments. This all resulted in various projects in urban planning and connected disciplines like architecture [
54] and collaborative design [
55]. XR can offer to stakeholders of the planning process numerous new opportunities: access to places that are not available to visit in material space [
56], immersive multi-sensory experience that can induce emotional response in participatory exercises [
57,
58], new ways for creative interventions [
59], ability to compare existing and planned buildings in the same time and space [
60] and possibility of better visualization of elements of the urban tissue such as underground infrastructure [
61], air quality [
62], or even whole models of urban ecology [
63]. XR environments in comparison to non-immersive 3D visualisation often used in urban planning offer some advantages. The most important one is that through immersion they can provide the correct circumstances to induce the feeling of spatial presence—being in another location. This can in turn emotional engage the user, which is crucial in participatory planning and help with understanding of the changes in the urban space. For example it can be much easier for users to perceive scale in XR.
However, apart from the technology itself, there are other obstacles and limitations that stand in the way of a more widespread adoption of XR in practice. One of them is the lack of incentives to produce and maintain good quality 3D models [
64] that could form the basis for virtual representations of planning projects. Current practices are simply ‘good enough’ and there is motivation to try an unproven new approach. That being said, we think that the participatory paradigm in spatial planning is the domain that would most readily benefit from the introduction of WebXR technology. It has already been shown in multiple studies that XR can be used to foster better mutual communication between stakeholders [
65], to gather valuable insights for planners [
66], to serve as a multisensory community planning platform [
57], to improve useful engagement in the process compared to traditional methods [
67] and that it is an overall effective tool for participatory planning [
68]. And the unique characteristics of WebXR mode of XR development seems to be fitting for this particular case of application even more because of accessibility and ease of use. This is the assumption we test in the following study through the usability test and self-ethnographic process of software development.