Using Multi-Sensory and Multi-Dimensional Immersive Virtual Reality in Participatory Planning
Abstract
:1. Introduction
2. Integration of VR Technology in Participatory Planning Process
3. Context and Methodology
3.1. Study Area
3.2. Methodology and Data
4. Results and Discussion
4.1. Public Interaction Increased with Multi-Dimensional and Multi-Sensory IVR Simulations
“There were a lot of outdoor seating and dining areas... would these areas work during cold weather?”(Content question);
“Why did height and gaze of camera path change?”(Visualization question);
“How long did the visualization take to make and how many people participated in making it?”(Purpose/logistics question).
4.2. Memory Recall of Scenarios Increased with Multi-Dimensional and Multi-Sensory IVR Simulations
“I rarely visited that part of the town... the VR wasn’t place-based enough.”
“[My] map [based on IVR] was from an aerial view from the movie theater, because that was the most memorable shot for me.”
4.3. Emotional Responses to Design Proposals Increased with Multi-Dimensional and Multi-Sensory IVR Simulations
“Disappointed. I like art, but the town has way too much abstract art!”
“I found it very distracting because I thought the person next to me had strong perfume.”
“I think it was very effective ... the different smells and being able to see things in all directions was better.”
“Joyful to see open space”;
“Excited for pedestrian area”; and
“Happy at the sight of new shade trees!”
“My nose is still warm from the popcorn smell.”
“The subtle grassy scent along with lawn mower sound gave a good feeling about a well-maintained Town Center.”
“Worried … the movie theater will bring more people who need to park [cars].”
“The traffic sounds were a bit distracting”.
“There was a lot going on that I couldn’t process because of the camera panning.”
4.4. Strengths and Limitations of Multi-Dimensional and Multi-Sensory IVR Simulations
4.5. Six Takeaways for Urban Planning Practice
5. Concluding Remarks
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
References
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Focus Group 1 | Focus Group 2 | Focus Group 3 | Focus Group 4 | ||
---|---|---|---|---|---|
First Session | Second Session | ||||
2D Video of 3D Simulation (No IVR) | 3D IVR Simulation | Multi-sensory 4D IVR Simulation | 2D Video of 3D Simulation (No IVR) | Multi-sensory 4D IVR Simulation | |
(a) Public Interaction Through Comments and Questions (Section 4.1) | |||||
Number of Comments Discussed | 17 | 63 | 77 | 42 | 70 |
Number of Questions Asked | 31 | 48 | 57 | 48 | 56 |
Content Questions | 24 | 28 | 32 | 35 | 31 |
Visualization Questions | 4 | 13 | 16 | 4 | 14 |
Purpose /Logistics Questions | 3 | 7 | 9 | 9 | 11 |
(b) Memory Recall of Future Planning Scenario (Section 4.2) | |||||
Number of Design Elements Recalled | 128 | 192 | 166 | 161 | 242 |
(c) Emotional Responses to Future Planning Scenario (Section 4.3) | |||||
Number of Emotional Responses Offered | 47 | 75 | 57 | 39 | 69 |
Positive Emotions | 32 | 56 | 35 | 22 | 36 |
Negative Emotions | 15 | 19 | 22 | 17 | 33 |
Familiarity with Study Area | Moderate, 60% High, 40% | Moderate, 70% High, 30% | Low, 20% Moderate, 80% | High, 100% | |
Familiarity with VR Technology | Moderate, 100% | Moderate, 80% High, 20% | Low, 20% Moderate, 80% | Moderate, 100% |
First Session | Second Session | % Change | |
---|---|---|---|
2D Video of 3D Simulation (No IVR) | Multi-sensory 4D IVR Simulation | ||
# Comments Discussed | 42 (Total) | 70 (Total) | 67 |
Participant 1 | 5 | 8 | 60 |
Participant 2 | 4 | 8 | 100 |
Participant 3 | 7 | 13 | 86 |
Participant 4 | 9 | 12 | 33 |
Participant 5 | 2 | 7 | 250 |
Participant 6 | 3 | 4 | 33 |
Participant 7 | 3 | 4 | 33 |
Participant 8 | 1 | 3 | 200 |
Participant 9 | 2 | 6 | 200 |
Participant 10 | 6 | 5 | −17 |
# Questions Asked | 48 (Total) | 56 (Total) | 17 |
Participant 1 | 3 | 4 | 33 |
Participant 2 | 5 | 7 | 40 |
Participant 3 | 8 | 9 | 13 |
Participant 4 | 11 | 10 | −9 |
Participant 5 | 4 | 5 | 25 |
Participant 6 | 2 | 3 | 50 |
Participant 7 | 4 | 5 | 25 |
Participant 8 | 4 | 6 | 50 |
Participant 9 | 3 | 4 | 33 |
Participant 10 | 4 | 3 | −25 |
First Session | Second Session | % Change | |
---|---|---|---|
2D Video of 3D Simulation (No IVR) | Multi-sensory 4D IVR Simulation | ||
# Design Elements Recalled | 161 (Total) | 242 (Total) | 50 |
Participant 1 | 15 | 22 | 47 |
Participant 2 | 14 | 25 | 79 |
Participant 3 | 12 | 16 | 33 |
Participant 4 | 22 | 30 | 36 |
Participant 5 | 29 | 36 | 24 |
Participant 6 | 11 | 23 | 109 |
Participant 7 | 17 | 27 | 59 |
Participant 8 | 13 | 21 | 62 |
Participant 9 | 19 | 29 | 53 |
Participant 10 | 9 | 13 | 44 |
First Session | Second Session | % Change | |
---|---|---|---|
2D Video of 3D Simulation (No IVR) | Multi-sensory 4D IVR Simulation | ||
Positive Emotions | 22 (Total) | 36 (Total) | 64 |
Participant 1 | 2 | 2 | 0 |
Participant 2 | 3 | 4 | 33 |
Participant 3 | 3 | 3 | 0 |
Participant 4 | 2 | 3 | 50 |
Participant 5 | 3 | 6 | 100 |
Participant 6 | 3 | 5 | 67 |
Participant 7 | 1 | 3 | 200 |
Participant 8 | 2 | 4 | 100 |
Participant 9 | 1 | 3 | 200 |
Participant 10 | 2 | 3 | 50 |
Negative Emotions | 17 (Total) | 33 (Total) | 94 |
Participant 1 | 1 | 3 | 200 |
Participant 2 | 1 | 2 | 100 |
Participant 3 | 2 | 3 | 50 |
Participant 4 | 3 | 5 | 67 |
Participant 5 | 3 | 4 | 33 |
Participant 6 | 1 | 2 | 100 |
Participant 7 | 2 | 3 | 50 |
Participant 8 | 2 | 5 | 150 |
Participant 9 | 1 | 2 | 100 |
Participant 10 | 1 | 3 | 200 |
Category | Details | Sample Quotes |
---|---|---|
Strength | Elevated sensory experience and emotional response | “With [IVR], my buy-in as a human being is to absorb all of the sounds and smells.” “... Because I was able to walk through those areas, I was able to see things that I didn’t see in the [2D] video.” “It’s an experiential journey... a vision slowly unfolding in front of you is exciting to watch rather than a typical presentation.” |
Better understanding of scale and navigability of design proposals | “[IVR] gave me a more accurate version of place and space.” “With [IVR], I was more aware of building locations and scale.” | |
Limitations | Motion sickness and discomfort due to IVR technology | “The tempo, awkward camera angles, elevation changes and quick unrealistic turns got me a little dizzy, nauseous.” “It made me feel uncomfortable, like I was running into the things that were solid.” |
Low buy-in due to visual and sensory design flaws | “The big distraction was the people with same cadence and similar expressions.” “The sound was disturbing and unnatural... It was like one sound clip, then another with higher volume, then an overpowering popcorn scent at the end.” | |
Increased time and budget for public participation | “Many towns won’t be able to do [IVR] as they can’t afford the technology.” |
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Meenar, M.; Kitson, J. Using Multi-Sensory and Multi-Dimensional Immersive Virtual Reality in Participatory Planning. Urban Sci. 2020, 4, 34. https://doi.org/10.3390/urbansci4030034
Meenar M, Kitson J. Using Multi-Sensory and Multi-Dimensional Immersive Virtual Reality in Participatory Planning. Urban Science. 2020; 4(3):34. https://doi.org/10.3390/urbansci4030034
Chicago/Turabian StyleMeenar, Mahbubur, and Jennifer Kitson. 2020. "Using Multi-Sensory and Multi-Dimensional Immersive Virtual Reality in Participatory Planning" Urban Science 4, no. 3: 34. https://doi.org/10.3390/urbansci4030034