VR Versus IRL Walking: Equivalencies and Discrepancies Between Walking Through a Downtown District in Virtual Reality and in Real Life

IF 3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY
Amanda N. Spitzer, Katrina Oselinsky, Brendan Kelley, David Rojas-Rueda, Sara B. LoTemplio, Dan J. Graham
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Abstract

Background: Virtual reality (VR) is a potential solution to the lack of causal evidence regarding how changing the physical environment can increase walking. For VR to be employed in walkability research, the degree to which walking in VR mimics the real world (RW) must be quantified.

Methods: In a preregistered study, 39 participants walked in a historic RW district and in a VR replica. In both environments, participants completed “errands” by either walking to specific locations (e.g., a bank) or choosing an alternate transportation option representing driving.

Results: Accounting for preregistered controls, walking duration differed along a session-number-by-condition (VR/RW) interaction; however, when stratified by condition order, participants walked for a comparable duration in VR and the RW. Generally, participants enjoyed physical activity (PA) less and were more likely to choose the driving option in VR than the RW, although their self-reported walking motivation was equivalent. Concerning intensity, average heart rate (HR) and moderate-to-vigorous physical activity (MVPA) duration based on HR were equivalent across conditions, while light PA duration (based on HR) and MVPA duration based on accelerometry were lower in VR. Lastly, certain psychosocial judgments of the VR and RW environments (e.g., mood) were similar, while others differed (e.g., spaciousness).

Discussion: Although participants walked similar durations in VR and the RW, transportation decisions differed, perhaps due to less intense walking in VR, leading to a shortage of time to complete the “errands.” Individuals tend to walk more slowly and cautiously in VR, meaning participants may have chosen the quicker alternative (“driving”) out of necessity rather than out of a desire to stop walking. The current study concerned a highly walkable, homogeneous environment; further research should investigate the comparability of VR and RW walking in diverse locations. This research has important implications for using VR in urban planning and city decision-making.

Abstract Image

虚拟现实与现实生活中的步行:在虚拟现实和现实生活中步行穿过市中心的等价物和差异
背景:虚拟现实(VR)是一个潜在的解决方案,缺乏因果证据,关于如何改变物理环境可以增加步行。为了将虚拟现实技术应用于步行性研究,必须量化虚拟现实中行走对现实世界的模拟程度。方法:在一项预先登记的研究中,39名参与者在历史悠久的RW区和VR复制品中行走。在这两种环境中,参与者通过步行到特定地点(如银行)或选择代表驾驶的替代交通方式来完成“差事”。结果:考虑到预注册的对照组,行走时间在会话数量-条件(VR/RW)交互作用中存在差异;然而,当按条件顺序分层时,参与者在VR和RW中行走的持续时间相当。一般来说,与RW相比,参与者更少享受体育活动(PA),更有可能选择VR中的驾驶选项,尽管他们自我报告的步行动机是相同的。在强度方面,基于HR的平均心率(HR)和中高强度体力活动(MVPA)持续时间在不同条件下是相等的,而基于HR的轻体力活动持续时间和基于加速度计的MVPA持续时间在VR中较低。最后,VR和RW环境的某些社会心理判断(如情绪)是相似的,而另一些则不同(如空间)。讨论:虽然参与者在VR和RW中行走的时间相似,但交通决策不同,可能是由于在VR中行走的强度较小,导致完成“差事”的时间短缺。在虚拟现实中,人们往往走得更慢、更小心,这意味着参与者可能是出于必要而不是出于停止行走的愿望而选择了更快的选择(“开车”)。目前的研究涉及一个高度适宜步行的同质环境;进一步的研究应该调查VR和RW在不同地点行走的可比性。该研究对虚拟现实技术在城市规划和城市决策中的应用具有重要意义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Human Behavior and Emerging Technologies
Human Behavior and Emerging Technologies Social Sciences-Social Sciences (all)
CiteScore
17.20
自引率
8.70%
发文量
73
期刊介绍: Human Behavior and Emerging Technologies is an interdisciplinary journal dedicated to publishing high-impact research that enhances understanding of the complex interactions between diverse human behavior and emerging digital technologies.
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