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Using virtual reality to enhance mobility, safety, and equity for persons with vision loss in urban environments

F. S. Ricci, C. K. Ukegbu, A. Krassner, S. Hazarika, J. White, M. Porfiri, J. R. Rizzo

TL;DR

The study demonstrates the effectiveness of VR as an experiential learning platform, fostering empathy and a long-term commitment to integrating VL considerations into urban design and highlights the transformative potential of VR in advancing equity and accessibility in urban environments.

Abstract

This study explores the use of virtual reality (VR) as an innovative tool to enhance awareness, acceptance, and understanding of accessibility for persons with vision loss (VL). Through a VR-based workshop developed in collaboration with New York City's Department Of Transportation, participants experienced immersive simulations of VL and and related immersive mobility challenges. The methodology included pre- and post-intervention questionnaires, assessing changes in participants' knowledge, confidence, and perception. Participants included urban planners, designers, and architects. Results showed a significant increase in awareness of VL-related challenges that affect design guidelines, as well as improved confidence in addressing such challenges. Participants also expressed strong support for VR as a pedagogical tool, noting its potential for reshaping professional practices, improving capacity building, and enhancing inclusive design. The study demonstrates the effectiveness of VR as an experiential learning platform, fostering empathy and a long-term commitment to integrating VL considerations into urban design. These findings highlight the transformative potential of VR in advancing equity and accessibility in urban environments.

Using virtual reality to enhance mobility, safety, and equity for persons with vision loss in urban environments

TL;DR

The study demonstrates the effectiveness of VR as an experiential learning platform, fostering empathy and a long-term commitment to integrating VL considerations into urban design and highlights the transformative potential of VR in advancing equity and accessibility in urban environments.

Abstract

This study explores the use of virtual reality (VR) as an innovative tool to enhance awareness, acceptance, and understanding of accessibility for persons with vision loss (VL). Through a VR-based workshop developed in collaboration with New York City's Department Of Transportation, participants experienced immersive simulations of VL and and related immersive mobility challenges. The methodology included pre- and post-intervention questionnaires, assessing changes in participants' knowledge, confidence, and perception. Participants included urban planners, designers, and architects. Results showed a significant increase in awareness of VL-related challenges that affect design guidelines, as well as improved confidence in addressing such challenges. Participants also expressed strong support for VR as a pedagogical tool, noting its potential for reshaping professional practices, improving capacity building, and enhancing inclusive design. The study demonstrates the effectiveness of VR as an experiential learning platform, fostering empathy and a long-term commitment to integrating VL considerations into urban design. These findings highlight the transformative potential of VR in advancing equity and accessibility in urban environments.

Paper Structure

This paper contains 15 sections, 6 figures, 2 tables.

Figures (6)

  • Figure 1: Examples of obstacles included in the virtual urban scenario: (a) traffic cones, trash, and bollards, (b) construction site, and (c) crowd control barriers and benches .
  • Figure 2: Examples of animations included in the virtual urban scenario: (a) car traffic, (b) cyclists, and (c) characters.
  • Figure 3: Example of audio cue included in the virtual urban scenario: animated characters sitting on a bench.
  • Figure 4: Examples of simulated visual disabilities at severe stage: (a) age-related macular degeneration, (b) diabetic retinopathy, and (c) glaucoma.
  • Figure 5: Set-up of the workshop: (a) project introduction and (b) VR headsets and PCs prepared for participant use
  • ...and 1 more figures