Abstract

This paper discusses the necessary features for a QTVR (cylinder-VR) based simulation system to study a citizen's behavior of finding their way to particular points, as well as observations found in the case studies that used several prototypes developed as a step in the studies. The authors tested prototype systems developed for a downtown shopping area of Kumamoto City, and observed answers to questionnaires in which 30 students who are familiar with the site compared the three prototypes. After observing cognitive maps sketched by nine strangers to the site, and after virtual walks with one of those prototypes: prototype-III, the authors concluded that it could provide a necessary level of visual representation and system operations as a tool for simulating citizens' travel behaviors.

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