Abstract

Recent approaches in the research on walkable environments and wellbeing go beyond correlational analysis to consider the specific characteristics of individuals and their interaction with the immediate environment. Accordingly, a need has been accentuated for new human-centered methods to improve our understanding of the mechanisms underlying environmental effects on walking and consequently on wellbeing. Immersive virtual environments (IVEs) were suggested as a potential method that can advance this type of research as they offer a unique combination between controlled experimental environments that allow drawing causal conclusions and a high level of environmental realism that supports ecological validity. The current study pilot tested a walking simulator with additional sensor technologies, including biosensors, eye tracking and gait sensors. Results found IVEs to facilitate extremely high tempo-spatial-resolution measurement of physical walking parameters (e.g., speed, number of gaits) along with walking experience and wellbeing (e.g., electrodermal activity, heartrate). This level of resolution is useful in linking specific environmental stimuli to the psychophysiological and behavioral reactions, which cannot be obtained in real-world and self-report research designs. A set of guidelines for implementing IVE technology for research is suggested in order to standardize its use and allow new researchers to engage with this emerging field of research.

Highlights

  • The beneficial outcomes of walking activity have been increasingly affirmed during the last two decades [1,2,3]

  • While a comprehensive review of these techniques is beyond the scope of the article, we briefly introduce the main types of data that can be recorded in Immersive virtual environments (IVEs)

  • Each result is discussed in its relevant methodological context while focusing on the implications of the data collection technique on studying walking, walkability and wellbeing in IVEs

Read more

Summary

Introduction

The beneficial outcomes of walking activity have been increasingly affirmed during the last two decades [1,2,3]. Sustainable and just activity and having a positive impact on urban living, walking coincides with recent public policy trends that endeavor to promote wellbeing [1,19]. In this regard, walking has been associated both with “eudemonic” aspects of wellbeing, as a result of its effect on the maximization of one’s virtue, autonomy, and social interactions, and “hedonic” aspects of increasing pleasure as a result of the positive feelings and affects associated with it [20].

Methods
Results
Conclusion
Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call