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    <title language="eng">BikeVR : a virtual reality bicycle simulator towards sustainable urban space and traffic planning</title>
    <abstract language="eng">While becoming more and more aware of the ongoing climate change, eco-friendly means of transport for all citizens are moving further into focus. In order to be able to implement specific measures, it is necessary to better understand and emphasize sustainable transportation like walking and cycling through focused research. When developing novel traffic concepts and urban spaces for non-motorized traffic participants like bicycles and pedestrians, traffic and urban planning must be focused on their needs. To provide rare qualitative factors (such as stress, the perception of time and attractiveness of the environment) in this context, we present an audiovisual VR bicycle simulator which allows the user to cycle through a virtual urban environment by physically pedaling and also steering. Virtual Reality (VR) is a suitable tool in this context, as study participants find identical and almost freely definable (virtual) urban spaces with adjustable traffic scenarios. Our preliminary prototype proved to be promising and will be further optimized and evaluated.</abstract>
    <parentTitle language="deu">Proceedings of Mensch und Computer 2020</parentTitle>
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    <licence>Keine Lizenz - Deutsches Urheberrecht gilt</licence>
    <author>Daniela Ullmann</author>
    <author>Julian Kreimeier</author>
    <author>Timo Götzelmann</author>
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    <title language="eng">Initial Evaluation of Different Types of Virtual Reality Locomotion Towards a Pedestrian Simulator for Urban and Transportation Planning</title>
    <abstract language="eng">The simulation of human behaviour in today's travel demand models is usually based on the assumption of a rational behaviour of its participants. Since travel demand models have been applied in particular for motorized traffic, only little is known about the influence of variables that affect both the choice of trip destination and the route decision in pedestrian and cycling models. In order to create urban spaces that encourage cycling and walking, we propose a VR (Virtual Reality) pedestrian simulator which involves walk-in-place locomotion. Thus, identical conditions are obtained for all subjects which is not feasible in real world field research with naturally varying environmental influences. As a first step, our qualitative and quantitative user study revealed that walking in a VR treadmill felt safest and most intuitive, although walking in it took in return more energy than walking-in-place with VR trackers only.</abstract>
    <parentTitle language="eng">Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems</parentTitle>
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    <author>Julian Kreimeier</author>
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    <title language="eng">Tabletop virtual haptics</title>
    <abstract language="eng">When thinking of Virtual Reality (VR), most people think of stunning audio-visual environments in the context of entertainment. However, VR can also provide haptic information, e.g., to convey spatial information to blind and visually impaired people. In this context of accessibility they might be able to explore independently and self-determined tactile graphics, e.g., the structure of unknown real places prior to visiting them. Thus, we propose and evaluate tabletop virtual objects that can be felt by nowadays commercially available VR components, instead of exploring physical models (e.g., 3D printed maps) with the bare hand. These can be easily placed on an empty table, giving the blind user faster and more independent access to tactile information than with real physical representations. Our comprehensive pilot user study shows that it is possible to recognize floor plans and simple geometric shapes in this context. Also, the insights gained with regard to the suitability for practical application in this context point out the way to eased access to spatial (virtual) information using off-the-shelf components which can significantly support blind and visually impaired users' autonomy.</abstract>
    <parentTitle language="eng">Proceedings of the 13th ACM International Conference on PErvasive Technologies Related to Assistive Environments</parentTitle>
    <subTitle language="eng">feasibility study for the exploration of 2.5D virtual objects by blind and visually impaired with consumer data gloves</subTitle>
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    <author>Julian Kreimeier</author>
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    <title language="eng">BlindWalkVR</title>
    <abstract language="deu">Virtual Reality (VR) promises expanded access to spatial information, especially for blind and visually impaired people. Through haptic and acoustic feedback, real world's limitations like the risk of injury or the necessity of a sighted safety assistant can be circumvented. However, the best possible profit of this technology requires interactive locomotion in large virtual environments to overcome real world space limitations. Thus, we present formative insights of blind people's egocentric VR locomotion by comparing four different implementations (i.e., two VR treadmills, trackers on the ankles or joystick based locomotion) in a qualitative and quantitative user study with seven blind and visually impaired participants. Our results reveal novel insights on characteristics of each implementation in terms of usability and practicability and also provide recommendations for further work in this field with the target user group in sight.</abstract>
    <parentTitle language="eng">Proceedings of the 13th ACM International Conference on PErvasive Technologies Related to Assistive Environments</parentTitle>
    <subTitle language="eng">formative insights into blind and visually impaired people's VR locomotion using commercially available approaches</subTitle>
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    <title language="eng">BlindScanLine</title>
    <abstract language="deu">Sonification is a promising way for blind and visually impaired people to capture and process information purely auditory, e.g., by mapping distance metrics on sound characteristics. To optimally use the users' sensory bandwidth and cognitive load a sequential scanning at multiple azimuth angles instead of only one measuring point straight ahead could be a suitable option. Thus, we present a preliminary cross-platform implementation and evaluation of such a sequential 'line-scanning sonification' using off-the-shelf components while comparing frequency (FM) and amplitude modulation (AM). In our user study with blindfolded and visually impaired participants, users gained a more accurate mental model in significantly shorter time by means of FM compared to AM and the HoloLens' usability was rated better than our LIDAR prototype's. These initial findings show possibilities for further improvement, so that similar approaches could be used more and better in blind and visually impaired peoples' everyday life.</abstract>
    <parentTitle language="eng">Proceedings of the 13th ACM International Conference on PErvasive Technologies Related to Assistive Environments</parentTitle>
    <subTitle language="eng">preliminary implementation and evaluation of a cross-platform line scanning sonification approach using frequency and amplitude modulation</subTitle>
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    <title language="eng">Two Decades of Touchable and Walkable Virtual Reality for Blind and Visually Impaired People: A High-Level Taxonomy</title>
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    <title language="eng">Towards the inclusion of wheelchair users in smart city planning through virtual reality simulation</title>
    <abstract language="eng">The planning of Smart Cities is a complex task. In particular, accessibility rules based on legal regulations but also on empirical values must be observed. However, it is difficult to determine in advance the exact needs of people with disabilities for concrete planning. Previous approaches mainly aimed at existing urban environments. Ideally, citizens should be directly involved in the planning process of buildings and urban environments. For existing urban environments, crowdsourcing approaches exist to obtain suggestions for improvement from citizens. We present a novel approach for the direct integration of wheelchair users in the urban environments to be planned (participatory urban development) in virtual reality. We present an easy-to-reproduce simulator that allows wheelchair users to directly explore the planned buildings and urban environments in a virtual, spatial environment. This means that these 3D models can be commented already in the planning phase and provide valuable information about accessibility.</abstract>
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    <title language="eng">Participation of elderly people in smart city planning by means of virtual reality</title>
    <abstract language="eng">Urbanisation is progressing, the population in many countries has a growing proportion of old people. This must be taken into account when transforming urban environments into Smart Cities. On the one hand, general accessibility rules must be taken into account in the planning of buildings and urban environments. However, an essential requirement for transformation is the participation of citizens, i.e., concrete suggestions for improvement from citizen should be taken into account. Elderly people are a valuable source of information for improvements. Instead of simply involving them in the modification of existing facilities, our approach suggests that they should be included in the planning process. However, abstract plans and questionnaires allow only limited insights for ordinary citizen. Therefore, our approach aims at providing a suitable interface to interactively walk through and annotate virtual reality plans for buildings and city districts. We present a working prototype for elderly people based on 3D consumer hardware appropriate form of locomotion with which they can explore and annotate urban planning according to their individual needs.</abstract>
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    <title language="eng">Optimization of navigation considerations of people with visual impairments through ambient intelligence</title>
    <abstract language="eng">As urbanization progresses, cities are becoming increasingly complex. To make this complexity advantageous, Smart Cities integrate intelligent sensors that communicate with each other and are invisible to citizens, so that they can offer additional services. Despite the fact that the inclusion of diverse citizens is an essential requirement of Smart Cities, Ambient Intelligence is often not considered under accessibility aspects.&#13;
The central question in this context is how disadvantaged groups in particular can benefit from Smart Cities. It is extremely important for people with disabilities to be able to move autonomously in public spaces. For this purpose, however, people who are blind sometimes need to be able to ask other people for directions. Knowing whether people are present can be important information. In our exemplary case study, Ambient Intelligence is used for people with visual impairments, so that they can decide whether they want to go to this or an alternative place based on the information about the density of people in a place.</abstract>
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