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1.
Heliyon ; 9(3): e14275, 2023 Mar.
Article in English | MEDLINE | ID: mdl-36938424

ABSTRACT

Agent-based evacuation modeling represents an effective tool for making predictions about evacuation aspects of buildings such as evacuation times, congestions, and maximum safe building capacity. Collection of real behavioral data for calibrating agent-based evacuation models is time-consuming, costly, and completely impossible in the case of buildings in the design phase, where predictions about evacuation behavior are especially needed. In recent years evacuation experiments conducted in virtual reality (VR) have been frequently proposed in the literature as an effective tool for collecting data about human behavior. However, empirical studies which would assess validity of VR-based data for such purposes are still rare and considerably lacking in the agent-based evacuation modeling domain. This study explores opportunities that the VR behavioral data may bring for refining outputs of agent evacuation models. To this end, this study employed multiple input settings of agent-based evacuation models (ABEMs), including those based on the data gathered from the VR evacuation experiment that mapped out evacuation behaviors of individuals within the building. Calibration and evaluation of models was based on empirical data gathered from an original evacuation exercise conducted in a real building (N = 35) and its virtual twin (N = 38). This study found that the resulting predictions of single agent models using data collected in the VR environment after proposed corrections have the potential to better predict real-world evacuation behavior while offering desirable variance in the data outputs necessary for practical applications.

2.
Sci Rep ; 13(1): 2970, 2023 02 20.
Article in English | MEDLINE | ID: mdl-36804996

ABSTRACT

The building design is a crucial factor that can be actively adjusted and optimized to prevent human and property threats in emergency scenarios. Previous research suggests that specific building layouts may significantly influence human behaviour during evacuation. However, detailed empirical data about human behaviour in various types of buildings with different layouts are still missing and only marginal recommendations from this field are reflected in actual construction practice. In this study, desktop VR technologies were employed to study human decision-making in problematic T-intersections in the context of an emergency evacuation. More specifically, we studied fundamental attributes of buildings such as the width and length of the corridors and the presence of stairs to explore how they influence the choice of the evacuation route. The space-syntax isovist method was used to describe spatial parameters of corridors, which makes the results applicable to all buildings. Behavioural data from 208 respondents were analysed using multilevel regression models. Our results support previous claims concerning the importance of specific spatial layouts of evacuation corridors because respondents systematically chose wider and shorter corridors with visible staircases as the preferred evacuation route. The present findings further promote the ongoing discussion on the design of marked evacuation routes and building design that takes human factors into consideration.


Subject(s)
Built Environment , Locomotion , Humans , Building Codes , Decision Making
3.
PLoS One ; 15(5): e0233353, 2020.
Article in English | MEDLINE | ID: mdl-32437375

ABSTRACT

The use of 3D visualization technologies has increased rapidly in many applied fields, including geovisualization, and has been researched from many different perspectives. However, the findings for the benefits of 3D visualization, especially in stereoscopic 3D forms, remain inconclusive and disputed. Stereoscopic "real" 3D visualization was proposed as encouraging the visual perception of shapes and volume of displayed content yet criticised as problematic and limited in a number of ways, particularly in visual discomfort and increased response time in tasks. In order to assess the potential of real 3D visualization for geo-applications, 91 participants were engaged in this study to work with digital terrain models in different 3D settings. The researchers examined the effectivity of stereoscopic real 3D visualization compared to monoscopic 3D (or pseudo 3D) visualization under static and interactive conditions and applied three tasks with experimental stimuli representing different geo-related phenomena, i.e. objects in the terrain, flat areas marked in the terrain and terrain elevation profiles. The authors explored the significant effects of real 3D visualization and interactivity factors in terms of response time and correctness. Researchers observed that the option to interact (t = -10.849, p < 0.001) with a virtual terrain and its depiction with real 3D visualization (t = 4.64, p < 0.001) extended the participants' response times. Counterintuitively, the data demonstrated that the static condition increased response correctness (z = 5.38, p < 0.001). Regarding detailed analysis of data, an interactivity factor was proposed as a potential substitute for real 3D visualization in 3D geographical tasks.


Subject(s)
Geographic Mapping , Geography/methods , Imaging, Three-Dimensional/methods , Adult , Computer Graphics , Female , Geography/statistics & numerical data , Humans , Imaging, Three-Dimensional/statistics & numerical data , Linear Models , Male , Middle Aged , Reaction Time , Visual Perception , Young Adult
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