Evaluation of Universal Accessible Housing (UAH) Design Using Virtual Reality: A Focus on Circulation Areas
Abstract
:1. Introduction
1.1. Disability and Accessible Housing
1.2. Virtual Reality to Support the Design of Accessible Housing
1.3. Gaps and Research Objectives
- Lack of standardized and user-centric methodologies: Existing approaches predominantly address minimum regulatory requirements without sufficiently integrating user experience and real-life functional needs, resulting in solutions that frequently fall short in practical contexts.
- Limited customization in accessibility assessments: Current regulatory frameworks typically adopt generalized criteria, inadequately accounting for the diversity of individual capabilities, preferences, and daily challenges faced by people with disabilities. This approach often compromises the actual usability and effectiveness of designed spaces.
- Insufficient validation of emerging technologies (VR and BIM) for pre-construction evaluation: While virtual reality and its integration with Building Information Modeling (BIM) have recognized potential, there remains a notable shortage of rigorous, validated methodologies explicitly focused on evaluating housing accessibility during the design stage, particularly concerning diverse disability types and realistic daily-life scenarios.
2. Research Methodology
3. Proposed Workflow for the Tool Design
- Stage 1—Type of Housing and Parameters of Interest. This stage serves as the starting point of the process. The type of housing to be used is defined, along with the specific areas to be evaluated, focusing on interior access and circulation spaces. A set of parameters aimed at ensuring accessibility in these areas is identified, which must be analyzed based on current regulations and ergonomic criteria. This analysis considers the maneuvers a wheelchair user can perform within the home, as well as the everyday situations they may encounter in their daily life.
- Stage 2—Creation of the Immersive Environment. In this phase, the process begins with a BIM model (multi-parameter 3D model) of a previously designed accessible home. This model is exported in .FBX format for integration into the virtual reality development engine, Unreal Engine. Once integrated, the environment is enriched with complementary elements to enhance realism, such as neighboring houses, sky, vegetation, lighting, and everyday objects like switches and doors. This environmental design aims to increase user immersion by adapting the virtual setting to an urban or rural context, depending on the housing location.
- Stage 3—Design of Controls, Movements, and Collisions. This stage involves the design of the user’s movement and interaction logic within the virtual environment. The experience begins with the user seated in a virtual wheelchair, with leg movements disabled to maintain consistency with the represented avatar. No visible virtual character is included to avoid the perception of “another”; instead, only synthetic hands are used, positioned where the VR headset controllers are gripped. A conceptual interaction model (hands, wheelchair, and camera) is defined, establishing possible movements guided by the wheelchair, which acts as the pivot for first-person navigation. The virtual wheelchair’s dimensions were modeled to approximate standard adult manual wheelchair sizes, referencing common anthropometric data and the maneuvering space requirements (e.g., an approximate width of 70 cm and a length ensuring a 1.5 m turning diameter). While a formal kinematic calibration against a specific real wheelchair model was outside the scope of this study’s initial development phase, the movement dynamics (forward, backward, and rotation speed via joystick control) were iteratively adjusted during pilot testing to ensure intuitive control and representative maneuverability for basic navigation tasks. The fact that participants were seated in a physical wheelchair during the VR experience also aimed to enhance the perceived authenticity of the interaction.
- Stage 4—Physical Properties and Immersive Interactions. At this stage, the physical properties of the virtual environment and the key interactions for evaluation are defined. Collider Collision detection was managed using Unreal Engine’s built-in physics engine and standard collider components attached to the virtual wheelchair and relevant environmental elements. The engine’s capability to detect geometric intersections between these colliders is a core and generally reliable function for identifying contact events. Our implementation focused on registering these detected collision events for data collection. The specific response to a collision (e.g., stopping movement, audio feedback) was then programmed based on these detected events. The user’s movement is controlled via the VR headset joysticks: the left joystick moves the user forward and backward, while the right joystick controls wheelchair rotation. The main camera is adjusted to eye level to maximize immersion. Additionally, prefabricated camera movement and synthetic hand motion are incorporated, both responding to the real position of the controllers. Users can interact with elements such as doors (which open 90° using animations triggered by the synthetic hands) and light switches, all programmed through Blueprints. These virtual actions enhance realism and enable functional evaluation of access and circulation areas under controlled conditions.
- Stage 5—Evaluation Method for Access and Circulation Areas in UAH. Finally, with all elements integrated (movements, collisions, and interactions), an evaluation system is established to guide users through the environment naturally and intuitively. During the experience, key data are collected, including the number of collisions between the wheelchair and environmental elements, time spent in specific areas (measured in three-second intervals), and interactions with virtual objects. These data are automatically recorded by Unreal Engine at the end of the experience, generating a report used to construct heat maps from the floor plan view. These maps reveal areas with the highest levels of interaction and permanence, as well as critical collision points. The information obtained forms the basis for evaluating the accessibility parameters defined in this study and for proposing design adjustments that better respond to users’ real needs.
4. Design, Development, and Implementation
4.1. Parameterization, Analysis, and Ergonomics for the Rirtual Reality Experience
4.2. BIM Model Export and Scenario Definition for VR Experience
4.3. Identification of Circulation Area Parameters in Universally Accessible Housing (UAH)
- Independent: These parameters are typically defined by a minimum regulatory value. While their specific dimensions are not primarily dictated by interaction with other particular architectural elements for their definition, they permit design flexibility (e.g., a ‘Bed aisle width’ is regulated with a minimum of 0.6 m but can be designed wider depending on the available space and design intent).
- Independent, Fixed: These parameters are characterized by precise, unalterable dimensions or a specific set of dimensions mandated by the regulation for that named parameter. These values must be met as stated and are not typically subject to design variation. For instance, the ‘Free maneuvering space’ consistently requires a 1.5 m diameter clear of obstacles, and the ‘Clear height’ beneath designated elements is fixed at 0.7 m by the regulation.
4.4. Maneuvering and Mobility System
4.5. Proposed Zones and Scenarios for the VR Experience
- Turning and counter-turning maneuvers performed with the wheelchair must meet minimum rotation radius requirements, specifically a clear diameter of 1.5 m and a free area of 1.5 × 1.5 m.
- Each interior area of the home must have a clear circulation width.
- Specific furniture must have a minimum clear height of 0.7 m.
- Lever-type or recessed locks must be used for doors.
- According to regulations, doors must open inward, except for the bathroom door, which opens outward.
- Maneuvering zones must allow for a full 360° turn for a person in a wheelchair.
4.6. Setup Levels
4.7. Setup and Technical Specifications of the Equipment
4.8. Pairing Virtual Reality Headsets and Controllers
4.9. Functioning of Code Boxes (Blueprints)
5. Testing, Results, and Analysis
5.1. Expert Panel
5.2. Evaluation Approach and Instruments for the Case Study
5.3. Analysis and Results
6. Discussion
6.1. Reflections on the Use of the VR Tool
6.2. VR as a Tool to Evaluate Universally Accessible Housing
- Realism of Experience: The VR environment achieved a generally effective visual representation of the housing model. However, developing precise interactions and animations requires considerable time and effort. Lighting and material choices were also found to be critical—both factors directly impact the sense of immersion. Poor material choices can flatten the perceived realism of the environment.
- Wheelchair Maneuverability: The VR-based wheelchair simulation provided realistic movement and interaction, in part thanks to using a physical wheelchair during testing. Nevertheless, the lack of deformable objects in the virtual world limits collision realism. Enhancing this with motion sensors to synchronize virtual and real wheelchair movement could significantly boost immersion and fidelity.
- Collision Detection and Parameter Evaluation: Although Unreal Engine easily registers collisions, the current system allows the virtual wheelchair to keep moving after impact instead of stopping—reducing realism. Also, objects do not deform upon collision, which would improve feedback and realism. Introducing controller vibration during contact and improving physical feedback would further enhance the experience. Despite these issues, the tool remains functional for data collection.
- Data Collection Performance: The VR tool successfully captured the intended parameters, such as collision counts and user dwell time in different spaces. However, collecting these data is labor-intensive, requiring each interactive object to be tagged individually. Improving automation would streamline future evaluations.
6.3. Practical Applications
6.4. Adaptability of the Proposed VR-Based Evaluation Tool to International Standards
6.5. Limitations
7. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
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Area and Zone No. | Parametrization | Minimum Value | Analysis and Ergonomics |
---|---|---|---|
1. Master Bedroom | Bed aisle width | 0.6 | Independent |
Free maneuvering space | 1.5 | Independent, Fixed | |
Clear width | 1.5 | Independent | |
Aisle width | 0.9 | Independent | |
2. Bathroom | Clear height | 0.7 | Independent, Fixed |
Transfer area | 0.8 × 1.2 | Independent | |
Free maneuvering space | 1.5 | Independent, Fixed | |
3. Living–Dining Room | Clear height | 0.7 | Independent, Fixed |
Circulation width | 0.8 | Independent | |
Free maneuvering space | 1.5 | Independent, Fixed | |
4. Kitchen | Free maneuvering space | 1.5 | Independent, Fixed |
Clear width | 0.9 | Independent | |
5. Circulation Hallway | Free maneuvering space | 1.5 | Independent, Fixed |
Circulation width | 0.95 | Independent | |
6. Small Bedroom | Free maneuvering space | 1.5 | Independent, Fixed |
Aisle width | 0.9 | Independent | |
7. Secondary Bedroom | Bed aisle width | 0.9 | Independent |
Free maneuvering space | 1.5 | Independent, Fixed |
Components | Minimum | Minimum Recommended | Used |
---|---|---|---|
GPU | NVIDIA GTX 1070 | NVIDIA GeForce RTX 3080 | NVIDIA GeForce GTX 1650 Ti |
CPU | Intel i7-6700 | Intel i7-11800 | Intel i5-10300H |
RAM | 16 GB | 32 GB | 16 GB |
Video Output | HDMI 1.3 | HDMI 1.3 | HDMI 1.3 |
USB | USB 3.0 | USB 3.0 | USB 3.0 |
Operating System | Windows 8 64 bits | Windows 11 64 bits | Windows 10 64 bits |
VR Headset | Meta Quest 2 | Meta Quest 2/3 | Meta Quest 2 |
Profession (Degree) | Occupation | Field of Work | Years of Experience |
---|---|---|---|
Special Education Teacher, PhD | Professor and Researcher | University Education, Care, and Disability | >20 |
Special Education Teacher, PhD | Professor and Researcher | University Education, Care, and Disability | >20 |
Architect, MSc | Professor and Researcher | UX/UI Developer, Virtual Reality, and Disability | >20 |
Civil Engineer, PhD | Professor and Researcher | University Education, Virtual Reality | >5 |
Civil Engineer, PhD(c) | Professor and Researcher | University Education, Virtual Reality | >5 |
Questionnaire | What It Evaluates | with Respect to | ||
---|---|---|---|---|
Environment | Movement | Interactions | ||
Evaluation of UAH Parameters | Accessibility | Visual guides | Wheelchair | Outlets |
Collisions | Light switches | |||
Turns | Bathroom/Kitchen faucets | |||
Simulation Evaluation | Realism | Visual aspects | Wheelchair | Household items |
Sound aspects | Collisions | Furniture | ||
VR Tool Evaluation | User experience | Visual guides | Controls | - |
Camera |
Questions | Answers | |
---|---|---|
1 | How much were you able to control the maneuverability of the wheelchair when interacting with objects? | (1) None; (2) Little; (3) Moderate; (4) Quite a lot; (5) A lot |
2 | How much were you able to control the maneuverability of the wheelchair when moving? | |
3 | Regarding maneuverability, does it allow the person to position themselves correctly when interacting with the different devices? Example: Entering the restroom and making turns to position themselves in the transfer area. | (1) Strongly Disagree; (2) Disagree; (3) Neither Agree nor Disagree; (4) Agree; (5) Strongly Agree |
4 | Do you consider that the person can perform actions and interact with objects without the need to perform full maneuvers (understood as full maneuvers such as 180°, 360° and reverse turns)? | |
5 | Interactions with switches and sockets: Do you consider them to be adequate for the evaluation of the accessibility of the housing? | |
6 | Interactions with bathroom and kitchen faucets: Do you consider them to be adequate for the evaluation of the accessibility of the housing? | |
7 | Do you consider that the visual guides are clear and help to understand what to do within the simulation (where to go, how to interact), thinking about a person with a disability? | |
8 | Do you consider the housing in the simulation to be affordable? |
Questions | Answers | |
---|---|---|
1 | In general, do you consider that the simulation would represent a real situation in which a person with a physical disability could perform an activity of daily living? | (1) Strongly Disagree; (2) Disagree; (3) Neither Agree nor Disagree; (4) Agree; (5) Strongly Agree |
2 | Do you consider that the simulation succeeds in representing the conditions of a physically disabled person in a wheelchair? | |
3 | The movements correspond to the character and the chair: do you consider that they achieve real movements and in real time, thinking of a person with a physical disability? | |
4 | Do you consider that crashes or collisions manage to recreate real crashes with a person with physical disabilities in mind? | |
5 | Are the interactions with switches and sockets realistic with a person with a physical disability in mind? | |
6 | Are the interactions with bathroom and kitchen keys realistic with a person with a physical disability in mind? | |
7 | Are interactions with artifacts and furniture realistic with a person with a physical disability in mind? | |
8 | Regarding the visual aspects, how immersive were they within the simulation? | (1) None; (2) A little; (3) Moderate; (4) Quite a lot; (5) A lot |
9 | How much do you think visual aspects affect immersion for a person with a physical disability? | |
10 | Regarding the sound aspects, how immersive were they within the simulation? | |
11 | How much do you think the sound aspects affect immersion for a person with a physical disability? |
Questions | Answers | |
---|---|---|
1 | Do you consider that the visual guides are clear and help you understand what to do within the simulation (where to go, how to interact)? | (1) Strongly Disagree; (2) Disagree; (3) Neither Agree nor Disagree; (4) Agree; (5) Strongly Agree |
2 | Do you consider that the camera movements were in accordance with the movement when you turned your head in reality? | |
3 | Do you consider that camera movements could have an impact on a person with a physical disability? | |
4 | How difficult do you think it would be for a person with a physical disability to use the control devices (VR controllers) to move within the virtual reality environment? | (1) None; (2) A little; (3) Moderate; (4) Quite a lot; (5) A lot |
5 | How difficult do you think it is to learn movement within the simulation? |
Symptoms | Answers | |
---|---|---|
1 | Nausea | (1) No malaise; (2) Mild; (3) Moderate; (4) Severe; (5) Heavy |
2 | Sweating | |
3 | Dizziness | |
4 | Headache | |
5 | Eye fatigue | |
6 | Blurred vision | |
7 | Difficulty concentrating | |
8 | Loss of balance | |
9 | Disorientation | |
10 | General malaise |
Experience Zone | Interaction Object | Expert #1 | Expert #2 | Expert #3 | Expert #4 | Expert #5 |
---|---|---|---|---|---|---|
Living–Dining room | Door frame | Yes | No | Yes | Yes | Yes |
Walls | Yes | No | Yes | No | No | |
Furniture | Yes | No | No | No | No | |
Doors | Yes | No | No | Yes | Yes | |
Kitchen | Door frame | Yes | Yes | No | No | Yes |
Walls | Yes | Yes | Yes | Yes | Yes | |
Furniture | Yes | Yes | Yes | Yes | Yes | |
Doors | Yes | Yes | No | No | Yes | |
Bathroom | Door frame | Yes | Yes | Yes | Yes | Yes |
Walls | Yes | Yes | Yes | Yes | Yes | |
Furniture | Yes | Yes | Yes | Yes | Yes | |
Doors | Yes | Yes | Yes | Yes | Yes | |
Main bedroom | Door frame | Yes | Yes | Yes | Yes | No |
Walls | Yes | Yes | Yes | Yes | No | |
Furniture | Yes | Yes | Yes | Yes | No | |
Doors | Yes | Yes | Yes | Yes | No | |
Secondary bedroom | Door frame | No | No | No | No | No |
Walls | Yes | Yes | Yes | Yes | No | |
Furniture | Yes | Yes | Yes | Yes | No | |
Doors | Yes | Yes | Yes | Yes | No | |
Small bedroom | Door frame | No | No | No | No | No |
Walls | Yes | Yes | Yes | Yes | No | |
Furniture | Yes | Yes | Yes | No | No | |
Doors | No | No | No | No | No | |
Circulation hallway | Walls | Yes | Yes | Yes | Yes | Yes |
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Guerrero, M.; Muñoz La Rivera, F.; Vega-Córdova, V.; Proboste-Martínez, M.; Álvarez-Aguado, I.; Spencer, H. Evaluation of Universal Accessible Housing (UAH) Design Using Virtual Reality: A Focus on Circulation Areas. Appl. Sci. 2025, 15, 5936. https://doi.org/10.3390/app15115936
Guerrero M, Muñoz La Rivera F, Vega-Córdova V, Proboste-Martínez M, Álvarez-Aguado I, Spencer H. Evaluation of Universal Accessible Housing (UAH) Design Using Virtual Reality: A Focus on Circulation Areas. Applied Sciences. 2025; 15(11):5936. https://doi.org/10.3390/app15115936
Chicago/Turabian StyleGuerrero, Matías, Felipe Muñoz La Rivera, Vanessa Vega-Córdova, Mathías Proboste-Martínez, Izaskun Álvarez-Aguado, and Herbert Spencer. 2025. "Evaluation of Universal Accessible Housing (UAH) Design Using Virtual Reality: A Focus on Circulation Areas" Applied Sciences 15, no. 11: 5936. https://doi.org/10.3390/app15115936
APA StyleGuerrero, M., Muñoz La Rivera, F., Vega-Córdova, V., Proboste-Martínez, M., Álvarez-Aguado, I., & Spencer, H. (2025). Evaluation of Universal Accessible Housing (UAH) Design Using Virtual Reality: A Focus on Circulation Areas. Applied Sciences, 15(11), 5936. https://doi.org/10.3390/app15115936