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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Designing Interactive Systems for AI Automated Walkability Assessment</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Matteo Mocci</string-name>
          <email>matteo.mocci2@unica.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Cagliari, Dept. of Mathematics and Computer Science</institution>
          ,
          <addr-line>Via Ospedale 72, 09124, Cagliari</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Walkability</institution>
          ,
          <addr-line>Deep Learning, Urban Planning, Virtual Reality, Procedural Generation, Computer Vision</addr-line>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2025</year>
      </pub-date>
      <fpage>6</fpage>
      <lpage>10</lpage>
      <abstract>
        <p>This paper details the current stage of my PhD research, which aims to connect state-of-the-art AI models with practical applications in urban planning. My work focuses on using artificial intelligence to assess walkability, a key measure of how pedestrian-friendly an urban environment is. The research explores methods for better capturing the multifaceted nature of walkability perception by incorporating immersive experiences into the user labeling process for training datasets, as well as by applying multi-view fusion techniques to improve model understanding of urban spaces. These contributions are intended to support the development of practical tools to guide Urban Planners in designing cities that are accessible, sustainable, and truly pedestrian-friendly.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        According to Southworth [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], walkability represents the measure of how well an urban environment
supports and encourages walking in terms of comfort, pedestrian safety, reachable destinations, and
aesthetics. Walkability is strongly linked to sustainability [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]: a walkable city reduces carbon footprint,
represents a safe environment for all demographics and promotes economic development linking
citizens to goods and services. Traditional walkability assessment methods, such as surveys [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], and
walking audits are limited in scalability and eficiency [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. This led researchers to automate the process
using Computer Vision and Deep Learning techniques to generalize trained individuals’ assessments of
a small area to a broader urban region.
      </p>
      <p>
        In my research, I investigate how the integration of immersive, multi-perspective experiences can
improve the automated assessment of pedestrian-perceived walkability. Remote audits are often
conducted on static imagery that may not fully represent the real-life pedestrian experience [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. The
idea of my research is to overcome this limitation by adding diferent perspectives into the user labeling
and the AI model training process. From a user point of view, the creation of immersive experiences
simulating real urban environments may give the users empirical insights into the walkability of a
given area, leading to a more meaningful labeled dataset for AI automated assessment. Moreover, the
resulting assessments can provide urban planners with more accurate, pedestrian-centered data on
walkability, supporting decisions in the design or redesign of public spaces.
      </p>
      <p>Key questions addressed by this doctoral work include whether immersive VR audits improve label
quality over static imagery, whether they can replace walking audits eficiently, which environmental
variables (e.g. sidewalk design, lighting) impact perceived walkability the most, and how VR, static, and
real audits compare.</p>
      <p>Section 2 of this paper defines the research’s context by reviewing how previous literature tackled
the problem of user labeling of walkability scores (Subsection 2.1), how Human Computer Interaction
(HCI) has been applied in the past in the Urban Analytics field and how VR experiences have been
used for Walkability (Subsection 2.2). Section 3 details the problem of walkability score prediction and
https://cg3hci.dmi.unica.it/lab/author/matteo-mocci/ (M. Mocci)</p>
      <p>CEUR
Workshop</p>
      <p>ISSN1613-0073
the possible research solution. Section 4 details a preliminary research that studied how integrating
a diferent perspective than street view imagery could enhance performances of Image Classification
models, which led to the idea of incorporating diferent perspective into the user labeling process as
well.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related Works</title>
      <sec id="sec-2-1">
        <title>2.1. User Labeling in Walkability Assessment</title>
        <p>
          Automated walkability assessment using AI and machine learning depends on data that reflect
pedestrian perception, making user labeling essential. Early approaches relied on surveys [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ] and walking
audits [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ], which were labor-intensive and limited in scale. The adoption of street view images (SVIs)
has since enabled more scalable remote audits [7], shifting user labeling to digital forms such as
crowdsourced ratings or pairwise comparisons of urban images [8, 9]. Other works have predicted subjective
perceptions of urban environments from visual features in images, often using deep neural network
models [10], while some have used adversarial human–machine frameworks for iterative refinement
[11]. Multimodal models, such as those combining SVIs with textual prompts (e.g., CLIP), further extend
labeling approaches without requiring direct manual annotations [12].
        </p>
        <p>
          Despite these advances, most methods still rely on static, often vehicle-centered imagery that may
miss important experiential factors like noise or obstacles [
          <xref ref-type="bibr" rid="ref5">7, 5</xref>
          ]. Satellite-derived data are increasingly
used for aspects like street connectivity or infrastructure [13, 14], but the integration of raw satellite
and street-level images for walkability assessment remains unexplored.
        </p>
        <p>To address these limitations, my research proposes integrating multiple perspectives into both model
training and labeling, moving beyond static imagery toward immersive, multi-viewpoint assessments
of urban environments.</p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Human Computer Interaction and VR Experiences for Urban Analytics and</title>
      </sec>
      <sec id="sec-2-3">
        <title>Walkability</title>
        <p>Human-Computer Interaction (HCI) has played an important role in making urban data accessible and
useful for both city experts and everyday citizens. Concepts such as platform urbanism and digital
civics employ digital tools and participatory technologies to involve people directly in shaping their
cities [15].</p>
        <p>Digital platforms like Social Glass help people integrate and visualize many diferent types of city
data, making it easier for both planners and the public to understand and use information about urban
life [16]. Visualization frameworks such as the Urban Toolkit provide web-based tools that allow experts
and non-experts to explore and interpret urban data in intuitive ways [17].</p>
        <p>In participatory design, city residents and other stakeholders work together with designers and
planners to identify needs, shape solutions, and improve user satisfaction. Studies of new urban
information services have shown that involving users throughout the design process leads to more
efective and inclusive outcomes [ 18].</p>
        <p>Virtual Reality (VR) has been used to provide immersive and interactive environments that can
replicate or extend real urban spaces and simulate the walking experience. Solutions such as DreamWalker
[19] enable users to walk along actual routes in the physical world while experiencing diferent virtual
environments, aligning a person’s physical movement with an alternative digital landscape. UrbanRama
[20] integrates real-world urban data to generate digital city environments in VR, enabling users to
interactively explore urban layouts, landmarks, and routes in a realistic and immersive manner.</p>
        <p>Several studies have already analyzed the potential of VR for Walkability studies. [21] used 360°
immersive videos to explore perceived walkability, demonstrating the critical role of sidewalk width
and trafic direction in user evaluations. [ 22] applied VR visualizations of streets in Japan, Thailand, and
Australia, showing that immersive VR boosts engagement and accurately reflects pedestrian perceptions.
[23] conducted a stated-preference survey comparing 2D video and immersive VR scenarios, quantifying
how features like greenery, lighting, and sidewalk width afect walkability perceptions. [ 23] validated
omnidirectional video–based VR audits against field and street-view image audits, confirming that VR
yields reliable subjective assessments of streetscape quality.</p>
        <p>However, the current literature on the topic focuses more on the analysis using linear regression
models and does not consider the potential of VR for conducting virtual audits that can be successfully
used for AI Automatic Walkability Assessment. This research will address this gap by gather pedestrian
walkability ratings from users as they navigate photo-realistic VR reconstructions of urban streets on a
VR treadmill, then use those perceptual labels to train and validate deep learning models that predict
walkability from street-level and satellite imagery. We will also test the possibility of using a street
view dataset directly generated from the VR environment to evaluate walkability. This could be the
basis for an interactive framework where the urban analyst creates a city simulation and evaluates in
real-time the perceived walkability.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Problem and Approach</title>
      <p>The core research challenge is to develop image classification models that can accurately predict
perceived walkability just from a picture how comfortable, safe, pleasant, and interesting the depicted
environment feels to pedestrians. To quantify this perception, we adopt a five-point scale proposed
in the literature [24], where each interval from 1 to 5 corresponds to a distinct level of perceived
walkability, ranging from very poor to excellent.</p>
      <p>However, existing remote audit methods still rely heavily on static imagery, which often fails to
capture the complex and multi-dimensional character of walkability in real urban settings. To address
this limitation, we propose the development of realistic and adaptable virtual environments that enable
systematic exploration of both user perception and automated assessment. This approach aims to
facilitate more detailed and context-sensitive labeling, ultimately improving the quality of data used to
train AI models for automated walkability assessment.</p>
      <p>We propose the creation of a digital twin of urban areas in Virtual Reality (VR). This digital twin
will enable controlled experiments with diferent environmental features, user perspectives, and data
collection modalities, thereby supporting a deeper understanding of walkability from both a human and
an AI perspective. By integrating immersive user experiences, we aim to obtain more refined labeling
data for AI model training, which is critical for developing robust automated walkability assessment
tools.</p>
      <p>To realize this approach, we will combine several enabling technologies. OpenStreetMap (OSM)
data will be used to reconstruct the urban layout. Houdini will provide a procedural workflow for
eficient modeling of streets, buildings, and pedestrian infrastructure. CARLA [ 25], an open-source
trafic simulator, will help us introduce dynamic elements such as vehicles and pedestrian movement.
This integrated environment will support both realistic user audits, using VR interfaces like the KAT
VR treadmill, and systematic data generation for training and evaluating AI models.</p>
      <p>We expect VR to give the auditor a better grasp on how pleasant, safe, comfortable and interesting is
to walk in a particular area [21, 22, 23], thus leading to more valuable walkability labels for AI training.
This will allow to create an experience which is similar to on site walking audits but less costly to
perform, allowing the user to visit ”virtually” distant spaces in just one lab session. Moreover, we
plan to create parametrizable simulations in order to evaluate how particular variables (e.g. sidewalk
features, trafic, lighting, weather...) afect the walkability score, which could be the starting point for a
VR framework to help urban analysts in creating pedestrian-friendly cities, supported by real-time AI
Walkability Assessments. This methodology will also allow us to investigate the relationship between
remote audits with street view imagery, on site audits, and virtual audits with VR to establish which
setting produces the most reliable labels for AI training.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Preliminary Results</title>
      <sec id="sec-4-1">
        <title>4.1. Walkability Assessment Considering both Street View and Satellite Perspective</title>
        <p>As a first iteration of this work, I focused strictly on the Deep Learning part, studying a possible solution
to integrate two points of view in the model training: street view and satellite pictures. For the dataset,
the Sardinian cities of Cagliari, Alghero, and Sassari were selected, for a total of more than 17000
pictures.</p>
        <sec id="sec-4-1-1">
          <title>4.1.1. Data Collection</title>
          <p>Road networks were extracted using OSMnx, with imagery collected at midpoints of road segments via
the Street View API. Each point generated two panoramic images (front and rear). Satellite images for
the same coordinates were collected via Cesium ION using Unreal Engine scripting. Trained observers
labeled street-level images with walkability scores from 1 to 5. For this study, satellite images were
assumed to share the same labels due to resource constraints.</p>
        </sec>
        <sec id="sec-4-1-2">
          <title>4.1.2. Model Setup</title>
          <p>Five pretrained Transformer models (ViT, Swin, DeiT, Beit, DinoV2) were tested using standard metrics:
accuracy, precision, recall, F1, one-of accuracy, and macro-averaged MAE (    ). Models were
trained on: (1) street view only, (2) dual models with late feature fusion, and (3) a custom dual-encoder
combining perspectives before classification.</p>
        </sec>
        <sec id="sec-4-1-3">
          <title>4.1.3. Results and Limitations</title>
          <p>The dual-encoder model performed best overall, with Swin achieving 0.596 loss, 76.9% accuracy, 70.2%
precision, 64.5% recall. 66.8% F1, 98.2% one-of and 0.39    . However, limitations include class
imbalance, static imagery, potential labeling bias from assumed equivalence across perspectives, and
lack of statistical significance testing. These issues will be addressed through data augmentation,
VR-based labeling, and cross-validation in future work.</p>
        </sec>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Ongoing and Future Work</title>
        <p>Current eforts focus on building a procedural virtual environment using Houdini and Unreal Engine,
enabling the generation of digital streetscapes and the extraction of synthetic street view imagery
within the CARLA simulator. This pipeline supports consistent data collection for AI model training
and evaluation. Alongside transformer architectures, I am also testing traditional CNNs to assess model
efectiveness in walkability prediction and applying data augmentation to address class imbalance.</p>
        <p>Future work involves incorporating dynamic elements such as weather and trafic into VR simulations,
and designing comparative user studies that evaluate walkability labels from immersive VR audits, static
image labeling, and real-world walking audits. Evaluation metrics for comparing these approaches
will be defined during the experimental design phase. Finally, I aim to test the generalizability of this
framework across diverse urban contexts by adapting the pipeline to datasets from cities with varied
spatial structures.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Current Work Status</title>
      <p>I am actively immersed in my research journey as a first-year PhD student at the University of Cagliari.
My initial focus involved an extensive academic literature review on the subjects discussed in this paper.
I have also followed a PhD course in the field of Explainable AI, which could be integrated in future
works on the subject. The work described here reflects my original research as a PhD candidate within
the MOST project. My primary aim is to contribute meaningfully to the field by developing innovative
methodologies that leverage artificial intelligence and virtual reality techniques to assess and enhance
pedestrian-perceived walkability in urban environments. By integrating deep learning models with
immersive VR experiences, I hope to provide urban planners and stakeholders with actionable insights
for designing more accessible, sustainable, and people-friendly cities.</p>
    </sec>
    <sec id="sec-6">
      <title>6. Conclusions</title>
      <p>In this paper, I have presented the current progress and future direction of my PhD research, which aims
to develop AI models applied to Urban Planning by leveraging advanced computer vision techniques
and user feedback. By focusing on multi-perspective labeling and immersive VR-based audits, my
work seeks to capture pedestrian-perceived walkability in a way that is both scalable and sensitive to
real-world experience. This research is relevant to urban planners, local governments, public health
professionals, and most importantly, the communities who use urban spaces. By providing robust,
AIdriven tools for walkability assessment, the research aims to support better-informed decision-making
and more inclusive urban environments.</p>
    </sec>
    <sec id="sec-7">
      <title>Acknowledgments</title>
      <p>This work was funded by the MOST project – National Center for Sustainable Mobility, under the
National Recovery and Resilience Plan (PNRR), Mission 4, Component 2, Investment 1.4, project code
CN00000023, funded by the European Union – NextGenerationEU and the Italian Ministry of University
and Research (MUR). Matteo Mocci participated in this research while attending the PhD program in
Mathematics and Computer Science at the University of Cagliari (40th cycle), supported by a scholarship
funded under D.M. n. 640 (24.4.2024), within the Italian National Recovery and Resilience Plan (PNRR)
– funded by the European Union – NextGenerationEU – Mission 4, Component 2, Investment 3.3.</p>
    </sec>
    <sec id="sec-8">
      <title>Declaration on Generative AI</title>
      <p>During the preparation of this work, the author used GPT-4.1 in order to: Grammar and spelling check,
content drafting, improve writing style and peer review simulation. After using this tool, the author
reviewed and edited the content as needed and takes full responsibility for the publication’s content.
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          (
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    </ref-list>
  </back>
</article>