{"id":{"repo_id":"royalroads","oai_identifier":"oai:null:10613/28944"},"canonical_url":"https://search.dev.ndltd.org/etd/royalroads/oai:null:10613/28944","repository":{"repo_id":"royalroads","name":"Royal Roads University","base_url":"https://www.viurrspace.ca/server/oai/request"},"display":{"title":"How Does VR Enhance or Detract from the Value of Interactive Visualization Tools for Planning and Stakeholder Engagement?","abstract":"This study investigates the use of interactive visualization tools, prepared in computer-based and virtual reality formats, in supporting watershed planning and stakeholder engagement. Using the Millstream Creek Watershed as a case study, the visualization tools were created using the Unity game engine, and these tools consisted of representations of existing conditions and potential management scenarios for two areas of concern within the watershed. Both tools were tested through open house events and workshops. Data were collected via questionnaires and group discussion, and analyzed through (respectively) t-tests and thematic coding. Results show that virtual reality significantly enhanced user experience in immersion and engagement; however, it did not produce improvements in comprehension or decision-making compared to the computer-based version. Qualitative analysis suggests the potential for applying the tool in education and planning scenarios. The findings highlight the promise of immersive visualization for environmental communication and participatory planning purposes.","abstract_html":"This study investigates the use of interactive visualization tools, prepared in computer-based and virtual reality formats, in supporting watershed planning and stakeholder engagement. Using the Millstream Creek Watershed as a case study, the visualization tools were created using the Unity game engine, and these tools consisted of representations of existing conditions and potential management scenarios for two areas of concern within the watershed. Both tools were tested through open house events and workshops. Data were collected via questionnaires and group discussion, and analyzed through (respectively) t-tests and thematic coding. Results show that virtual reality significantly enhanced user experience in immersion and engagement; however, it did not produce improvements in comprehension or decision-making compared to the computer-based version. Qualitative analysis suggests the potential for applying the tool in education and planning scenarios. The findings highlight the promise of immersive visualization for environmental communication and participatory planning purposes.","abstract_has_math":false,"creators":["Xu, Bin"],"institution":null,"degree_name":null,"degree_level":null,"degree_discipline":null,"degree_department":null,"school":null,"contributors":[],"advisors":["Newell, Robert"],"committee_chairs":[],"committee_members":[],"year":2025,"date_issued":"2025","date_published":"2025","updated_at":"2026-07-27T20:48:05Z","subjects":["School of environment and sustainability"],"languages":["en_US"],"rights":[],"rights_urls":[],"identifier_entries":[{"key":"dc:identifier.uri","label":"Identifier URI","values":["https://doi.org/10.25316/IR-20507"],"render_values":[{"text":"https://doi.org/10.25316/IR-20507","href":"https://doi.org/10.25316/IR-20507","code":true}]}]},"links":{"outbound_url":"https://hdl.handle.net/10613/28944","outbound_label":"Handle","outbound_source":"dc:identifier.uri"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:contributor.advisor","label":"Advisor","values":["Newell, Robert"]},{"key":"dc:creator","label":"Author","values":["Xu, Bin"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date.accessioned","label":"Dc Date Accessioned","values":["2025-10-28T01:02:06Z"]},{"key":"dc:date.available","label":"Dc Date Available","values":["2025-10-28T01:02:06Z"]},{"key":"dc:date.issued","label":"Date","values":["2025"]},{"key":"dc:type","label":"Dc Type","values":["Thesis"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["School of environment and sustainability"]}]},{"id":"language_rights","label":"Language and Rights","entries":[{"key":"dc:language.iso","label":"Language (ISO)","values":["en_US"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier.uri","label":"Identifier URI","values":["https://hdl.handle.net/10613/28944","https://doi.org/10.25316/IR-20507"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description","label":"Description","values":["2025"]},{"key":"dc:description.abstract","label":"Abstract","values":["This study investigates the use of interactive visualization tools, prepared in computer-based and virtual reality formats, in supporting watershed planning and stakeholder engagement. Using the Millstream Creek Watershed as a case study, the visualization tools were created using the Unity game engine, and these tools consisted of representations of existing conditions and potential management scenarios for two areas of concern within the watershed. Both tools were tested through open house events and workshops. Data were collected via questionnaires and group discussion, and analyzed through (respectively) t-tests and thematic coding. Results show that virtual reality significantly enhanced user experience in immersion and engagement; however, it did not produce improvements in comprehension or decision-making compared to the computer-based version. Qualitative analysis suggests the potential for applying the tool in education and planning scenarios. The findings highlight the promise of immersive visualization for environmental communication and participatory planning purposes."]},{"key":"dc:title","label":"Title","values":["How Does VR Enhance or Detract from the Value of Interactive Visualization Tools for Planning and Stakeholder Engagement?"]}]}],"canonical_facts":{"dc:contributor.advisor":["Newell, Robert"],"dc:creator":["Xu, Bin"],"dc:date.accessioned":["2025-10-28T01:02:06Z"],"dc:date.available":["2025-10-28T01:02:06Z"],"dc:date.issued":["2025"],"dc:description":["2025"],"dc:description.abstract":["This study investigates the use of interactive visualization tools, prepared in computer-based and virtual reality formats, in supporting watershed planning and stakeholder engagement. Using the Millstream Creek Watershed as a case study, the visualization tools were created using the Unity game engine, and these tools consisted of representations of existing conditions and potential management scenarios for two areas of concern within the watershed. Both tools were tested through open house events and workshops. Data were collected via questionnaires and group discussion, and analyzed through (respectively) t-tests and thematic coding. Results show that virtual reality significantly enhanced user experience in immersion and engagement; however, it did not produce improvements in comprehension or decision-making compared to the computer-based version. Qualitative analysis suggests the potential for applying the tool in education and planning scenarios. The findings highlight the promise of immersive visualization for environmental communication and participatory planning purposes."],"dc:identifier.uri":["https://hdl.handle.net/10613/28944","https://doi.org/10.25316/IR-20507"],"dc:language.iso":["en_US"],"dc:subject":["School of environment and sustainability"],"dc:title":["How Does VR Enhance or Detract from the Value of Interactive Visualization Tools for Planning and Stakeholder Engagement?"],"dc:type":["Thesis"]},"updated_at":"2026-07-27T20:48:05Z"}