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Workshop:
Travel Simulation Modeling for Recreation Planning
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Monitoring and Managing Recreational Use in Backcountry
Landscapes Using Computer-Based Simulation Modeling
Steve Lawson1, Bob Itami2, Randy Gimblett3 & Robert Manning4
1
West Virginia University, Morgantown, USA
steve.lawson@mail.wvu.edu
2
GeoDimensions Pty., Ltd., Sorrento, Victoria, Australia
bob.itami@geodimensions.com.au
3
University of Arizona, Tucson, USA
gimblett@ag.arizona.edu
4
University of Vermont, Burlington, USA
robert.manning@uvm.edu
Abstract: In the United States, legislation dictates that wilderness areas should be managed to, among
other things, provide recreational visitors with opportunities for solitude. The growing popularity of
outdoor recreation in backcountry settings presents managers with challenges in their efforts to achieve
this objective. Recent research suggests that computer-based simulation modeling is an effective tool for
helping to address the challenges associated with managing visitor use in backcountry and wilderness
settings. This paper describes the development and application of a computer-based simulation model of
recreational use in the John Muir Wilderness Area in the Sierra Nevada Mountains of California, USA.
The results of the study demonstrate how simulation modeling can be used as a tool for understanding
existing visitor use patterns within the John Muir Wilderness Areas and estimating the effects of
alternative management practices on visitor flows and visitor use conditions.
primitive and unconfined nature of the wilderness
experience (Cole et al. 1987). Managers are faced
with the challenge of preventing and mitigating recreation-related impacts to wilderness with the most
unobtrusive, indirect, light-handed means possible
(Hendee & Dawson 2002). That is, managers are
expected to identify the “minimum tool” required to
achieved desired conditions within wilderness. Consequently, decisions about how to manage recreational use of wilderness are complex.
Recent research suggests that computer-based
simulation modeling is an effective tool for helping
to address the challenges associated with managing
visitor use in backcountry and wilderness settings
(Daniel & Gimblett 2000, Gimblett et al. 2000,
Lawson & Manning 2003a, 2003b, Lawson et al.
2003a, Lawson et al. 2003b, Wang & Manning
1999). For example, simulation modeling can be used
to describe existing visitor use conditions. That is,
given current management practices and existing
levels of visitor use, where and when is visitor use
occurring? By providing managers with detailed
information about how visitors are currently using
the area, this baseline information can assist
managers in identify “trouble spots” or “bottlenecks”,
as well as areas that may be capable of accommodating additional use. Simulation modeling can
also be used to monitor the condition of “hard to
measure” indicator variables (Lawson et al. 2003a,
Introduction
In the United States, legislation dictates that Wilderness Areas should be managed to, among other
things, provide recreational visitors with “opportunities for solitude or a primitive and unconfined type of
recreation” (Wilderness Act of 1964). However, the
growing popularity of outdoor recreation in backcountry settings threatens the ability of wilderness
managers to achieve these objectives. For example,
increasing recreational use of wilderness areas can
result in perceived crowding and increasing conflict
among different types of users (e.g., hikers and packstock) (Manning, 1999). These problems are exacerbated by the fact that backcountry recreation use
tends to be concentrated both spatially and temporally (Hendee & Dawson, 2002, Lucas 1980). For
example, most wilderness areas are used most heavily during the summer, and within the summer
months, use can be heavier on the weekends than
during weekdays. Similarly, recreational use tends to
concentrate geographically along established hiking
trails/routes, along the periphery rather than within
the interior of an area, and close to desirable natural
features (e.g., water bodies, scenic views).
Rules and regulations designed to manage recreation-related impacts such as crowding, conflict, and
damage to natural resources can diminish visitors’
sense of spontaneity and freedom, thus eroding the
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completed questionnaires from groups as they
finished their trips. In addition, questionnaires were
distributed by commercial packstock outfitters, following instructions given by the research team.
The diary questionnaire included a series of questions concerning group and trip characteristics and a
map of trails and natural features. Respondents were
instructed to record their route of travel during their
visit, including the trailhead(s) where they started
and ended their trip, and their camping location on
each night of their trip. Respondents were also asked
to report the duration of their visit, the number of
people in their party, and their mode of travel. The
response rate for the Humphrey’s Basin area of the
John Muir Wilderness was 32.2%, resulting in a total
of 324 competed diaries.
Wang & Manning 1999). For example, how many
encounters do backpacking visitors have with other
groups per day while hiking? How many nights do
visitors camp within sight of other groups? In
addition, simulation modeling can be used to test the
potential effectiveness of alternative management
practices in a manner that is more comprehensive,
less costly, and less politically risky than on-theground trial and error (Lawson & Manning 2003a,
2003b). For example, what effect does a permit quota
have on the number of encounters visitors have with
other groups while hiking? How would the number
of hiking encounters change as a result of
redistributing use from heavily used trailheads to less
commonly used entry points? These capabilities
make computer-based simulation modeling an
effective tool for assisting managers in identifying
recreation-related problems and evaluating the
effectiveness and costs to visitors of potential solutions to these problems.
This paper describes the development and application of a computer-based simulation model of recreational use in the John Muir Wilderness Area in the
Sierra Nevada Mountains of California, USA. The
paper describes data collection methods, simulation
model design, development and validation of outputs
related to visitor use, and evaluation of alternative
backcountry visitor use management practices. The
results of the study demonstrate how simulation
modeling can be used as a tool for understanding
existing visitor use patterns within the John Muir
Wilderness Area and estimating the effects of alternative management practices on the condition of
crowding-related indicators of quality.
Site Characteristics
Trail Network
Data concerning the trail network within the study
area were provided by the USFS Inyo National
Forest in Bishop California as a GIS overlay. These
data were supplemented with information from a
campground inventory completed in the summers of
1999 and 2000. The data included all trail segments
and intersections within the study area.
Campsite Clusters
“Campsite clusters” were created from the visitor
surveys by grouping visitor reported camping locations based on proximity and common access. A
single campsite cluster was comprised of all reported
camping locations that were within a (subjectively
determined) reasonable distance of each other. The
campsite clusters were used to determine camping
encounters within the travel simulation model. Specifically, groups camping in campsites within the
same campsite cluster were considered to be within
close enough proximity to have had a camping
encounter with each other.
Description of Study Area
In this study a computer-based simulation model of
recreation use was developed for a portion of the
Humphrey’s Basin area of the John Muir Wilderness
Area. The John Muir Wilderness covers 584,000
acres in the Sierra and Inyo National Forests, in the
Sierra Nevada Mountains of California. The area is
characterized by snow-capped mountains with hundreds of lakes and streams and lush meadows. Lower
elevation slopes are covered with stands of Jeffrey
Pine, incense cedar, white and red fir and lodgepole
pine. The higher elevations are barren granite with
many glacially carved lakes.
Travel Simulation Model Design
The data described in the previous section of this paper
were used as inputs in the construction of a dynamic
travel simulation model. The travel simulation model
was developed using Extend software, and a duplicate
model was developed using RBSim2 software (see
Lawson et al. 2003a and Itami et al. 2004 for a detailed
description of Extend and RBSim2, respectively). The
scope of this paper will be limited to discussing the
results of the Extend travel simulation model.
However, additional research conducted by the authors
of this paper found no statistically significant
differences between the outputs of the Extend and
RBSim2 travel simulation models of the study area.
The travel simulation model was designed to
simulate backpacking use within a section of the
Humphrey’s Basin area during the peak summer
Data Collection
Visitor Characteristics
During the 1999 visitor use season, diary questionnaires were distributed to backcountry visitors in the
John Muir Wilderness. Questionnaires were distributed at trailhead self-registration stations and at
ranger stations when visitors picked up their agencyissued permit. Randomly selected self-registration
stations were periodically attended by data collectors
who distributed diaries to visitor groups and collected
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2) Average hiking encounters per group per day, by
trail segment.
months of the visitor use season. Data concerning
trips starting before July 1, 1999 and after September
30, 1999 were excluded from the simulation. Furthermore, data concerning packstock trips and day
trips were excluded from the simulation. This
resulted in a total of 190 useable trip itineraries
included as inputs into the travel simulation model.
The Humphrey’s Basin travel simulation model is a
probabilisitic steady state simulation (Law & Kelton
2000). Steady state simulations are designed to model
a system during the period when it reaches its full
operating level (e.g., during the peak period of the
visitor use season). Consequently, steady state
simulations require a “warm up” period to reach the
target steady state operating level. Furthermore, steady
state simulations require substantial replication (e.g.,
simulated visitor use days) in order to obtain reliable
outputs that are not biased by short-term effects of the
probabilisitic components within the model.
In this study, the travel simulation model is
designed to model visitor use patterns and the effect of
alternative management practices on visitor use-related
conditions during the busiest period of the visitor use
season. In all of the simulations conducted in this
study, the model was run for a total of 2000 simulated
visitor days. The first 500 days of each simulation
were dropped from the study analyses in order to avoid
potential start-up effects within the simulation. The
outputs from the remaining 1500 days were used to
generate the data reported in this study.
The travel simulation model is designed to allow
the user to manipulate several parameters within the
model. This feature of the model allows the user to
estimate the effect of alternative management practices and visitor use scenarios on visitor use densities
and hiking and camping encounters within the study
area. For example, the model is designed to allow the
user to control the number and timing of trips starting
each day from each of the three entry points into the
study area. This capability allows the user to design
simulations that test the potential effect of increasing
total use levels, trailhead quotas, and temporal and
spatial redistribution of visitor use on crowdingrelated indicators of quality within the study area.
Hiking encounters are calculated for each trail
segment on each day that at least one group passes
along the trail segment. Two types of hiking
encounters were calculated within the simulation
model. “Overtaking encounters” are defined as one
group passing another group while travelling in the
same direction along the trail. “Meeting encounters”
are defined as two groups passing each other while
travelling along the trail in opposite directions. The
average number of hiking encounters per group per
day is calculated for each trail segment by summing
the total number of hiking encounters along the trail
segment throughout the simulation and dividing by
the number of groups that hiked the trail segment
during the simulation.
3) Average camping use per night, by campsite
cluster.
Average camping use per night is calculated for
each campsite cluster by counting the number of
groups at the campsite cluster each night of the
simulation and dividing by the total number of nights
simulated.
4) Average camping encounters per group per
night, by campsite cluster.
Average camping encounters per group per night
are calculated for each night that a campsite cluster is
occupied by one or more parties. A camping
encounter is defined as the number of other groups
camping in the same campsite cluster on the same
simulated night. The average number of camping
encounters per group per night is calculated for each
campsite cluster by summing the total number of
campsite encounters throughout the simulation and
dividing by the total number of groups that camped at
the campsite cluster during the simulation.
Baseline Simulation
The first simulation conducted with the travel simulation model developed in this study was designed to
generate the outputs described above based on existing visitor use levels in the study area observed
during the 1999 sampling period. This simulation is
referred to as the 1X simulation throughout the
remainder of this paper.
Simulation Analysis
Outputs
A series of simulations were conducted to generate a
common set of outputs concerning visitor use densities and hiking and camping encounters. The common data generated within this series of simulations
included:
Increasing Visitor Use Simulation
A second simulation was conducted to estimate the
potential effect of increased visitor use of the study
area on visitor use densities and encounters along
trail segments and within campsite clusters. Within
this simulation, the average number of trip starts per
day was increased from baseline levels by 400% at
each of the three trailheads in the study area. The
1) Average hiking use per day, by trail segment.
Average hiking use per day is calculated for each
trail segment by summing the number of groups that
pass through each trail segment during the course of
the simulation and dividing by the total number of
days simulated.
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per day from the most heavily used of the three trailheads (Trailhead 93). Even with a 400% increase in
visitor use, two of the three trailheads would have
less than one trip start per day into the Humphrey’s
Basin area.
outputs described above were generated for this scenario. This simulation run is referred to throughout
the remainder of this paper as the 4X simulation.
Maximum Allowable Use Simulation
A series of simulations were conducted to demonstrate the capability of travel simulation modeling to
assist managers in estimating the total daily use that
can be accommodated within an area without violating crowding-related standards of quality. Specifically, this series of simulations was designed to estimate the maximum level of use that could be
accommodated in the study area without the number
of groups in a selected campsite exceeding five for
more than 5% of nights (a potential standard of quality for camping use density). This was done by
incrementally increasing or decreasing the simulated
use levels evenly across the three entry points until
the result “converged” on the desired level of campsite cluster use (Lawson et al. 2003a). This analysis
illustrates how simulation modeling can be used to
establish trailhead quotas to achieve desired social
conditions within a wilderness area, and is referred to
as the maximum allowable use simulation throughout
the remainder of the paper.
Camping Use and Encounters, by Campsite
Cluster: 1x And 4x Simulations
Table 2 reports average camping use per night and
average camping encounters per group per night, by
campsite cluster for the 1X and 4X simulations.
Results of the 1X simulation suggest that under
existing conditions, camping densities are low
throughout the entire study area. In all of the campsite clusters within the study area, there is an average
of less than one camping group per night. Similarly,
the data suggest that under existing conditions, very
few visitors encounter other groups while camping.
The 4X simulation results suggest that if use were
to increase by 400% at each of the three trailheads in
the study area, visitors who camp within campsite
clusters 7 and 37 would encounter an average of
three other groups per night. Furthermore , visitor use
densities and camping encounters would be moderately high in several other campsite clusters, including clusters 42, 44, 46, and 47. However, throughout
the remainder of the study area, camping densities
and encounters would remain relatively low.
Validation
Outputs concerning campsite cluster use generated in
the 1X simulation were used as the basis for validating
the travel simulation model output reported in this
study. Specifically, the distribution of campsite cluster
use derived from the camping locations reported in the
trip diaries was compared to the distribution of
campsite cluster use estimated in the 1X simulation
(for a more detailed description of the validation
methods used in this study see Law and Kelton 2000).
Table 2. Average camping use and encounters, by
campsite cluster – 1X and 4X simulations.
Campsite 1X Avg. 1X Avg.
Cluster ID
Use
Encounters
Per
Per Group
Night
Per Night
7
36
37
38
39
40
41
42
44
45
46
47
48
49
50
51
52
53
56
57
80
81
Results
Simulated Use Levels: 1X and 4X Simulations
Table 1 reports the mean number of simulated trip
starts per day by trailhead for the 1X and 4X simulations. The trailheads are differentiated with a code
number that was assigned to them during the data
collection process. As the data in Table 1 suggest, the
baseline level of visitor use in the study area is relatively low, with an average of less than two trip starts
Table 1. Simulated mean number of backpacking trip
starts per day, by trailhead.
Simulated mean trip starts per day, by trailhead 1x simulation
trailhead 93
1.89
trailhead 94
0.01
trailhead 999
0.14
Simulated mean trip starts per day, by trailhead 4x simulation
trailhead 93
7.61
trailhead 94
0.04
trailhead 999
0.56
110
0.86
0.12
0.74
0.05
0.15
0.05
0.26
0.32
0.44
0.13
0.48
0.31
0.14
0.04
0.12
0.07
0.02
0.04
0.10
0.14
0.11
0.07
0.90
0.14
0.75
0.06
0.12
0.03
0.22
0.33
0.43
0.12
0.51
0.25
0.14
0.00
0.15
0.04
0.00
0.10
0.09
0.13
0.09
0.02
4X
4x Avg.
Avg. Encounters
Use Per Group
Per
Per Night
Night
3.43
0.47
3.04
0.22
0.52
0.21
0.95
1.44
1.84
0.66
1.90
1.21
0.56
0.13
0.46
0.25
0.08
0.18
0.33
0.60
0.42
0.25
3.40
0.44
3.01
0.28
0.51
0.19
0.90
1.41
1.93
0.65
1.89
1.12
0.59
0.14
0.47
0.26
0.10
0.14
0.39
0.61
0.46
0.23
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Hiking Use and Encounters, by Trail Segment:
1X and 4X Simulations
Table 3 reports average hiking use per day and average hiking encounters per group per day, by trail
segment for the 1X and 4X simulations. Results of
the 1X simulation suggest that, under existing conditions, hiking densities are low throughout most of the
study area, with moderate levels of visitor use along
several trail segments (e.g., trail segments 2, 4, 5, 9,
10, 11). In addition, there are very few hiking
encounters among groups under existing conditions.
Results of the 4X simulation suggest that while
hiking densities would increase along several trail
segments in the study area if use were to increase 4fold at each of the trailheads, hiking encounters
would remain low throughout the trail network. In
fact, the model estimates that hikers along only one
trail segment (segment 5) would have an average of
more than 1 encounter per group per day.
Table 3. Average hiking use and encounters, by trail
segment – 1X and 4X simulations.
Trail
Segment
ID
1x Avg.
Use per
Day
1x Avg.
Encounters
per Group
per Day
4x Avg.
Use per
Day
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
132
3.51
0.08
3.51
3.43
0.58
0.14
0.04
3.35
3.28
3.20
0.12
0.20
0.80
2.95
1.10
2.47
2.41
0.15
0.99
0.90
0.77
0.09
0.13
2.31
0.15
1.08
0.15
0.45
1.29
0.68
0.63
0.04
1.87
0.07
1.43
0.29
0.88
1.29
0.22
1.25
0.06
0.20
0.00
0.11
0.34
0.03
0.03
0.00
0.11
0.10
0.05
0.00
0.01
0.04
0.20
0.02
0.11
0.05
0.01
0.01
0.03
0.06
0.00
0.01
0.07
0.02
0.06
0.01
0.02
0.01
0.03
0.05
0.00
0.09
0.00
0.08
0.02
0.06
0.21
0.01
0.07
0.00
14.02
0.35
14.02
13.75
2.35
0.55
0.18
13.41
13.17
12.83
0.42
0.86
3.31
11.72
4.56
9.77
9.61
0.62
4.13
3.70
3.21
0.43
0.49
9.16
0.50
4.47
0.68
1.93
5.34
2.77
2.61
0.16
7.22
0.26
5.54
1.13
3.66
5.03
0.84
4.87
0.26
4x Avg.
Encounters
per Group
per Day
Maximum Allowable Use Simulation
As stated earlier, simulation modeling can be used to
help managers estimate the impact of alternative
policy decisions related to visitor use and visitor
flows within a recreation area. Table 4 reports the
results of a series of simulations designed to estimate
the maximum amount of use that could be accommodated in the study area without the number of groups
camping within a selected campsite cluster exceeding
5 more than 5% of nights. The results of this simulation suggest that use could be dramatically increased
from existing levels without exceeding this standard.
While the standard and campsite cluster selected for
this analysis are hypothetical, the analysis demonstrates the capability of computer-based simulation
modeling to assist managers in estimating the total
daily use that can be accommodated within an area
without violating crowding-related standards of
quality.
0.75
0.00
0.42
1.48
0.11
0.06
0.01
0.40
0.40
0.17
0.02
0.04
0.16
0.80
0.06
0.42
0.19
0.05
0.07
0.10
0.20
0.03
0.05
0.27
0.04
0.22
0.08
0.08
0.02
0.12
0.18
0.02
0.37
0.03
0.30
0.07
0.35
0.76
0.04
0.35
0.02
Table 4. Maximum allowable use for hypothetical
camping use density standard.
Simulated mean trip starts per day, by trailhead –
cg 46 use
<= 5 groups 95% of nights
trailhead 93 trailhead 94 trailhead 999
Mean=
95% c.i.=
10.95
[10.80,
11.10]
0.06
[0.05,
0.08]
0.78
[0.74,
0.82]
Validation of Simulation Model Output
Table 5 reports the paired-t confidence interval for
the difference between the distribution of campsite
cluster use reported in the visitor survey and the 1X
simulated trips. The results suggest that the data generated by the travel simulation model are valid estimates of visitor use conditions within the study area.
Table 5. Travel simulation model validation results.
Reported trips vs.
Simulated trips
111
Mean difference
0
95% c.i.
0.00 +/- [0,0]
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related conditions. While the level of visitor use in
the Humphrey’s Basin area is too low to demonstrate
this capability of travel simulation modeling, several
other studies have illustrated this (Manning & Potter
1984, McCool et al. 1977, Potter & Manning 1984,
Smith & Krutilla 1976, Underhill et al. 1986, Van
Wagtendonk & Coho 1986, Wang & Manning 1999).
For example, in a study at Isle Royale National Park,
a travel simulation model was developed to test the
effectiveness of a range of management practices
designed to reduce crowding within the Park’s backcountry campgrounds (Lawson & Manning 2003a,
2003b). Travel simulation results from the study
suggest that redistributing use among the entry points
to the Park’s backcountry would not be an effective
strategy for reducing crowding in backcountry campgrounds. These findings assisted managers in identifying management practices that would effectively
reduce campground crowding, while avoiding the
costs associated with instituting potentially ineffective management policies. Findings from a travel
simulation model of visitor use along the Appalachian Trail suggest that the number of hiking
encounters along the Trail could be reduced by
altering the number and timing of arrivals at various
trailheads (Manning & Potter 1984, Potter &
Manning 1984). In fact, spatial and temporal redistributions of use along a section of the trail were found
to be more effective at reducing the number of hiking
and camping encounters than across-the-board use
limits. In such cases, simulation modeling is a useful
tool for optimizing the design of trailhead quota systems and/or information and education programs that
redistribute use across starting locations and starting
times.
Conclusion
The study described in this paper illustrates the
potential usefulness of computer-based simulation
modeling in monitoring and managing recreational
use in backcountry and wilderness landscapes. Dispersed recreation in such areas is inherently difficult
to observe directly. However, by collecting representative data on recreational use levels and patterns
by means of trailhead counts and a diary survey of a
sample of visitor groups, a simulation model was
developed to estimate detailed levels and patterns of
visitor use. The model developed for the Humphrey’s
Basin area informs managers about levels of use and
resulting encounters at all trail segments and campsite clusters within the study area, and this information can be used for several purposes, including
identifying potential bottlenecks or congested sites,
scheduling maintenance and patrol activities, and
educating visitors about the conditions they are likely
to experience.
The simulation model of Humphrey’s Basin can
also be used for monitoring purposes. Monitoring is
becoming increasingly important in park and wilderness planning and management, and plays a vital role
in application of the Limits of Acceptable Change
(LAC) (Stankey et al. 1985) and Visitor Experience
and Resource Protection (VERP) (Manning 2001,
National Park Service 1997) frameworks developed
and used by the U.S. Forest Service and U.S.
National Park Service, respectively. These frameworks require formulation of indicators and standards
of quality for resource and experiential conditions in
parks and wilderness. Indicator variables must be
monitored to help ensure that standards of quality are
maintained. The simulation model developed for
Humphrey’s Basin can be used to monitor crowdingrelated indicator variables such as trail and campsite
encounters. Trailhead counts (gathered on a periodic
basis by means of automatic trail counters, selfregistration stations, or permit data) can be used to
run the model and estimate trail and campsite
encounters. Moreover, the model can be used in a
more “proactive” way by estimating the total daily
use that can be accommodated without violating
crowding-related standards of quality. In this way, a
trailhead quota or permit system could be designed to
ensure that crowding-related standards of quality are
maintained. The Humphrey’s Basin model estimates
that visitor use could be substantially increased without violating a camping encounter standard of 5 more
than 5% of the time.
Finally, travel simulation model can be used to
test the potential effectiveness of management practices, such as those designed to reduce trail and
campsite encounters. For example, travel simulation
modeling provides managers with a tool to estimate
the potential effect of redistributing use among entry
points to a wilderness area, or altering the temporal
distribution of use on visitor flows and visitor use-
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