1. Introduction
Public perceptions are related to and based on environmental attributes [
1]. Therefore, it is essential to understand people’s landscape perceptions and aesthetic preferences to effectively design and set planning standards. These sensory experiences were previously only possible through real-life interactions. Traditional and mainstream environmental experiences require people to visit the site in person, which is expensive and time-consuming, and thus hinders the variety of landscape types that can be studied [
2]. Since the 1970s, scholars have studied the representation validity of different visual materials to simulate landscapes, in order to find a simpler, cheaper, safer, and more transparent landscape evaluation method than on-site assessment. A prevalent though unstated assumption is that the more closely experimental conditions represent the “real-life” experience, the more accurately results reflect the response in “real life” to the environment studied [
3]. As technology continues to advance, stimulating media have been expanding, from photographs, computer bitmaps and videos to virtual reality (VR) [
2,
4,
5,
6,
7,
8,
9,
10,
11].
Lanier first used the term VR in 1989 and described it as a computer-simulated environment with, and within, which people interact [
12]. Nowadays, VR has three types of systems: virtual environments presented on a flat screen, room-based systems such as cave automatic virtual environments (CAVEs), and head-mounted displays (HMD) [
13,
14]. In recent years, VR technology has been widely used by researchers, consumers, and enterprises, because many companies have introduced lightweight and affordable HMD devices. Compared with photos or photography, the visual information in VR matches up with the experience of the real world, where the visual scene updates with head movement. Therefore, most of the research works based on VR simulating the real environment are optimistic about its representation validity. VR is widely used in spatial cognition research, such as on the security of enclosed park spaces and the influence of virtual nature environments on mental actions [
15,
16,
17]. At the same time, due to its high controllability and repeatability, VR can provide an even more in-depth experience than on-site observation. Recently, evaluation research projects, including on the coral reefs in Australia’s Great Barrier Reef, high-speed roads, metro journeys, and wind farm exposure, have been conducted through immersive VR [
18,
19,
20,
21].
Validity refers to the degree that something is as it purports to be [
22]. Existing research on the ecological validity of VR has mainly focused on the fields of neurology, clinical psychology, and computer science, involving perception, path-finding, and self-cognition [
23,
24,
25,
26]. The conclusions of these studies indicate that VR is not only a useful tool for neuropsychology; the experience it produces is also an important research object. Research on the validity of VR in landscape evaluation is minimal. Lim et al. compared photos and 3D-modeled VR images and obtained a strong affirmation of the validity of VR images [
27]. However, this research projected VR through the screen, and the perspectives of photos and VR images are basically the same, which may induce respondents to give similar scores. Riva et al. created three virtual parks with the same structure and objects but different atmospheres and compared the emotional differences of respondents in an immersive experience [
12]. The study confirmed the interaction between “feeling in the field” and emotion in a VR environment. Neither of the above studies compared the stimuli of VR and on-site environments. Usoh et al. pointed out that the conclusions obtained when respondents experience the same type of environmental stimulus are questionable in cross-environmental experience comparisons, such as immersive VR compared to real, or desktop display compared to immersive VR [
28]. Additionally, some scholars have also noted limitations and disadvantages of VR, e.g., the resolution of the display and the accuracy of body contact [
13,
29]. Therefore, a comparison between on-site observation and VR observation is necessary.
Choosing a suitable landscape representation method is also necessary. Landscape can be studied as a social structure or as an aesthetic object [
30]. Sevenant and Antrop [
2,
31] and Filova et al. [
32] pointed out that the main factors affecting the landscape representation are: rating variables, landscape types, sociodemographic characteristics, and the angle of view of the representation. The research paradigm of landscape perception mainly comes from the field of environmental psychology. Early studies aimed to determine the beauty of the overall landscape. In recent years, numerous studies have tried to explore more conceptual cognitive attributes to represent the landscape [
33,
34,
35,
36]. Van der Jagt et al. reevaluated and confirmed the effectiveness of the preference matrix as a standard of landscape aesthetics evaluation [
37]. Filova et al. found that in all the interviewee characteristics tests, only the gender and the residence of the respondents are important [
32]. Similar conclusions have been confirmed by other studies [
38,
39,
40]. Sevenant and Antrop’s study discussed different horizontal perspectives by changing the width of the photos (normal and panoramic photos) and concluded that panoramic photos have advantages over normal photos [
2]. Compared with a photo representing a specific view at a specific site, although VR can better reproduce the overall landscape, the observation range that observers prefer is unknown, and limited headset resolution is also a challenge.
To our best knowledge, few experiments have been carried out to compare the on-site survey data of landscape cognition with data stimulated by VR to check the representation validity of VR. To examine the potential of VR for substituting or complementing filed surveys and on-site landscape assessment, this research tried to answer the question whether the aesthetic preference and cognitive ratings of the on-site and VR stimuli are consistent. We compared landscape perception evaluation between on-site and VR stimuli, involving the overall landscape “beauty” score and the ratings of the 16 cognitive attribute variables. Both the concordance of mean variables for all vistas and the concordance of individuals for each vista were calculated, which, on the one hand, considers the impact of landscape types, and, on the other hand, excludes the impact of ecological fallacy caused by aggregated data. The findings are compared with earlier studies that investigated the validity of photographic stimuli.
2. Materials and Methods
2.1. Questionnaire
The questionnaire assesses cognitive items and aesthetic preferences. The first part was overall scoring of the scenery’s beauty (between 0 and 10). The second part consisted of 16 cognitive attributes to describe a more detailed perception using a 6-point Likert scale. Respondents needed to answer questions such as “To what extent do you consider the landscape is homogeneous?” The 16 cognitive attributes were: “vast,” “coherent,” “human-influenced,” “well-maintained,” “quiet,” “attractive plants,” “unspoiled,” “inviting to visit,” “of historical importance,” “valuable for conservation,” “homogeneous,” “bearing many functions,” “accessible,” and “typical.” This questionnaire was mainly derived from the research of Sevenant and Antrop [
2,
31] and also covered the classic theories of landscape perception [
33,
35]. In addition, respondents voluntarily filled in personal information, including nationality, age, and gender. The questionnaire was available in Chinese, Japanese, and English to meet the needs of tourists of different nationalities.
2.2. On-Site Survey Data Collection
The on-site stimulation included 11 landscape observation points, which were non-randomly selected during the field trip in November 2018. The observation points were located in Tsuchiura city and Tsukuba city (see
Figure 1), covering typical landscape types in the Kanto area of Japan, such as lakeside, mountain, farmland, urban center, urban community, historical ruins, and religious place.
Table 1 illustrates the landscape features of the 11 vistas, including natural features including land cover and hydrology, as well as cultural features. The panoramic photos of the 11 vistas can be found in
Appendix A Figure A1.
The on-site survey was conducted on 2 November 2018, a sunny day with few clouds and high visibility. Respondents stood at the designated position, observed the on-site landscape encompassing 360 degrees (without the designated observation angle), and filled in the questionnaire on site. The observation order of the on-site survey was from vistas 1 to 11 in turn. During the questionnaire, the respondents were not allowed to communicate with each other to ensure the independence of observation.
2.3. VR Data Collection
During the on-site survey, we collected data for VR stimulation. A tripod was placed at the observation point to fix the spherical camera (GoPro Fusion, GoPro, Inc., San Mateo, California, U.S.A.) at a height of 165 cm, matching the height of the average person’s eye-level. The camera with two 18-megapixel lenses recorded a 360° panoramic video. For each observation point, we filmed three 1-minute 360° videos (5.6 K 30 fps). Then, the high-res spherical content was stitched and rendered by GoPro Fusion Studio (GoPro, Inc., San Mateo, California, U.S.A.) into panoramic videos.
From December 2018 to January 2019, we conducted VR stimulation experiments in the laboratory. The HMD Oculus Go (Facebook Technologies, LLC, Irvine, California, U.S.A.), which was equipped with a 5.5-inch 2560 x 1440 resolution display, provided the immersive VR experience by tracking head motion to update the visual display. During the VR experience, respondents were asked to sit on a swivel chair in an open space and could rotate their body and head safely and freely. In order to eliminate the order effect, while wearing the headset, the respondents watched the panoramic videos in a random order stored on the device and answered the questionnaire verbally. The questionnaire was consistent with the on-site survey.
2.4. Respondents
Thirty-seven respondents (23 females and 14 males) aged 20–42 (M = 24.9, SD = 4.1) from Chiba University, who were recruited through posters, participated voluntarily in the study. Participants were students majoring in landscape architecture. They were assigned randomly to the on-site or VR experiment. Sixteen people participated in the on-site investigation, and 21 people participated in the VR stimulation experiment.
2.5. Statistical Analysis
This study used two datasets (see
Figure 2). Dataset 1 was the 17 variables (“beauty” score and 16 cognitive items) of all vistas, which were means rating scores for N = 11 vistas (data matrix = 17 × 11 cells). Dataset 2 was the variables per vista, which were rating scores of individuals (N = 37) per vista (data matrix = 17 × 11 × 37 cells).
Our study used a common repeatability experiment and comparative analysis to observe whether two different techniques that measure the same variable produce basically the same results, in order to evaluate the concordance of the two techniques. Therefore, Student’s t-test, as a usual method for numerical variables, was used to test the null hypothesis that the true mean difference is zero [
41].
The open-source statistics software JASP (JASP Team, version 0.11. 1, University of Amsterdam, Amsterdam, The Netherlands) was used to measure the agreement and relationship between the on-site survey and VR. Cronbach’s alpha was used to measure the reliability of the dataset. To calculate the agreement between the two stimuli, paired samples t-tests and Spearman correlations were used for dataset 1, and independent samples t-tests and percent agreements were used for dataset 2.
5. Conclusions
The role of VR technology in cognitive research, such as spatial assessment, has attracted increasing attention. However, it is not only the knowledge of the environment, but also the perceptual participation of the public to promote ecologically conscious behavior. Little is known about the agreement of on-site observation and VR stimulus in terms of public perception. This study measured the feasibility, regarding preference and cognition, of using VR to assess landscapes. In summary, our results support that immersive VR is a reliable tool that can be used in place of on-site observation for cognitive assessment of landscapes. However, this result should be applied with caution, especially for the cognition of “homogeneous,” “quiet,” and “unspoiled.” People may find the landscape more homogeneous and spoiled when observing it through VR. Additionally, people may not accurately determine how noisy the scene is because the on-site sound is not accurately reproduced.
These results are important, because VR technology is rapidly developing. VR has made the relationship between human behavior and its impact on the environment less abstract. We are likely to witness a revolution in human interaction with VR technology and the environment within the next decade. VR provides the advantage of reducing costs and contributes to the sustainability of practices such as quality monitoring and landscape assessment. In addition, our results also support the validity of studies that analyze spatial cognition through immersive VR, providing more potential for fields such as environmental psychology, landscape therapy, open space development and public participant.
Further research needs to find more empirical evidence to evaluate generalizability. Landscape preference is directly related to human nature as a multi-sensory creature. Although assessment may mainly be based on the visual aspects of the environment, other aspects (such as touch, sound and smell) also contribute to landscape perception. Hence, in addition to capturing the visual characteristics of the landscape, more attention should be paid to the other aspects of environment when using VR.