Management of recreational activity in areas that are culturally or ecologi
cally sensitive requires knowledge, and effective management, of recreation
ists' behaviour. In this paper we explore the role of spatial information s
ystems, spatial modelling, and virtual reality in the analysis and predicti
on of visitor location and movement patterns. The quantitative modelling of
the time spent by visitors on various aspects of the site attractions and
of visitor conflict has not been widely attempted, having only recently bec
ome possible because of greater computer power, better spatial data storage
options, and new modelling paradigms. Rule-driven autonomous agents can be
used as surrogates for human visitors. Behavioural rules can be derived an
d calibrated fi om visitor surveys. This is, however, an expensive and time
-consuming process and testing of people's decisions in a virtual environme
nt may provide sufficient information for rule definition. Once a rule-set
is determined, the autonomous agents move over a GIS-based model of the lan
dscape. Rendering algorithms determine what an individual agent is able to
'see'. Based on the established rules, this and other factors (such as tire
dness) determine behavioural choice. Recording of model runs to file allows
managers to undertake additional analysis to quantify and explore the infl
uence of alternative management options on recreationist movement, congesti
on, and crowding. Through the GIS, impacts such as erosion can also be mode
lled. In the longer term the combined models can become part of a decision
support system for sustainable tourism in fragile environments.