## 3 Results and Discussion
### Evaluation of the Virtual White-Lipped Peer Interactive Display  
The physically rendered white-lipped deer model and its associated interactive animations were packaged using the Unity3D AR platform into an Android-compatible apk installation file. This application was subsequently deployed and tested on 15 Android smartphones of the same brand and model. Figure 8 illustrates the operational performance and visual effects observed during actual runtime.  
Figure 8: Average frame rates were observed during runs of varying numbers of three white-lipped deer models.  
Figure 7: User evaluation results of the static white-lipped deer model.  
An evaluation study was conducted involving 30 college students from diverse academic backgrounds. Participants were randomly assigned to two equal groups: Group A and Group B, each comprising 15 individuals. Group A interacted with an AR application that featured a virtual white-lipped deer to explore and learn about wildlife in the Sanjiangyuan region. Group B served as the control group and viewed a 2D video demonstration created using a traditional texture-mapping method. Both groups were presented with identical educational content, including an introduction to protected wildlife species on the Qinghai-Tibet Plateau, a visual display of the white-lipped deer, magnified anatomical details, and model-based interaction. To assess learning outcomes, all participants completed pre- and post-intervention evaluations focusing on four dimensions: perceived realism of the white-lipped deer model, animation fluency, comprehension of ecological conservation in the Sanjiangyuan region, and awareness of digital wildlife protection initiatives. It was hypothesized that Group A, exposed to an immersive and interactive 3D experience, would demonstrate higher engagement, interest, and motivation toward wildlife conservation compared to Group B, which interacted with static 2D content. The comparative results of the pre- and post-assessments are presented in Figures 9 and 10.  
The comparative analysis of the assessment results indicates that Group A exhibited significantly enhanced responses following their interaction with the Sanjiangyuan wildlife AR application developed in this study, relative to Group B, which engaged with the 2D video format. Notably, 80% of participants in Group A reported a high level of interest  
Figure 10: Post-test results for Groups A and B.  
Figure 9: Pre-test survey results of 30 students.  
in the AR product and demonstrated a more comprehensive and nuanced understanding of ecological conservation in the Sanjiangyuan region. Furthermore, a survey assessing acceptance of non-intrusive wildlife viewing methods revealed that the majority of Group A participants preferred the AR-based interactive approach. In contrast, fewer than 30% of Group B participants expressed a similar preference.  
These findings suggested that the AR interactive platform not only enriches user engagement but also serves as an effective medium for ecological education regarding the Sanjiangyuan ecosystem. Additionally, the technology offers a promising and well-received approach to non-invasive wildlife observation, which is essential for safeguarding local biodiversity and supporting sustainable tourism initiatives.