Technology Usage Correlation: VR Experiences, Education, and Assistive Technology
Source: Combined from three Kaggle datasets:
About the Visualization
This visualization compares VR immersion, educational VR usage, and student engagement levels across six age groups, while overlaying motion sickness trends as a line chart. The goal is to explore the relationship between age, VR experience quality, and education outcomes, alongside the global availability of assistive technology training.
Data Attributes & Types
| Attribute | Type | Description |
Age_Group: Categorical (Ordinal) — Six ordered groups: 12–17, 18–25, 26–30, 31–35, 36–40, 40+
- VR_Immersion: Quantitative (Interval) — Mean immersion rating (1–5 scale)
- Education_VR_Usage: Quantitative (Ratio) — Percentage of VR usage for educational purposes
- Engagement_Level: Quantitative (Interval) — Engagement score (1–5 scale)
- Motion_Sickness: Quantitative (Interval) — Motion sickness severity, scaled for comparison
- Region: Categorical (Nominal) — World region (Africa, Europe, Americas, etc.)
- Training_Programs: Quantitative (Ratio) — Number of assistive technology training programs available per region
Marks & Channels
- Bars: Represent VR immersion, education VR usage, and engagement (channel: height, color).
- Line: Represents motion sickness (channel: position across age groups).
- X-Axis: Age groups (ordered categories).
- Left Y-Axis: Immersion and engagement metrics (1–5 scale).
- Right Y-Axis: Education VR usage percentage (0–100%).
- Color Encoding: Distinguishes between metrics (blue = VR immersion, red = education usage, green = engagement, black line = motion sickness).
Key Insights
- Age group 18–25 shows the highest VR engagement in educational contexts.
- Motion sickness decreases with age and experience, indicating better adaptation over time.
- Immersion and engagement are positively correlated, suggesting that more immersive VR environments encourage participation.
- Younger users (12–17) show variable engagement but high adaptability, potentially requiring tailored VR experiences.
- Assistive technology training availability is highest in Europe and Africa, highlighting regional differences that could affect global educational equity.
Why This Matters
This visualization demonstrates how immersive technology affects learning outcomes and accessibility. It can guide future educational design, policy decisions, and development of VR systems that reduce discomfort while improving engagement.