A comprehensive D3.js visualization platform analyzing Virtual Reality adoption in education, featuring interactive scatter plots, bar charts, and multi-dataset correlation analysis.
This project visualizes data from multiple sources to reveal patterns in VR engagement, usage hours, user demographics, and assistive technology training availability. The visualization platform provides two primary interactive views with dynamic filtering capabilities.
Interactive scatter plot analyzing the relationship between VR engagement levels and weekly usage hours.
Features:
Data Displayed:
Grouped bar chart displaying user distribution across age groups and education levels.
Features:
Data Displayed:
Student-level data tracking VR usage outcomes in educational settings.
Key Columns:
Student_ID - Unique student identifierAge - Student age range (12-30)EducationLevel - High School, Undergraduate, or
PostgraduateGrade_Level - Educational grade levelField_of_Study - Subject area (Science, Medicine, Arts,
Engineering, Business, Law, Education)Usage_of_VR_in_Education - Yes/No indicatorHours_of_VR_Usage_Per_Week - 0-13 hoursEngagement_Level - 1-5 scale ratingImprovement_in_Learning_Outcomes - Yes/NoInstructor_VR_Proficiency - Beginner, Intermediate, or
AdvancedRegion - Geographic region (North America, Europe, Asia,
South America, Africa, Oceania)Record Count: 49 students Use: Primary dataset for engagement analysis and learning outcome correlations
Educational VR implementation data with institutional context and infrastructure metrics.
Key Columns:
Age - Participant age (12-30)EducationLevel - High School, Undergraduate, or
PostgraduateGrade_Level - Educational levelUsage_of_VR_in_Education - Yes/NoHours_of_VR_Usage_Per_Week - 0-18 hoursEngagement_Level - 1-5 scaleImprovement_in_Learning_Outcomes - Yes/NoInstructor_VR_Proficiency - Beginner, Intermediate, or
AdvancedAccess_to_VR_Equipment - Yes/NoStress_Level_with_VR_Usage - Low, Medium, or HighRecord Count: 49 records Use: Users view user distribution analysis and infrastructure impact assessment
User VR headset experience data measuring immersion and comfort metrics.
Key Columns:
UserID - Unique user identifier (1-49)Age - User age (19-60)Gender - Male, Female, or OtherVRHeadset - Device type (HTC Vive, Oculus Rift,
PlayStation VR)Duration - Session duration in minutes (5.3-58.5)MotionSickness - 1-10 discomfort scaleImmersionLevel - 1-5 scaleRecord Count: 49 experiences Use: Supplementary data for user experience analysis
Global assistive technology training availability data from WHO.
Key Columns:
Location - Country nameParentLocation - WHO regionDim1 - Training type categoryPeriod - Year (2021)Value - Training availability indicatorRecord Count: 50+ entries Use: Contextual data for assistive technology training availability analysis
Student demographic and performance data for math and Portuguese language courses.
Key Columns (Common):
student_id - Unique identifierschool - School identifiersex - Gender (M/F)age - Student ageaddress_type - Urban/Ruralfamily_size - Household compositionparent_status - Living arrangementmother_education - Education levelfather_education - Education leveltravel_time - Commute durationstudy_time - Weekly study hoursclass_failures - Number of failuresRecord Count: 49 students each (math and Portuguese) Use: Cross-reference for student engagement and performance patterns
View the Engagement Analysis:
Explore User Demographics:
Interpret the Visualizations: