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Creating the concept

We’ve made it as a POC – still, we’ve prepared a specification

Building the 3D Data Space

Modelling the environment to place the data in it

Integrating Data

Developing 3 different data visualisation method


Writing the Unity code for HTC Vive

VR Data Visualisation

Big Data Visualisation in VR

Virtual Reality (VR) gives real, actual value to the user in many cases. One of these is Big Data visualisation, where huge amount of data and its analytics has to be presented in an easy to consume and understand way. VR could help a lot in this, since it has many characteristics supporting this – even beyond the basic 360 view:

Excluding the external world
VR locks out all unnecessary outside stimulus and impulse, the attention kept focused on the actual content

The two separate controller of the Vive- one in each hand- helps the user to easily and rapidly interact with the content – let it be selecting, filtering, moving or zooming in the data or any other more complex action.

May be the biggest advantage is that instead of static, still charts, changes can be represented by moving, jumping, floating ones which makes the recognition of patterns, trend a lot easier and quicker.

VR makes really sense through 3 dimensional representation so the user not just surrounded by the content, but she can wonder in it – so we have a lot more space to show the necessary information.

These advantages are a lot easier to understand based on personal experience of VR and the proof of concept we’ve made.

We have a concept now and we’re looking for a partner who has real big data visualisation need, so our solution can be applied to it.




December 2017


Virtual Reality


Unity, Vive