This project was a collaboration with Montem, a Danish company specializing in smart city solutions. It focused on visualizing real-time environmental data through a virtual reality (VR) experience. The project specifically recreated Nytorv, a well-known public square in Aalborg, Denmark, as a 3D simulation that users could explore using VR headsets such as the Oculus Rift or HTC Vive.
The VR environment dynamically reflected real-world data collected by city probes installed in the area. This data included environmental variables such as air quality, temperature, or noise levels. Users could interact with the simulation through a virtual control panel located in front of them, which served as a "time machine." The control panel allowed users to adjust settings and observe how the environment had changed over time, based on historical data sets and real-time streams.
The installation was envisioned for public spaces such as museums or libraries. It aimed to provide an engaging and educational experience, helping the general public understand the changes in their urban environment over time through an immersive and interactive medium. This concept demonstrated the potential of VR in making complex data accessible and relatable to a wider audience.
Building on the foundation of the original "Smart City in VR" project, the concept was further developed in collaboration with VR Byen into a multiplayer VR application designed for classrooms and conferences. This version enabled multiple users to explore and interact with the virtual environment simultaneously, fostering collaborative learning and engagement.
The simulation was expanded to include Vesterbro, a prominent street in Aalborg, Denmark, alongside the original Nytorv area. A virtual lounge scene was also introduced, providing a shared space where users could gather, discuss, and prepare before exploring the simulated environments.
To increase accessibility and portability, the project was successfully ported to the Oculus Quest platform. This adaptation allowed the experience to be delivered in diverse settings without requiring tethered VR systems, making it ideal for classrooms and mobile setups.
This enhanced version demonstrated the potential of VR as an interactive, collaborative, and educational tool, offering a dynamic platform for exploring urban development and environmental data in an engaging way.
The simulation was extended to include Vesterbro, another prominent street in Aalborg, Denmark, alongside the existing Nytorv area. Additionally, a virtual lounge scene was introduced, providing a shared space where users could gather, discuss, and prepare before diving into the simulated environments.
This enhanced version was tailored for educational and professional settings, offering an engaging platform for teaching about urban development and environmental data. The multiplayer functionality and expanded environments showcased the potential of VR as a collaborative and interactive tool for learning and engagement.