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Study of Commodity VR for Computational Material Sciences
[Image: see text] Recent advancements in virtual reality (VR) devices and software environments make it possible to easily incorporate this technology for many applications, including computational materials science. For studying three-dimensional (3D) structure models and related chemical informati...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
American Chemical Society
2019
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Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6649102/ https://www.ncbi.nlm.nih.gov/pubmed/31459608 http://dx.doi.org/10.1021/acsomega.8b03483 |
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author | Hagita, Katsumi Matsumoto, Shigenori Ota, Koji |
author_facet | Hagita, Katsumi Matsumoto, Shigenori Ota, Koji |
author_sort | Hagita, Katsumi |
collection | PubMed |
description | [Image: see text] Recent advancements in virtual reality (VR) devices and software environments make it possible to easily incorporate this technology for many applications, including computational materials science. For studying three-dimensional (3D) structure models and related chemical information, we focused on using a commodity VR device (VIVE) and an authoring tool (Unity). To visualize 3D chemical structures, disturbances like judder due to dropped frames should be eliminated from the VR experience to improve simulations. We propose a simple evaluation method that is straightforward for the nonexpert or novice VR user. We examine the major visualization representations including ball, ball and stick, and isosurface systems. For systematic benchmark measurements, a pendulum from the VR device was used to generate periodic oscillatory motion during measurements of a time series in frames per second (fps). For VIVE with a refresh rate of 90 Hz, judder occurred when less than 90 fps. We demonstrated the system size limitations for the results of molecular dynamics simulations of phase separation of ABA block copolymers and experimental observations of filler morphologies in rubber. |
format | Online Article Text |
id | pubmed-6649102 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2019 |
publisher | American Chemical Society |
record_format | MEDLINE/PubMed |
spelling | pubmed-66491022019-08-27 Study of Commodity VR for Computational Material Sciences Hagita, Katsumi Matsumoto, Shigenori Ota, Koji ACS Omega [Image: see text] Recent advancements in virtual reality (VR) devices and software environments make it possible to easily incorporate this technology for many applications, including computational materials science. For studying three-dimensional (3D) structure models and related chemical information, we focused on using a commodity VR device (VIVE) and an authoring tool (Unity). To visualize 3D chemical structures, disturbances like judder due to dropped frames should be eliminated from the VR experience to improve simulations. We propose a simple evaluation method that is straightforward for the nonexpert or novice VR user. We examine the major visualization representations including ball, ball and stick, and isosurface systems. For systematic benchmark measurements, a pendulum from the VR device was used to generate periodic oscillatory motion during measurements of a time series in frames per second (fps). For VIVE with a refresh rate of 90 Hz, judder occurred when less than 90 fps. We demonstrated the system size limitations for the results of molecular dynamics simulations of phase separation of ABA block copolymers and experimental observations of filler morphologies in rubber. American Chemical Society 2019-02-22 /pmc/articles/PMC6649102/ /pubmed/31459608 http://dx.doi.org/10.1021/acsomega.8b03483 Text en Copyright © 2019 American Chemical Society This is an open access article published under a Creative Commons Attribution (CC-BY) License (http://pubs.acs.org/page/policy/authorchoice_ccby_termsofuse.html) , which permits unrestricted use, distribution and reproduction in any medium, provided the author and source are cited. |
spellingShingle | Hagita, Katsumi Matsumoto, Shigenori Ota, Koji Study of Commodity VR for Computational Material Sciences |
title | Study of Commodity VR for Computational Material Sciences |
title_full | Study of Commodity VR for Computational Material Sciences |
title_fullStr | Study of Commodity VR for Computational Material Sciences |
title_full_unstemmed | Study of Commodity VR for Computational Material Sciences |
title_short | Study of Commodity VR for Computational Material Sciences |
title_sort | study of commodity vr for computational material sciences |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6649102/ https://www.ncbi.nlm.nih.gov/pubmed/31459608 http://dx.doi.org/10.1021/acsomega.8b03483 |
work_keys_str_mv | AT hagitakatsumi studyofcommodityvrforcomputationalmaterialsciences AT matsumotoshigenori studyofcommodityvrforcomputationalmaterialsciences AT otakoji studyofcommodityvrforcomputationalmaterialsciences |