Abstract
The Belle II experiment, based in Japan, is designed for the precise measurement of B- and charm-meson as well as τ-lepton decays and is intended to play an important role in the search for physics beyond the Standard Model. To visualize the collected data, amongst other things, virtual reality (VR) appli-cations are used within the collaboration. In addition to the already existing VR application which runs on a head-mounted display (HMD), an implementation for the cave automatic virtual environment (CAVE) has been created, where the CAVE is an immersive VR environment, in which projectors are directed to up to six walls of a room-sized cube. These VR applications allow for the inspection of the Belle II detector itself, as well as the illustration of GEANT4 simulated (and data) events of the electron-positron collisions occurring at the SuperKEKB collider. The VR implementations are not only limited to the use within the Belle II collaboration, but are a helpful tool in education and outreach activities.
Highlights
The Belle II detector, shown in figure 1, together with the associated SuperKEKB accelerator, belong to a particle physics experiment at the KEK research facility in Tsukuba, Japan [1]
These virtual reality (VR) applications allow for the inspection of the Belle II detector itself, as well as the illustration of GEANT4 simulated events of the electron-positron collisions occurring at the SuperKEKB collider
A di↵erent approach to VR is done by so-called cave automatic virtual environments (CAVE) [5], where projectors are directed to up to six walls of a room-sized cube to generate the VR experience
Summary
The Belle II detector, shown in figure 1, together with the associated SuperKEKB accelerator, belong to a particle physics experiment at the KEK research facility in Tsukuba, Japan [1]. To visualize this data, amongst other things, Virtual Reality (VR) applications are used within the collaboration. VR became more and more popular in recent years, with the releases of the HTC Vive [3] and the Oculus Rift [4] Both are so-called head-mounted displays which, through the combination of displays and lenses within the headset, give the user the impression of being in a virtual environment. A di↵erent approach to VR is done by so-called cave automatic virtual environments (CAVE) [5], where projectors are directed to up to six walls of a room-sized cube to generate the VR experience Both approaches use tracking to capture the position and movements of the user in order to create an even more immersive experience.
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