Abstract

Virtual reality provides a powerful way to visualize the three-dimensional, atomic-level structures of molecules and materials. We present new virtual reality software for molecular modeling and for testing the use of virtual reality in organic chemistry education. The open-source software, named VRChem, was developed primarily for building, visualizing and manipulating organic molecules using a head-mounted virtual reality system. The design goal of the VRChem software was to create an easy-to-use and entertaining user experience for molecular modeling in virtual reality. We discuss the design and implementation of VRChem, together with real-life user experiences collected from students and academic research staff.

Highlights

  • The idea of an artificial, computer-generated world realistic enough to delude our senses has captivated the minds of authors, consumers and institutions for decades with promises of lifelike virtual experiences in settings ranging from the mundane to the otherwise unimaginable

  • An alternative approach to VR is to project the virtual world onto the physical walls surrounding a user, which requires a large empty space and expensive projection equipment, such as the set of up to 6 rear-projection screens and projectors used in CAVE installations [2]

  • The software is one of the first VR molecular modeling applications focusing on building molecular models from the ground up and features workflows adapted from commonly used traditional modeling software to provide a quick and familiar user experience for molecular modeling

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Summary

Introduction

The idea of an artificial, computer-generated world realistic enough to delude our senses has captivated the minds of authors, consumers and institutions for decades with promises of lifelike virtual experiences in settings ranging from the mundane to the otherwise unimaginable. An alternative approach to VR is to project the virtual world onto the physical walls surrounding a user, which requires a large empty space and expensive projection equipment, such as the set of up to 6 rear-projection screens and projectors used in CAVE installations [2]. Recent developments in display manufacturing, driven in part by the enormous demand in the smartphone and smartwatch markets, have for the first time produced affordable displays for consumer-grade VR head-mounted displays. This technological progress has been primarily funded by the entertainment industry, but the educational and instructional fields seem to be viewing virtual reality with great interest as well for its promising outlook as an educational tool

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