A Framework for Visualizing the Dynamic Events of Carbon
Nanocomposites using Virtual and Augmented Reality Tools
Razib Iqbal, Taylor Kuttenkuler, Chad Brewer and Ridwan Sakidja
College of Natural and Applied Sciences, Missouri State University, Springfield, MO, U.S.A.
Keywords: Carbon Nanocomposites, Molecular Dynamics, Oxidization, Unity Game Engine, Google Daydream, HTC
Vive, Virtual Reality, Augmented Reality.
Abstract: Atomic interactions pertaining to carbon-nanocomposites can be elusive and hard to comprehend, and as such
great benefit can be gained through a visualization of these interactions within a virtual or augmented reality
setting. In this paper, we present a framework that can be used for Material Science research and education
incorporating topics related to the dynamics in nanomaterials. We developed the proof of concept
implementation of this framework for Virtual Reality (VR) and Augmented Reality (AR) settings using the
Unity game engine. Throughout this paper, we discuss our framework as well as the related user experiences
and performance measurements we gathered when using our framework with the Google Daydream, HTC
Vive, and Microsoft HoloLens in introducing scientists to the use of AR and VR as a tool for nanocomposite
and molecular dynamics research.
1 INTRODUCTION
Carbon-nanocomposites have garnered more attention
over the years due to their special properties like low
density, high specific surface area, and thermal and
mechanical stability (Krolow, 2013). They are used in
various areas including batteries, biomedical
technology, and structural components (Baughman,
2002). Carbon-nanocomposites have gathered interest
due to a variety of reasons, including having a high
elastic modulus and tensile strength being just two
among many others (Arash, 2013). With this sudden
popularity, comes the need for proper Molecular
Dynamics (MD) simulation tools to aid in the research
of these nanocomposite materials. These tools are
important, as carbon nanotubes and nanocomposites in
general are extremely difficult to study due to their size
and their atomic nature. MD simulation tools help
researchers to better understand the properties of
carbon nanotubes (CNT) as well as how they will react
under certain circumstances. One such circumstance
that is of great interest to many researchers, is how
CNT react under various conditions when subjected to
the process of oxidation. Oxidation poses a challenge
towards the use of CNT because oxygen molecules
will bind to carbon molecules located within
imperfections in the carbon nanotube structure and
cause the nanotube to slowly decay through a process
of fraying and decomposition (Zhang, 2003). These
imperfections can be difficult to detect and are
typically common at the edges of a carbon nanotube.
In order to bring greater flexibility to the study of these
CNT in virtual and augmented reality, we developed a
framework to better understand how carbon-
nanocomposites react to oxidation. Researchers may
upload data related to reactions they may be currently
researching, and view them within virtual or
augmented reality settings on a variety of different
devices, e.g. Google Daydream, Microsoft HoloLens,
as well as view them concurrently with multiple other
researchers. This paper aims to present our generic
framework for implementing this system of
nanocomposites visualization and to increase the
flexibility of the evaluation of nanocomposites.
The rest of the article is organized as follows:
Previous initiatives and tools to visualize Molecular
Dynamics simulation in VR/AR environments is
highlighted in Section-2. Our proposed framework and
relevant implementation details are provided in
Section-3. Sections 4 and 5 contain the device-specific
performance of our proof-of-concept framework
implementation and end user survey results. Finally,
we highlight our observations based on data collected
from performance and survey results and the future
direction of our ongoing work in Section-6.
Iqbal, R., Kuttenkuler, T., Brewer, C. and Sakidja, R.
A Framework for Visualizing the Dynamic Events of Carbon Nanocomposites using Virtual and Augmented Reality Tools.
DOI: 10.5220/0007933903310336
In Proceedings of the 16th International Joint Conference on e-Business and Telecommunications (ICETE 2019), pages 331-336
ISBN: 978-989-758-378-0
Copyright
c
2019 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
331
2 RELATED WORKS
Research into applications of VR in relation to MD
simulation has been undertaken in the past. In 1998
(Ali, 1998), researchers created their own set of VR
hardware, labelled as the Cave Automatic Virtual
Environments (CAVE), as no set of VR tools existed
at the time that were commercially available and
allowed for an easy development process. They then
proceeded to create a software application which
served as the MD simulation framework which was
only compatible with the CAVE system.
More current research has also been undertaken in
an attempt to realize a VR software framework for MD
simulation which is compatible with modern, more
commercially available VR tools and hardware
systems. In one such study published in 2018
(O’Connor, 2018), researchers created a MD
simulation framework for use with the HTC Vive
which allowed for the real time simulation of atomic
structures undergoing MD. This research, while
limited to only one set of VR tools (the HTC Vive),
demonstrates the incredible potential of MD
simulations within a VR Environment when paired
with powerful computational assets made available
through modern technologies, like cloud computing.
Along with research studies regarding MD
simulations, commercial applications also exist with
the aim of providing an educational framework for the
study of atomic molecules as well as to improve
research capabilities.
MEL Science (melscience.com) is company that
specialize in educating children on the topic of
chemistry. The company has created a VR application
called the MEL Chemistry app which allows users to
view chemical models. Although the application
presents atomic structures to the user, these structures
are static and do not move. The application is heavily
catered towards students at the primary education
grade level and does not contain robust tools for the
study of more detailed chemical models for
researchers.
EduChemVR is a start-up company based out of
Sweden that also specializes in molecular and atomic
education. The company has recently embarked on an
endeavour to create applications to educate children on
these topics and has, as such, created a VR application
for students called Learning Carbons VR. This
application presents users with static models of various
carbon-based atomic structures. The application was
developed using the Unity Game Engine and utilizes a
Bluetooth gamepad controller for movement and
Google Cardboard for displaying the atomic structures.
Like MEL Chemistry, Learning Carbons VR is also
focused towards primary education grade level
students and does not contain robust tools for the study
of more detailed molecular models (educhem-vr.com).
LAMMPS is a fully realized MD simulation engine
package created by Sandia National Laboratories
(Plimpton, 1995). The program will produce atomic
trajectory information documenting the movement of
the individual atoms within the simulation box. Each
trajectory records the movements for every 2 femto-
seconds. The format of the LAMMPS results however
is typically not compatible with VR devices, even
though it does possess the ability to simulate complex,
large scale chemical reactions involving thousands of
individual atoms. We utilize LAMMPS to generate the
data necessary for the visualization of atoms and
molecular structures within our framework.
While the use of VR tools to simulate MD has
maintained high levels of interest throughout the years,
it is still very much a burgeoning field, especially when
dynamic processes are of interest. As a side effect,
access to frameworks for viewing MD simulations
within VR has remained somewhat stagnant and
researchers are often limited to a narrow scope of
hardware from which to choose from. Taking notice of
this issue, our framework aims to expand the range of
VR tools available to researchers hoping to utilize said
tools for MD simulations. Compared to the existing
works cited in the literature, our framework has also
expanded MD simulations to the realm of AR with the
same initiative to enable a broad set of tools and
hardware sets for researchers.
3 PROPOSED FRAMEWORK
AND IMPLEMENTATION
In Figure-1, we present our proposed framework for a
streamlined system to study MD simulations. The
framework’s ease of use and ability to be easily
integrated into a research pipeline is enhanced by the
fact that the application is compatible with a wide
range of different VR and AR platforms. This enables
researchers to be able to view a simulation in a variety
of different VR or AR settings and does not restrain the
researcher to a single device in which they must view
their simulations. On top of this, the framework
enables researchers to view any simulation
concurrently with other researchers and makes this
experience available across platforms. Therefore,
researchers are less limited by the devices they have
available and are able to take a more team centred
approach towards their research if they so desire.
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Figure 1: Our framework for CNT VR/AR simulation.
The proposed framework takes two inputs -
simulation data created using LAMMPS and user
interaction input collected via input devices associated
with the various VR and AR hardware. The user input
information fed into the system is used to allow a user
to interact with any given User Interface (UI) and to
allow for a user to control the camera when viewing a
simulation.
The framework accepts simulation data from both
cloud hosted databases and local file systems. In a
single user setting, a user may upload their simulation
data to a repository and then select the simulation from
the list of available data. In a multi-user setting, users
need the host-server (a user hosting the simulation) to
select and run the simulation they would like to view
and then other participants can join the same
simulation remotely.
The simulation data is fed into a file parser which
interprets the data for the given simulation and
generates atoms based on this data, allocating the
information gathered from the data to each atom’s
control script which then dictates the behaviour of the
atom throughout the simulation.
Figure 2: Molecular simulation data format.
In Figure-2, we show a snippet of one of our sample
data sets of a molecular simulation generated by
LAMMPS. The data set indicates the type of atoms
present within the simulation as letters located at the
top of the simulation file. C and O are present within
this simulation standing for Carbon and Oxygen. The
data set also shows the simulation matrix specifications
located just below the atom types present in the
simulation and indicates below the matrix, the number
of atoms of each type that are in the simulation. The
number of atoms present, in this case 190 and 8, are
written in the same order as the letter types at the top
of the simulation file. In other words, 190 carbon atoms
will be generated within the simulation along with 8
oxygen atoms. After this information is displayed in
the data set, the word “Direct” is used to indicate the
positional data of each atom present within the scene
for a single frame. The atom data is always listed in the
same order and is mapped to the atoms as they are
listed in the atom types and numbers section of the data
set. For example, in this data the first 190 sets of
positional data correspond to carbon atoms whereas the
last 8 correspond to oxygen atoms, following the
ordering of the listed atom types. Lastly, the data set
repeats this format for every frame that was simulated
within LAMMPS, only changing the positional data
within the “Direct” section of the data for each frame.
Figure 3: Simulation of carbon nanotube undergoing
oxidation. Left: Initial stage, Right: Structural fraying.
Once the data is processed, the user is then able to
control all aspects of a simulation through the UI and
to control the camera positioning through the camera
controller. After the initial set up, the camera data will
be used to render the simulation, atoms, and UI. The
proof-of-concept implementation of our proposed
framework in Unity (unity3d.com) goes as follows:
1. Upon entering the application, the user will be
presented with a menu and will utilize the various
input devices associated with each of the Virtual
or AR tool sets they are using to send data
regarding their input to the system.
2. Input data sent into to the system will then be
interpreted to allow for the user to interact with the
given User Interface (UI) as well as to control the
camera within the application once the simulation
starts.
3. The user will then be able to interact with the UI
to select whether or not they would like to view a
simulation by themselves or with other users.
A Framework for Visualizing the Dynamic Events of Carbon Nanocomposites using Virtual and Augmented Reality Tools
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4. After making this selection, if the user chooses to
view a simulation by himself then the user will be
presented with a list of the available simulation
data sets from which to choose from. If the user
chooses to view a simulation with other users then
they will be connected to a dedicated server and
be able to view whichever simulation is currently
running on this server.
5. Users also have the ability to upload a simulation
data set generated by LAMMPS to a public
website repository so that the simulation will be
made available to be viewed within the application
or to request that the dedicated server begin
running a specific simulation dataset that the user
would like to view with other users.
6. Once a simulation is selected to be viewed, the
simulation data will be retrieved from the website
repository and subsequently parsed and
interpreted by the application. This process takes
place on the user’s system only in the case of a
single user simulation due to the fact that the initial
processing for a multi-user simulation is handled
by the host-server.
7. Once a simulation dataset has been parsed and
interpreted, data pertaining to atom behaviour is
allocated to each individual atom object and the
simulation begins running. If a user has joined a
multi-user session, the server simply sends this
atom behaviour to the client session of the user.
8. During the simulation, the user’s camera renders
the simulation (see Figure 3) and the user is given
control of the camera to enable them to move
around the simulation. In a multi-user setting, the
only user allowed to manipulate the playback of
the simulation is the user who has been assigned
the role of “Lead” upon connecting to the server.
9. When a user is finished viewing a simulation, they
can utilize the UI to exit the simulation they are
currently viewing and will be returned to the start
menu wherein the process will proceed from step
1.
4 SYSTEM PERFORMANCE
Device performance when using our framework was
gathered via the frame rates measured while each
device simulated different molecular processes
containing different numbers of atoms (see Figure-4).
Due to the Google Daydream’s utilization of mobile
devices and smartphones, it is limited in the amount of
processing power as it has to perform calculations on
large amounts of data. This was also an issue present
within the Microsoft HoloLens as its onboard
processor is not powerful enough to render large data
sets when not tethered to a computer. Because of this,
for datasets with a number of atoms larger than 260,
the Google Daydream and Microsoft HoloLens were
unable to be utilized. For these larger datasets the HTC
Vive was utilized which must remain tethered to a
computer for processing. This allowed for the
simulation of much larger data sets. The range of data
sets that were tested for the various devices ranged
from 198 atoms to 10,000 atoms.
Figure 4: Framerate performance by number of atoms.
4.1 Google Daydream
The testing and development phases for the mobile and
smartphone version of our application were performed
on the Google Pixel 2. The Google Pixel 2 performed
best when the data set contained trajectory data for 300
atoms or less. For data sets that contain more than 300
atoms, the Google Pixel 2 could take up to a minute or
longer to transition into the scene containing the
simulation. At 1000 atoms or more, the Google Pixel 2
consistently crashed and would not enter the
simulation. This may be due to a failsafe mechanism
on the phone that will not allow a program to lock up
for more than a handful of minutes. It is also worth
noting that even if the Google Pixel 2 could have
rendered the simulation scene, it may not have been
able to simulate it in real time without freezing or
having a very low frame rate. Despite these limitations,
the Google Daydream implementation has the unique
advantage of making the program portable and any
user should be able to use the application provided they
have the hardware.
4.2 HTC Vive
For the HTC Vive to run the data sets, a GPU that is as
powerful or better than the Nvidia GTX 1060 and have
an Intel i5-4590 CPU or better is needed. All of our
available datasets were able to run on the HTC Vive.
We were unable to find an absolute cap wherein the
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HTC Vive simply could not handle the number of
atoms present within the simulation, however
framerate would continue to decline as the number of
atoms grew as can be seen in Figure-4.
4.3 Microsoft HoloLens
The Microsoft HoloLens makes use of a custom-built
onboard processor and GPU in order to project 3D
models into an AR environment. While the processor
and GPU contained within the HoloLens are fairly
powerful for a portable device of its kind, most of their
processing power is spent computing various
calculations to render and display 3D models within
the environment as well as keep track of their position
in world space. Therefore, the amount of processing
power made available to the HoloLens for other tasks
such as the calculations needed for our simulation was
limited and performance issues began appearing in
simulations with a number of atoms ranging as little as
260. It would appear that in this regard, the Microsoft
HoloLens performed less optimally than the Google
Daydream utilizing the Google Pixel 2. However, the
Microsoft HoloLens provides the same advantages as
the Google Daydream in that it is portable and able to
be used from any location as long as an internet
connection is established, as well as providing the
unique added ability to project a simulation into the
real world to be viewed in an AR setting.
5 SURVEY
A survey was composed to gain feedback on the
effectiveness of the framework to be used in the
development of VR and AR applications for MD
simulation. The survey also provided us with
information to better understand which device users
found more user friendly and which device enabled
them to better understand the interactions within the
MD simulations. A total of 18 adult participants (not
including the authors) were asked to participate in the
survey. Any learning or fatigue effect was mitigated by
randomizing which device users started with. There
were no strenuous tasks for the participants to perform,
except to interact with the user interface and move
around their respective simulation.
5.1 Survey Questions
Questions used for the survey are as follows:
Participants were given dichotomous, yes or no
questions asking if they enjoyed their experience and if
they have ever used a VR or AR device before. A
multiple answer question was given to determine past
user experience with any of the devices used in the
study, where users could choose any or all of the
devices they had used before, the choices were HTC
Vive, Oculus Rift, Smartphone VR, Microsoft
HoloLens, or other.
A multiple-choice question was used to determine
which device users enjoyed more and they were asked
to provide a short answer for their choice. Participants
were given Likert scale questions to gauge their ability
to quickly learn and utilize the controls for each of the
devices, where 1 represents having difficulty
understand the controls and 5 represents having no
difficulty understanding the controls.
Another Likert question was used to determine if
the experience improved participant understanding of
carbon nanocomposites, where 1 represents they
disagree that the experience improved their
understanding and 5 represents they agree the
experience improved their understanding. One more
Likert question was used to determine if the
participants found the experience to be educational at
all, where 1 represents not education and 5 represents
very educational.
Finally, participants were asked short answer
questions for what they enjoyed most about the
experience, what they disliked, and for any other
feedback in regards to the application.
5.2 Survey Results
The majority of participants (12 out of 18) have had
experience with VR or AR devices before. When asked
which devices the participants had used before, 7
answered HTC Vive, 7 answered Microsoft HoloLens,
1 answered Google Daydream, and 8 answered other.
For the question covering which device users
enjoyed the most, 10 (55.6%) of the participants
answered HTC Vive while the Microsoft HoloLens
received 5 (27.8%) votes. Users reported the HTC Vive
as the "most responsive" and "more immersive" than
the Daydream or HoloLens.
As for the questions pertaining to the controls and
ease of use of the devices, the Vive and Daydream had
similar responses where 10 (55.6%) of the participants
strongly agreed that the controls were easy to
understand. For the HoloLens, 6 (33.3%) strongly
agreed the controls were easy to understand, 5 (27.8%)
agreed, 6 (33.3%) were in the middle, and 1 (5.6%)
disagreed that the controls were easy to understand.
Next, participants were asked about whether or not the
experience was educational and whether or not the
experience improved their understanding of carbon
nano-composites. Overall, most of the participants
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335
found the experience to be educational and that it
improved their understanding of the structure of carbon
nanocomposites. Eight (44.4%) strongly agreed that
the experience was educational and that it helped
improve their understanding of carbon
nanocomposites, 6 (33.3%) agreed that it improved
their understanding of carbon nanocomposites, 7
(38.9%) agreed that the experience was educational,
and no one answered disagree or strongly disagree on
either question. Participants gave suggestions for
longer simulations, labels for the atoms, and more
information in the scenes for what is being viewed.
Lastly, participants were asked to give short
answers in regards to what they enjoyed about the
experience, what they disliked, and for other comments
that may be helpful to the developers. All but 1
participant, who responded “N/A”, answered that they
mostly enjoyed using the different devices. One
participant stated, “I enjoyed being able to observe a
complex phenomenon in a way that made it simple to
understand.” In regards to what users disliked about the
experience, 4 reported motion sickness with the Vive
and 5 reported general usability issues with the
HoloLens.
6 CONCLUSIONS
In this paper, a framework for researching molecular
dynamic processes within virtual and augmented
reality settings was presented. We demonstrated that
our framework provides researchers an easily
accessible and robust tool for visualizing the
interactions within VR and/or AR settings. Based on
the survey results, it is evident that the participants
were able to make use of our application to enhance
their understanding of the atomic interactions they
were witnessing along with the structure of carbon
nano-composites. It is worth noting that many of the
criticisms the survey participants mentioned or the
issues they were encountering were mostly due to the
limitations of the device they were using as opposed to
the framework we were showcasing to them. Despite
these issues, the survey demonstrated that the
framework we created is useable in all of the VR and
AR settings we presented to the participants. Another
significant finding of our survey was that many of the
users stated that they found the VR and AR aspects of
our framework when viewing the MD simulations
served to enrich the viewing experience. Many
participants mentioned that the ability to navigate a
MD simulation in a fully immersive 3D setting helped
them to better understand both the micro-level atomic
reactions and the macro-level molecular dynamic
events themselves. This illustrates the potential
benefits of our framework to enable researchers to gain
a more 3D understanding of molecular dynamic events
in AR/VR settings.
We aim to expand our current framework to allow
for the real time simulation of molecular dynamics
processes and are currently working on implementing
a system in which users can interact with a given
simulation even if all of the atomic events within the
simulation are not being calculated in real time. We
also plan on further developing the framework to allow
for greater detail in regards to the atomic reactions
taking place within any given simulation such as
showing the bonding between atoms, temperature,
atomic mass, and other relevant details of a CNT/MD
simulation.
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