Scientists utilize virtual reality to make scientific discoveries, Simulated 3D virtual reality (VR) simulations bring the speed and direction of 4 million stars to life in the local Milky Way.

Now astronomers and researchers have gained a new perspective on the movement of stars and are increasing our understanding of star clusters.

Goddard engineer Tom Grub manipulated a 3D simulation that revived the speed and direction of four million stars in the local Milky Way. now nasa cientists utilize virtual reality to make scientific discoveries.

Astronomer Goddard Mark Kuchner and researcher Susan Higashio use the PointCloudsVR virtual reality software, developed by software developer Matthew Brand, to get a new perspective on the movement of stars. Simulation helps them to classify star groups.

According to Gigashio, astronomers came to different conclusions about the same star group and examined it with a paper chart in six dimensions.

A group of stars moving together shows astronomers that they appeared at the same time and place, from the same cosmic event that can help us understand how our galaxy evolved. sp now the scientists utilize virtual reality to make scientific discoveries.

Godard’s virtual reality team, led by Thomas Grub, animates the same star, revolutionizes the classification process, and makes it easier to see groups, Gigashio said.

They found stars that could be divided into wrong groups and stars that could belong to a larger group.

Instead of looking for a database and then another database, you have to fly there and search for them together, Higashio said. He has seen this simulation hundreds, maybe thousands of times and said that the associations between star groups in artificial space found in VR headsets became more intuitive.

Observation of stars in VR will redefine astronomers’ understanding of individual stars and the formation of star clusters.

3D visualization helped him and Kuhner understand how local star districts formed and opened windows in the past, Kuchner said. “We often meet groups of young stars who move together, showing that they are all formed at the same time,” Kühner said.

The thought is that they are star formation events. They are all established in the same place at the same time and thus move together.

“Planetariums upload all the databases they can get and transport people through space,” Kuchner added.

Yeah, I won’t build a planetarium in my office, but I can use a headset and be there.

Scientific discoveries are not the only recipients of the Grubb laboratory.

The world of VR and Augmented Reality (AR) can help NASA and engineers, Grubb said. VR places the viewer in a simulated world, while AR displays computer-generated information in the real world.

When the first “functional” mobile phone appeared on the market in 2016, his team began developing solutions such as tracking world stars Kukhner and Igashio, as well as virtual practical applications for engineers who are researching the next generation and satellite service missions.

The hardware is there; His support is here, said Grub.

Software lags, as are conventions for interacting with the virtual world. They don’t have simple conventions like pinching and zooming, or the way each mouse works the same way when you click the right or left mouse button.

This is where the Grub team comes in, he said. To overcome this usability problem, the team created a framework called the Mixed Reality Engineering Tool and trained groups to work with it. MRET, which is currently available to government agencies, supports scientific data analysis and enables VR-based engineering: from concept design to CubeSats to simulated hardware simulations and orbit testing and mission visualization such as Restore-L.

For engineers and designers of mission and space vehicles, VR offers cost savings in the design / construction phase before the physical layout is made, according to Grubb.

You still have to do the layout, but you can do a lot of repetition before continuing with the physical model, “he said.

It’s not too sexy for ordinary people to talk about cable routing, but for an engineer who can do it in a virtual environment and know how many cables you need and what the route looks like, it’s very interesting.

For example, in the Restore-L spacecraft model, Grubb shows how an engineer can use VR simulations to “draw” cable routes through tools and components, and the software provides the cable length needed to follow that route.

The path for hardware construction, repair and maintenance can also be developed practically so that it is suitable for tools and can be used in confined spaces.

This year they want to allow Godard and Langley to fully interact with visualization. “We will be in the same environment and if we control or manipulate something in the environment, they will be able to see it,” said Grub.