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Immersive Virtual Reality Experiences for All-Sky Data

Published online by Cambridge University Press:  27 June 2018

C. J. Fluke*
Affiliation:
Centre for Astrophysics & Supercomputing, Swinburne University of Technology, Hawthorn, Victoria, 3122, Australia Advanced Visualisation Laboratory, Digital Research and Innovation Capability Platform, Swinburne University of Technology, Hawthorn, Victoria 3122, Australia
D. G. Barnes
Affiliation:
Monash e-Research Centre, Monash University, Clayton, Victoria 3168, Australia Faculty of Information Technology, Monash University, Clayton, Victoria 3168, Australia
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Abstract

Spherical coordinate systems, which are ubiquitous in astronomy, cannot be shown without distortion on flat, two-dimensional surfaces. This poses challenges for the two complementary phases of visual exploration—making discoveries in data by looking for relationships, patterns, or anomalies—and publication—where the results of an exploration are made available for scientific scrutiny or communication. This is a long-standing problem, and many practical solutions have been developed. Our allskyVR approach provides a workflow for experimentation with commodity virtual reality head-mounted displays. Using the free, open source s2plot programming library, and the A-Frame WebVR browser-based framework, we provide a straightforward way to visualise all-sky catalogues on a user-centred, virtual celestial sphere. The allskyVR distribution contains both a quickstart option, complete with a gaze-based menu system, and a fully customisable mode for those who need more control of the immersive experience. The software is available for download from https://github.com/cfluke/allskyVR.

Information

Type
Research Article
Copyright
Copyright © Astronomical Society of Australia 2018 
Figure 0

Figure 1. Screenshots from an immersive, all-sky visualisation of confirmed exoplanetary systems using our s2plot to A-Frame export pathway. The data set from the Kepler space mission is described in more detail in Appendix B. Features in the virtual reality environment include mapping of individual objects to A-Frame entities (Section 2.3), a low-polygon count Sky Cube providing a reference grid (Section 2.4), and a gaze-based menu system (Section 2.5). These two screenshots were captured from a Samsung Galaxy S7 Edge mobile device showing the left and right image views that form the immersive environment when viewed from a compatible head-mounted display. The expanded menu system is visible in the lower panel. The vertical white line in the centre of each image is used to help with correct placement of the mobile device in a head-mounted display.

Figure 1

Figure 2. A simple A-Frame scene. Four red spheres placed in front of the viewer. The environment is surrounded by a dark blue spherical sky. The polygon count for each of the sphere primitives is controlled by the segmentsWidth and segmentsHeight parameters.

Figure 2

Figure 3. The A-Frame Inspector. This view is accessed by pressing --I when viewing outside of full-screen mode in a browser. The textures forming the Sky Cube are visible: one of which (posy) has been selected. The posz texture has been hidden by selecting the eye symbol from the hierarchy of entities on the left-hand side. This reveals the individual sphere entities inside the Sky Cube. Attributes can be modified for each entity using the options on the right-hand side. The data set from the Kepler space mission is described in more detail in Appendix B.

Figure 3

Figure 4. An early experiment with the Oculus Rift DK1 and a Leap Motion controller through a custom s2plot application. Note the image pair rendered on the laptop (lower left), but without any attempt to correct the lens-based distortions.