UPDATED! Nanome: A Brief Introduction to a Social VR Platform for Exploring Chemistry

Nanome: “The Future of Molecular Design” (VRFocus)

Virtual reality is finding application to many fields, and among them is chemistry. For example, in the spring of 2020, Harvard University used Oculus Quest VR headsets in an undergraduate-level biochemistry class to help students to observe, manipulate, and build molecules and explore the shapes of proteins and drug compounds. (Here’s a link to the recently-published paper in the Journal of Chemical Education. Unfortunately, you’ll have to buy the full-text article, or get a copy via your local public or university library. Remember, librarians are your friends!)

VR use in chemistry is not just for students learning about the basics of chemistry, however; it also has application to research scientists working in the laboratory. A good example of how social VR can be used in cutting-edge, collaborative chemistry research is Nanome, a startup co-founded in 2015 by some engineering students at University of California San Diego, who saw a need for 3D visualization tools to help medicinal and computational chemists and structural biologists reduce their time to market and increase the efficacy of new drugs (a process that can cost billions of dollars per drug).

Nanome recently announced the closure of a successful funding round raising $3 million from several venture capital firms:

“Since our founding, we’ve had a compelling vision about what scientific collaboration should look like and a goal to equip our real-life superheroes — scientists who are discovering ways to combat disease, address climate change and improve people’s lives — with an intuitive virtual interface where they can experiment, design and learn at the nanoscale,” said Steve McCloskey, Nanome CEO and Founder in a statement. “We made huge strides toward realizing that vision in 2020, and this funding gives us firepower to increase our impact, support more research initiatives and continue to revolutionize biotech and scientific research.”

Initially starting as a visualization tool to facilitate research and development by medicinal and computational chemists and structural biologists, Nanome has grown as an open platform for virtual collaboration. During the pandemic organizations have used Nanome’s platform “to assess candidate molecules’ ability to bind viral proteins in 3D,” the company notes.

In fact, Nanome became the first American company to join a coordinated supercomputing project funded by the European Union (EU) Commission to screen chemical libraries for potential activity against SARS-CoV-2, the coronavirus that causes COVID-19! (Here’s the press release.)

Nanome is being used in the search for drugs to fight COVID-19

And the best part is, you can try Nanome out for free! Nanome is free to download for personal use via Steam, Viveport, SideQuest, and the Oculus store, supporting the Oculus Rift, HTC Vive and Valve Index headsets. For academic or commercial use there are various licensing structures; for more details, visit the pricing page on their website.

For more information on Nanome, visit their website or follow the company on social media: Facebook, Twitter, Instagram, LinkedIn, or YouTube. I will be adding Nanome to my ever-expanding comprehensive list of social VR and virtual worlds.

UPDATE July 9th, 2021: Here’s an interesting article about Nanome, from a website called LabCompare: VR for Science: Drug Discovery and More in the Virtual World, with some great illustrations!

UPDATE Oct. 14th, 2021: A Spt. 7th, 2021 Wall Street Journal article by Sara Castellanos titled Virtual Reality Puts Drug Researchers Inside the Molecules They Study (original; archived version) is a highly recommended read if you want to learn more about Nanome and how it is being used in research.

UPDATED! Social VR in Higher Education: A Survey and a Presentation (Be Careful What You Wish For!)

Photo by Jaredd Craig on Unsplash

UPDATE March 29, 2022: Here is my presentation!

Be very careful what you wish for, people.

I have been toiling away on this blog for four years now, in (relative) obscurity, focusing from time to time on academic research into various aspects of social VR, and hoping and dreaming of a day when it becomes more mainstream technology in universities and colleges. I even began a research project myself, which I unfortunately had to suspend due to being wildly out-of-scale (librarians at the University of Manitoba are members of the faculty union, and have an opportunity to pursue research projects).

Well, guess what? I have been asked to give a half-hour presentation to my university’s senate committee on academic computing, on the applications of social VR to higher education. It’s to be early September, so I have a couple of months to research and prepare my slide deck.

And I am terrified!

Why? Because this is an important, high-level university committee, and I have never given a presentation to these kinds of people before. Sure, I have given all kinds of presentations to undergraduate and graduate students at my university, and of course, I have slipped on a VR headset and given presentations in places like ENGAGE and AltspaceVR. In fact, it was my presentation on social VR for the Students in VR group in AltspaceVR earlier this year that my director of libraries saw, when she recommended me to give this presentation!

So I was feeling major impostor syndrome, people. Until I gave my head a shake and told myself: Ryan, you’ve got this. You’ve been passionately blogging about this for four years now. If anybody can talk about social VR, it’s you!

So, my first step was to send out a message to all the social VR Discord servers I belong to:

Hey everybody! I have been asked to give a half-hour presentation at my university about the uses of social VR in higher education (colleges, universities, etc.). I would be interested in learning more about specific university/college partnerships and projects on social VR platforms, if you know of any could you please tell me about them? Thank you!

And I have been collating responses for the past 24 hours! I want to thank everybody who has responded to me so far. I hope to include many of the projects I hear about in my presentation, as examples of how higher education is using social VR platforms for teaching and research. (I will also blog about many of the projects I find, here on my blog.)

So, if you are aware of any specific university and college projects involving social virtual reality (either building a platform from scratch or using an existing social VR platform like NeosVR, ENGAGE, etc.), I would love to hear about them!

Please send me a message via my Contact Me page, or leave a comment here on this blogpost, thanks!

An Excellent Video Essay on Identity, Gender, and VRChat (or, Why Everybody in VRChat Seems to Be an Anime Girl)

One of the best decisions I have ever made as a blogger has nothing to do with this blog: setting up the RyanSchultz.com Discord server, which currently has over 500 members who discuss, debate, and argue about the ever-evolving metaverse and the many companies building it—and who are often the source of great story leads for this blog!

And so it was that Madman, a member of my Discord community, tipped me off about this great, thoughtful one-hour YouTube video titled Identity, Gender, and VRChat (Why is everyone in VR an anime girl?), by a guy named Strasz. In a world of VRChat videos chockablock with livestreamed shenanigans, racist memes, and tomfoolery, Strasz presents a refreshing alternative: a one-hour, well-edited, thoughtful video essay on issues of identity and gender in VRChat, addressing a commonly-asked question: why is everybody you run into an anime girl?

It’s well worth setting aside an hour to watch this in full (I watched it last night before I went to bed):

The video is divided into five chapters; if you want to skip ahead, the part about anime girls is in the third chapter, but I would strongly recommend you watch the entire thing so you can see the excellent groundwork Strasz lays in creating an academic framework for his discussion, weaving in various research studies (which he footnotes both in the video itself and in the video description, something that gladdened this academic librarian’s heart!).

Now, coming from my 14 years of experiences in the virtual world of Second Life (where I could be, and often was, anybody and anything), I was already somewhat familiar with Strasz’ premise that social VR and virtual worlds give us an unparalleled opportunity to play with gender and identity, but I found I still learned quite a bit by watching this video, and I can recommend it highly! And I agree with his assertion that adding virtual reality to the mix greatly adds to the feeling of actually embodying your avatar representation in VRChat.

(If this topic intrigues you, you might also be interested in a 2017 blogpost I wrote about sex and gender issues in virtual worlds, and how some worlds impose artificial restraints upon non-binary users, forcing them into male or female roles.)

If you want more of this (and I certainly do!), then follow Strasz on Twitter or Twitch, check out the rest of his videos on YouTube, or join his Straszfilms Discord server. I look forward to future video essays!


Thanks to Madman for the heads up!

Social VR Research Alert: You Can Participate in a Clemson University Research Survey of LGBTQ+ Users of Social VR Platforms

Back in October of 2019, I wrote a blogpost about a research study being conducted by Clemson University on the use of social VR. Well, Clemson University’s Gaming and Mediated Experince (CU GAME) Lab, led by Dr. Guo Freeman in their School of Computing, is conducting a survey of LBGTQ+ (Lesbian, Bisexual, Gay, Transgender, Queer, etc.) users of social VR platforms—including conducting interviews in AltspaceVR, Rec Room and VRChat, if you wish!

If you are a member of the LGBTQ+ community, and you are interested in being interviewed for 60 to 90 minutes about your experiences in social VR, particularly with respect to self-presentation and social support, then you are invited to fill out this online form (more information about the research study can be found here). The form states:

We are a group of academic researchers at Clemson University who are conducting a research project about social VR. We are interested in interviewing individuals who identify as LGBTQ+, and understanding their experiences.

No personally identifiable data will be asked or collected, but we’ll ask general demographics questions (age, location, race, etc). You do not have to answer any questions that you do not feel comfortable answering.

If you have experienced any social VR platforms / applications / environments (AltspaceVR, Rec Room, VRChat, etc.) and are willing to be interviewed, please fill out the form … and we will contact you for more details about this research project.

Here is the link for a document with more information about the study.

Feel free to email us at dacena@clemson.edu if you have any questions.

Interviews are to be scheduled during the month February, and can be done via telephone call, Discord (text or voice chat), Zoom (voice or video chat), or even on the social VR platforms AltspaceVR, Rec Room, or VRChat!

If you are interested, here is a the website (including a list of current research publications) by the Clemson University GAME Lab.

Are you a member of the LGBTQ community and use one or more social VR platforms? Clemson University wants to interview you! (Photo by Sharon McCutcheon on Unsplash)