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metadata.artigo.dc.title: | An immersive journey to the molecular structure of SARS-CoV-2: virtual reality in COVID-19 |
metadata.artigo.dc.creator: | Calvelo, Martín Piñeiro, Ángel Garcia-Fandino, Rebeca |
metadata.artigo.dc.subject: | Virtual reality COVID-19 Severe Acute Respiratory Syndrome Coronavirus 2 (SARS-CoV-2) Proteins Drug-design |
metadata.artigo.dc.publisher: | Elsevier |
metadata.artigo.dc.date.issued: | 2020 |
metadata.artigo.dc.identifier.citation: | CALVELO, M.; PIÑEIRO, Á.; GARCIA-FANDINO, R. An immersive journey to the molecular structure of SARS-CoV-2: virtual reality in COVID-19. Computational and Structural Biotechnology Journal, [S.l.], v. 18, p. 2621-2628, 2020. |
metadata.artigo.dc.description.abstract: | The era of the explosion of immersive technologies has bumped head-on with the coronavirus disease 2019 (COVID-19) global pandemic caused by the severe acute respiratory syndrome–coronavirus 2 (SARS-CoV-2). The proper understanding of the three-dimensional structures that compose the virus, as well as of those involved in the infection process and in treatments, is expected to contribute to the advance of fundamental and applied research against this pandemic, including basic molecular biology studies and drug design. Virtual reality (VR) is a powerful technology to visualize the biomolecular structures that are currently being identified for SARS-CoV-2 infection, opening possibilities to significant advances in the understanding of the disease-associate mechanisms and thus to boost new therapies and treatments. The present availability of VR for a large variety of practical applications together with the increasingly easiness, quality and economic access of this technology is transforming the way we interact with digital information. Here, we review the software implementations currently available for VR visualization of SARS-CoV-2 molecular structures, covering a range of virtual environments: CAVEs, desktop software, and cell phone applications, all of them combined with head-mounted devices like cardboards, Oculus Rift or the HTC Vive. We aim to impulse and facilitate the use of these emerging technologies in research against COVID-19 trying to increase the knowledge and thus minimizing risks before placing huge amounts of money for the development of potential treatments. |
metadata.artigo.dc.identifier.uri: | https://www.sciencedirect.com/science/article/pii/S2001037020304025 http://repositorio.ufla.br/jspui/handle/1/43328 |
metadata.artigo.dc.language: | en_US |
Appears in Collections: | FCS - Artigos sobre Coronavirus Disease 2019 (COVID-19) |
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