ABOUT

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Our Vision

The Moon will play a central role in the evolution of the Human species into a Spacefaring Civilization. The Moon will not only become a place to develop and perfect critical space technologies, it will be a premier destination for millions who wish to experience the ultimate lifetime adventure. Within the next generation, ever larger large scale permanent towns and cities will be built on the Moon.

Lunar tourism will become a major economic driver for permanent settlement and continued development.

As the price of a visit to the Moon drops over time, it will eventually become affordable to mainstream consumers and accessible to the average person. Virtual Moon will be the ultimate expression of that Vision. Virtual Moon will be a glimpse into the kind of Future we can build. A main feature and destination on Virtual Moon will be Selene - a large scale permanent resort city built on Malapert Moutain. Selene will be a bold and inspiring vision of what is possible within our lifetime.

Our Mission

Our mission is to give every person on Earth the opportunity to experience being on the Moon. Within one year of opening Virtual Moon to the public, our goal is to virtually transport ONE MILLION people to the Moon. Virtual Moon will be open and free for everyone to explore and to enjoy! You are all invited to experience being on the Moon in the most accurate, detailed, and realistic immersive simulation ever created. We want to ignite the imagination of young people and inspire entire generations of children and young adults to the realization that they can actively participate in creating that Future.

astronaut

Virtual Moon STEM / STEAM Initiatives

The Moon as the ultimate class trip.

Remember how much fun your class field trips were? Imagine if you could take a field trip to the Moon. Maybe you would go visit one of the Apollo landing sites. You could walk around all the surface instruments, look at all the tools and random objects left at the site by the Apollo astronauts, and inspect the landing stage up close. The AR enabled advanced visor in your spacesuit helmet allows you to look at any object and get a full and detailed description of what that object is. If it’s a science instrument, you can learn how it was designed, what data it was designed to collect and what information we found out about the Moon from the data it collected.


You have the entire history of Lunar exploration and detailed information about the science and technology involved within your reach. Not from a book or a computer screen, but from information you can interactively call up while actually standing on the Moon!

You can explore the surface, learn to navigate the Lunar map, learn about the relative motions of the Sun-Earth-Moon system, learn about Moon phases, solar and lunar eclipses, and much more.


Virtual Moon in itself, an exact, detailed, and photorealistic replica of the Moon in every way, offers a rich learning environment that can be fully explored interactively using the most natural and intuitive interface possible.


Virtual Moon Class trip

Selene City – Field trips to the future

Through the magic of Virtual Reality, Virtual Moon includes the ability to time travel. We will take you to the top of Malapert Mountain in the year 2045. The first large scale permanent city on the Moon has just become operational. Selene is a magnificent engineering marvel. A bold and daring vision that pushes the envelope on advanced technology and engineering to build a city on the Moon capable of supporting 5,000 people in complete security and safety while providing super luxury accommodations.


How would you like to take a guided tour of Selene and learn all the intricate details of how it was built and how it works? Learn about the life support systems, the power systems, food production. Learn about the AI that runs the entire complex, the robotics and control systems needed to operate it, maintain it, and make repairs. Anything you are curious about is just a click or a voice command away.


Selene will not just be a fully immersive and interactive visual simulation. It will be a true Digital Twin showcasing all the essential engineering systems and subsystems that make such an installation possible. Selene will be a tour de force engineering demonstration that this bold and ambitious vision is actually something that we can build by 2045.


Virtual Moon City Selene

The Lunar Academy – Curiosity driven learning adventures

You can think of the Moon simulation and of Selene as the first two layers of STEM educational content and experiences in Virtual Moon. The Lunar Academy is the the third layer or central core of our STEM content. The Lunar Academy will be a curiosity driven learning environment. Self paced for each individual participant with multiple layers of content that get progressively deeper into the subject matter of interest to each person.


It will primarily consist of a series of hands-on virtual labs that allow and encourage students to explore many interests in fully immersive and highly interactive VR environments. Each lab will have an subject matter entry level which is basically a sandbox where students can learn important concepts intuitively by just playing with and manipulating virtual objects, tools and materials.


A good example to illustrate this will be the Gravity Lab. The Gravity Lab will feature a large transparent walled cube inside of which a zero gravity environment is simulated. Students can place various objects inside this cube and see how they behave gravitationally. Take two billiard balls for example and place them inside the cube with as little motion as possible. In a few moments, you will observe that the balls are slowly beginning to accelerate towards each other due to their mutual gravitational attraction. They will pick up speed and eventually collide, then bounce off each other and move away slowing down to eventually stop and begin attracting each other again, repeating this cycle over and over but losing a small amount of energy each time they bounce.


In a second experiment, you might want to give one of the balls a very slight tangential velocity and watch as the two billiard balls begin orbiting each other. The try it with a billiard ball and a bowling ball. This kind of “sandbox” playing will give you a powerful intuitive understanding of how gravity works. You can build on that understanding by accessing an almost unlimited amount of information about the physical principles, mathematics and mechanics of objects in gravitational fields all the way to complex orbital mechanics, black hole collisions and gravity waves.


All our other virtual labs in the Lunar Academy will use a similar approach. The first planned group of Virtual Labs will include:


  • Astrobiology
  • Robotics
  • Atoms and Molecules
  • Radiation and Nuclear Power
  • Life Support
  • Electricity and Magnetism
  • Relativity

Virtual Moon outreach

Beyond the content that will be included in the Virtual Moon experience itself, our Virtual Moon volunteers around the world are actively engaging with local schools and communities to share the excitement of Space exploration and inspire young people about amazing possibilities of a Space Faring future, a future that they can actively participate in creating through learning about Science, Technology, Engineering, Art, and Mathematics and considering careers in those areas.


Through our non-profit Virtual Moon outreach, we are providing Virtual Reality headsets shipped to our volunteers so they can reach students all around the world, including remote and underserved communities. We want everyone to be able to experience what it’s like to be on the Moon. We believe this will radically change and clarify the concept of what Space is and where we all are relative to it. Looking back at the Earth while standing on the Moon will make it absolutely clear, in a deeply personal and visceral way, that we are all already in Space, sharing a tiny and fragile spaceship called Earth.


If you would like to join our outreach volunteers, please let us know


Virtual Moon Outreach

Our team

  • Dr. Jeffrey Hoffman
    Dr. Jeffrey Hoffman

    Dr. Jeffrey Hoffman is a professor at MIT’s Aeronautics and Astronautics Department and former astronaut. He received a BA in Astronomy (summa cum laude) from Amherst College (1966); a Ph.D. in Astrophysics from Harvard University (1971); and an MSc in Materials Science from Rice University (1988).


    As a NASA astronaut (1978-1997) he made five space flights, becoming the first astronaut to log 1000 hours of flight time aboard the Space Shuttle. Dr. Hoffman was Payload Commander of STS-46, the first flight of the US-Italian Tethered Satellite System. He has performed four spacewalks, including the first unplanned, contingency spacewalk in NASA’s history (STS 51D; April 1985) and the initial repair/rescue mission for the Hubble Space Telescope (STS 61; December 1993). As the Astronaut Office representative for EVA, he helped develop and carry out tests of advanced high-pressure space suit designs and of new tools and procedures needed for the assembly of the International Space Station.


    Following his astronaut career, Dr. Hoffman spent four years as NASA’s European Representative, working at the U.S. Embassy in Paris. In August 2001, Dr. Hoffman joined the MIT faculty, where he teaches courses on space operations and space systems design. His primary research interests are in improving the technology of space suits and designing innovative space systems for human and robotic space exploration. Dr. Hoffman is director of the Massachusetts Space Grant Consortium, responsible for space-related educational activities. He is Deputy Principal Investigator of an experiment on NASA’s Mars 2020 mission, which will for the first time produce oxygen from extraterrestrial material, a critical step in the future of human space exploration. In 2007, Dr. Hoffman was elected to the US Astronaut Hall of Fame.

  • Dr. James S. Logan, MD, MS
    Dr. James S. Logan, MD, MS

    Dr. Jim Logan is a board certified aerospace medicine physician with a twenty-two year career as a NASA Spaceflight Medical Officer. He is considered a world authority in space medicine, long-duration interplanetary human spaceflight and space settlement.


    A member of Gene Kranz’ Orbit Flight Control Team at NASA’s Mission Control, he held numerous positions at Johnson Space Center such as Chief of Flight Medicine, Chief of Medical Operations and Chief of Medical Informatics & Health Care Systems. He served on NASA’s Dive Medicine Board and Space Medicine Board for years and was the only life science representative of NASA’s original Space Station Skunk Works. He was the first Provost of International Space University in Strasbourg, France and served on the Space Station Projects Office at NASA Headquarters in Washington, DC.


    A founding Board Member of the American Telemedicine Association, he has consulted for a variety of international and domestic healthcare organizations, the RAND Corporation and the Department of Defense. He was also project manager for NASA’s space station Health Maintenance Facility, the first telemedicine-enabled preventive, diagnostic and therapeutic medical clinic in space. Prior to medical school he completed graduate-level work in evolutionary biology and biochemical genetics.


    Since leaving NASA in 2012 he completed a medical fellowship in Undersea and Hyperbaric Medicine at Duke University Medical Center and is currently cofounder and CEO of the Space Enterprise Institute, a non-profit 501c3 educational foundation, and chair of the National Space Society Space Settlement Advocacy Committee.


    A recipient of NASA’s Distinguished Speaker Award, he has been featured on PBS, The History Channel, National Geographic Channel, CanandaAM, and numerous radio talk shows. His speaking career has taken him to Australia, France, Germany, United Kingdom, Japan, Canada, Iceland, Russia, Argentina, Costa Rica, Guam, South Korea, New Zealand and the Peoples Republic of China.

  • Gregg Maryniak
    Gregg Maryniak

    Gregg Maryniak is the Co-Founder of the XPRIZE Foundation and its original Executive Director. He is the Foundation’s Corporate Secretary and member of the Board of Directors and the Board of Trustees.


    Maryniak is an Associate Fellow of the American Institute of Aeronautics and Astronautics. He received Russia’s Tsiolkovsky Medal for his work on the energy and material resources of space and the Space Frontier Foundation’s Vision to Reality Award for starting the Lunar Prospector Team which discovered billions of tons of water ice and other frozen volatiles at the Moon’s North and South poles. He has testified on energy and space technology before the United States Congress and the President’s National Commission on Space.


    He was Chief Executive Officer of the Space Studies Institute of Princeton, Senior Scientist of the Futron Corporation, Vice President of the St. Louis Science Center and Director of the James S. McDonnell Planetarium. An Associate Founder of the International Space University, he served as a member of the Board and a Managing Director of the University as well as a department chair teaching such subjects as orbital mechanics, robotics and space resource utilization.


    He served on the Director’s Council of the Scripps Institution of Oceanography and is the Vice Chairman of the Lindbergh Foundation. He currently co-chairs the Space and Energy tracks at Singularity University at NASA Ames Research Park in Mountain View, California.


    His book, Fearless Experiments with Microcomputers, which introduces adults and youth to the exponential technology of microprocessors, was published in 2017.


  • Dan Curry, VES
    Dan Curry

    Dan Curry is a veteran of over 100 feature films and 40 television productions. His visual effects work on STAR TREK was honored with 7 Emmy Awards and 15 nominations. Other awards include a Visual Effects Society Award for best broadcast VFX, an Omni Award, and three International Monitor Awards. Dan also created the Klingon martial arts style and invented iconic bladed weapons. Dan served as a visual effects department head at 21st Century Fox, Warner Bros, and Paramount Pictures. He was Vice President, Director of Creative Services at Cinema Research Corporation, and Art Director at Modern Film Effects. Dan has represented the Overview Institute at events in Spain and Las Vegas, and was also commencement speaker at three universities and has lectured at the invitation of the Malaysian government, as well as New Zealand, Europe, Thailand, and all over the US. He also does presentations together with NASA scientists on the symbiotic relationship between science fiction and real science.


    Dan holds an MFA in Film and Theatre. Prior to entering the film industry Dan taught Fine Arts, Film, and Theatre at the university level. He is a former Peace Corps Volunteer in Community Development constructing small dams and bridges in rural Thailand. Subsequently he directed a Thai language TV series for the Ministry of Education while serving as production designer for The Bangkok Opera, and doing freelance art and architecture projects. Dan was the only non-Thai awarded a commission as production designer for the King’s Royal Charity Ball.


    Dan is a past Governor of the Academy of Television Arts & Sciences, and is a member of the Directors Guild of America, American Society of Cinematographers, Producers Guild of America, Art Directors Guild, and is a past Board Member of the Visual Effects Society and was honored as a Visual Effects Society Fellow.

  • Dennis Wingo
    Dennis Wingo

    Dennis Wingo has decades worth of experience in the computer and aerospace industries. He is Founder & CEO of Skycorp Inc, and Greentrail Energy Inc., Co-Founder & CTO of Orbital Recovery Inc.. Key areas of expertise include solar electric propulsion, satellite and spacecraft design, advanced mission planning, and lunar surface operational scenario development. He holds patents on space logistics systems (one licensed to Orbital ATK).


    Wingo worked for many leading edge companies in the computer, artificial intelligence, and document management space during the 1980’s (e.g., Vector Graphic, Symbolics, and Alpharel. He led the development, construction, and testing of microgravity payloads for sounding rockets and the Space Shuttle at the University of Alabama in Huntsville, including the first MacIntosh flown on the Space Shuttle and SEDSAT-1, the first non-NASA spacecraft built in Alabama. Next, he led the design and development of the world’s first commercial satellite servicing system at Orbital Recovery. He also led the Lunar Orbiter Image Recovery Project (LOIRP) that restored and digitized the images of NASA’s Lunar Orbiter Program. Wingo is first in history to rescue and operate a spacecraft (ISEE-3) in interplanetary space.

  • Dr. David Schrunk
    Dr. David Schrunk

    David G. Schrunk is an aerospace engineer and medical doctor with board certifications in the medical specialties of nuclear medicine and diagnostic radiology. Dr. Schrunk served two years in the United States Army as a flight surgeon / investigator at the US Army Aeromedical Research Unit and for one year as a flight surgeon / investigator with McDonnell Douglas Astronautics.


    Following a four-year residency program at the University of Missouri, he became a partner in the Valley Radiology Medical Group in Escondido, California, where he practiced medicine for twenty years. Upon retirement, he became actively involved in the space community and has authored numerous papers and presentations on scientific and legal topics related to the exploration and development of the Moon.


    He is the lead co-author of the book, “The Moon: Resources, Future Development, and Colonization,” published by Wiley-Praxis in 1999; a second edition was released in 2007. In 1995, Dr. Schrunk founded the Science of Laws Institute, whose purpose is to expand science to encompass laws of government and the lawmaking process. In 2005, he authored the book, “THE END OF CHAOS: Quality Laws and the Ascendancy of Democracy.”


    Dr. Schrunk is a member of the board of directors of the International Lunar Observatory Association (ILOA), whose goal is to place telescopes and communication devices on the lunar surface. His affiliations also include the Association for the Advancement of Science (AAAS), the American Institute of Aeronautics and Astronautics (AIAA), the Systems Engineering Society (INCOSE), the Kepler Space Institute (KSI), and the National Space Society (NSS).

  • Eric Rosenthal
    Eric Rosenthal

    Eric Rosenthal is President of Creative Technology, LLC (CTech), a company specializing in new and advanced imaging technology consulting and development. CTech is currently working on a project to prototype a full-spectrum imaging sensor and display. R&D on imaging technology leading to this current project has been sponsored by the Office of Naval Research (ONR), Defense Advanced Research Projects Agency (DARPA), NSA, Naval Research Lab (NRL) and NASA. The full-spectrum imaging system is based on a novel Wave Theory of Human Vision. Several patent applications have been filed on the sensor, spectrometer and display designs. Three patents have been awarded on a full-spectrum camera and display.


    Rosenthal was Vice President of Advanced Technology Research (ATR) at Walt Disney Imagineering Research and Development, Inc. ATR had a team of staff and consultants that focused on identifying and evaluating technologies and solutions from research labs all over the world in an effort to keep Walt Disney’s business units at the cutting edge of new technologies. In 1999, Mr. Rosenthal successfully completed the construction of Disney/ABC’s Times Square Studios at 1500 Broadway. His innovative design of the glass and camera systems is in daily use on ABC’s Good Morning America and other Disney/ABC Television programs. Prior to joining WDI in 1992, Mr. Rosenthal worked as a technical consultant and project manager for NIKE R & D, and SONY Systems Integration Division.


    Rosenthal became known for his audio and video systems engineering accomplishments during his 26-year tenure with ABC Television in New York. As general manager of A/V systems engineering at the ABC TV network, he revamped and updated many of the ABC broadcast centers and studios across the United States. He supervised the design, engineering and installation of new facilities, providing them with state-of-the-art, computerized lighting, rigging, audio-video, routing switchers and distribution systems. Mr. Rosenthal received an Emmy award for his work as technical project manager for the audio-video systems engineering of ABC’s coverage of the 1980 Winter Olympics in Lake Placid, New York. Mr. Rosenthal is an Adjunct Professor at New York University (NYU) Tisch School of the Arts Interactive Telecommunications Program (ITP) teaching master’s classes entitled “Digital Imaging:Reset” and “Basic Analog Circuits”. Mr. Rosenthal has been awarded 9 patents and has 3 patents pending.

  • Andrew Chaikin
    Andrew Chaikin

    Andrew Chaikin is a space historian and author with 40 years experience. He is best known as the author of A Man on the Moon: The Voyages of the Apollo Astronauts, which tells the stories of the Apollo missions through the eyes of the astronauts. The book was the main basis for Tom Hanks’ 12-part Emmy-winning miniseries for HBO, “From the Earth to the Moon.” A graduate in geology from Brown University, Chaikin has brought his knowledge of planetary science to his writing and teaching. As a visiting instructor at NASA he has taught the history of human and robotic space missions, as well as the human behavior aspects of success and failure in spaceflight projects. He lives in Vermont.
    Website: www.andrewchaikin.com

  • Howard Bloom
    Howard Bloom

    Howard Bloom has been called the Einstein, Newton, Darwin, and Freud of the 21st century by Britain's Channel 4 TV. He is the author of eight books, including The Lucifer Principle: A Scientific Expedition Into the Forces of History. One of his books, Global Brain, was the subject of a symposium thrown by the office of the Secretary of Defense, with representatives from the State Department, DARPA, the Energy Department, IBM, and MIT. His work has been published in The Washington Post, the Wall Street Journal, Wired, Psychology Today, and the Scientific American. Bloom's base was in microbiology and theoretical physics. But in the 1970s and 1980s, he went on a field expedition into a territory he knew nothing about, the dark underbelly where new myths and movements are made, popular culture. He founded and ran the biggest PR firm in the music business, helping build or sustain the careers of Michael Jackson, Prince, Bob Marley, Bette Midler, Billy Joel, Paul Simon, David Byrne, Peter Gabriel, AC/DC, Queen, Kiss, Aerosmith, Joan Jett, Billy Idol, ZZ Top, Chaka Khan, Grandmaster Flash and the Furious Five, and Run DMC. Bloom explains that "this was my fieldwork in mass behavior." Bloom went back to his science full-time in 1988. Since then he has written articles for peer-reviewed journals or given lectures at scholarly conferences in twelve different scientific fields, from quantum physics and cosmology to evolutionary biology, neuroscience, biopolitics, information science, and astronautics. He is the co-founder and co-chair of the Asian Space Technology Summit, founder of The Space Development Steering Committee, and on the board of governors of The National Space Society. The eleventh president of India, Dr. APJ Kalam, calls him "a visionary." And in 2021, an organization was established to further his work: The Howard Bloom Institute. Concludes Joseph Chilton Pierce, the author of Evolution's End and The Crack in the Cosmic Egg, "I have finished Howard Bloom's [first two] books, The Lucifer Principle and Global Brain, in that order, and am seriously awed, near overwhelmed by the magnitude of what he has done. I never expected to see, in any form, from any sector, such an accomplishment. I doubt there is a stronger intellect than Bloom's on the planet." www.howardbloom.net
    Website: www.howardbloom.net

  • Philippe van Nedervelde – VR Architect / CTO
    Philippe van Nedervelde

    Van Nedervelde is a futurist and transhumanist writer, activist, and speaker. He advocates for space settlements to avoid human extinction.


    Van Nedervelde was an early developer in virtual reality. He is the founder of virtual reality & 3D graphics studio E-spaces, patent-filing inventor of C-Thru, applying VR to security systems, and co-CEO of X3D Technologies, Inc., a virtual worlds production company co-founded and co-owned by Hollywood movie-director Michael Bay. Van Nedervelde directed E-spaces’ production of twelve online 3D training simulators for British Petroleum and the broader oil & gas industry to certify Well Lease Operators in the maintenance & troubleshooting of oil & gas wells surface equipment. He also developed virtual reality projects for the Munich Airport Center, Simsala Grimm, virtual Europe, and the transhumanist themed sculpture in Martine Rothblatt’s Teresem Island


    Van Nedervelde was the Executive Director for Europe of the nanotechnology think-tank, the Foresight Institute from 1997 to 2014. Van Nedervelde also holds the position of Global Task Force member for the Center for Responsible Nanotechnology. As Executive Director for Europe, Van Nedervelde interfaced with the media and represents the Institute at European Union events, including EU parliamentary hearings. He has spoken at various conferences including a working group on unconventional security threats, organized in Washington D.C. by the Strategic Assessments Group (SAG) of the US Central Intelligence Agency’s Directorate of Intelligence. Van Nedervelde co-authored the Foresight Guidelines on Molecular Nanotechnology and was cited in Ray Kurzweil’s book The Singularity Is Near.


    Van Nedervelde serves on the board of directors of the Lifeboat Foundation, an organization dedicated to reducing existential threats in the world. Van Nedervelde also serves as the International Spokesperson for the Foundation and represents the Foundation by fundraising, giving multimedia presentations, and addressing the media .

  • Manuel Pimenta – Founder and CEO
    Manuel Pimenta

    Manuel (Manny) Pimenta is an Electrical Engineer with a Computer Science Master’s degree. He has worked most of his professional life in the Electric Utility industry. He has also worked on airborne radar systems for a major defense contractor. He became involved in space advocacy in 2000. His primary interest is Space colonization and his focus is on establishing a permanent human presence on the Moon. He has been part of several space advocacy organizations: He has been Return To The Moon project manager at the Space Frontier Foundation (SFF), organized two Return To The Moon conferences for the SFF, and has served as Advocate Coordinator. He was a founding member of the Board of Directors for the International Lunar Observatory Association (ILOA). He was also a member of ProSpace and participated in 8 consecutive yearly “March Storm” congressional space lobbying drives in Washington DC. He served as Vice President of the New York City chapter of the National Space Society. In 2004 he founded Lunar Explorer and in 2006 released the world’s first fully immersive, interactive Virtual Reality simulation of the Moon, which was also called Lunar Explorer. He has given presentations at many space conferences, lectured at NYU, Princeton, and Rutgers University, participated in NASA workshops at NASA Ames and worked with the Smithsonian on researching and creating lists of Apollo objects left on the Moon. He founded Virtual Moon to create a new and massively updated version of the original Lunar Explorer VR simulation and take advantage of the new consumer level VR technology that we have today but that was not available when Lunar Explorer was originally created. His passion is to create the most accurate and realistic VR simulation of the Moon possible – an experience that is visually indistinguishable from actually being there – and make it available to every single person on Earth who wants to experience it.

Our Story

Lunar Explorer - VM’s first incarnation

Many of our Virtual Moon team share a similar memory of how our passion for the Moon was ignited. We were all witnesses to history being made as Neil Armstrong took his first steps on the Lunar surface. My own personal memory of the event — an event which I have come to regard as the single greatest moment in all of human history so far - is of being excited at the thought of a future where anyone could one day go visit the Moon and I certainly wanted to be among those. As a ten-year-old year old in July of 1969, I figured that in another 3 of my lifetimes, somewhere around the year 2000, that future that I was imagining would have become a reality. By the year 2000, I thought, I would be able to stand on the surface of the Moon and look back at Earth!

Alas, it was not to be. As the year 2000 arrived, not only had we had failed to build the future I had dreamed of and hoped for. Worse, there was no plan in place to make it happen. America and the world had abandoned the vision. My dream of one day visiting the Moon was just never going to happen.

Reflecting on this I realized that I had no right to feel disappointed. After all, what had I personally done to contribute, in even the smallest measure, to making that imagined future a reality? The honest answer is that I had never lifted a finger; I had done absolutely nothing!

It’s not that I imagined that anything I could have done in those 30 years that elapsed since I saw the live broadcast from the Moon would have made any difference at all. It was just a feeling that there were countless things within my power that I could have done, regardless of the outcome, that I just failed to do. If you have a dream, and it’s a real and persistent dream, you have an obligation to do whatever is in your power to work towards the realization of that dream.

I went online and looked for groups and organizations that shared my passion for the Moon. I found an organization called the Space Frontier Foundation. Their mission statement hit home in a very profound way: “To open the Space Frontier for all of Humanity within our lifetime”. They were having a “Return To The Moon” conference in Las Vegas. I immediately signed up for a membership and registered for the Las Vegas Conference. My thinking at the time was that I would volunteer for any job or task that needed to be done. Even if it was just stuffing and mailing envelopes. No matter how menial the task might be, it would be more than doing nothing.

The “Return To The Moon” conference was an amazing experience! I had expected that a few thousand people would be attending. I was initially disappointed that only about a hundred people showed up. But that turned out to be the best part of it: with only a hundred people at the conference I got to meet and talk to almost everyone there. Fast forward 20 years to today: many of those people are now leaders in the private commercial efforts to build new launch systems and develop the technologies that will enable our conquest of Space.

As a result of my involvement and my new network of connections within the Space Advocacy community, I looked for more opportunities to contribute. I became a very active member of the Space Frontier Foundation, taking on roles of increasing responsibility. Eventually , I became Return To The Moon Project Manager and I ended up running the Return To The Moon IV and Return To The Moon V Conferences. Our Conference Chairs and keynote speakers were Captain John Young for RTM IV and Andrew Chaikin for RTM V. One particular highlight of RTM V was the presentation of an award to Dr. George Mueller who headed the Office of Manned Space Flight at NASA. The Hero of The Moon award was presented to Dr. Mueller at the RTM Gala Dinner. The presentation included a 5 minute tribute video highlighting Dr. Mueller’s leadership of the Apollo program from 1963 to 1969.

Concurrently with my increased involvement and work with the SFF, I created a company called Lunar Explorer, found private investors, found a software developer and we created the world’s first fully immersive, interactive, Virtual Reality simulation of the Moon, which is also called Lunar Explorer.

machine
Moon Rover

Lunar Explorer helped me realize my dream of one day visiting the Moon. Using the Virtual Reality mode of Lunar Explorer, I have been to every Apollo landing site, every Surveyo site and all of the Soviet Luna sites. I have walked around the surface experiments at each Apollo site, walked from the Apollo12 landing site to Surveyor 2, stood at the edge of Hadley Rille, slid down the slopes of Copernicus Crater and visited many hundreds of other locations.

As of late 2004, Lunar Explorer was available for sale online through a number of space websites: — (the Space Frontier Foundation, The Moon Society, the National Space Society, Space.com, as well as on Amazon).

If you would like to download a copy of Lunar Explorer, just email us your request.

contact us

By happy coincidence, even though Lunar Explorer was created over 15 years ago, it runs fairly well on any Windows 10 PC or laptop. Understandably, we are very proud of Lunar Explorer. It remains still, to this day, the world’s ONLY fully immersive, interactive, Virtual Reality simulation of the Moon.

Lunar Explorer was an ambitious project. However, you will remember that 15 years ago there were no consumer level Virtual Reality headsets on the market. The new VR headsets like Oculus and Vive were still a decade away. So, even though LE was a fully implemented VR experience, most users who purchased the simulation were only able to see it on their computer displays. The absence of the sense of immersion greatly diminished the impact of the user experience. In spite of this, we received universal acclaim from many users who shared their unsolicited reactions via emails.

And that brings us to where we are today

Since the advent of Oculus, Vive and other VR headsets, we have been working on a plan to create a new version of Lunar Explorer that will run on these new VR platforms. It will include all of the features of the original Lunar Explorer Version 1.0 but will be massively upgraded with new high resolution Lunar surface topography from NASA’s Lunar Reconnaissance Orbiter mission (LRO had not yet launched when LE version 1.0 was built); it will have photorealistic 3D graphics detail and quality, very high resolution, and it will have many new added interactivity features.

We have put together a team of world class experts and partners to make Virtual Moon a reality. The team includes retired NASA Astronaut and MIT Professor Jeff Hoffman, former Disney Imagineeering VP, inventor and former NYU Professor Eric Rosenthal, Star Trek special effects producer Dan Curry, and “A Man On The Moon” author Andrew Chaikin, among other well-known leaders in the Space and Space Technology community.

Development of the Virtual Moon simulation is being done by the multi-award- winning VR/AR company E-spaces, – the world’s oldest continuously operating VR/AR studio founded and led by VR veteran Philippe Van Nedervelde. Philippe shares similar memories of being a witness to History during the Apollo years and an even bigger passion for Space and for the Moon than mine. Since his teenage years, he has accumulated an impressive list of accomplishments as a proponent of the vision of our Future in Space.

When we first made contact, we formed an immediate friendship about our shared passion for creating a direct, personal , and deeply inspiring experience of space for everyone. The decision to move forward as partners on Virtual Moon was instantaneous. Our entire team at Virtual Moon is excited to bring you this unique experience. Until you can physically go to the Moon, Virtual Moon will take you there virtually.

Thank you for your interest!

We hope to welcome you all to the Moon in the next few months.

We will update our progress here regularly.

Please come visit again… and let your friends know.

Manny Pimenta
Founder and CEO
Virtual Moon

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FAQs

  • 1. How is Virtual Moon different from other simulations of the Moon?

    Virtual Moon is on a mission to change people’s perspective of Space in a way that creates a clear understanding of what Space is and our place in it and creates a more personal, direct and visceral connection with Space and the Moon. We are committed to creating a simulation that is accurate and realistic to the last detail, limited only by the performance of existing VR technology and available data sets for the Moon, while simultaneously pushing the envelope to deliver on our promise. Both the technology and access to better data sets are expected to drastically improve in the near future. Virtual Moon will continuously update the simulation as the technology evolves and better / higher resolution data becomes available. We are committed to be the world’s best simulation of the entire Moon and to remain so indefinitely.


    For some interesting context, in 2006 (more than 20 years ago!), our founder Manny Pimenta was also the creator of Lunar Explorer, the world’s first fully immersive, fully interactive, Virtual Reality simulation of the entire Moon and owns all intellectual rights to it. Virtual Moon has thus inherited the rights to Lunar Explorer and, by virtue of this inheritance, we could instantly claim to be the world’s best VR simulation of the Moon since there have been no others created in the interim.


  • 2. How can you make you Virtual Moon available to everyone for free?

    First, to fulfill our mission, we believe it is most important that everyone has the opportunity to experience the Moon. If we were to charge people for it, it would immediately become a barrier to some who live in underprivileged and / or underserved economic areas of the world. It would most seriously impact our effort to reach young people who have limited financial resources. So we are raising the funding we need from various sources to cover the costs of developing Virtual Moon and of supporting its ongoing operations. One of the most important funding sources are individuals who believe in our mission and make personal donations to make this happen. If we can fully fund Virtual Moon from personal donations, that would be our preferred source. That’s because it will involve a great many individuals who believe in the cause and the mission of Virtual Moon and who want to actively participate and rightfully claim credit for their contribution in making Virtual Moon a reality. This would also have the most desirable and welcome effect of organically building a grassroots worldwide Virtual Moon community. This also addresses another Virtual Moon core value which is to offer our users and community members tangible opportunities to contribute and participate in the mission of building a Space Faring Civilization.


    Finally, we believe that by offering a VR experience like no other and making it universally accessible, we will create large scale user interest and generate ongoing, sustained engagement, both of which can be easily monetized.


  • 3. Do I have to own a VR headset to be able to access the Virtual Moon simulation?

    The short answer is no, you don’t have to own a VR headset to access Virtual Moon. All content will be accessible via any device from smart phone to tablet, to laptop, and VR/AR/XR headsets. However, Virtual Moon is designed to deliver the most realistic, immersive experience of being on the Moon short of actually going there. The immersion and hands-on interactivity that Virtual Moon will offer, the profound impact of feeling like you are on the Moon, can really only be experienced in immersive VR. We envision that most users will use multiple devices at different times to access different aspects of Virtual Moon. They will likely use VR to explore the Moon, to enjoy the many fantastic views at the most interesting locations on the Moon and interact with hands-on experiences. And they will likely use 2D screens to do transactions, stay in touch with friends in the VM community, get news and updates from Virtual Moon, etc.


    Also consider that VR headsets are quite affordable already (with the Quest 3S unit selling at $300 in the US) and likely to become more affordable, even while offering performance improvements, as the technology evolves. So we feel confident that immersive VR accessibility will significantly expand rather quickly. If you do not yet own VR headset, please take a look at some of our videos and watch how people react to the Apollo 11 Landing Experience. Many of them will tell you that alone is worth the cost of buying a headset. (and NO, we do not make a commission on VR headsets… Would be nice if we did though )


    In keeping with our primary mission, Virtual Moon is also supplying VR headsets to our volunteers around the world who are bringing the experience of being on the Moon to remote underserved and underprivileged areas of the world.


  • 4. How can I join the Virtual Moon Ambassador program?

    Since you are asking the question, we presume you are already familiar with what a Virtual Moon Ambassador is. For the benefit of those who will read these FAQs later and may not have the context, I will briefly describe the program: Basically, anyone can become a Virtual Moon Ambassador. We already have a large number of VM Ambassadors but need quite a few more. We expect we will reach our target number of total Ambassadors rather quickly and at that point we will most likely eliminate the program, make the requirements more challenging, or replace it with something different. To become a Virtual Moon Ambassador right now, you simply need to commit to sharing the new of Virtual Moon with your circle of friends and invite them to join the Virtual Moon community. If 5 or more of your friends decide to join, you become a Virtual Moon Ambassador. That’s really all there is. However, you can lose your VMA membership by doing anything that intentionally or predictably tarnishes the image of Virtual Moon or significantly detracts from its mission. Nothing to worry about as long as you operate in good faith, never take advantage of people, and respect the Virtual Moon community as a whole and its individual members.


    As a Virtual Moon Ambassador, once you have met your requirement of referring 5 new members, you will receive 100,000 square meters of Virtual Moon property and the option to receive an unlimited number of additional 100,000 square meter parcels at a greatly discounted 1% of the normal cost. For each $10 donation, you will be credited with 100,000 square meters of Virtual Moon property ( which would have cost $1,000 other wise). This is our way of showing our appreciation for your efforts in promoting Virtual Moon and your active participation in the mission of Virtual Moon. Your donations, as we explain in the website content, will be supporting the development of Virtual Moon and also our world outreach programs.


    There are other privileges and incentives enjoyed by our Virtual Moon Ambassadors that are explained in more detail here.


    This arrangement will hold until the Virtual Moon Ambassador program is closed to new members and the discounted parcel gifts are discontinued.


  • 5. How can I volunteer for the Virtual Moon outreach program?

    Just sign in and join the Virtual Moon community and let us know you would like to volunteer for the outreach program.


    As an outreach volunteer you would go to schools in your area and speak with students about Space, the Moon, the importance of becoming a Space Faring Civilization and you would then let them experience being on the Moon by doing the Apollo 11 Landing Experience. If you have your own VR headset already, that would be great of course. If you don’t own one, you might consider purchasing one or two yourself to bring to your talks. But the best thing to do would be for you to find a local donor or sponsor ( like a business, a philanthropic group or club, or an individual donor) who would pay for two or three headsets that Virtual Moon would purchase and have shipped to you. You should have at least 2 headsets and ideally 3 depending on the size of the group you are speaking to and the time available.’ Virtual Moon will support you with content, materials, promotion, official recognition and also videos that are very compelling to entice donors and show them how effective our program is in promoting Space and STEM.


  • 6. What is the idea behind selling Virtual Moon property?

    We have been doing outreach for a while now and we use the opportunity, when interacting with students and young people, to find out what they want us to create for them as part of the Virtual Moon experience and also what excites them most about our plans. The idea of owning property on Virtual Moon is received universally with enthusiastic approval. They also let us know that one of the most exciting things they can think of doing with their properties is to build something on them.


    So we see this as a significant and important way of creating that direct personal connection between Space and the Moon and each individual person. Experiencing the Moon in an immersive and realistic Virtual Reality simulation is a powerful way to create that type of connection. Having the ability to own an actual portion of terrain on Virtual Moon that exactly corresponds to a real location on the real Moon takes that sense of connection to a whole new level. It is very inspirational and it really ignites their imagination.


    Naturally, we see this also as an opportunity to generate funds that will be used for developing Virtual Moon and supporting operations. Part of the funds raised this way will also be used to support our worldwide outreach programs to bring this amazing experience to other students and young people around the world who would otherwise not have that opportunity.


    Allowing the Virtual Moon community to own property is important in yet another way: it is another way each individual can feel that they are personally contributing to the creation of Virtual Moon and are actively participating in promoting Spae


  • 7. How can you be sure that Selene will actually be constructable?

    Well, first because we are making that an actual design requirement. In other words, if it’s not constructable, we will have to keep changing the design until it is. Secondly, we are making a number of assumptions that we believe are reasonable and rational and those assumptions give us capabilities that will be critical in the future but don’t exist yet.


    And thirdly, we have already done some first pass planning and studies that show that building Selene on the Moon likely has more than a zero probability of being technically feasible.


    It’s important to understand that with Selene, we are only considering the technical / engineering feasibility. We know there are many layers of complexities in non technical areas that lower the probability of actually building Selene to just about zero. But our purpose with the Selene concept is to create a bold and inspiring vision of the future could look like when we become a Space Faring Civilization and to be able to use immersive VR to transport millions of people to that future in a way that they can no just watch it or read about it but actually EXPERIENCE what it will be like. We start with a baseline design for Selene that is admittedly simple and general. We are enlisting expertise from our Virtual Moon team members and other volunteers with specialized knowledge and skills to begin developing and refining the design, identifying technology and capability gaps, and finding pathways to achieving primary project objectives. We will iterate the design step by step, while adhering strictly to the core design guidelines and continuously assessing our progress is taking us closer to the goals.


    We expect we may run into situations where a particularly ambitious goal for the vision of Selene may not be achievable and therefore render Selene unbuildable. In those cases, we will have to either forego or modify that goal unless we come up with a viable / feasible solution. To illustrate with a simple, trivial example, let’s say that we find the scale of Selene is just too ambitious. We cannot build a structure to house 5,000 people, but we can build one with the maximum capacity for 3,000 people. We would just scale back the number of people to keep the design realizable. Conversely we could find the opposite, that it would be only slightly more ambitious but still feasible to build Selene to support 10,000 people. Then we would again change the design to accommodate the larger vision. That’s because we want Selene to be as bold and ambitious as we can imagine, constrained only by engineering feasibility.