The participants were also asked to give long-form answers on their impressions on both platforms (full responses are given into the SI). For iMD-VR, the comments were nearly entirely positive with comments such as "interesting", "good fun", and "great experience". For CHARMM/VMD, the sentiment was less enthusiastic, with comments such as "lots of fiddling", "infuriating" and "a touch confusing". As an approximate measure of sentiment, we utilised Microsoft azure cognitive analysis on the collected text answers obtained for both platforms. This model uses a machine learning approach to analyze textbased input and detect sentiment, scaling it between a value of 100% for positive and 0% as negative. iMD-VR resulted in a value of 100% and CHARMM/VMD as 2%. Google cloud offers a similar set of tools, and gauges sentiment between -1 (negative) and +1 (positive). Using these tools, the CHARMM/VMD exercise scored as -0.3, whereas iMD-VR obtained a score of 0.9. Neither of these models are exact measures of sentiment; however they are broadly indicative that the sentiment for iMD-VR appears to be much more positive than for CHARMM/VMD.