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Virtual Reality on the Web
@diekus / @samsunginternet
https://samsunginter.net
Virtual Reality on the Web
Virtual Reality
the computer-generated simulation of a three-
dimensional image or environment that can be interacted
with in a seemingly real or physical way by a person using
special electronic equipment, such as a helmet with a
screen inside or gloves fitted with sensors.
source: Oxford Dictionaries
Virtual Reality on the Web
content audio
interaction
HMD
Required:*
• < 20ms motion to photon latency
• Gear VR
• DK2
• Display resolution?
• Galaxy S7 - WQHD (1280x1440 per eye)
• PSVR - Full HD (960x1080 per eye)
*desired
audio
binaural/3D positional audio
audio-visual realism and synchronization
Audio Must be Consistent With What You See
interaction
content
contentpre-approved
closed environment
wait several minutes
download 100s of MBs
experience you discard after 1
use
if only…
Open, fast, secure,
frictionless, accessible,
widely distributed, cross
device, easy-to-share,
scalable
Who is ready?
?
source: webvr.rocks
* Supported by WebVR
content audio
interaction
WebVR API
WebAudio API
Gamepad API
Content:
• 360° media
• Frameworks
• Engines
WebVR API
WebVR is an experimental JavaScript API that provides access to
Virtual Reality devices in your browser
+
navigator.getVRDisplays()
WebAudio
window.AudioContext
inputs effects destination
biquad filter
reverb
panner
compressor
stream
oscillator
<audio>
Gamepad API
Gamepad Haptics
Gamepad Pose 3/6 DoF
Touchpad Support
Gamepad Extensions
navigator.getGamepads()
Web Speech API
let recognition = new SpeechRecognition();
360° media
Frameworks, engines, renderers
THREE.js
A-Frame
ReactVR
XML3D-NG
Vizor.io
PlayCanvas
WebGL
Unity
A-Frame
<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1">
<link href="css/style.css" rel="stylesheet">
<link rel="manifest" href="manifest.json">
<script src="aframe.js"></script>
<title>A-Frame at MWP 2017</title>
</head>
<body>
<a-scene>
</a-scene>
</body>
</html>
source: http://rolanddubois.com/webvr/gravr-component/ & https://playcanv.as/p/SA7hVBLt/
If visual fidelity was
all that mattered
we would be
watching Blu-rays
instead of Netflix
-J.Carpenter
Why WebVR?
Democratizes VR
Panorama June 2016
• Over 200,000 developers registered to work on Oculus Rift.
• 1.3 million subscribers to the YouTube 360 channel.
• Cardboard app has been downloaded over 10 million times.
source: https://www.linkedin.com/pulse/hype-numbers-vr-industry-peeter-nieler
source: http://www.wired.co.uk/article/samsung-vr-outships-psvr-htc-vive-and-oculus
“4.5 million shipped in one year is
an impressive figure and implies
the future of VR may, in fact, be
mobile.”
Price is a dominant factor in making a VR
purchase decision
source: Greenlight VR Consumer Adoption Report 2016, among 1300 people
How much would you be willing to pay for
a VR device?
28% up to 100 €
66% 101-500 €
5% 501-1000€
1% more than 1000€
source: Deutsche Messe Interactive Online-Befragung unter 1000 Besuchern INVR @ Beyond 2016
source: https://github.com/blog/2047-language-trends-on-github
61% Gaming
59% Meetings
56% Shopping
56% Live Sports
source: Greenlight VR Consumer Adoption Report 2016, among 1300 people
VR Uses Cases consumers are interested in
74% Travel and Adventure
67% Movies & Recorded Videos
67% Live Events (non sport)
66% Home Design
64% Classes
source: Virtuleap Partners’ debrief
Virtuleap Hackathon Topics
Categories included social VR, templates & tools, healthcare & medicine, education, arts &
crafts, products, engineering & science, sports, advertising, and trades & craft. Gaming and
entertainment represented only 17 percent of the submission pool. ‘Hello, worlds!’
developed by Paris-based Maud Nalpas, the sole female developer to participate in the
hackathon, was created as an educational experience for discovering astronomy.
WebVR on Mobile
WebVR on Mobile
VR can scale gracefully through different devices ranging from
mobile only to full room tracking experiences
headset gamepadmobilebrowser
Challenges for VR [on Mobile]
• Usability
• Controls
• Hardware
• Accessibility
• Content
• Disability
• Content
• New
• Existing
• Performance
• Security
• …
Examples
pwac-man bubble word drop
PWAc-Man
Pac-Man like game where the playing
space surrounds the user.
Uses Gamepad API.
bubble
360° image viewer.
Uses File API.
word drop
Creates words that drop and bounce.
Uses WebSpeech API (SpeechRecognition
interface).
Open, fast, secure, frictionless,
accessible, widely distributed,
cross device, easy-to-share,
scalable,
independent of connection?
web pages
+ ?
web ‘pages’ running from the device’s home-screen,
capable of sending notifications and running offline
web ‘pages’ running from the device’s home-screen,
capable of sending notifications and running offline:
Progressive Web App
The Web on Virtual Reality
What does this imply for the browser?
New Workflows
New Browsers
source: Josh Carpenter, Google
New Axis
What do YOU think?
• can the web and VR work well together?
Let’s make this happen
Virtual Reality on the Web
@diekus / @samsunginternet
https://samsunginter.net

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Virtual Reality on the Web