Bringing Virtual Reality to the Web: VR, WebGL and CSS – Together At Last!FITC
Save 10% off ANY FITC event with discount code 'slideshare'
See our upcoming events at www.fitc.ca
Virtual Reality development has become very active recently, with the availability of low cost and high quality headsets, motion tracking equipment, and sensors. However, most VR app development is happening natively — users are stuck in the days of needing to download the right binary, trust a third-party that their code isn’t malicious and fix compatibility issues. Developers need to target multiple platforms, thus often ignoring those with fewer users. Instead, wouldn’t it be great if high quality VR content could be delivered through the Web?
In this session, Vladimir Vukicevic will address additions to HTML, CSS, and WebGL that Mozilla is experimenting with which allow Web developers to create immersive VR experiences. Everything from pure VR WebGL content to responsive HTML and CSS that can shift from mobile to tablet to desktop to VR will be covered. Additionally, Vladimir will discuss delivering VR video via the Web, as well as how to mix WebGL and CSS content in a true 3D space.
OBJECTIVE
To show how VR and the Web work together, and the techniques for bringing VR content to the Web.
TARGET AUDIENCE
Web developers and designers
ASSUMED AUDIENCE KNOWLEDGE
Some knowledge of at least one of WebGL, CSS 3D Transforms, or modern 3D graphics would be helpful.
FIVE THINGS AUDIENCE MEMBERS WILL LEARN
An overview of current VR devices, their capabilities and how they can interface with the Web.
How to render WebGL content to a VR device.
How to create documents using HTML and CSS that can be projected in VR.
How to create responsive documents that can shift in and out of VR based on user choice.
How WebGL and CSS content can be mixed, providing interactive 3D graphics but with the full power of HTML for non-3D elements.
With Oculus, Samsung Gear, Google Cardboard, and more headsets rushing to market, it's an exciting time to enter the world of virtual reality. With frameworks from Mozilla WebVR, Unity, LeapMotion and others providing support, Javascript developers can literally get into the game.
In this talk, we'll walkthrough a simple WebVR program to see:
* the ease of getting started
* the technical, design, and UX challenges faced
* the roadmap of things to come
Build the Virtual Reality Web with A-FrameMozilla VR
A-Frame is a web framework from Mozilla that makes VR ridiculously easy. A-Frame brings 3D and VR to HTML and JavaScript, allowing us to use the languages, APIs, and tools we all know and love as web developers and designers. Brought to you by MozVR.
Presented
at Forward.js (http://forwardjs.com/)
by Kevin Ngo (https://twitter.com/ngokevin_)
on Wednesday, February 10
Source:
https://github.com/ngokevin/forwardjs-presentation/
A-Frame is a declarative WebVR framework for web developers. We'll introduce the game-changing concepts of A-Frame, showcase what the community has built with A-Frame in the last several months, and present sneak peeks of novel experiments that we have rapidly prototyped using A-Frame.
Watch the talk at https://www.youtube.com/watch?v=wRqoSdPZQBY
Download presentation materials and videos at https://github.com/ngokevin/aframe-sfhtml5-presentation
Bringing Virtual Reality to the Web: VR, WebGL and CSS – Together At Last!FITC
Save 10% off ANY FITC event with discount code 'slideshare'
See our upcoming events at www.fitc.ca
Virtual Reality development has become very active recently, with the availability of low cost and high quality headsets, motion tracking equipment, and sensors. However, most VR app development is happening natively — users are stuck in the days of needing to download the right binary, trust a third-party that their code isn’t malicious and fix compatibility issues. Developers need to target multiple platforms, thus often ignoring those with fewer users. Instead, wouldn’t it be great if high quality VR content could be delivered through the Web?
In this session, Vladimir Vukicevic will address additions to HTML, CSS, and WebGL that Mozilla is experimenting with which allow Web developers to create immersive VR experiences. Everything from pure VR WebGL content to responsive HTML and CSS that can shift from mobile to tablet to desktop to VR will be covered. Additionally, Vladimir will discuss delivering VR video via the Web, as well as how to mix WebGL and CSS content in a true 3D space.
OBJECTIVE
To show how VR and the Web work together, and the techniques for bringing VR content to the Web.
TARGET AUDIENCE
Web developers and designers
ASSUMED AUDIENCE KNOWLEDGE
Some knowledge of at least one of WebGL, CSS 3D Transforms, or modern 3D graphics would be helpful.
FIVE THINGS AUDIENCE MEMBERS WILL LEARN
An overview of current VR devices, their capabilities and how they can interface with the Web.
How to render WebGL content to a VR device.
How to create documents using HTML and CSS that can be projected in VR.
How to create responsive documents that can shift in and out of VR based on user choice.
How WebGL and CSS content can be mixed, providing interactive 3D graphics but with the full power of HTML for non-3D elements.
With Oculus, Samsung Gear, Google Cardboard, and more headsets rushing to market, it's an exciting time to enter the world of virtual reality. With frameworks from Mozilla WebVR, Unity, LeapMotion and others providing support, Javascript developers can literally get into the game.
In this talk, we'll walkthrough a simple WebVR program to see:
* the ease of getting started
* the technical, design, and UX challenges faced
* the roadmap of things to come
Build the Virtual Reality Web with A-FrameMozilla VR
A-Frame is a web framework from Mozilla that makes VR ridiculously easy. A-Frame brings 3D and VR to HTML and JavaScript, allowing us to use the languages, APIs, and tools we all know and love as web developers and designers. Brought to you by MozVR.
Presented
at Forward.js (http://forwardjs.com/)
by Kevin Ngo (https://twitter.com/ngokevin_)
on Wednesday, February 10
Source:
https://github.com/ngokevin/forwardjs-presentation/
A-Frame is a declarative WebVR framework for web developers. We'll introduce the game-changing concepts of A-Frame, showcase what the community has built with A-Frame in the last several months, and present sneak peeks of novel experiments that we have rapidly prototyped using A-Frame.
Watch the talk at https://www.youtube.com/watch?v=wRqoSdPZQBY
Download presentation materials and videos at https://github.com/ngokevin/aframe-sfhtml5-presentation
Web VR is an emerging technology that enables the rendering of VR content in the web. The content can be targeted to different platforms using a simple API consisting of HTML, CSS and JavaScript.
The presentation covers how to get started with Web VR using A-Frame which enables you to create new content for Web VR with ease.
Building AR and VR Experiences for Web Apps with JavaScriptFITC
It is increasingly important to understand how AR and VR technologies are changing what is possible to do in modern web applications. There are a lot of tools and technologies that you can choose from to tie all of the pieces together to start implementing AR and VR features, but not all of them are JavaScript or web friendly. In this talk Hasan will get into AR and VR development from the perspective of a web app developer who is competent with modern JavaScript and web development tools. He will also introduce a way to share what you build on the growing Oculus platform, and why Oculus is a great entry point for VR.
Objective
Learn how to approach your first feature or project involving AR or VR in your applications that run in browsers and mobile devices, all using JavaScript
Target Audience
Web application developers interested in building AR and VR driven features in their web applications
Assumed Audience Knowledge
JavaScript, web technology
Five Things Audience Members Will Learn
WebGL basics
Intro to React360
Working with Three.js
What types of use cases to apply AR and VR technology to
Building for Oculus
In this side, I introduce Webrender 1.0 (it have been updated to 2.0 after 08/03/2016) that is based on Rust language and OpenGL to develop a proof of concept to bring the game engine technology into Web browser. It mentions how Scene Graph, Batching, Composite work in this modern web browser, Servo.
WebXR: A New Dimension For The Web Writing Virtual and Augmented Reality Apps...GeilDanke
Writing 3D applications for the browser is possible since some years due to the WebGL API. But since Virtual Reality and Augmented Reality are getting more popular, web developers and designers now have a serious reason to get to know the 3D web, its APIs and design patterns.
Mixed Realities for Web - Carsten Sandtner - Codemotion Amsterdam 2018Codemotion
Ok, let’s get real: VR in a Web Browser isn’t something new in 2017. Firefox shipped their support for everyone. HTC Vive, Oculus Rift and other hardware is being supported. You can create VR experiences using your browser and Javascript. New browser engines are powerful enough to be able to serve the experiences on a open and standardised platform. But what about AR? Or Mixed Realities (MR)? Join my session and learn how AR or better said MR is getting into your browsers, too. See how and what the platform is being able to offer and what you could expect in near future.
WebXR: Introducing Mixed Reality and the Immersive Web - Peter O'Shaughnessy ...Codemotion
“WebXR” is the API formerly known as WebVR, upgraded to embrace the web’s potential not just for Virtual Reality, but for immersive Mixed Reality experiences. We can start exploring the possibilities now, using libraries like Mozilla’s WebXR Polyfill and Google’s three.ar.js, plus special development browsers that incorporate ARCore (Android) or ARKit (iOS). This talk will share how you can begin to blend the real world and the digital world as a Mixed Reality web developer - and a glimpse into the exciting future of the Immersive Web.
[CSSDevConf] Adaptive Images in Responsive Web Design 2014Christopher Schmitt
The web doesn't stop at the desktop anymore. Our image assets need to do more than look good in one context. In this talk, I look at how images like JPEG, GIFs, SVG, Icons, Unicode, and more can be used in a multi-device environment.
"The next frontier: WebGL and WebVR" by Martin Naumann
The browser is a window into a vast, unlimited world. But what about we don't just peek into a flat, page-based world, but into a space with depth? What can we build with that? And now that our browser is the portal to a space, how can we immerse ourselves into it, rather than stare into it from the outside? And maybe we can link this world inside our browser to our real world as well? This talk explores the possibilities technologies such as Augmented Reality and Virtual Reality by using WebGL and Javascript to extend and enhance the web beyond the flat browser window.
Web VR is an emerging technology that enables the rendering of VR content in the web. The content can be targeted to different platforms using a simple API consisting of HTML, CSS and JavaScript.
The presentation covers how to get started with Web VR using A-Frame which enables you to create new content for Web VR with ease.
Building AR and VR Experiences for Web Apps with JavaScriptFITC
It is increasingly important to understand how AR and VR technologies are changing what is possible to do in modern web applications. There are a lot of tools and technologies that you can choose from to tie all of the pieces together to start implementing AR and VR features, but not all of them are JavaScript or web friendly. In this talk Hasan will get into AR and VR development from the perspective of a web app developer who is competent with modern JavaScript and web development tools. He will also introduce a way to share what you build on the growing Oculus platform, and why Oculus is a great entry point for VR.
Objective
Learn how to approach your first feature or project involving AR or VR in your applications that run in browsers and mobile devices, all using JavaScript
Target Audience
Web application developers interested in building AR and VR driven features in their web applications
Assumed Audience Knowledge
JavaScript, web technology
Five Things Audience Members Will Learn
WebGL basics
Intro to React360
Working with Three.js
What types of use cases to apply AR and VR technology to
Building for Oculus
In this side, I introduce Webrender 1.0 (it have been updated to 2.0 after 08/03/2016) that is based on Rust language and OpenGL to develop a proof of concept to bring the game engine technology into Web browser. It mentions how Scene Graph, Batching, Composite work in this modern web browser, Servo.
WebXR: A New Dimension For The Web Writing Virtual and Augmented Reality Apps...GeilDanke
Writing 3D applications for the browser is possible since some years due to the WebGL API. But since Virtual Reality and Augmented Reality are getting more popular, web developers and designers now have a serious reason to get to know the 3D web, its APIs and design patterns.
Mixed Realities for Web - Carsten Sandtner - Codemotion Amsterdam 2018Codemotion
Ok, let’s get real: VR in a Web Browser isn’t something new in 2017. Firefox shipped their support for everyone. HTC Vive, Oculus Rift and other hardware is being supported. You can create VR experiences using your browser and Javascript. New browser engines are powerful enough to be able to serve the experiences on a open and standardised platform. But what about AR? Or Mixed Realities (MR)? Join my session and learn how AR or better said MR is getting into your browsers, too. See how and what the platform is being able to offer and what you could expect in near future.
WebXR: Introducing Mixed Reality and the Immersive Web - Peter O'Shaughnessy ...Codemotion
“WebXR” is the API formerly known as WebVR, upgraded to embrace the web’s potential not just for Virtual Reality, but for immersive Mixed Reality experiences. We can start exploring the possibilities now, using libraries like Mozilla’s WebXR Polyfill and Google’s three.ar.js, plus special development browsers that incorporate ARCore (Android) or ARKit (iOS). This talk will share how you can begin to blend the real world and the digital world as a Mixed Reality web developer - and a glimpse into the exciting future of the Immersive Web.
[CSSDevConf] Adaptive Images in Responsive Web Design 2014Christopher Schmitt
The web doesn't stop at the desktop anymore. Our image assets need to do more than look good in one context. In this talk, I look at how images like JPEG, GIFs, SVG, Icons, Unicode, and more can be used in a multi-device environment.
"The next frontier: WebGL and WebVR" by Martin Naumann
The browser is a window into a vast, unlimited world. But what about we don't just peek into a flat, page-based world, but into a space with depth? What can we build with that? And now that our browser is the portal to a space, how can we immerse ourselves into it, rather than stare into it from the outside? And maybe we can link this world inside our browser to our real world as well? This talk explores the possibilities technologies such as Augmented Reality and Virtual Reality by using WebGL and Javascript to extend and enhance the web beyond the flat browser window.
Using the potential of WebGL in web browser in a simple way with three.js javascript library. Practical demonstration of a WebGL app developed for a Silicon Valley startup.
Augmented Reality; Adding Value to Your Business 2013Emily Wilkinson
Presentation by Emily Torjussen (Nee Wilkinson) and Guy Wilcox. Showing the practical applications of Augmented Reality (AR) and how this can be a powerful sales tool. http://nukoagency.co.uk/ar/
Augmented Reality Web Applications with Mobile Agents in the Internet of ThingsTeemu Leppänen
Augmented reality (AR) is a promising technology for building applications in an Internet of Things (IoT) environment, utilized for visualizing information provided by IoT devices.In this paper, we enable Web-based mobile AR applications with mobile agents in a resource-oriented IoT system architecture. We present an adaptable mobile agent composition that contains the data representation logic and mappings between AR applications and system resources. Thus, mobile agents and AR application-specific data structures are exposed as global system resources. System resource linkages are considered between real-world objects and their virtual representations for mobile agent-based AR applications. The agent composition also complies with the REST principles for resource access and control system-wide. This allows dynamic runtime adaptation and dealing with the device and resource heterogeneity, thus eliminating the need for application-specific communication protocols. Moreover, we utilize a Web-based mobile AR application framework, running completely in a Web browser, which facilitates straightforward AR application development. Lastly, a proof-of-concept mobile AR application is implemented, where a coffee maker with a visual tag is connected to a low-power resource-constrained wireless sensor network node as an IoT device. A mobile agent is injected into the IoT environment to expose state changes of the coffee maker. Through the visual tag, AR applications are able
to visualize the state changes of the coffee maker in their user interface.
Slides from talk given at UX Camp CPH 2015.
- The worst project in the world, and what we learned from it.
- How we are now working differently
Learn
- How the skill set of a UX designer is changing
- What we believe is the future of UX
And I can tell you this much, It is not a wireframe and usability!
5 Must Know Design Strategies for Better VR GamesNicole Lazzaro
Virtual Reality. From the dawn of time, games have always created it. It's the magic circle where we transport our players for a few minutes, a few hours, a few days, even years. With today’s new Virtual Reality Headsets and AR Smart Glasses, we finally reach the intersection of movie like immersion and the interaction possibilities of games. On one hand, Virtual Reality offers an unprecedented theater for engagement. On the other, it presents more physiological, psychological, and gameplay challenges than all other platform shifts in games' history combined. This talk presents the 5 most common mistakes VR/AR developers make, discovered in XEODesign's year of VR research. We then present practical VR design strategies to overcome them. If you want to ship a VR/AR game and not a barfatorium, you must hear this talk!
VR is currently a hot topic, but how can we design for this new medium? What are the requirements, possibilities and challenges for designers when it comes to create interaction concepts and digital products for the virtual reality? Stefan Filff, Interaction Designer VR for CoSpaces (www.cospaces.io) will tell you more about it.
Talk was held 24th of January 2017 @ Munich UX Meetup
Mobile Agents for the Integration of Wireless Sensor Networks and the Interne...Teemu Leppänen
We demonstrate interoperable mobile agents to integrate Internet of Things and wireless sensor networks with resource-constrained low-power embedded networked devices. We introduce adaptable composition for the mobile agent, complying with the Representational State Transfer principles, which are then used for agent migration, controlling the agent and exposing the data, system resources, tasks and services, to the Web. We gather requirements for the system and heterogeneous networked devices and present an application programming interface to enable mobile agents in these systems. The agents are demonstrated in a real-world prototype with smartphones and embedded networked devices, where we utilize a proxy component to expose system resources to the Web for human-machine interactions. Spanning over disparate networks and protocols, the proxy translates messages including the agent composition, between HTTP and Constrained Application Protocol. Lastly, we suggest an evaluation method for the agent communication and migration costs, considering the different types of system resources and utilization.
Original article published in:
Leppänen, T., Liu, M., Harjula, E., Ramalingam, A., Ylioja, J., Närhi, P., Riekki, J. and Ojala, T. “Mobile Agents for Integration of Internet of Things and Wireless Sensor Networks,” In: IEEE International Conference on Systems, Man and Cybernetics, pp. 14-21, October 13-16, Manchester, UK, 2013. http://dx.doi.org/10.1109/SMC.2013.10
How to Make Your Users Sick in 60 Seconds – About UX Design, WebVR and React VRGeilDanke
Since the early years of tech, engineers and designers tried to overcome the separation between their product and their users. What if I tell you, you do not have to worry about this anymore? With the emergence of VR, your users are finally in your applications. This changes the way people interact with the digital world dramatically. And it increases your power over other people’s lives. Or as Douglas Adams wrote in his Hitchhiker’s Guide to the Galaxy: “Being virtually killed by a virtual laser in a virtual space is just as effective as the real thing.” I this talk you’ll learn how to write a responsible WebVR application with ReactVR, that does not hurt your users. You’ll get an overview of the WebVR ecosystem, beginning with a short introduction of the basic VR concepts. You will also see the current status of the ReactVR in action with some code samples. Which leads to another important point of this talk: the struggles of creating VR applications today. There are a lot of unanswered questions, e.g. UX design challenges, input devices, motion sickness or browser support. This is why the talk ends with my advice on how to create responsible applications, that won’t harm your users – neither physically nor psychologically.
Goodbye, Flatland! An introduction to WebVR and what it means for web developersGeilDanke
'I come to proclaim that there is a land of three dimensions', said the perfect circle to the two-dimensional Mr. Square in one of my favorite novels 'Flatland' by Edwin A. Abott.
It's 2017 and Mr. Square's and my dream has finally come true: virtual reality devices are ready to delight a large audience. Fortunately there are not only proprietary tools to built VR experiences, but there is also an experimental API for the browser.
My talk will give you an overview of the WebVR ecosystem, beginning with a short introduction of the basic VR concepts, like head tracking sensors, importance of the field of view and how stereoscopic images simulate three dimensions in your brain. You will also see the current status of the WebVR API in action with some code samples of a 360 degree video for VR and – of course – fallbacks for incompatible devices. Which leads to another important point of this talk: the struggles of creating VR applications today. There are a lot of unanswered questions, e.g. UX design challenges, input devices, motion sickness or browser support. This is why the talk ends with my advice on how to create responsible applications, that won't harm your users – neither physically nor psychologically.
Migrating your Web app to Virtual RealityDenis Radin
HTML/CSS is an ultimate stack for UI development however hyping VR technology still have no way to reuse millions of Web applications already available. This talk is about theory and practice of porting existing HTML/CSS apps into Virtual Reality.
Oculus Rift is bought by Facebook, HTC investing 10 billions in VR apps developers, Sony got VR for PlayStation, Nintendo is going VR. Virtual Reality is booming and number of households having VR doubles every month. The same do number of VR applications. However it is still not possible to bring best UI development practices into Virtual Reality using UI development unicorn - Web platform.
This talk gives insights on ways possible for displaying HTML/CSS content in Virtual Reality. Should we go CSS way or WebGL? What are possible solutions and most expected pitfalls? Why HTML is still a good choice to develop interfaces for VR? How Web developers can contribute to VR industry? These are questions answered.
Портируем существующее Web-приложение в виртуальную реальность / Денис Радин ...Ontico
РИТ++ 2017, Frontend Сonf
Зал Мумбаи, 5 июня, 17:00
Тезисы:
http://frontendconf.ru/2017/abstracts/2478.html
Виртуальная реальность - мощный тренд, который до текущего момента обходил стороной веб-разработчиков. Данный доклад о том, как интегрировать существующие Web-приложения в миры виртуальной реальности, предоставляя вашим пользователям новые возможности и UX, а себе дозу фана.
Должны ли мы использовать CSS или WebGL для проброса приложения в VR?
Какие решения доступны на текущий момент, и каких ошибок стоит остерегаться?
Почему HTML так же хорош для разработки VR-интерфейсов, как и для обычного, плоского Web?
Как веб-разработчик может быть частью VR-революции?
More Ways to Make Your Users Sick – A talk about WebVR and UX DesignGeilDanke
Since the early years of tech, engineers and designers tried to overcome the separation between their product and their users. What if I tell you, you do not have to worry about this anymore? With the emergence of VR, your users are finally in your applications. This changes the way people interact with the digital world dramatically. And it increases your power over other people's lives. But with great power comes great responsibility – this is why my talk will focus on Virtual Reality in the web and what you as a developer or designer can do, if you do not want to harm your users. We will begin with a short introduction into the basic concepts of virtual reality, like stereoscopic images and tracking. Then we will take a look at the current status of the WebVR ecosystem, like the WebVR API and the Gamepad API. This will lead us to the topic I'm most passionate about: a good user experience in VR applications. As developers we are confronted with various questions: How can we avoid triggering simulation sickness or what can we do to prevent triggering phobias or seizures?
Writing Virtual And Augmented Reality Apps With Web TechnologyMichaela Lehr
Writing 3D applications for the browser is possible since some years due to the WebGL API. But since Virtual Reality and Augmented Reality are getting more popular, web developers and designers now have a serious reason to get to know the 3D web, its APIs and design patterns.
In this talk you will learn how to create 3D applications in the browser, using the WebGL and the WebVR API, and popular libraries, like A-Frame and ReactVR. You will also see what is necessary to create a Virtual Reality app that runs on common VR devices, and how to create Augmented Reality applications for Android and iOS phones.
Since 3D user interfaces and interactions in the browser are relatively new for designers and users, there are no established UX design patterns yet, but you will get to know best-practices and see some tips for improving the usability of your 3d application.
The talk ends with my advice on how to create responsible applications, that won’t harm your users – neither physically nor psychologically.
Writing Virtual And Augmented Reality Apps With Web TechnologyGeilDanke
Writing 3D applications for the browser is possible since some years due to the WebGL API. But since Virtual Reality and Augmented Reality are getting more popular, web developers and designers now have a serious reason to get to know the 3D web, its APIs and design patterns.
In this talk you will learn how to create 3D applications in the browser, using the WebGL and the WebVR API, and popular libraries, like A-Frame and ReactVR. You will also see what is necessary to create a Virtual Reality app that runs on common VR devices, and how to create Augmented Reality applications for Android and iOS phones.
Since 3D user interfaces and interactions in the browser are relatively new for designers and users, there are no established UX design patterns yet, but you will get to know best-practices and see some tips for improving the usability of your 3d application.
The talk ends with my advice on how to create responsible applications, that won’t harm your users – neither physically nor psychologically.
Augmented Reality and WebRTC .
WebGL in browsers
threejs for 3D graphics
code and steps of making cube , sphere , torusknot
wecam texture to 3D plane
motion detection using differential analysis
more samples of AR applications
By now you have heard about Flash Augmented Reality and how it is taking the Flash Development community by storm! Whether you are looking for how to get started, how to improve your own experiments or have a client who desperately needs AR on their site, this session is for you.
In this keynote I cover getting up and running as well as the ideal workflow for testing/deploying your creation. I also cover the basics then quickly move into how to build a FLAR Emulator for easy testing/debugging as well as general usability/performance issues. Finally we will look at my own experiments with AR, how they were built and highlight some of the best uses of Flash AR today.
The goal of this presentation is to teach you how to build a solid reusable foundation for all of your Flash AR projects which will allow you to quickly prototype your ideas. All code covered in this session is open source and free to use. Documentation on how it works will also be handed out as well.
HTML5 is all the rage with the cool kids, and although there’s a lot of focus on the new language, there’s plenty for web app developers with new JavaScript APIs both in the HTML5 spec and separated out as their own W3C specifications. This session will take you through demos and code and show off some of the outright crazy bleeding edge demos that are being produced today using the new JavaScript APIs. But it’s not all pie in the sky – plenty is useful today, some even in Internet Explorer!
A-Frame is a WebVR framework for developers to make their VR content rapidly. It is based on Entity-Component system. So, it could bring us flexibility and usability for developing.
A brief introduction to the world of drones, flying robots and the #nodecopter project. I've presented this work at events such as Research Talks, Wajug, Njugbe, Café Numérique, etc.
If you would like to have this presentation featured at one of your events, don't hesitate to contact me by email.
Современный мир – это мир конкуренции. И любое преимущество перед другими может сыграть большую роль в бизнесе. Разработчиков в области 3D становится всё больше. Креативные дизайнеры изобретают всё более улётные проекты, и чтобы оставаться в тренде, нужно идти в ногу со временем. Я познакомлю вас с крутыми проектами и научу, как просто сделать 3D на сайте. Может и у вас появятся собственные идеи, как применить новейшие технологии уже сейчас!
Similar to An Introduction to WebVR – or How to make your user sick in 60 seconds (20)
Using New Web APIs For Your Own Pleasure – How I Wrote New Features For My Vi...GeilDanke
When I first heard about the Web Bluetooth API I was so curious, that I could not wait to try it out. So I asked myself: Which Bluetooth device should I buy? Especially if I do not want to through it away after I was finished experimenting with the API. So obviously a Bluetooth enabled vibrator was a perfect fit. And it came with a serious use case, too: The slogan of the vibrator was "Let him control you", which I found very limiting, so I used the Web Bluetooth API to connect it to the browser, and the Web Audio API, to establish my own slogan: "Let a video control you". In my talk you will learn how to use the Web Bluetooth API to connect a Bluetooth enabled device to the browser. Also you will see what is possible with the Web Audio API, especially when it comes to analyzing spoken words.
When I first heard about the Web Bluetooth API I was so curious, that I could not wait to try it out. So I asked myself: Which Bluetooth device should I buy? Especially if I do not want to through it away after I was finished experimenting with the API.
So obviously a Bluetooth enabled vibrator was a perfect fit. And it came with a serious use case, too: The slogan of the vibrator was "Let him control you", which I found very limiting, so I used the Web Bluetooth API to connect it to the browser, and the Web Audio API, to establish my own slogan: "Let a video control you".
In my lightning talk, you will learn how to use the Web Bluetooth API to connect a Bluetooth enabled device to the browser. Also, you will see what is possible with the Web Audio API, especially when it comes to analyzing spoken words.
Creating Augmented Reality Apps with Web TechnologyGeilDanke
If 2017 was the year of Virtual Reality, 2018 may become the year of Augmented Reality. With Apple's ARKit for iOS and Google's ARCore for Android, we should not forget that actually the open web and Augmented Reality are the perfect couple.
But how do we create AR apps with web technology? In my talk you will learn how to write your own AR app that runs in the browser. You will see how Augmented Reality works, what markers are for, and how to create them. And you'll get an overview about the devices you can use to test your AR projects.
We are just at the beginning of the rise of Augmented Reality. This is why lots of UX design questions are still unanswered. But there are patterns and best practises, and you will learn how to use them to get a great user experience in your AR application.
2016 First steps with Angular 2 – enterjsGeilDanke
Michaela gives an overview of the Framework Angular 2 for JavaScript developers. She covers components, data binding, templating syntax, services, dependency injection and pipes. Examples are based on ES5 and TypeScript.
(Original Title: Erste Schritte mit Angular 2)
Michaela zeigt Designern einen Einstieg in die Grundlagen der Webentwicklung. Dieser Vortrag richtet sich speziell an Editorial-Designer und zeigt interessante Anwendungsfälle für diese Spezialisten.
ER(Entity Relationship) Diagram for online shopping - TAEHimani415946
https://bit.ly/3KACoyV
The ER diagram for the project is the foundation for the building of the database of the project. The properties, datatypes, and attributes are defined by the ER diagram.
Multi-cluster Kubernetes Networking- Patterns, Projects and GuidelinesSanjeev Rampal
Talk presented at Kubernetes Community Day, New York, May 2024.
Technical summary of Multi-Cluster Kubernetes Networking architectures with focus on 4 key topics.
1) Key patterns for Multi-cluster architectures
2) Architectural comparison of several OSS/ CNCF projects to address these patterns
3) Evolution trends for the APIs of these projects
4) Some design recommendations & guidelines for adopting/ deploying these solutions.
This 7-second Brain Wave Ritual Attracts Money To You.!nirahealhty
Discover the power of a simple 7-second brain wave ritual that can attract wealth and abundance into your life. By tapping into specific brain frequencies, this technique helps you manifest financial success effortlessly. Ready to transform your financial future? Try this powerful ritual and start attracting money today!
1.Wireless Communication System_Wireless communication is a broad term that i...JeyaPerumal1
Wireless communication involves the transmission of information over a distance without the help of wires, cables or any other forms of electrical conductors.
Wireless communication is a broad term that incorporates all procedures and forms of connecting and communicating between two or more devices using a wireless signal through wireless communication technologies and devices.
Features of Wireless Communication
The evolution of wireless technology has brought many advancements with its effective features.
The transmitted distance can be anywhere between a few meters (for example, a television's remote control) and thousands of kilometers (for example, radio communication).
Wireless communication can be used for cellular telephony, wireless access to the internet, wireless home networking, and so on.
37. geildanke.com @fischaelameer
let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera( 75,
window.innerWidth / window.innerHeight, 0.1, 10000 );
let renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
let geometry = new THREE.SphereGeometry( 500, 60, 40 );
geometry.scale( -1, 1, 1 );
let video = document.createElement( 'video' );
let videoTexture = new THREE.VideoTexture( video );
let videoMaterial = new THREE.MeshBasicMaterial( { map: videoTexture } );
let mesh = new THREE.Mesh( geometry, videoMaterial );
function render() {
requestAnimationFrame( render );
renderer.render( scene, camera );
}
render();
38. geildanke.com @fischaelameer
let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera( 75,
window.innerWidth / window.innerHeight, 0.1, 10000 );
let renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
let geometry = new THREE.SphereGeometry( 500, 60, 40 );
geometry.scale( -1, 1, 1 );
let video = document.createElement( 'video' );
let videoTexture = new THREE.VideoTexture( video );
let videoMaterial = new THREE.MeshBasicMaterial( { map: videoTexture } );
let mesh = new THREE.Mesh( geometry, videoMaterial );
function render() {
requestAnimationFrame( render );
renderer.render( scene, camera );
}
render();
39. geildanke.com @fischaelameer
let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera( 75,
window.innerWidth / window.innerHeight, 0.1, 10000 );
let renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
let geometry = new THREE.SphereGeometry( 500, 60, 40 );
geometry.scale( -1, 1, 1 );
let video = document.createElement( 'video' );
let videoTexture = new THREE.VideoTexture( video );
let videoMaterial = new THREE.MeshBasicMaterial( { map: videoTexture } );
let mesh = new THREE.Mesh( geometry, videoMaterial );
function render() {
requestAnimationFrame( render );
renderer.render( scene, camera );
}
render();
40. geildanke.com @fischaelameer
let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera( 75,
window.innerWidth / window.innerHeight, 0.1, 10000 );
let renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
let geometry = new THREE.SphereGeometry( 500, 60, 40 );
geometry.scale( -1, 1, 1 );
let video = document.createElement( 'video' );
let videoTexture = new THREE.VideoTexture( video );
let videoMaterial = new THREE.MeshBasicMaterial( { map: videoTexture } );
let mesh = new THREE.Mesh( geometry, videoMaterial );
function render() {
requestAnimationFrame( render );
renderer.render( scene, camera );
}
render();
71. geildanke.com @fischaelameer
It was the pioneer days; people had to make their own interrogation rooms. Out of
cornmeal. These endless days are finally ending in a blaze. When I say, 'I love you,'
it's not because I want you or because I can't have you. It's my estimation that every
man ever got a statue made of him was one kind of sommbitch or another. Oh my god you
will never believe what happened at school today. From beneath you, it devours. I am
never gonna see a merman, ever.
It was supposed to confuse him, but it just made him peppy. It was like the Heimlich,
with stripes! How did your brain even learn human speech? I'm just so curious.
Apocalypse, we've all been there; the same old trips, why should we care? Frankly, it's
ludicrous to have these interlocking bodies and not...interlock. I just don't see why
everyone's always picking on Marie-Antoinette. You're the one freaky thing in my freaky
world that still makes sense to me. You are talking crazy-person talk.
http://www.commercekitchen.com/whedon-ipsum/
81. geildanke.com @fischaelameer
avoid eyestrain: use darker colors
avoid focussing on different depths
do not trigger phobias
use correct scales
do not move things fast towards the camera
do not attach things near the camera
make the user comfortable
82. geildanke.com @fischaelameer
avoid eyestrain: use darker colors
avoid focussing on different depths
do not trigger phobias
use correct scales
do not move things fast towards the camera
do not attach things near the camera
make the user comfortable
83. geildanke.com @fischaelameer
avoid eyestrain: use darker colors
avoid focussing on different depths
do not trigger phobias
use correct scales
do not move things fast towards the camera
do not attach things near the camera
make the user comfortable
84. geildanke.com @fischaelameer
avoid eyestrain: use darker colors
avoid focussing on different depths
do not trigger phobias
use correct scales
do not move things fast towards the camera
do not attach things near the camera
make the user comfortable
85. geildanke.com @fischaelameer
avoid eyestrain: use darker colors
avoid focussing on different depths
do not trigger phobias
use correct scales
do not move things fast towards the camera
do not attach things near the camera
make the user comfortable
86. geildanke.com @fischaelameer
avoid eyestrain: use darker colors
avoid focussing on different depths
do not trigger phobias
use correct scales
do not move things fast towards the camera
do not attach things near the camera
make the user comfortable
91. geildanke.com @fischaelameer
no acceleration
do not move the horizon or the camera
always keep a low latency and a high frame rate
avoid flicker and blur
add a stable focus point
support short usage
abstract design is better than realistic
do not make your users sick!
92. geildanke.com @fischaelameer
no acceleration
do not move the horizon or the camera
always keep a low latency and a high frame rate
avoid flicker and blur
add a stable focus point
support short usage
abstract design is better than realistic
do not make your users sick!
93. geildanke.com @fischaelameer
no acceleration
do not move the horizon or the camera
always keep a low latency and a high frame rate
avoid flicker and blur
add a stable focus point
support short usage
abstract design is better than realistic
do not make your users sick!
94. geildanke.com @fischaelameer
no acceleration
do not move the horizon or the camera
always keep a low latency and a high frame rate
avoid flicker and blur
add a stable focus point
support short usage
abstract design is better than realistic
do not make your users sick!
95. geildanke.com @fischaelameer
no acceleration
do not move the horizon or the camera
always keep a low latency and a high frame rate
avoid flicker and blur
add a stable focus point
support short usage
abstract design is better than realistic
do not make your users sick!
96. geildanke.com @fischaelameer
no acceleration
do not move the horizon or the camera
always keep a low latency and a high frame rate
avoid flicker and blur
add a stable focus point
support short usage
abstract design is better than realistic
do not make your users sick!
97. geildanke.com @fischaelameer
no acceleration
do not move the horizon or the camera
always keep a low latency and a high frame rate
avoid flicker and blur
add a stable focus point
support short usage
abstract design is better than realistic
do not make your users sick!
98. geildanke.com @fischaelameer
It was the pioneer days; people had to make their own interrogation rooms. Out of
cornmeal. These endless days are finally ending in a blaze. When I say, 'I love you,'
it's not because I want you or because I can't have you. It's my estimation that every
man ever got a statue made of him was one kind of sommbitch or another. Oh my god you
will never believe what happened at school today. From beneath you, it devours. I am
never gonna see a merman, ever.
It was supposed to confuse him, but it just made him peppy. It was like the Heimlich,
with stripes! How did your brain even learn human speech? I'm just so curious.
Apocalypse, we've all been there; the same old trips, why should we care? Frankly, it's
ludicrous to have these interlocking bodies and not...interlock. I just don't see why
everyone's always picking on Marie-Antoinette. You're the one freaky thing in my freaky
world that still makes sense to me. You are talking crazy-person talk.
http://www.commercekitchen.com/whedon-ipsum/
99. geildanke.com @fischaelameer
It was the pioneer days; people had to make their own interrogation rooms. Out of
cornmeal. These endless days are finally ending in a blaze. When I say, 'I love you,'
it's not because I want you or because I can't have you. It's my estimation that every
man ever got a statue made of him was one kind of sommbitch or another. Oh my god you
will never believe what happened at school today. From beneath you, it devours. I am
never gonna see a merman, ever.
It was supposed to confuse him, but it just made him peppy. It was like the Heimlich,
with stripes! How did your brain even learn human speech? I'm just so curious.
Apocalypse, we've all been there; the same old trips, why should we care? Frankly, it's
ludicrous to have these interlocking bodies and not...interlock. I just don't see why
everyone's always picking on Marie-Antoinette. You're the one freaky thing in my freaky
world that still makes sense to me. You are talking crazy-person talk.
http://www.commercekitchen.com/whedon-ipsum/