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.
WebVR is an experimental JavaScript API that allows access to virtual reality devices like Oculus Rift and HTC Vive in the browser. It aims to bring VR experiences to the web in an interoperable and device agnostic way. WebVR works by using a WebVR enabled browser along with libraries like AFrame or three.js to build and display VR scenes and experiences. AFrame uses entities and components to build scenes in a declarative way and supports features like 3D models, sounds, animations and controls.
This is the slide deck for Episode 2 of Just A/VR Show. In this presentation, I talk about the basics of VR development for the web, and how to get started with the WebVR API.
Episode 2 of Just A/VR Show:
https://channel9.msdn.com/blogs/misslivirose/Introduction-to-the-VR-Web
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.
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.
WebVR is an experimental JavaScript API that allows access to virtual reality devices like Oculus Rift and HTC Vive in the browser. It aims to bring VR experiences to the web in an interoperable and device agnostic way. WebVR works by using a WebVR enabled browser along with libraries like AFrame or three.js to build and display VR scenes and experiences. AFrame uses entities and components to build scenes in a declarative way and supports features like 3D models, sounds, animations and controls.
This is the slide deck for Episode 2 of Just A/VR Show. In this presentation, I talk about the basics of VR development for the web, and how to get started with the WebVR API.
Episode 2 of Just A/VR Show:
https://channel9.msdn.com/blogs/misslivirose/Introduction-to-the-VR-Web
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.
This talk presents the HTML5 game development framework Phaser which focuses on Desktop and Mobile, shows common tools to improve the development workflow and to wrap the game into apps for the various mobile stores.
Casper Fabricius (Cimmerse): WebVR with A-Frame, React and ReduxAugmentedWorldExpo
A talk from the Developer Track at AWE Europe 2017 - the largest conference for AR+VR in Munich, Germany October 19-20, 2017
Casper Fabricius (Cimmerse): WebVR with A-Frame, React and Redux
Web-based virtual reality allows VR experiences at the click of a link, and it enables millions of web developers to dive straight into VR and AR. This workshop will teach developers with some web and javascript experience to use the popular React, Redux and A-Frame libraries to build advanced, interactive WebVR sites step by step. Participants will also learn how to add WebVR to existing websites, leveraging and sharing existing code between 2D, 3D and VR.
"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.
An introduction to what multiplayer games are, what makes them different from normal games, how to approach building them and specifically how to begin building them with the Unity game engine.
Talk given at the GameIS & Dragonplay mobile multiplayer hackathon, 30/7/2015
The document discusses Stage3D and Starling frameworks. It describes how Stage3D allows managing texture memory, vertex and pixel shading, and mesh rendering using OpenGL and DirectX. It also explains that Starling uses a quad batching approach to group quads with the same state for efficient rendering and provides a vertex buffer description to store quad vertex attributes. The document recommends profiling tools for optimizing 3D rendering and references books for further reading.
Valentin Simonov is a field engineer at Unity Technologies who helps game studios optimize their games. He teaches developers how to use Unity efficiently through conferences, trainings, blog posts, and translating books. He maintains an open source project on GitHub. The document provides tips on using tools like the Unity Profiler to identify optimization opportunities and make informed decisions on optimizations. It highlights platform-specific testing and avoiding outdated information online.
Breathing Life in Data Visualizations with AxureSvetlin Denkov
Svetlin Denkov gives a presentation on building interactive visualizations using Axure. He demonstrates techniques for creating basic charts like bar charts and donut charts from scratch in Axure. He then shows how to add interactivity through animations like resizing and rotating elements. Finally, he shares more advanced examples from others and discusses limitations of Axure as well as finding the right tool based on project needs. The presentation includes live demos at each stage.
WebVR, not just Holograms in the web but powerful platformWindows Developer
We'll build a game with WebVR then bring it across multiple different platforms with Progressive Web Applications. We'll show how to be able to have import assets, use controllers, and even show how the code is portable across all VR devices.
An high-level introduction to Phaser.js.
https://github.com/sH4rk0/meetupRush
https://github.com/sH4rk0/xmas2016
Thanks to Michel Wacker (@starnut) for some input.
HTML5 Mobile Game Development Workshop - Module 2 - HTML5 Developer Conferenc...Pablo Farías Navarro
Full-day training on mobile game development with JavaScript using the Phaser library. To learn more about our online and on-site training on game, web and mobile app development visit https://zenva.com
My 10 days with Phaser.js - WarsawJS Meetup #13Piotr Kowalski
Video: https://www.youtube.com/watch?v=klDeljOKDjU
O tym jak przez kolejne 10 dni pisałem grę z użyciem Phaser.js. Fabuła gry opiera się na anime Dragon Ball. Grafikę do gry robiłem własnoręcznie, o czym możecie się przekonać wchodząc na www.dragonballplay.com, gdzie znajduje się wersja v1.0 tego projektu. Codziennie poświęcałem 5-6 godzin po pracy, aby od 1 do 10 września stworzyć pełnoprawną grę internetową.
Low Latency Networking on IOS and Android over Cloud by Oguz BastemurCodemotion
For today’s mobile apps, it is quite important to provide interaction among the end users. Consider a game application have users from both Android and IOS and you want them to play together. How about scalability? low latency? user state management? Definitely, there were lots of things you had to deal with so far. On this session, I will try to simplify the things and prepare the sample apps for both IOS and Android talking each other.
Learn about Cross Platform Mobile Game Development with CoronaSDK from Corona Labs. I discuss some of the benefits I've found with Corona and why I chose this platform for our game development.
This document provides an overview and introduction to building virtual reality (VR) experiences using WebVR and the A-Frame framework. It discusses:
- What WebVR is and how it allows creating VR tools, standards, and experiences for the open web.
- What A-Frame is and its features for building VR scenes in HTML such as being easy to learn, cross-platform support, performance optimizations, and a visual inspector.
- Examples of VR experiences that have been built with A-Frame, Mozilla's work in mixed reality and VR including Firefox Reality, Spoke for creating 3D environments, and Unity WebVR assets.
Building AR and VR Experiences for Web Apps with JavaScriptFITC
AR/VR in JavaScript Apps discusses emerging technologies for building augmented and virtual reality experiences using web technologies. It introduces key concepts like AR, VR, and XR. It also outlines several JavaScript libraries and frameworks that can be used to create 3D content and immersive experiences, such as Three.js, WebXR, A-Frame, and React 360. The document recommends resources for continued learning and provides examples of how to get started with these technologies.
Tony Parisi discusses the foundations of the immersive web and how it can reach billions of users by 2020. Key points include:
- WebVR allows rendering of 3D graphics and VR content directly in browsers using standards like WebGL and a new VR API.
- This eliminates friction compared to native apps by allowing instant access to VR content through web links on any device with a compatible browser.
- Current browsers like Chrome and Firefox are adding initial WebVR support, and content can already be experienced on mobile in Cardboard viewers.
- The immersive web is being built on open standards and has potential to scale to the billions of users accessible through the existing web ecosystem and its development
This talk presents the HTML5 game development framework Phaser which focuses on Desktop and Mobile, shows common tools to improve the development workflow and to wrap the game into apps for the various mobile stores.
Casper Fabricius (Cimmerse): WebVR with A-Frame, React and ReduxAugmentedWorldExpo
A talk from the Developer Track at AWE Europe 2017 - the largest conference for AR+VR in Munich, Germany October 19-20, 2017
Casper Fabricius (Cimmerse): WebVR with A-Frame, React and Redux
Web-based virtual reality allows VR experiences at the click of a link, and it enables millions of web developers to dive straight into VR and AR. This workshop will teach developers with some web and javascript experience to use the popular React, Redux and A-Frame libraries to build advanced, interactive WebVR sites step by step. Participants will also learn how to add WebVR to existing websites, leveraging and sharing existing code between 2D, 3D and VR.
"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.
An introduction to what multiplayer games are, what makes them different from normal games, how to approach building them and specifically how to begin building them with the Unity game engine.
Talk given at the GameIS & Dragonplay mobile multiplayer hackathon, 30/7/2015
The document discusses Stage3D and Starling frameworks. It describes how Stage3D allows managing texture memory, vertex and pixel shading, and mesh rendering using OpenGL and DirectX. It also explains that Starling uses a quad batching approach to group quads with the same state for efficient rendering and provides a vertex buffer description to store quad vertex attributes. The document recommends profiling tools for optimizing 3D rendering and references books for further reading.
Valentin Simonov is a field engineer at Unity Technologies who helps game studios optimize their games. He teaches developers how to use Unity efficiently through conferences, trainings, blog posts, and translating books. He maintains an open source project on GitHub. The document provides tips on using tools like the Unity Profiler to identify optimization opportunities and make informed decisions on optimizations. It highlights platform-specific testing and avoiding outdated information online.
Breathing Life in Data Visualizations with AxureSvetlin Denkov
Svetlin Denkov gives a presentation on building interactive visualizations using Axure. He demonstrates techniques for creating basic charts like bar charts and donut charts from scratch in Axure. He then shows how to add interactivity through animations like resizing and rotating elements. Finally, he shares more advanced examples from others and discusses limitations of Axure as well as finding the right tool based on project needs. The presentation includes live demos at each stage.
WebVR, not just Holograms in the web but powerful platformWindows Developer
We'll build a game with WebVR then bring it across multiple different platforms with Progressive Web Applications. We'll show how to be able to have import assets, use controllers, and even show how the code is portable across all VR devices.
An high-level introduction to Phaser.js.
https://github.com/sH4rk0/meetupRush
https://github.com/sH4rk0/xmas2016
Thanks to Michel Wacker (@starnut) for some input.
HTML5 Mobile Game Development Workshop - Module 2 - HTML5 Developer Conferenc...Pablo Farías Navarro
Full-day training on mobile game development with JavaScript using the Phaser library. To learn more about our online and on-site training on game, web and mobile app development visit https://zenva.com
My 10 days with Phaser.js - WarsawJS Meetup #13Piotr Kowalski
Video: https://www.youtube.com/watch?v=klDeljOKDjU
O tym jak przez kolejne 10 dni pisałem grę z użyciem Phaser.js. Fabuła gry opiera się na anime Dragon Ball. Grafikę do gry robiłem własnoręcznie, o czym możecie się przekonać wchodząc na www.dragonballplay.com, gdzie znajduje się wersja v1.0 tego projektu. Codziennie poświęcałem 5-6 godzin po pracy, aby od 1 do 10 września stworzyć pełnoprawną grę internetową.
Low Latency Networking on IOS and Android over Cloud by Oguz BastemurCodemotion
For today’s mobile apps, it is quite important to provide interaction among the end users. Consider a game application have users from both Android and IOS and you want them to play together. How about scalability? low latency? user state management? Definitely, there were lots of things you had to deal with so far. On this session, I will try to simplify the things and prepare the sample apps for both IOS and Android talking each other.
Learn about Cross Platform Mobile Game Development with CoronaSDK from Corona Labs. I discuss some of the benefits I've found with Corona and why I chose this platform for our game development.
This document provides an overview and introduction to building virtual reality (VR) experiences using WebVR and the A-Frame framework. It discusses:
- What WebVR is and how it allows creating VR tools, standards, and experiences for the open web.
- What A-Frame is and its features for building VR scenes in HTML such as being easy to learn, cross-platform support, performance optimizations, and a visual inspector.
- Examples of VR experiences that have been built with A-Frame, Mozilla's work in mixed reality and VR including Firefox Reality, Spoke for creating 3D environments, and Unity WebVR assets.
Building AR and VR Experiences for Web Apps with JavaScriptFITC
AR/VR in JavaScript Apps discusses emerging technologies for building augmented and virtual reality experiences using web technologies. It introduces key concepts like AR, VR, and XR. It also outlines several JavaScript libraries and frameworks that can be used to create 3D content and immersive experiences, such as Three.js, WebXR, A-Frame, and React 360. The document recommends resources for continued learning and provides examples of how to get started with these technologies.
Tony Parisi discusses the foundations of the immersive web and how it can reach billions of users by 2020. Key points include:
- WebVR allows rendering of 3D graphics and VR content directly in browsers using standards like WebGL and a new VR API.
- This eliminates friction compared to native apps by allowing instant access to VR content through web links on any device with a compatible browser.
- Current browsers like Chrome and Firefox are adding initial WebVR support, and content can already be experienced on mobile in Cardboard viewers.
- The immersive web is being built on open standards and has potential to scale to the billions of users accessible through the existing web ecosystem and its development
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.
Introduction to WebGL - 1st WebGL meetup AmsterdamThreeDee Media
1. The document summarizes a meetup about developing graphics with WebGL. It discusses WebGL and how it allows 3D rendering in browsers using OpenGL ES and JavaScript.
2. It then provides information about the company ThreeDee Media and their WebGL framework and tools. Examples of what can be done with WebGL are shown.
3. The document outlines how WebGL works, integrating 3D graphics with HTML5 pages using WebGL contexts on canvas elements. It discusses why one would use WebGL for rich internet experiences with hardware-accelerated 3D.
The document discusses the Gear VR Framework (GVRf), an open source Java library for developing VR applications for Android on the Gear VR. It provides an overview of GVRf's features like loading 3D models and textures, scene management, and handling head tracking. It demonstrates how to create a basic "hello world" app and discusses new features in development like standard shapes, scene objects for video/camera/webviews, scripting support, and improved 3D modeling capabilities. A key focus is the new 3D Cursor interaction model and support for various VR input devices through a common API to standardize interaction across apps. Live demos of hand/eye tracking were shown to illustrate cursor behaviors.
Leaving Flatland: Getting Started with WebGL- SXSW 2012philogb
This document discusses getting started with WebGL. It begins with an introduction to WebGL, explaining that it allows 3D graphics in browsers similarly to OpenGL. It then provides examples of what can be done with WebGL, such as data visualization, games, 3D modeling, and more. The document proceeds to explain the basic graphics pipeline and JavaScript API used in WebGL. It concludes by discussing how to set up a basic 3D scene and choose a WebGL library like Three.js or PhiloGL to get started creating WebGL applications.
A quick starter for prototyping in Aframe. Designers often find it difficult to communicate their VR design ideas to fellow developers. This is the presentation prepared for a VR design meetup in Bangalore wherein I gave hands on workshop to prototype in aframe for VR
Windows Phone 7 and Windows Azure – A Match Made in the CloudMichael Collier
Windows Phone 7 and Windows Azure are a good match because they both provide easy and familiar development environments, connectivity through the cloud, and scalability. They are compatible in these areas. The document discusses how Windows Phone 7 and Windows Azure can be used together through features like data storage in Windows Azure tables and blobs, push notifications, and identity management with Access Control Services. It provides examples of how to integrate the platforms for storing, retrieving, and displaying data stored in the cloud.
This document discusses developing augmented reality (AR) and virtual reality (VR) applications using React Native. It provides an overview of AR and VR history and technologies. It then discusses using the Viro React library to build cross-platform AR, VR, and XR applications in React Native. It covers components for 3D objects, lighting, and particle effects. Examples are provided for basic component layout and using 3D models, lighting, and particle effects in a Viro application. Considerations for when to use Viro React are discussed.
MOTODEV Technology Evangelist, Suzanne Alexandra covers the many factors involved in choosing to develop an Android or web app that will meet enterprise requirements. She provides tips and best practices, and reviews sample apps on each platform.
Topics include:
-Key business and technology advantages of each approach
-Examples of apps built on each platform
-Browser support of HTML5 features
-The hybrid app approach
Twitter hashtag: #nativevsweb
Got questions about this event tweet @motodev or post them on community.developer.motorola.com
Immersive Web technologies like WebXR allow developers to build augmented and virtual reality experiences that can be accessed through web browsers on various devices. This expands accessibility of XR beyond specialized headsets to a wide range of phones, tablets and computers. WebXR uses web standards and APIs to integrate with sensors, displays and inputs, enabling cross-device experiences. As support grows across browsers and devices, the web has the potential to become a leading platform for immersive content and applications.
This is a presentation to review and summarize the mobile websites that I have involved in. It includes many practical skills and my own experiences in the development of mobile websites.
WebGL enables 3D graphics and hardware-accelerated rendering within web browsers without plugins. This allows for rich 3D graphics and gaming experiences to be developed for the web. There are many experiments underway with WebGL across areas like science visualization, graphics demos, and games. Over the next few years, best practices are expected to emerge from a variety of approaches, lowering barriers to entry while also pursuing high performance. WebGL has the potential to significantly expand the scope of web development.
This document discusses how to create VR content for mobile VR platforms like Samsung GearVR without needing extensive programming experience. It outlines how to use 3D modeling tools to create and animate 3D scenes and export them to the X3D file format. X3D scenes can then be imported into Android Studio and deployed to GearVR. Basic interactivity can be added through JavaScript, and developers are encouraged to leverage existing VR frameworks to speed up development. The goal is to empower 3D artists, web developers, and others to become VR content creators.
Slides showing how to use Unity to build Google Cardboard Virtual Reality applications. From a series of lectures given by Mark Billinghurst from the University of South Australia.
HTML5 is a draft specification from the W3C that adds new elements like canvas, video and audio to HTML. It is not finished yet and continues to evolve. HTML5 introduces elements like article, section and aside to structure content. It also supports new media capabilities like playing video and audio natively in the browser without plugins. HTML5 is supported in Internet Explorer 9 and later, and also in other modern browsers like Chrome and Firefox.
This document discusses mixed reality for Windows 10 and developing applications for HoloLens. It covers key topics such as:
1. Popular VR headsets including Oculus Rift, HTC Vive, Google Cardboard, and Microsoft HoloLens.
2. Challenges in representing the human visual system in VR like barrel distortion and chromatic aberration.
3. Tools for developing mixed reality applications using Unity 3D and Visual Studio for the HoloLens platform.
The document discusses HTML5 and provides an overview of its key elements and features. It begins with a definition of HTML5 as a draft specification from the W3C that adds new elements like canvas, video and audio. It then provides summaries of important HTML5 elements and features like video, audio, canvas, SVG, CSS3, DOM scripting, geolocation and more. The document concludes by discussing resources for learning more about HTML5 and considerations around using HTML5 versus apps or other technologies on mobile.
Similar to Ferguson VR Hackathon - May 6, 2017 (20)
Suzanne Lagerweij - Influence Without Power - Why Empathy is Your Best Friend...Suzanne Lagerweij
This is a workshop about communication and collaboration. We will experience how we can analyze the reasons for resistance to change (exercise 1) and practice how to improve our conversation style and be more in control and effective in the way we communicate (exercise 2).
This session will use Dave Gray’s Empathy Mapping, Argyris’ Ladder of Inference and The Four Rs from Agile Conversations (Squirrel and Fredrick).
Abstract:
Let’s talk about powerful conversations! We all know how to lead a constructive conversation, right? Then why is it so difficult to have those conversations with people at work, especially those in powerful positions that show resistance to change?
Learning to control and direct conversations takes understanding and practice.
We can combine our innate empathy with our analytical skills to gain a deeper understanding of complex situations at work. Join this session to learn how to prepare for difficult conversations and how to improve our agile conversations in order to be more influential without power. We will use Dave Gray’s Empathy Mapping, Argyris’ Ladder of Inference and The Four Rs from Agile Conversations (Squirrel and Fredrick).
In the session you will experience how preparing and reflecting on your conversation can help you be more influential at work. You will learn how to communicate more effectively with the people needed to achieve positive change. You will leave with a self-revised version of a difficult conversation and a practical model to use when you get back to work.
Come learn more on how to become a real influencer!
This presentation by Professor Alex Robson, Deputy Chair of Australia’s Productivity Commission, was made during the discussion “Competition and Regulation in Professions and Occupations” held at the 77th meeting of the OECD Working Party No. 2 on Competition and Regulation on 10 June 2024. More papers and presentations on the topic can be found at oe.cd/crps.
This presentation was uploaded with the author’s consent.
This presentation by OECD, OECD Secretariat, was made during the discussion “Competition and Regulation in Professions and Occupations” held at the 77th meeting of the OECD Working Party No. 2 on Competition and Regulation on 10 June 2024. More papers and presentations on the topic can be found at oe.cd/crps.
This presentation was uploaded with the author’s consent.
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Presentation slides from XP2024 conference, Bolzano IT. The slides describe a new view to leadership and combines it with anthro-complexity (aka cynefin).
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Insight: In a landscape where traditional narrative structures are giving way to fragmented and non-linear forms of storytelling, there lies immense potential for creativity and exploration.
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Rosie Wells is an Arts & Cultural Strategist uniquely positioned at the intersection of grassroots and mainstream storytelling.
Their work is focused on developing meaningful and lasting connections that can drive social change.
Please download this presentation to enjoy the hyperlinks!
This presentation, created by Syed Faiz ul Hassan, explores the profound influence of media on public perception and behavior. It delves into the evolution of media from oral traditions to modern digital and social media platforms. Key topics include the role of media in information propagation, socialization, crisis awareness, globalization, and education. The presentation also examines media influence through agenda setting, propaganda, and manipulative techniques used by advertisers and marketers. Furthermore, it highlights the impact of surveillance enabled by media technologies on personal behavior and preferences. Through this comprehensive overview, the presentation aims to shed light on how media shapes collective consciousness and public opinion.
Mastering the Concepts Tested in the Databricks Certified Data Engineer Assoc...SkillCertProExams
• For a full set of 760+ questions. Go to
https://skillcertpro.com/product/databricks-certified-data-engineer-associate-exam-questions/
• SkillCertPro offers detailed explanations to each question which helps to understand the concepts better.
• It is recommended to score above 85% in SkillCertPro exams before attempting a real exam.
• SkillCertPro updates exam questions every 2 weeks.
• You will get life time access and life time free updates
• SkillCertPro assures 100% pass guarantee in first attempt.
3. VR Experiences
New considera-ons for VR app development
Focus on User Experience
- Stereoscopic vision & interpupillary distance (IPD)
- Head tracking & degrees of freedom (DoF)
- Cone of focus & field of view (FOV)
- 3D posi-onal audio
- Latency & frame rate (frames per second / FPS)
Focus on User Comfort
- Eye strain
- Mo-on sickness
4. Degrees of Freedom, Stereoscopic Vision & Interpupillary Distance*
*
Illustra*ons from Mozilla
9. Why WebVR?
• No app store ecosystem, distribu3on via internet
• Mobile & desktop automa3cally supported
• Uses current tools and libraries for JS
• Easy switch between VR & non-VR mode
• Interfacing with hardware through the browser
11. Virtual Reality on the Web
A Retrospec+ve 1/2
• 1994 VRML - first a0empt to create an internet-based 3D
language. (Mark Pesce presented the Labyrinth demo he
developed with Tony Parisi and Peter Kennard.)
• VRML2 (1997) - added many features (animaMon) and later was
succeeded by X3D
Problem of VRML: plugin-based technology that only came
preinstalled on IE
12. Virtual Reality on the Web
A Retrospec+ve 2/2
• 2003 OpenGL ES - cross-language and mul9-pla:orm 3D
graphics API.
Hardware accelerated rendering of 3D objects.
• WebGL 1.0 introduced by Mozilla based on OpenGL ES uses
DOM (canvas element)
• X3D introduced X3DOM
13. Most popular WebGL
Engines today
• Three.js by Ricardo Cabello in 2010
• Babylon.js
• PlayCanvas.js
• Goo Engine
• Scene.js
• Turbulenz
15. What is WebVR?
WebVR is a experimental Javascript API that
provides interfaces to VR hardware to allow
developers to build compelling, comfortable
VR experiences on the web.
16. WebVR
WebVR v1.1 Editor’s Dra,, 04/05/17
- deviceOrienta-on
- VRDisplay object handles almost everything
- available on mul-ple pla<orms
..soon..
WebVR (2.0) Editor’s Dra,, 04/17/17
- not backwards compa-ble
- device support
- introduc-on of VRDevice & VRSession to replace VRDisplay
- read Explainer doc!
17. Goals of WebVR
• Detect available virtual reality devices.
• Query the device’s capabili6es.
• Poll the device’s posi6on and orienta6on.
• Display imagery on the device at the appropriate frame rate.
18. Non-goals of WebVR
• Define how a virtual reality browser would work.
• Take full advantage of augmented reality devices.
• Build “The Metaverse.”
Check out h*ps://webvr.rocks/ for support updates
19. WebVR Frameworks
• A-Frame by Mozilla
• ReactVR by Facebook
• ForgeJS by GoPro, Inc., great for 360 photo & video content
• Primrose great for collaboraIve VR web apps
• Janus VR VR browser/editor
• Vizor in-browser VR development, SocialVR
• GLAM (GL And Markup) declaraIve language for 3D web
22. A-Frame
• a 3DML (3D markup language) like X3Dom and GLAM
• DOM-based En>ty-Component System => declara>ve &
extensible (similar to Unity/UE4/PlayCanvas)
The A-Frame Stack:
24. A-Frame
• En$$es are HTML elements (i.e., <a-entity>)
• Components are HTML a9ributes, set on the en$ty
<body>
<a-scene>
<a-entity geometry="primitive:box" material="color:#c00">
</a-entity>
</a-scene>
</body>
25. En#ty
• general purpose objects (e.g. create a player, ball, or field)
• they inherently have a posi;on, rota;on and scale in a scene
<a-entity
geometry="primitive:box;
width:0.2;
height:0.3;
depth:0.5;"
material="color:#c00"
position="0 0 -1"
rotation="0 30 30"
material="color:#c00">
</a-entity>
28. Custom Components
AFRAME.registerComponent('foo', {
schema: {
bar: {type: 'number'},
baz: {type: 'string'}
},
init: function () {
// Do something when component is plugged in.
},
update: function () {
// Do something when component's data is updated.
}
});
35. Resources
* A-Frame Slack
* A-Frame Component Registry
* mozvr.com
* VR Gets Real with WebVR
* WebVR API
* The UX of VR
Get In Touch
@rolanddubois
rolanddubois.com
36. It’s code *me! Here’s what we’re building:
• github.com/rdub80/Ferguson-VR-Hackathon
• XAMPP, MAMP or $ python -m SimpleHTTPServer
• JSBin