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[liveblog] Stephanie Mendoza: Web VR

Stephanie Mendoza [twitter:@_liooil] [Github: SAM-liooil] is giving a talk at the Web 1.0 conference. She’s a Unity developer.

NOTE: Live-blogging. Getting things wrong. Missing points. Omitting key information. Introducing artificial choppiness. Over-emphasizing small matters. Paraphrasing badly. Not running a spellpchecker. Mangling other people’s ideas and words. You are warned, people.

WebVR— a 3D in-browser standard— is at 1.0 these days, she says.. It’s cross platform which is amazing because it’s hard to build for Web, Android, and Vive. It’s “uncharted territory” where “everything is an experiment.” You need Chromium
, an experimental version of Chrome, to run it. She uses A-Frame to create in-browser 3D environments.

“We’re trying to figure out the limit of things we can simulate.” It’s going to follow us out into the real world. E.g., she’s found that “Simulating fearful situations ) can lessen fear of those situations in the real world”simulating fearful situations (e.g., heights) can lessen fear of those situations in the real world.

This crosses into Meinong’s jungle: a repository of non-existent entities in Alexius Meinong‘s philosophy.

The tool they’re using is A-Frame, which is an abstraction layer on top of WebGL
, Three.js, and VRML. (VRML was an HTML standard that didn’t get taken up much because the browsers didn’t run it very well. [I was once on the board of a VRML company which also didn’t do very well.]) WebVR works on Vibe, High Fidelity, Janus, the Unity Web player, and Youtube 360, under different definitions of “works.” A-Frame is open source.

Now she takes us through how to build a VR Web page. You can scavenge for 3D assets or create your own. E.g., you can go to Thingiverse and convert the files to the appropriate format for A-Frame.

Then you begin a “scene” in A-Frame, which lives between <a-scene> tags in HTML. You can create graphic objects (spheres, planes, etc.) You can interactively work on the 3D elements within your browser. [This link will take you to a page that displays the 3D scene Stephanie is working with, but you need Chromium to get to the interactive menus.]

She goes a bit deeper into the A-Frame HTML for assets, light maps, height maps, specular maps, all of which are mapped back to much lower-count polygons. Entities consist of geometry, light, mesh, material, position, and raycaster, and your extensions. [I am not attempting to record the details, which Stephanie is spelling out clearly. ]

She talks about the HTC Vive. “The controllers are really cool. “They’re like claws. I use them to climb virtual trees and then jump out”They’re like claws. I use them to climb virtual trees and then jump out because it’s fun.” Your brain simulates gravity when there is none, she observes. She shows the A-Frame tags for configuring the controls, including gabbing, colliding, and teleporting.

She recommends some sites, including NormalMap, which maps images and lets you download the results.

QA

Q: Platforms are making their own non-interoperable VR frameworks, which is concerning.

A: It went from art to industry very quickly.

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