WXR Library (Webized X Reality)
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Garder Le Contrôle Sur Sa Navigation Web
Garder le contrôle sur sa navigation web Christophe Villeneuve @hellosct1 @[email protected] 21 Septembre 2018 Qui ??? Christophe Villeneuve .21 Septembre 2018 La navigation… libre .21 Septembre 2018 Depuis l'origine... Question : Que vous faut-il pour aller sur internet ? Réponse : Un navigateur Mosaic Netscape Internet explorer ... .21 Septembre 2018 Aujourd'hui : ● Navigations : desktop VS mobile ● Pistage ● Cloisonnement .21 Septembre 2018 Ordinateur de bureau .21 Septembre 2018 Les (principaux) navigateurs de bureau .21 Septembre 2018 La famille… des plus connus .21 Septembre 2018 GAFAM ? ● Acronyme des géants du Web G → Google A → Apple F → Facebook A → Amazon M → Microsoft ● Développement par des sociétés .21 Septembre 2018 Exemple (R)Tristan Nitot .21 Septembre 2018 Firefox : ● Navigateur moderne ● Logiciel libre, gratuit et populaire ● Développement par la Mozilla Fondation ● Disponible pour tous les OS ● Respecte les standards W3C ● Des milliers d'extensions ● Accès au code source ● Forte communauté de développeurs / contributeur(s) .21 Septembre 2018 Caractéristiques Mozilla fondation ● Prise de décisions stratégiques pour leur navigateur Mozilla ● Mozilla Fondation n'a pas d'actionnaires ● Pas d'intérêts non Web (en-tête) ● Manifesto ● Etc. 2004 2005 2009 2013 2017 .21 Septembre 2018 Manifeste Mozilla (1/) ● Internet fait partie intégrante de la vie moderne → Composant clé dans l’enseignement, la communication, la collaboration,les affaires, le divertissement et la société en général. ● Internet est une ressource publique mondiale → Doit demeurer ouverte et accessible. ● Internet doit enrichir la vie de tout le monde ● La vie privée et la sécurité des personnes sur Internet → Fondamentales et ne doivent pas être facultatives https://www.mozilla.org/fr/about/manifesto/ .21 Septembre 2018 Manifeste Mozilla (2/) ● Chacun doit pouvoir modeler Internet et l’usage qu’il en fait. -
Evaluating Performance Benefits of Head Tracking in Modern Video
Evaluating Performance Benefits of Head Tracking in Modern Video Games Arun Kulshreshth Joseph J. LaViola Jr. Department of EECS Department of EECS University of Central Florida University of Central Florida 4000 Central Florida Blvd 4000 Central Florida Blvd Orlando, FL 32816, USA Orlando, FL 32816, USA [email protected] [email protected] ABSTRACT PlayStation Move, TrackIR 5) that support 3D spatial in- teraction have been implemented and made available to con- We present a study that investigates user performance ben- sumers. Head tracking is one example of an interaction tech- efits of using head tracking in modern video games. We nique, commonly used in the virtual and augmented reality explored four di↵erent carefully chosen commercial games communities [2, 7, 9], that has potential to be a useful ap- with tasks which can potentially benefit from head tracking. proach for controlling certain gaming tasks. Recent work on For each game, quantitative and qualitative measures were head tracking and video games has shown some potential taken to determine if users performed better and learned for this type of gaming interface. For example, Sko et al. faster in the experimental group (with head tracking) than [10] proposed a taxonomy of head gestures for first person in the control group (without head tracking). A game ex- shooter (FPS) games and showed that some of their tech- pertise pre-questionnaire was used to classify participants niques (peering, zooming, iron-sighting and spinning) are into casual and expert categories to analyze a possible im- useful in games. In addition, previous studies [13, 14] have pact on performance di↵erences. -
The Web. Webgl, Webvr and Gltf GDC, February 2017
Reaching the Largest Gaming Platform of All: The Web. WebGL, WebVR and glTF GDC, February 2017 Neil Trevett Vice President Developer Ecosystem, NVIDIA | President, Khronos | glTF Chair [email protected] | @neilt3d © Copyright Khronos Group 2017 - Page 1 Khronos News Here at GDC 2017 • WebGL™ 2.0 Specification Finalized and Shipping - https://www.khronos.org/blog/webgl-2.0-arrives • Developer preview on glTF™ 2.0 - https://www.khronos.org/blog/call-for-feedback-on-gltf-2.0 • Announcing OpenXR™ for Portable Virtual Reality - https://www.khronos.org/blog/the-openxr-working-group-is-here • Call for Participation in the 3D Portability Exploratory Group - A native API for rendering code that can run efficiently over Vulkan, DX12 and Metal khronos.org/3dportability • Adoption Grows for Vulkan®; New Features Released - Details here © Copyright Khronos Group 2017 - Page 2 OpenXR – Portable Virtual Reality © Copyright Khronos Group 2017 - Page 3 OpenXR Details OpenXR Working Group Members Design work has started in December Estimate 12-18 months to release WebVR would use WebGL and OpenXR © Copyright Khronos Group 2017 - Page 4 3D Portability API – Call For Participation ‘WebGL Next’ - Lifts ‘Portability API’ to A Portability Solution JavaScript and WebAssembly needs to address APIs and - Provides foundational graphics shading languages and GPU compute for the Web ‘Portability Solution’ Portability API Spec + Shading Language open source tools API MIR MSL Overlap ‘Portability API’ DX IL Specification Analysis HLSL GLSL Open source compilers/translators for shading and intermediate languages © Copyright Khronos Group 2017 - Page 5 Speakers and Topics for This Session Google WebGL 2.0 Zhenyao Mo, Kai Ninomiya, Ken Russell Three.js Three.js Ricardo Cabello (Mr.doob) Google WebVR Brandon Jones NVIDIA - Neil Trevett glTF Microsoft - Saurabh Bhatia All Q&A © Copyright Khronos Group 2017 - Page 6 WebGL 2.0 Zhenyao Mo, Kai Ninomiya, Ken Russell Google, Inc. -
Bachelorscriptie De Waarde Van Virtual Reality in Het Toekomstige Ontwerpproces
Bachelorscriptie De waarde van virtual reality in het toekomstige ontwerpproces Auteurs Student T. de Haas 568847 Student R. Versloot 566305 Afstudeerbegeleiders Bedrijfsbegeleider 1e begeleider ir. J. Janssen ABT ir. T. van Dooren 2e begeleider ing. M.A.A. van Muijden MSc Onderwijsinstelling Hogeschool van Arnhem en Nijmegen Afstudeerbedrijf ABT 29 mei 2018, Velp Bachelorscriptie De waarde van virtual reality in het toekomstige ontwerpproces Auteurs Student T. de Haas Studentnummer 568847 Opleiding Bouwkunde Afstudeerrichting Architectuur Student R. Versloot Studentnummer 566305 Opleiding Bouwkunde Afstudeerrichting Architectuur 29 mei 2018, Velp Voorwoord Bij dezen willen wij graag ABT bedanken voor het bieden van de ruimte en ondersteuning in het bepalen van de richting Dit is de scriptie: De waarde van virtual reality in het van het afstudeeronderzoek. toekomstige ontwerpproces. Het onderzoek is gedaan in het kader van het afstuderen aan de opleiding bouwkunde Nadrukkelijk willen wij graag de bedrijfsbegeleider T. van aan de Hogeschool van Arnhem en Nijmegen en is Dooren bedanken voor het mede mogelijk maken van de uitgevoerd in opdracht van ABT. Dit is een multidisciplinair afstudeerplaats binnen ABT en de prettige samenwerking ingenieursbureau met een breed scala aan projecten, zoals: die van het begin tot eind van het afstuderen heeft terminals, rechtbanken, musea en woon/werk complexen. plaatsgevonden. Wij hebben vaak de gelegenheid gekregen om te sparren, wat tot veel waardevolle input voor de scriptie Van februari tot en met mei zijn wij, Reinder Versloot en Timmo heeft geleid. de Haas, bezig geweest met het opstellen, onderzoeken en uitschrijven van de scriptie. Daarnaast willen wij graag de respondenten van de interviews bedanken. -
473335 1 En Bookfrontmatter 1..29
Advances in Intelligent Systems and Computing Volume 931 Series Editor Janusz Kacprzyk, Systems Research Institute, Polish Academy of Sciences, Warsaw, Poland Advisory Editors Nikhil R. Pal, Indian Statistical Institute, Kolkata, India Rafael Bello Perez, Faculty of Mathematics, Physics and Computing, Universidad Central de Las Villas, Santa Clara, Cuba Emilio S. Corchado, University of Salamanca, Salamanca, Spain Hani Hagras, Electronic Engineering, University of Essex, Colchester, UK László T. Kóczy, Department of Automation, Széchenyi István University, Gyor, Hungary Vladik Kreinovich, Department of Computer Science, University of Texas at El Paso, El Paso, TX, USA Chin-Teng Lin, Department of Electrical Engineering, National Chiao Tung University, Hsinchu, Taiwan Jie Lu, Faculty of Engineering and Information Technology, University of Technology Sydney, Sydney, NSW, Australia Patricia Melin, Graduate Program of Computer Science, Tijuana Institute of Technology, Tijuana, Mexico Nadia Nedjah, Department of Electronics Engineering, University of Rio de Janeiro, Rio de Janeiro, Brazil Ngoc Thanh Nguyen, Faculty of Computer Science and Management, Wrocław University of Technology, Wrocław, Poland Jun Wang, Department of Mechanical and Automation Engineering, The Chinese University of Hong Kong, Shatin, Hong Kong The series “Advances in Intelligent Systems and Computing” contains publications on theory, applications, and design methods of Intelligent Systems and Intelligent Computing. Virtually all disciplines such as engineering, natural -
2018 Webist Lnbip (20)
Client-Side Cornucopia: Comparing the Built-In Application Architecture Models in the Web Browser Antero Taivalsaari1, Tommi Mikkonen2, Cesare Pautasso3, and Kari Syst¨a4, 1Nokia Bell Labs, Tampere, Finland 2University of Helsinki, Helsinki, Finland 3University of Lugano, Lugano, Swizerland 4Tampere University, Tampere, Finland [email protected], [email protected], [email protected], [email protected] Abstract. The programming capabilities of the Web can be viewed as an afterthought, designed originally by non-programmers for relatively simple scripting tasks. This has resulted in cornucopia of partially over- lapping options for building applications. Depending on one's viewpoint, a generic standards-compatible web browser supports three, four or five built-in application rendering and programming models. In this paper, we give an overview and comparison of these built-in client-side web ap- plication architectures in light of the established software engineering principles. We also reflect on our earlier work in this area, and provide an expanded discussion of the current situation. In conclusion, while the dominance of the base HTML/CSS/JS technologies cannot be ignored, we expect Web Components and WebGL to gain more popularity as the world moves towards increasingly complex web applications, including systems supporting virtual and augmented reality. Keywords|Web programming, single page web applications, web com- ponents, web application architectures, rendering engines, web rendering, web browser 1 Introduction The World Wide Web has become such an integral part of our lives that it is often forgotten that the Web has existed only about thirty years. The original design sketches related to the World Wide Web date back to the late 1980s. -
A Review of Extended Reality (XR) Technologies for Manufacturing Training
technologies Article A Review of Extended Reality (XR) Technologies for Manufacturing Training Sanika Doolani * , Callen Wessels, Varun Kanal, Christos Sevastopoulos, Ashish Jaiswal and Harish Nambiappan and Fillia Makedon * Department of Computer Science and Engineering, The University of Texas at Arlington, Arlington, TX 76019, USA; [email protected] (C.W.); [email protected] (V.K.); [email protected] (C.S.); [email protected] (A.J.); [email protected] (H.N.) * Correspondence: [email protected] (S.D.); [email protected] (F.M.) Received: 30 October 2020; Accepted: 5 December 2020; Published: 10 December 2020 Abstract: Recently, the use of extended reality (XR) systems has been on the rise, to tackle various domains such as training, education, safety, etc. With the recent advances in augmented reality (AR), virtual reality (VR) and mixed reality (MR) technologies and ease of availability of high-end, commercially available hardware, the manufacturing industry has seen a rise in the use of advanced XR technologies to train its workforce. While several research publications exist on applications of XR in manufacturing training, a comprehensive review of recent works and applications is lacking to present a clear progress in using such advance technologies. To this end, we present a review of the current state-of-the-art of use of XR technologies in training personnel in the field of manufacturing. First, we put forth the need of XR in manufacturing. We then present several key application domains where XR is being currently applied, notably in maintenance training and in performing assembly task. -
X-Reality Museums: Unifying the Virtual and Real World Towards Realistic Virtual Museums
applied sciences Article X-Reality Museums: Unifying the Virtual and Real World Towards Realistic Virtual Museums George Margetis 1 , Konstantinos C. Apostolakis 1, Stavroula Ntoa 1, George Papagiannakis 1,2 and Constantine Stephanidis 1,2,* 1 Foundation for Research and Technology Hellas, Institute of Computer Science, N. Plastira 100, Vassilika Vouton, GR-700 13 Heraklion, Greece; [email protected] (G.M.); [email protected] (K.C.A.); [email protected] (S.N.); [email protected] (G.P.) 2 Department of Computer Science, University of Crete, GR-700 13 Heraklion, Greece * Correspondence: [email protected]; Tel.: +30-2810-391-741 Abstract: Culture is a field that is currently entering a revolutionary phase, no longer being a privilege for the few, but expanding to new audiences who are urged to not only passively consume cultural heritage content, but actually participate and assimilate it on their own. In this context, museums have already embraced new technologies as part of their exhibitions, many of them featuring augmented or virtual reality artifacts. The presented work proposes the synthesis of augmented, virtual and mixed reality technologies to provide unified X-Reality experiences in realistic virtual museums, engaging visitors in an interactive and seamless fusion of physical and virtual worlds that will feature virtual agents exhibiting naturalistic behavior. Visitors will be able to interact with the virtual agents, as they would with real world counterparts. The envisioned approach is expected to not only provide refined experiences for museum visitors, but also achieve high quality entertainment combined with more effective knowledge acquisition. Keywords: extended reality; diminished reality; true mediated reality; augmented reality; virtual reality; natural multimodal interaction; unified user experiences; interactive museum exhibits Citation: Margetis, G.; Apostolakis, K.C.; Ntoa, S.; Papagiannakis, G.; Stephanidis, C. -
Business Finland Neogames Fivr Mixed Reality Report 2017
MIXED REALITY REPORT 2017 BUSINESS FINLAND NEOGAMES FIVR 2 3 BUSINESS FINLAND | NEOGAMES BUSINESS FINLAND | NEOGAMES MIXED REALITY 2017 MIXED REALITY 2017 Content 1. Introduction 1. Introduction 3 lready from the 1990’s there has been a strong will and hope towards a virtual- and augmented reality based gaming experience. For a couple of 2. Terminology of VR, AR, MR and XR 3 decades, the development of technology was quite slow, but after HTC 3. Current Status of the VR/AR field 5 AVive, and the first Oculus consumer version release in March 2016 it seemed that 3.1 Available VR & AR devices and platforms for consumers 6 the technology is finally advanced enough, and the market for B2C VR applications, 3.1.1 High-end tethered VR headsets 6 including games, is ready to open. 3.1.2 Smartphone-based mobile VR headsets 7 The Oculus and Vive releases together with available VC funding and the 3.2 Technological demands in general 7 saturation of the mobile market (resulting in some mobile developers fleeing to 3.3 User expectations 8 VR/AR development) created high hopes towards VR. Basically everything required 4. Future - Towards casual VR 8 was coming together, funding, technology, skills and companies. However, after a 4.1 Four tiers of future VR devices 9 good start and excessive hype the VR games’ B2C market didn’t develop as expected. 4.2 High-end consumer VR devices 10 One clear indicator of that was that some existing VR studios have closed and even 5. AR Devices 10 Icelandic CCP, a big advocate of VR games since 2013, announced in the end of 6. -
SV Webgl/Webvr GDC 2019 Meetup
SV WebGL/WebVR GDC 2019 Meetup The Khronos Group WebGL Update from Browser Implementers ● Demos ● WebGL 2.0 Update ● WebGL 2.0 Compute ● Key extensions being developed ○ KHR_parallel_shader_compile ○ WEBGL_multi_draw and WEBGL_multi_draw_instanced ○ WEBGL_video_texture ● WebGL in multithreaded WebAssembly ● Acknowledgments ● Speaker List Demos Filament Wolfenstein Babylon.js Three.js Ray-Traced with WebGL 1.0 WebGL 2.0 Update ● WebGL working group is focusing on conformance - getting all implementations to pass the top-of-tree conformance test suites ○ James Darpinian, Google; Jeff Gilbert, Mozilla; Lin Sun, Intel ● Many corner cases of the OpenGL and OpenGL ES specs have been uncovered and resolved since last snapshot ● Will lead to improved portability of applications ● Also resolving bug reports from customers and turning these into conformance tests where applicable and possible ● Please keep these coming! WebGL 2.0 Compute ● Single largest recent WebGL advancement is support for compute shaders ● Developed by Intel’s Web Graphics team in Shanghai ○ Jiajia/Jiawei/Xinghua/Jie/Jiajie/Yunfei/Yizhou/Yunchao ● Adds OpenGL ES 3.1 compute shaders to WebGL ● Draft specification is online ● Available in current Chromium builds on Windows and Linux Trying WebGL 2.0 Compute ● Use Chrome Canary on Windows or Dev Channel on Linux ● On Windows: ○ --use-cmd-decoder=passthrough --enable-webgl2-compute-context ○ Optionally: --use-angle=gl ● On Linux: ○ --use-cmd-decoder=passthrough --enable-webgl2-compute-context --use-gl=angle ● First ComputeBoids -
Exploring the Uncanny Valley Effect in Virtual Reality for Social Phobia
EXPLORING THE UNCANNY VALLEY EFFECT EXPLORING IN VIRTUAL REALITY THE UNCANNY VALLEY EFFECT FOR SOCIAL PHOBIA IN VIRTUAL REALITY FOR GLOSSOPHOBIA DIGITAL AND INTERACTION DESIGN MASTER DEGREE RESEARCH THESIS 1 EXPLORING THE UNCANNY VALLEY EFFECT IN VIRTUAL REALITY FOR SOCIAL PHOBIA AUTHOR Milena Stefanova, 913150 SUPERVISOR Prof. Margherita Pillan CO-SUPERVISOR Prof. Alberto Gallace 2020 ”NOTHING IN LIFE IS TO BE FEARED, IT IS ONLY TO BE UNDERSTOOD. NOW IS THE TIME TO UNDERSTAND MORE, SO THAT WE MAY FEAR LESS.” -MARIE CURIE EXPLORING THE UNCANNY VALLEY EFFECT IN VIRTUAL REALITY FOR SOCIAL PHOBIA THANK YOU To PROF. PILLAN, for not only supervising this thesis work, but for helping me understand better how to combine and balance in me being a software engineer and a designer at the same time. Already in the first semester she told me “When logic meets design, that’s a jackpot.“ This became like a mantra for me, reminding why I wanted to learn about design in first place. To PROF. GALLACE, for his advice on this thesis. I have learned a lot, which shaped the direction of my research topic. To ALL MY PROFESSORS during these two years. As Albert Einstein says, “Student is not a container you have to fill but a torch you have to light up.“ I came to Politecnico di Milano inspired to learn new things. I am leaving with knowledge and even more inspired to learn more. 6 To my partner, RICCARDO, for the support in the full meaning of the word. To my parents, MARGARITA and PLAMEN, for feeding my striving for improvement. -
Virtual and Mixed Reality Support for Activities of Daily Living
Virtual and Mixed Reality Support for Activities of Daily Living Item Type Thesis or dissertation Authors Day, Thomas W. Citation Day, T.W. (2019). Virtual and Mixed Reality Support for Activities of Daily Living. (Doctoral dissertation). University of Chester, United Kingdom. Publisher University of Chester Rights Attribution-NonCommercial-NoDerivatives 4.0 International Download date 07/10/2021 01:06:17 Item License http://creativecommons.org/licenses/by-nc-nd/4.0/ Link to Item http://hdl.handle.net/10034/622175 School of Computer Science Faculty of Science & Engineering Virtual and Mixed Reality Support for Activities of Daily Living Thesis submitted in accordance with the requirements of the University of Chester for the Degree of Doctor of Philosophy by Thomas W. Day Supervisor Prof. N. W. John 28th March 2019 Statement of Originality The material being presented for examination is my own work and has not been submitted for an award of this or another HEI except in minor particulars which are explicitly noted in the body of the thesis. Where research pertaining to the thesis was undertaken collaboratively, the nature and extent of my individual contribution has been made explicit. Student: Thomas W. Day Abstract Virtual and Mixed Reality Support for Activities of Daily Living Thomas W. Day Rehabilitation and training are extremely important process that help people who have suffered some form of trauma to regain their ability to live independently and successfully complete activities of daily living. VR and MR have been used in rehabilitation and training, with examples in a range of areas such as physical and cognitive rehabilitation, and medical training.