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Web5VR: A Flexible Framework for Integrating Virtual Reality Input and Output Devices on the Web

Published: 19 June 2018 Publication History

Abstract

The availability of consumer-level devices for both visualising and interacting with Virtual Reality (VR) environments opens the opportunity to introduce more immersive contents and experiences, even on the web. For reaching a wider audience, developing VR applications in a web environment requires a flexible adaptation to the different input and output devices that are currently available. This paper examines the required support and explores how to develop VR applications based on web technologies that can adapt to different VR devices. We summarize the main engineering challenges and we describe a flexible framework for integrating and exploiting various VR devices for both input and output. Using such framework, we describe how we re-implemented four manipulation techniques from the literature to enable them within the same application, providing details on how we adapted its parts for different input and output devices such as Kinect and Leap Motion. Finally, we briefly examine the usability of the final application using our framework.

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Cited By

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  • (2020)Empeiría: Powering Future Education Training Systems with Device Agnostic Web-VR AppsVirtual, Augmented and Mixed Reality. Industrial and Everyday Life Applications10.1007/978-3-030-49698-2_19(287-300)Online publication date: 19-Jul-2020
  • (2019)Cross-Device Computation Coordination for Mobile Collocated Interactions with WearablesSensors10.3390/s1904079619:4(796)Online publication date: 15-Feb-2019

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      cover image Proceedings of the ACM on Human-Computer Interaction
      Proceedings of the ACM on Human-Computer Interaction  Volume 2, Issue EICS
      June 2018
      293 pages
      EISSN:2573-0142
      DOI:10.1145/3233739
      Issue’s Table of Contents
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      Publication History

      Published: 19 June 2018
      Published in PACMHCI Volume 2, Issue EICS

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      Author Tags

      1. 3d editing
      2. gestural input
      3. immersive virtual reality
      4. kinect
      5. leap motion
      6. manipulation
      7. oculus rift
      8. web interfaces
      9. web vr framework

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      • Fondazione di Sardegna e Regione Sardegna
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      View all
      • (2020)Empeiría: Powering Future Education Training Systems with Device Agnostic Web-VR AppsVirtual, Augmented and Mixed Reality. Industrial and Everyday Life Applications10.1007/978-3-030-49698-2_19(287-300)Online publication date: 19-Jul-2020
      • (2019)Cross-Device Computation Coordination for Mobile Collocated Interactions with WearablesSensors10.3390/s1904079619:4(796)Online publication date: 15-Feb-2019

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