• introduction to VR
  • introduction to WebVR
  • introduction to AR
  • introduction to WebAR (with some demos as videos)
  • transition to WebXR
    • clarification on the W3C specs
    • example like PIMXR
  • clarify again at the end what makes the web special for both
    • browser enabling distribution across platform
    • URL as a way to customize

LInk: https://fosdem.org/2018/schedule/event/mozilla_beyond_screen/

Notes: On stage AFrameXR demo with Odyssey (have to find a way to stream! even if webcam showing own screens) and XR viewer. Inspiration from 34c3 to highlight the importance of FLOSS (eg shoutout to OpenHMD) E.g. personal big data

laptop + Samsung Odyssey (inside out tracking, it will work with 6DoF without complex setup) + iPhone 6S then I'll connect to network A-painter, ask somebody from the audience or the team to paint a fox or something like that. Using networked a-painter on the presentation laptop will show the painting down live. Then I'll use what has been painting (or a backup, just in case) in the XR Viewer using the webcam of the presenting laptop. The goal there is :

  1. to show VR and AR in action
  2. to show the difference between VR and AR
  3. to show that now 6DoF setup are compact and simple
  4. to show that VR and AR even though distinct can easily communicate
  5. to show that VR can be social (could share the link to the networked A-painter page to the audience but I'm always worried about network quality...)

obviously re-iterating that all that is happening in the browser as is quite obvious for you but often half way through visual demos I find quite a few people tend to forget.