• who am I (cf my quick history with VirtualReality ), credentials as an expert (~5min)
    • personal history (could display just a time line and items)
      • studying cognitive science 2004, VR goes from closing your eyes to Vive and more, it's only 1 thing : Immersion!
      • nothing...
      • applied to Oculus in 2013
      • tried Rift in 2014
      • failed to hire somehow to make my own project in early 2015 own personal project of organizing notes in VR (infinite space and re-configurability, mind maps on steroid)
      • gave several free workshops in late 2015
      • won Hackathon in January 2016, cf DK2 here
      • gave several free workshops in 2016
    • what I made
  • the current state of VR (5min)
    • for quality HTC Vive > Oculus DK2 > Gear VR > Cardboard
      • but also the opposite for price, then popularity
        • to keep in mind as you design your own app for your target segment
    • key concepts
  • the current state of webVR (7min)
    • first what is webVR compared to VR
      • VR for the web, on the web
        • e.g. for the web changing light via local time, connected with others, connected to other worlds
    • webGL support (mention instead Sakri's slide)
    • webVR 1.0 with hardware support
    • what makes webVR special
      • 5min code to demo on device, 0 install, 0 licence fee
      • largest user base and multi-user
      • content widely available
  • A-frame vs the rest
    • the rest (5min)
      • Unity, Unreal, Wikipedia:Blend4Web etc
        • afraid of low poly? beware the uncanny valley
      • BabylonJS
        • no proper VR support as of early March 2016
      • X3DOM
        • haven't been part of a research lab working with VRML for the last 10 years? meh
      • SceneVR, Vizor, etc
        • online GUI to design scene with animations
      • ThreeJS
        • made for 3D on the web, not directly for VR but can be extended
      • comparison matrix https://en.wikipedia.org/wiki/List_of_WebGL_frameworks
    • A-frame (that I avoided for months!) (7min)
      • what is the sweet spot compared to what was presented before (4min)
        • largest user segment
        • fastest growing community made components
        • lowest barrier to entry for newcomers, even non programmers
        • entirely open, made by Mozilla
      • camera with VR specifics
        • stereo effect
        • head tracking
        • gaze interactions
      • primitives
        • start with a cube but only to start, after moving or scaling a cube or a mountain uses the same principles and even functions
          • possibly show own 3D scan
      • handling assets
      • animation (with reminder of key concepts from Sakri's presentation)
      • but animation with a purpose (as developed earlier, cf also Mike Alger)
      • components
    • quick UX tips (8min)
      • goal is immersion, not technology showcase
        • gentle scene might have a nicer effect to newcomers than going all guns blazing and getting puked on
      • uncanney Valley as good excuse to stick to low poly
        • also to keep up with framerate (30fps cardboard, 90fps Oculus/Vive, 120fps Sony PSVR)
          • actual research by Carmack and others on "tricks" e.g. timewrap but vendor specific
        • own position : trust Moore's law
      • not just FPS but also accelerometer/gyroscope and overall tracking speed
        • has to be fast enough to be transparent
      • do not use small text
        • ideally avoid text
      • add nose
      • comfortable view bubble
      • comfortable hand interaction bubble
      • attention bubble
      • assume sitting person who will not even move his or her head
        • but feel free to give instructions in the experience
  • beyond A-frame (3min)
  • conclusion (2min)
    • in the browser, really
      • 0 installation, neither on desktop or mobile
        • right-click and see the source code
          • learn, modify, make!
            • why the web works and keeps on improving
    • works today, not perfect but WORKS, performances WILL increase tomorrow, no doubt
    • learned how to manipulate the DOM for 2D? Get benefits in 3D and VR
    • web as a rich dataset, both for assets and interactions, possible to leverage in webVR
    • burgeoning framework and community, take part now
  • appendix slides, kept for Q&A