Oculus Replaces ‘React VR’ Framework With Rebranded ‘React 360’

At Facebook’s F8 developer conference, Oculus today announced it’s both overhauling and rebranding React VR, the company’s open-source JavaScript library that lets developers create cross-platform WebVR experiences. Now dubbed React 360, the company says the framework now “provides clearer prioritization for our future roadmap.”

Launched at last year’s F8, React VR was used to create web-based content for brands and intuitions such as National GeographicBritish Museum, the Global Seed Vault, and Sony Pictures. Many of these projects essentially present the user with a traversable WebVR environment containing linked 360 content, accessible both in VR and on traditional monitors.

Image courtesy Oculus

The rebranding, Oculus says, is intended to “more accurately represent how developers are using the framework and streamline its development focus,”—appearing to pull away somewhat from the overall emphasis on VR. React 360 is now on GitHub for devs looking to integrate the library into their web-based projects. There’s also a few of examples including guides to follow along.

“These [branded projects] are some of the best applications of React VR we’ve seen,” Oculus says in a developer blog post. “That said, React VR has very real limitations. While some of these limitations—like performance issues and support for more immersive content—can be immediately addressed, others—including Oculus Store distribution and complex 3D scene support—will take much longer to mitigate.”

Oculus says they’ll be revealing more details with the next major release.

Improvements introduced today include:

  • Better 2D: It’s now much easier to build 2D interfaces in 3D space, as the framework lets developers add 2D UI to surfaces optimized for clarity and ease of layout
  • Improved Media Support: We’ve added new environment features to better handle immersive media, including support for 180° mono and stereo video, built-in transitions, and faster loading
  • Better Performance: Developers can now take advantage of improvement in playback performance—especially on lower-end mobile devices—thanks to major changes in the runtime architecture

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Updates on the Decentralized Metaverse: WebXR, A-Frame, & ‘Supermedium’

dmarcosI visited Mozilla’s offices last October to chat with A-Frame co-creator & co-maintainer Diego Marcos about the current state of WebVR. Marcos has since left Mozilla in order to work on the Supermedium WebVR browser, which creates a desktop VR browser designed for the Vive or Oculus to easily go in and out of viewing WebVR content as a seamless VR experience. Supermedium is a breath of fresh air to be able to seamlessly traverse amongst a curated set of WebVR proof of concepts, and the link traversal and security paradigms of WebXR are still open questions.

LISTEN TO THIS EPISODE OF THE VOICES OF VR PODCAST

The open metaverse is going to be built on web standards like the WebXR Device API (formly WebVR), but the larger community of web developers has been waiting to fully commit to building immersive WebVR experiences until there’s universal support in all web browsers. The browsers that have implemented the WebVR 1.1 spec include Firefox Release 55, Oculus Browser, Samsung Internet, & Microsoft Edge. But Google Chrome and the WebVR developer community has been waiting for the official launch of what was being referred to as the WebVR 2.0 spec, but was recently renamed to WebXR Device API in December 2017, which is explained in more detail here.

Mozilla announced their Firefox Reality mixed reality browser last week, which is targeting the standalone VR headsets, primarily the Vive Focus and Oculus Go. It’ll also work on Daydream as well as Gear VR, but it’s going to be designing the immersive web browsing experience where there isn’t a context switch between the 2D screen and context switching into a VR HMD. Firefox Reality hasn’t implemented any WebVR features yet, and it’s currently a proof of concept for showing what browsing 2D web content in VR will look like. The increased resolution of these latest generation mobile VR headsets and upcoming standalone headsets makes reading text a lot easier than it was in previous iterations.

I’ve talked about Firefox Reality in the previous episodes of #350, #471, & #538 when it was still being referred to as the Servo experimental web browser built using the Rust programming language. Firefox Reality is currently the only open source, cross-platform mixed reality browser, and I’m curious to track the development more once they get more of the WebXR features implemented.

In my conversation with Marcos, I’m struck by how many open and unresolved issues still have to be resolved including link traversal, a security model that prevents spoofing sites, the portal mechanics of traversing multiple sites, and the potential of moving beyond a black box WebGL into what would be more like a 3D DOM elements but that has to deal with the additional privacy aspects of gaze and physical movement biometric data that having a 3D DOM would introduce.

It’s been a long journey to the official launch of WebVR, and here’s some of the previous conversations about WebVR since the beginning of the podcast in May 2014.


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Music: Fatality & Summer Trip

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Updates on the Decentralized Metaverse: WebXR, A-Frame, & ‘Supermedium’

dmarcosI visited Mozilla’s offices last October to chat with A-Frame co-creator & co-maintainer Diego Marcos about the current state of WebVR. Marcos has since left Mozilla in order to work on the Supermedium WebVR browser, which creates a desktop VR browser designed for the Vive or Oculus to easily go in and out of viewing WebVR content as a seamless VR experience. Supermedium is a breath of fresh air to be able to seamlessly traverse amongst a curated set of WebVR proof of concepts, and the link traversal and security paradigms of WebXR are still open questions.

LISTEN TO THIS EPISODE OF THE VOICES OF VR PODCAST

The open metaverse is going to be built on web standards like the WebXR Device API (formly WebVR), but the larger community of web developers has been waiting to fully commit to building immersive WebVR experiences until there’s universal support in all web browsers. The browsers that have implemented the WebVR 1.1 spec include Firefox Release 55, Oculus Browser, Samsung Internet, & Microsoft Edge. But Google Chrome and the WebVR developer community has been waiting for the official launch of what was being referred to as the WebVR 2.0 spec, but was recently renamed to WebXR Device API in December 2017, which is explained in more detail here.

Mozilla announced their Firefox Reality mixed reality browser last week, which is targeting the standalone VR headsets, primarily the Vive Focus and Oculus Go. It’ll also work on Daydream as well as Gear VR, but it’s going to be designing the immersive web browsing experience where there isn’t a context switch between the 2D screen and context switching into a VR HMD. Firefox Reality hasn’t implemented any WebVR features yet, and it’s currently a proof of concept for showing what browsing 2D web content in VR will look like. The increased resolution of these latest generation mobile VR headsets and upcoming standalone headsets makes reading text a lot easier than it was in previous iterations.

I’ve talked about Firefox Reality in the previous episodes of #350, #471, & #538 when it was still being referred to as the Servo experimental web browser built using the Rust programming language. Firefox Reality is currently the only open source, cross-platform mixed reality browser, and I’m curious to track the development more once they get more of the WebXR features implemented.

In my conversation with Marcos, I’m struck by how many open and unresolved issues still have to be resolved including link traversal, a security model that prevents spoofing sites, the portal mechanics of traversing multiple sites, and the potential of moving beyond a black box WebGL into what would be more like a 3D DOM elements but that has to deal with the additional privacy aspects of gaze and physical movement biometric data that having a 3D DOM would introduce.

It’s been a long journey to the official launch of WebVR, and here’s some of the previous conversations about WebVR since the beginning of the podcast in May 2014.


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Music: Fatality & Summer Trip

The post Updates on the Decentralized Metaverse: WebXR, A-Frame, & ‘Supermedium’ appeared first on Road to VR.

Decentralizing Identity in VR with Holonet & Self-Sovereign Identity

alberto-eliasHolonet is an open source project that implements the Decentralized Identity Specifications for open web VR platforms like WebXR. A self-sovereign identity system could enable the seamless portability of your avatar identity across multiple sites without having to use centralized authentication methods that would require you to login to every site with a unique username and password, or have to re-upload assets onto every metaverse world that you visit. The Decentralized Identity Foundation formed in May 2017 with a number of blockchain companies and bigger companies like Microsoft who got together to open source their blockchain identity IP in order to create a number of decentralized identity open standards.

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Investor Chris Dixon recently published an essay titled Why Decentralization Matters where he argues that some of the most exciting entrepreneurial & development opportunities are in building out a robust decentralized Internet architecture that leverages the blockchain technologies and cryptonetworks. These decentralized systems are a counter balance to the aggregated power of centralized companies like Google & Facebook, who are currently dominating the the online advertising market. Dixon argues that these companies initially collaborated with third-party developers to grow their ecosystem, but they all eventually started to focus more on “extracting data from users and competing with complements over audiences and profits.” In order to drive their advertising-based revenue models, Google and Facebook have pioneered methods of “surveillance capitalism” that tracks information about what users do online to form unified profiles to model behaviors and ultimately match advertisers with potential customers.

VR & AR technologies will provide the opportunity to have access to even more powerful biometric, emotional, embodied movement, and eventually eye tracking data, which has an unknown ethical threshold between what is predicting or controlling user behavior. Be sure to check out Voices of VR episode #520 for a more comprehensive write-up, discussion, and links to other episodes covering the complicated privacy issues that VR and AR introduces.

Holonet developer Elias hopes that one antidote to companies tracking your every movement and action in virtual worlds is build compelling user experiences that leverage decentralized identity technologies to put the control of your identity and data back into your own hands. He’s released a sparse toolkit to start to integrate self-sovereign identity tools within WebVR sites on the open web, and he’s planning on working on integrations with the popular A-Frame WebVR framework.

It’s still early days for where the open immersive web is headed, but High Fidelity is probably the most robust example of what’s possible with open web technologies. Co-founder Philip Rosedale told me that they’re planning on implementing a self-sovereign identity system, and High Fidelity also recently launched a beta of their own High Fidelity Coin cryptocurrency. Elias hopes that Holonet can provides tools for open web developers to create compelling user experiences that leverage the power of the open web with a decentralized user identity. There’s not a lot of compelling experiences just yet, but if Dixon is right, then we’re going to be seeing a lot more decentralized cryptonetworks in the future, and infrastructure tools like self-sovereign identity are going to be crucial ingredient for an open and portable metaverse that’s architected for privacy.

Other decentralized services mentioned in the podcast:


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WebXR API Could Be A Huge Opportunity For Mixed Reality

WebXR API Could Be A Huge Opportunity For Mixed Reality

Last May I pointed to WebVR games as one of the VR industry’s biggest potential sweet spots for generating widespread traction because the combination of VR, games, and the open web represents a giant industry intersection. The web is unparalleled in its capacity to get VR games in front of end users, and get them playing, since it bypasses so much of the friction that otherwise serves as one of the chief headaches for the industry: distribution.

There’s also WebVR’s forthcoming seismic upgrade to the WebXR API, which will soon allow developers to create mixed reality content that is responsive across the full spectrum of immersive computing devices. That is, VR and AR under one umbrella. The implications this opens up are profound insofar as it expands the potential reach for any single piece of content that developers ship, and in the context of games it means that any player with virtually any gadget or gear will now be able to play, wherever they are and on their own terms.

“WebXR’s real strength is about distribution. Not many people I have polled over the years like downloading and installing anything, not even the game developers.” Damon Hernandez, WebXR Product Manager for the Samsung Internet team, told me. “WebXR allows anyone with an Internet connection and the right browser interested in your game to be able to experience it with one click on a link. Sure I am not in the games industry but removing major barriers to entry is key in any field and very transformative.”

Load, cache, and repeat

The WebXR API opens up an exceedingly more practical path for creating cross-reality games because a developer just needs to learn and work with a single API in order to offer the same entry point for a multitude of different realities to converge, and all of this according to the customized requirements of the user. You can play a board game, for instance, with your handheld device during your lunch break at work against an opponent who is playing in VR in their living room, and another who has the board and pieces manifest on a table outside at the park.

Above: Spot-the-Bot by Hook Studios

One example of an early stage cross-reality game is Spot-the-Bot by U.S.-based Hook Studios, which was among the first WebVR experiments to be showcased by Google last year. It’s a social two-player game that allows you to team up with friends in a collaborative race against time. While “player one” is immersed in a virtual world filled with robots and parts, “player two” watches by using a mobile or desktop screen, serving as a spotter to helping player one to, you guessed it, “spot the bot” in VR. The WebXR API potentially opens the door to the third-mode of game play, which would allow these bots to go out for some fresh air as digital sprites in the real world.

“WebXR will open the doors to a new breed of games, because of the combination of cross-modality responsive nature of WebXR, and the lightweight responsive nature of the web.” Blair MacIntyre, Principal Research Scientist on Mozilla Mixed Reality Team, told me. “Building games for WebXR means it is relatively straightforward to respond to the user’s choice of device and modality (handheld, desktop, tablet and headworn AR and VR displays), but also respond to new displays and devices as they come out. As long as the new devices have a browser that supports WebXR, a version of the game should work on the new platforms.”

Small, social, and shareable

Some believe, as I do, that so-called “killer apps” that will inevitably take immersive computing to the mainstream will be social and collaborative. What other platform is more inherently the staging ground for these qualities and features than the open web? Indeed, it’s the innate structure of the web that offers the social grease that makes it so appealing and approachable, which are the ideal conditions for discovery, distribution, and monetization for the lightweight cross-reality WebXR games that the industry should be prioritizing.

It’s the small, social, and shareable games that are fun and have a high likeliness of going for a viral spin around the web just by by sharing a URL that we should be encouraging and incentivizing the developer community to explore. These kind of WebXR games benefit hugely from being able to be shared on Facebook, Twitter, and over instant messaging; allowing friends to jump into the experience without having to install anything. The additional layer of WebAR simply extends and enhances the accessibility, usability, and sheer convenience for the benefit of the user.

Shifting the frame

“The biggest challenge is to adopt a mindset that is not trying to create the next blockbuster hit. They need to break the game idea down into smaller chunks, with less complexity and realistic content, so that this smaller experiences can be delivered directly via the web.” MacIntyre told me.

Mozilla has also just recently made it even easier for those more heavily vested in the fully-featured game engines to benefit from the immersive web with their recent release of a neat WebVR exporter for Unity that takes advantage of Unity’s WebGL exporter. So native developers can now readily publish straight from Unity to the open web so that their users can get access and play without having to deal with app stores or long update cycles.

Above: A demo of Mozilla’s WebVR exporter for Unity

The WebXR API should be made available to developers for early testing in Q1 2018 and, with it, you can expect to see more of the old borders and boundaries blur, which is why they call it mixed reality. Conceptual barriers will continue to fall so that developers and players alike, along with the pundits who keep misframing VR and AR as two separate and distinct streams, can start to look through the lens of a new paradigm in which games and mixed reality content in general can be increasingly customized according to the localized requirements of the user, regardless where they are or what they have in their hands or on their heads to play or work with.

This post by Amir Bozorgzadeh originally appeared on VentureBeat. Amir Bozorgzadeh is cofounder and CEO at Virtuleap, the host of the Global WebXR Hackathon and the startup powering up the Gaze-At-Ratio (GAR) XR metric.

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Mozilla Launches iOS App to Experiment With WebAR

The Mozilla Foundation, the non-profit organization behind Mozilla Firefox web browser, just made their experimental WebXR Viewer app available for download on iOS devices, letting developers quickly experiment with web-based AR built with web technologies and ARKit.

According to a blogpost announcing the app, the WebXR Viewer lets you view web pages created using Mozilla’s own JavaScript library that features sample code for a proposed API for building AR and VR applications in web browsers. Mozilla maintains that developers using the app will be able to more easily test, demonstrate and share their web-based AR experiments.

image courtesy Mozilla

Blair MacIntyre, principle research scientist on Mozilla’s mixed reality team, says that code written with their JavaScript library can run both the iOS WebXR Viewer, as well as Google’s experimental WebARonARCore APK on Android. The team is also working to bring support to other AR and VR browsers too, including WebVR on desktop.

What about all this XR business?

MacIntyre says the various companies developing the WebVR API, including Google and Mozilla, recently decided to scrap the WebVR naming scheme in favor of ‘WebXR Device API’. MacIntyre says the name change was done to “reflect [a] broad agreement that AR and VR devices should be exposed through a common API.”

The term ‘XR’ has been defined a few ways by different companies looking to own the term, but whatever it means (eXtended reality, cross-reality, ‘x’ as a variable, etc), it essentially functions as a catch-all term for AR, VR, and MR.

You can download the WebXR Viewer for iOS on iTunes here. Just like ARKit, only devices capable of running iOS 11 or later need apply.

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Mozilla Announces Project For Web-Based Mixed Reality

Over the past year there have been several developments with regards to using virtual reality (VR) through web browsers, primarily involving the WebVR standard. Mozilla, the company behind the Firefox browser, now wish to extend this further into augmented reality (AR) and mixed reality (MR).

Mozilla are hoping to develop standards and systems that will allow devices, headsets, frameworks and toolsets to work together and give web developers tools and publishing platforms to bring immersive content online in a way that is easily accessible by any user.

The company notes that at present there is no method to unify AR and VR experiences. VR experiences are increasingly becoming cross-compatible through platforms such as Steam, but the same is not true of the AR space. Even AR devices that fulfil similar functions such as the HoloLens and other AR headsets such as the Meta 2 use entirely different standards that are not cross-compatible, despite looking very similar and working in a roughly equivalent way.

Mozilla is seeking to change this, and has created a draft WebXR API proposal that will provide access to both AR and VR devices. The WebXR API would formalise and standardise the ways the various technologies display views of reality and unify concepts common to ARKit, HoloLens and ARCore.

Also being worked on is a proof-of-concept open-source WebXR viewer for iOS which will soon be available on the App App Store, with plans to add compatibility for other devices and browsers soon. Mozilla are also experimenting with semi-transparent browser windows for the Meta 2 headset.

Full details on the WebXR API proposal and the opportunity to contribute can be found on GitHub.

VRFocus will continue to report on developments in the mixed reality area.