VR Gets Real with WebVR

The web is sneaking up on VR

An early web pioneer pioneers again

Mozilla’s A-Frame

Takeaways

  • VR needs accessibility; we can’t assume that the user has full spatial mobility to turn/tilt the head to stare and select interface elements. What kind of input alternatives to the default gaze control are we offering: voice controls or shake gestures? Are we considering user interfaces that cater to different user needs?
  • VR on the smartphone is not considered “real VR” because it is really a semi-immersive 360-degree experience that is relatively passive and flat while it surrounds the user. So navigating a virtual environment is done via keyboard keys (WASD) or teleportation by pointing a controller. What are other ways to navigate a three dimensional space? And what are the settings needed to make the user feel adequately represented in her virtual space? Is the user 5 feet or 7 feet tall, is the user standing, sitting or lying down?
  • Are images turned into photospheres and are website sections leading us through virtual environments (3D models)? How can we enhance semantic HTML elements in a meaningful and enriching way? How are we navigating lists, how are we filling out form fields?

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http://www.linkedin.com/in/rolanddubois

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Roland Dubois

Roland Dubois

http://www.linkedin.com/in/rolanddubois

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