Virtual Reality — On the web 💡

Sai Krishna V. K
Scapic
Published in
4 min readDec 19, 2017

The pathway behind the bookshelf, might be the most important one.

Of the many potentially reliable and sure shot forms of virtual reality, which is taking the center stage to shape up the world, lies the less focused WebVR. WebVR is the pathway to make virtual reality a possibility when using the web. The ultimate goal is to make virtual reality experiences a reality for everyone using the web, irrespective of the device.

WebVR works well with the existing devices including Google Cardboard, PlayStation VR, Samsung Gear VR, Oculus Rift, Daydream, Vive and Microsoft headsets among others. With Mozilla, Google and Amazon betting big, it really does seem to be the rocketfuel needed for this community to build up to be of material difference to how the web works.

Understanding WebVR 🤔

WebVR is a JavaScript based API that enables rendering 3D images/graphics within a browser. Therefore, any existing URL can transport you into a 3D space. Imagine watching a YouTube video in a 3D way, it enhances the user’s experience. This can either happen using your existing device or with the aid of an external device, such as a headset.

This helps in the mainstream adoption of the concepts and technologies of Augmented Reality, Mixed Reality and Virtual Reality in everyday life.

The ability to bring this to everyday use is where the idea of mass adaption is derived from. Not everyone needs high end user experience, but the ability to let everyone with the access of this experience in their existing lifestyle goes a long way in shaping up the success story

The aim is to bring this into every living room, every household without the need for high end devices or hardware, making it a very ‘casual experience’, just like watching a TV show. There is no hype or marketing involved with this, however developers have been drilling in on implementing this. This also makes it feasible to launch products based on these technologies relatively hassle free and quickly.

Behind the curtains 🎦

With this technology, a lot of tools, platforms, toolkits and software’s are open source just to enable the public to constantly improve on the existing work, but also as a precautionary step, in the wake of a company pulling out. This ensures there is content left behind to be used and further worked on.

A WebVR Community Group to decide on WebVR standards was formed by Mozilla, Google, Samsung, Facebook, Intel, Microsoft and other major tech players, with Apple recently joining the community. The idea is behind this is rather simple. The more web in the virtual reality ecosystem, the more virtual reality will thrive and grow with innovation being continuous.

The browsers are well quipped to render this content, all that is required is a device and/or an external hardware. Mozilla is the first desktop browser to support WebVR and then there’s Google for android, Samsung Internet, Microsoft Edge, Oculus Carmel and others that support virtual reality content rendering.

Google’s WebVR experiments is a great showcase of what’s possible with the medium

Experiences and Experimentation 🕳️

By the last quarter of 2017 or the early quarter of 2018, all devices will have the capabilities of handling and allowing the user’s to user their device to view content based on virtual reality, augmented reality and mixed reality.

Looking at the trends, experimentation becomes essential. A good example of this is the Augmented City that has been built at a lab in Singapore, called xLab. More companies will look to implement such revolutionary ideas in order to play catch up or stand out in the market. It is always said a picture can convey a thousand words — imagine a picture that transports us into a different world altogether.

The world is moving towards experience everything in 3D: the web, entertainment, apps, health, meetings, everyday activates and so on. So there is a need for imagination and creations along with creators.

Content 🏕️

While all the peripherals for the possibility of virtual reality and augmented reality along with mixed reality are all present, what is lacking is the content — the actual content that consumers would see, use and experience. One reason for this and the most important reasons is because this is extreme technology, this happens to be intense, hard and difficult to create, understand and learn. While there are tools to enable the process, they are still pretty hard to crack and are stringent. A good example can be ‘Made with ARKit’ and not everyone is tech savvy when it comes to creating their own content just because it involves using frameworks and other developer first methods to make content — meaning there is a lot of programming involved.

This important juncture is where Scapic steps in. At Scapic we are committed to and focus on making Virtual Reality and Augmented Reality accessible to one and all, to everyone is who is interested in making such experiences a reality for their business. The platform is laid before you, for you to play around and build what was intend to without the hassle.

Within has an incredible collection of stories to watch right from your browser. https://vr.with.in/

Be it a brand, business or even a hobby; we think the promise of Virtual and Augmented reality is significant, and we’re building the easiest way for you to get on board!

Scapic is in an Open Beta.
Go ahead and check it out here.

Create Immersive Worlds.
🌌☀️🌕🌏🤯

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Sai Krishna V. K
Scapic
Editor for

I write about possibilities in the Metaverse & productivity in the Meatverse ♦︎ Founder, Scapic (acquired by Flipkart)