Download - The Immersive Web
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The Immersive WebTony Parisi
April 12, 2016
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About me
get GLAM http://www.glamjs.org/
meetups http://www.meetup.com/WebGL-Developers-Meetup/ http://www.meetup.com/Web-VR/
creds Co-creator, VRML and X3D Designer and Spec Editor, glTF
get the books! Learning Virtual Reality Programming 3D Applications with HTML and WebGL WebGL: Up and Running http://www.amazon.com/-/e/B008UZ888I
Tony Parisi is VP of Web and Open Technologies at Wevr [email protected] +1 (415) 902 8002 @auradeluxe http://www.tonyparisi.com/ advice
http://www.rothenbergventures.com http://www.uploadvr.com http://www.highfidelity.io
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Total Immersion
VR and AR will become the predominant way that we work, play, transact and communicate using digital technologies. Billions invested
2020 market projections range from $14B to $120B
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$5B
$8B
$11B
$14B
$17B
$20B
$23B
1999 2001 2003 2005 2007 2009
Music CinemaGames +
Srsly? Yes. Here’s Why.
Entertainment Media One Generation After Atari
Cheap electronics Large, experienced developer base A culture addicted to our digital toys and information
The “Interactive Generation”
“Conversion on Contact”
Chart: Ari Hollander, DeepStream VR
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Q: How do VR and AR reach 5B users by 2020? A: Not one app at a time.
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Friction Downloads/Installs Controlled distribution Limited business models Silo experiences Proprietary development Closed culture Experts only
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The Metaverse is too big for an app store.
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http://commonspace.wordpress.com/2014/03/12/happybirthday/
The World Wide Web No downloads - no friction Instant sharing - post a link Freedom of choice - no gatekeepers Culture of collaboration Instant publishing Runs everywhere
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Q: But didn’t mobile kill the web?
“Superapplications” your everyday mobile apps are
based on web tech and standard formats
A: Nope; just merged with it and made it bigger.
HTML
mobile browsers are now fast, fun and feature-rich
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The Web Eats Everything in Its Path
√ Graphics √ Animation √ Location √ Motion Input √ Real-Time 3D
√ Camera √ Messaging √ Real-Time Messaging √ IOT/Wearables √ Robotics
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There are 3 million mobile apps.
There are 1 BILLION web sites.
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The Immersive Web
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“The web is the Metaverse… just with a 2D interface” -- Vladimir Vukićević, creator of WebGL and Mozilla VR Lead
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No Friction
See link, clink link, go Shareable, searchable, discoverable
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Immersive Interface
Image: http://cordonmedia.com/
A new way of browsing and interacting
Organized the way we think The ultimate dope for a dopamine culture
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Scalable Models
Advertising Digital marketing E-commerce Social media Long tail content and apps
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Built on Standards Universal playback engine aka “VR browser” Standard formats and APIs for 3D graphics and 360 VR video
Free, open source tools Collaborative effort
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A First Look
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The 3D Rendering Standard
Runs on all desktop and mobile browsers
3B seats!
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Cardboard VR and Mobile Browsers
Works today. Just render side-by-side using WebGL and pop it into a Carboard viewer.
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WebVR
Quake 3 WebVR demo, developed by Brandon Jones of Google http://media.tojicode.com/q3bsp/
Multi-vendor effort to define new browser API and features
Head tracking and fullscreen stereo VR mode
Desktop and mobile
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WebVR Development Status
Developer builds of Chrome, Firefox (desktop and mobile) Beta of Samsung Internet browser for Gear VR! WebVR 1.0 API - preliminary spec
http://mozvr.github.io/webvr-spec/ W3C Community Group
https://www.w3.org/community/webvr/
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The Ecosystem
Frameworks JavaScript libraries
Markup systems Polyfills
Formats The “JPEG of 3D”
Tools Unity, Unreal export
Browser-based VR creation
<glam> <scene> <cube id="photocube”></cube> </scene> </glam>
#photocube { image:url(../images/photo.png); }
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VR Superapplications
Native apps use embedded browser tech, standard VR formats and APIs
AltSpaceVR Social VR application uses WebGL for content creation
Wevr Transport Distribution network - access videos, apps, web content
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From here to the Metaverse
Current WebVR-enabled browsers are just a first step Browser UI was designed for old paradigms; time to reinvent WebGL not optimized for VR; might need additional high-level graphics APIs
Will need standardized 6DOF, motion, voice inputs VR/AR use cases will likely drive new network protocols
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One Platform. Billions of Seats.
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It’s Coming.
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The Immersive WebTony Parisi
April 12, 2016