The availability of consumer-level devices for both visualising and interacting with Virtual Reality (VR) environments opens the opportunity to introduce more immersive contents and experiences, even on the web. For reaching a wider audience, developing VR applications in a web environment requires a flexible adaptation to the different input and output devices that are currently available. This paper examines the required support and explores how to develop VR applications based on web technologies that can adapt to different VR devices. We summarize the main engineering challenges and we describe a flexible framework for integrating and exploiting various VR devices for both input and output. Using such framework, we describe how we re-implemented four manipulation techniques from the literature to enable them within the same application, providing details on how we adapted its parts for different input and output devices such as Kinect and Leap Motion. Finally, we briefly examine the usability of the final application using our framework.

Web5VR: a flexible framework for integrating Virtual Reality input and output devices on the web

Carcangiu, Alessandro;Murru, Alessio;Spano, Lucio Davide
2018-01-01

Abstract

The availability of consumer-level devices for both visualising and interacting with Virtual Reality (VR) environments opens the opportunity to introduce more immersive contents and experiences, even on the web. For reaching a wider audience, developing VR applications in a web environment requires a flexible adaptation to the different input and output devices that are currently available. This paper examines the required support and explores how to develop VR applications based on web technologies that can adapt to different VR devices. We summarize the main engineering challenges and we describe a flexible framework for integrating and exploiting various VR devices for both input and output. Using such framework, we describe how we re-implemented four manipulation techniques from the literature to enable them within the same application, providing details on how we adapted its parts for different input and output devices such as Kinect and Leap Motion. Finally, we briefly examine the usability of the final application using our framework.
2018
Web VR framework; Immersive Virtual Reality; Web interfaces; Gestural input; 3D editing; Manipulation; Kinect; Leap motion; Oculus rift
File in questo prodotto:
File Dimensione Formato  
sample-acmsmall.pdf

Solo gestori archivio

Descrizione: Preprint
Tipologia: versione editoriale
Dimensione 6.25 MB
Formato Adobe PDF
6.25 MB Adobe PDF   Visualizza/Apri   Richiedi una copia

I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.

Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11584/251576
Citazioni
  • ???jsp.display-item.citation.pmc??? ND
  • Scopus 2
  • ???jsp.display-item.citation.isi??? ND
social impact