Webizing Virtual and Augmented Reality Content

Authors: Sangchul Ahn (Letsee)

Introduction

With the consecutive introductions of various enabling devices, Virtual Reality (VR) is facing the next wave for becoming popular. As a technical subfield of VR, Augmented Reality (AR) is also preparing to scale out on the basis of considerably stabilized computer-vision technologies. The widespread use of VR/AR premises its eco-system with a scalable contents platform as the center. The platform should support the efficient production and provide wide distribution channel.

Web has been publicly qualified as a scalable contents platform over last two decades. Its design principles [1] consisting of simplicity, modular, and decentralization have made it enable to easily create various contents by reusing existing external resources, simply publish the contents just by putting into a Web server, and dynamically update the contents at runtime even by end-users after distribution. And there is no doubt that these capabilities have arisen from HTML (HyperText Markup Language) and its principle, Web architecture [2].

However, many content specifications for VR/AR which attempt to adopt Web-friendly approaches [3,4] have been experiencing difficulties to achieve a consensus because their independent structures were not compatible with Web architecture and were difficult to take the advantages from Web eco-system. We believe that to support VR/AR as the content platform, Web technologies need to melt the requirements for VR/AR into its core specifications according to Web architecture. In this workshop, we would like to share our experience from the development of a mobile AR Web Browser [5,6].

Webizing virtual and augmented reality content

The current model for creating VR/AR applications for Web is mostly based on an evolution of traditional computer graphics programming frameworks based on WebGL. In this model, applications are:

We believe that the foundation of the VR/AR for Web needs to evolve in terms of Webizing [7]. – the basic building blocks and operation mechanisms are organized along with the nature of Web architecture. Contrasting with the traditional computer graphics approach, Webized AR/VR applications are:

Requirements and opportunities for standardization

To realize the Webized VR/AR content vision outlined above, there are several requirements and opportunities for standardization as follows:

Conclusion

The VR/AR for Web promises to be one of the most fascinating technology challenges. The scale and overall implications of this nascent field are staggering. We believe that the standardization effort will be crucial to its success and the ability to scale it to its full potential. There are many areas for standardization in the VR/AR for Web, and we are very eager to participate and contribute to this workshop. We believe that one of the critical domains to cover is the definition of a standard development, deployment and management model for VR/AR Web applications, including the formal definition of physical things, media types and the associated data types.

References

  1. Principles of Design, Tim Berners-Lee
  2. Architecture of the World Wide Web, Volume One
  3. x3dom
  4. Augmented Reality Markup Language 2.0
  5. Sangchul Ahn, Heedong Ko, and Byounghyun Yoo, "Webizing mobile augmented reality content", New Review of Hypermedia and Multimedia, Published online: 5 February 2014 [archived copy]
  6. Insight: A Mobile Web Browser for HTML5-based AR Applications
  7. Webizing existing systems, Tim Berners-Lee