2020 11th IEEE International Conference on Cognitive Infocommunications (CogInfoCom) 2020
DOI: 10.1109/coginfocom50765.2020.9237899
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Advanced User Interaction for Web-based Collaborative Virtual Reality

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Cited by 16 publications
(5 citation statements)
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“…Another frontier of XR involves web technologies, which aim to bring AR and VR capabilities to the web by enabling users to interact with browsers using XR devices [75], [90], [119]. One of the foremost representations of the state of the art in this space is the WebXR Device API 1 , an initiative of the World Wide Web Consortium to standardize access to VR and AR hardware.…”
Section: The Evolution Of Xrmentioning
confidence: 99%
“…Another frontier of XR involves web technologies, which aim to bring AR and VR capabilities to the web by enabling users to interact with browsers using XR devices [75], [90], [119]. One of the foremost representations of the state of the art in this space is the WebXR Device API 1 , an initiative of the World Wide Web Consortium to standardize access to VR and AR hardware.…”
Section: The Evolution Of Xrmentioning
confidence: 99%
“…Several works are also focusing on the importance of avatar representations [41] within social VR, and investigations related to personal spaces [42]. Within Web3D/WebXR contexts, there are a few works investigating synchronous collaboration, in which multiple users access the same virtual (immersive) space using common web browsers [43]. The most prominent example in the open-source panorama is certainly Mozilla Hubs (https://hubs.mozilla.com/, accessed on 22 November 2021) (based on A-Frame) that allows users to create online virtual meeting spaces, and it's being used also for live workshops with children [44].…”
Section: Dmentioning
confidence: 99%
“…To extend the functionality of A-Frame and NAF and address some of their limitations, new components were proposed and evaluated by the authors. The components, together with a selection of virtual environments (scenes), constitute a platform called LIRKIS Global-Collaborative Virtual Environments (G-CVE) [8][9][10]. An instance of LIRKIS G-CVE, with all the components described and evaluated here, is available at https://lirkisgcve.herokuapp.com/ (accessed on 22 April 2021).…”
Section: Introductionmentioning
confidence: 99%
“…The first proposed component, called Enhanced Client Access (ECA) [10], extends NAF with the ability to monitor and control client apps sharing a virtual scene. The second one is 6-DoF SMC (Smartphone Motion Capture) [9], which addresses the lack of Six Degrees of Freedom (6-DoF) motion tracking for smartphones. The 6-DoF motion capture is supported "out of the box" for VR headsets, such as Oculus Touch, Oculus Quest, HTC Focus HTC Vive or Windows MR-compatible devices [11].…”
Section: Introductionmentioning
confidence: 99%
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