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614 - BYOD: WebVR - It's Virtually Everywhere

April 01, 2020
The Rosen Centre
Virtual Reality

Oftentimes, VR development is limited by devices. If you create an Oculus game, you download their software development package, build your game, upload it to the Oculus store, and everyone with an Oculus device can play. But what about everyone else who doesn't have an Oculus device? What can they do? How can you reach more people, expand your brand, and make your game more accessible? With so many devices out there, how do you pick?  The answer is—you don't have to choose. WebVR solves the problem of cross-platform development and makes it possible to develop once, publish once, and have your product available on multiple devices. It allows almost anyone to experience VR on any browser on almost any device using their current software.

In this session, you'll learn how WebVR makes VR experiences available to almost anyone on almost every device. We'll teach you how to create your own WebVR experience using both Unity and A-Frame, how to publish your experience to the web, the advantages and disadvantages of using WebVR, and we'll explore a few use-case scenarios. By the end of our BYOD session, you'll know how to get started in WebVR and how to use it to create your own easily accessible virtual reality experiences. We'll get you started by explaining how to build a virtual reality environment including how to embed a 360 video, audio, still images, and assets. Then, we'll show you how to publish and access your project. We'll also walk you through the advantages and disadvantages of using Unity and A-Frame to build WebVR experiences. You'll leave the session with a ready-built example to jump-start your next project.

In this session, you will learn:

  • Basic Unity, A-Frame, and WebVR skills
  • How to deliver a VR experience onto the web
  • The advantages and disadvantages of each process
  • How to determine use-case scenarios and strategies for using these techniques for your own projects

Audience:

Designers, developers

Technology discussed:

Unity, A-Frame, Acer headset, Odyssey headset, Google Cardboard, Oculus Go, Oculus Quest

Participant technology requirements:

Laptop with the most current version of Unity and Firefox or a laptop with A-Frame and either Chrome or Edge

Speakers
Brett Sheleski, Software Engineer - Fox Valley Technical College
Josh Janikowski, Software Engineer - Fox Valley Technical College

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Sessions

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Keynotes

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Workshops

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Schedule

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Hotel Information

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Who Should Attend?

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