WebVR Studio Kaghaznagar

A workshop for tech lovers conducted in Kaghaznagar on 01st September, 2017 to have impact in areas key to Mozilla’s mission.

Event Link: https://reps.mozilla.org/e/webvr-studio-kaghaznagar/

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WebVR Workshop is to increase the VR promotion as well as VR development. In this event participants will learn WebVR development using A-Frame framework (one of emerging future technologies by Mozilla).

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Similarly to how tradition web apps operate, WebVR can provide full-fledged experiences through web browsers, without the need to download a dedicated application or client. With support for all leading headsets, the technology is looking to play an important role in how VR content is delivered going forward.

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Following the latest update for Firefox, desktop VR users can now jump into the fun. Here’s how to take advantage of WebVR content through the Firefox web browser.

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As part of this program explored WebVR for building VR content on the web and developed a sample VR experience and a VR tour of my office using A-Frame (read here my experience to get started with A-Frame). I joined the A-Frame community and started contributing to the project. I was also mentioned on A-Frame’s blog various time like on this A Week of A-Frame blogpost. I also got a chance to introduce WebVR to my community.

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As a  part of WebVR explained mainly on A – Frames. A big part of A-Frame is seamless responsiveness between VR headsets and even non-VR devices like desktops and smartphones. Out of the box today, A-Frame works with the Oculus Rift DK2 and smartphone VR viewers like Cardboard (Android and iOS), though further headset compatibility is an obvious part of the roadmap. The MozVR team says that A-Frame will soon take advantage of Oculus’ latest v0.8 runtime with 75Hz headtracking. You can find out how to set up your Oculus Rift to work with WebVR here, though smartphone VR viewers and non-VR rendering should work on any WebGL browser.

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How to get started with WebVR via Firefox: 

Although WebVR can support all leading headsets on the market, Mozilla’s initial implementation is limited to the Windows application.

To get started with experiences, simply open Firefox and navigate to a web page hosting WebVR content. By following the steps below, VR experiences can be handed off from the traditional desktop web browser, directed to your connected head-mounted display.

  1. Install the Mozilla Firefox web browser for Windows if you’re yet to do so.
  2. Ensure your HTC Vive or Oculus Rift is connected to your PC.
  3. Open Mozilla Firefox.
  4. Navigate to a page that displays WebVR content. Although a wide range of sources is available, we suggest visiting Mozilla VR, where the company recommends a range of first-party and third-party content. Among our top picks is A-Painter and A-Blast – two of Mozilla’s in-house experiences for the HTC Vive and Oculus Rift.
  5. Press the designated button to enter VR. Although this varies between pages, this is often indicated by a VR headset icon or some type of indicator. After initiating the switch, VR content should now be visible on your headset.

Overall, the WebVR standard poses an interesting future for virtual reality, allowing applications to be quickly loaded onto your headset. By removing the need to purposely install programs, short VR experiences can be much more compelling, without wasting precious hard drive space. Although head tracking and some more advanced desktop-VR features can sometimes be somewhat unreliable, we can expect improvements to be rolled out in the months ahead.

Have you used Firefox in VR yet?  No, Why late ? Start now !

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I would like to thank all the support from the management and volunteers from the Kaghaznagar community.

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