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Večuporabniške spletne aplikacije v navidezni resničnosti
ID KRIŽNIK, TIM (Author), ID Guna, Jože (Mentor) More about this mentor... This link opens in a new window

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Abstract
Z uporabo tehnologij navidezne resničnosti se ustvarjajo računalniško generirana okolja, v katera uporabniki vstopajo največkrat z uporabo očal za navidezno resničnost. Od samih začetkov sta pri njeni komercializaciji bila problem širša dostopnost in cena. Navidezna resničnost na spletu ponuja nekaj rešitev; dostopnost na vseh napravah z brskalniki, preproste nadgradnje in najpomembneje – potencial za nove oblike socialnih vezi na medmrežju. Spletni brskalniki namreč dobro obvladujejo komunikacijske protokole, vstop v deljena virtualna okolja pa je danes mogoč preko klika na povezavo. Da bi tehnologije vseh resničnosti v brskalnikih postale širše uveljavljene in prostor za nove inovacije, je potrebno oceniti sisteme v katere jih želimo integrirati. Kakšne so razlike pri razvoju virtualnih svetov v brskalnikih z različnimi knjižnicami? Katere naprave jih podpirajo? Kako kompleksne scene so priporočene? Kakšno stopnjo in kvaliteto komunikacije omogočajo? Za odgovore na ta vprašanja so v okviru te naloge raziskovane knjižnice, optimizacijske tehnike in omrežne arhitekture, ki so na voljo spletnim aplikacijam navidezne resničnosti. V eksperimentalnem delu se naslovijo vplivi kompleksne geometrije, števila klicev za izris na grafični procesor, vrste senčenja in omrežne arhitekture na aplikacijo, ustvarjeno s knjižnico A-Frame, na več napravah. Optimizacije teh štirih elementov potekajo vzporedno z razvojem praktične rabe za to aplikacijo. Predstavljen je primer uporabe na aplikaciji preprostega virtualnega portfolia, ki oblikovalcem ali umetnikom omogoči inovativen prikaz njihovega dela. Rezultati izvedenih optimizacij kažejo na to, da je navidezna resničnost na spletu še mlada tehnologija, ki jo razvijalci težje prilagajajo specifičnim napravam, kot to omogočajo domorodne rešitve. Pri tem so zahtevana dobra znanja grafičnega cevovoda, 3D modeliranja in programiranja.

Language:Slovenian
Keywords:Navidezna resničnost, WebVR, WebXR, večuporabniška izkušnja, potopitveni splet, virtualna okolja, A-Frame
Work type:Undergraduate thesis
Organization:FE - Faculty of Electrical Engineering
Year:2020
PID:20.500.12556/RUL-119487 This link opens in a new window
Publication date in RUL:09.09.2020
Views:1072
Downloads:151
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Secondary language

Language:English
Title:Multi-user virtual reality web applications
Abstract:
Virtual reality technology is a computer-generated environment usually accessed via head-mounted displays. Since its beginnings, poor accessibility and high costs have played a large role in the way it was popularized. Web-based VR bridges that gap with wide access on most modern devices with installed browsers. It removes the need of app installations and most importantly – it offers a new form of social interactions on the internet. Web browsers along with internet protocols allow the possibility of shared networked environment presented in virtual reality on any website. In order for all forms of cross reality technologies to become widely established and offer innovation opportunities, it is necessary to assess the systems in which we want to integrate them. How do web-based VR frameworks differ in terms of development? Which devices support them? What complexity and level of communication do they offer? In order to answer these questions, this thesis focuses on presenting most of the available web-based VR frameworks, optimization techniques and network architectures available to developers. The experimental setup addresses the effects of complex geometry, number of draw calls, types of shading, and the network architecture on the performance of A-Frame application on multiple devices (mobile phone, laptop and standalone VR set). Optimization of these four elements is implemented through a simple use case. A virtual reality portfolio is proposed that allows designers and artists to display their work in a shared VR room. Optimization results suggest that web-based virtual reality is still progressing in terms of good performance across all platforms. Its adaptation requires basic knowledge of graphics pipeline operations, 3D modeling and programming.

Keywords:Virtual reality, WebVR, WebXR, multiuser experiences, immersive web, networked virtual enviroments, A-Frame

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