idoru.js is an experiment I’m working on with artificial characters in virtual worlds. The idea is that to provide good “user experience” (UX) in a virtual world, a character must have good “stage presence” to stimulate engagement.
The idea is to create a framework for an artificial character that is charming and attentive to the user. This character can then be “dressed up” with any imaginable avatar. It can be given any “job” that anyone cares to script.
A good suit and deep knowledge are not enough to make a person engaging in the real world. A person needs body language. A person needs to be attentive to the person they are engaging. They need to make eye contact. They need to interact with a person’s personal space in a thoughtful, polite way.
Whether websites work in laptops but not phones – or whether VR works with goggles but not without – the solution then and the solution now, is to make web content that responds to whatever the heck hardware is being used to experience it.
Boris Smus is a man who understands the motivation behind “reponsive” web content, and responsive VR. From smus.com:
Beloola is social virtual reality on the open web.
I kid you not. I saw it. I tried it. WebVR, no plugins. It works. Today, March 7, 2016.
They’ve got everything you’d need to have a social experience in a virtual world. Avatars with moving parts. Pick your clothes and appearance. A bunch of gestures you can control. Many different worlds. Freedom of mobility. And a chat window. Continue reading “Beloola – Social VR”
I remember the moment the so-called Browser Wars redefined everything we were doing on the web. It was the Twentieth Century. The web, and browsers, were the most amazing things ever. We didn’t give a darn about “open standards”, and we were creating these awesome Java Applets that could connect to a server, and provide multi-user interaction on the web. Then one day, one of my co-workers came into my office, looking like he’d just been hit by a bus.
“Microsoft has just released its new Java.” he told me.
“Cool.” I said, chewing my bubblegum and turning my attention back to the emacs window on my computer.
Could glasses, that exist today and project images of actual reality directly onto the retina, eventually evolve into a vehicle for allowing VR to be experienced without shutting out the outside world?
I for one have wondered what will be the future of VR goggles. It seems clear (pardon the pun) that until we can free our heads from the giant headsets that have to block out the real world, so that we can see the virtual world, we won’t be able to blur the lines between real reality, and virtual reality, to any great degree. Continue reading “Direct-to-retina imaging – VR in the real world?”
Here’s a quick look at X3DOM vs. three.js. Two very different tools, that both do something I’m very interested in – allow you to publish 3D content and virtual worlds on the open web, without a plugin.
I found two good ways to get 3D content (from an ancient VRML file) out of Blender, and out on the open web where anyone with a browser can see them without a plugin. So I’d like to compare X3DOM vs. Three.js.
You can drag your mouse on either of those to move them around. Each button gives you a different motion when you drag. Each example uses each button in a different way.Continue reading “X3DOM vs. Three.js”
My previous post was an introduction to X3DOM – which included a brief definition of the two components, X3D and DOM. I’d like to do another post, where I dig a little deeper into each of those. Continue reading “X3D and DOM”
X3DOM. It sounds complicated at first – but it’s really quite simple. Not only is it simple – it’s pretty cool. And yet – it doesn’t even have an entry on Wikipedia (Feb 2016). Just a link to some examples in the “External Links” section of the entry on X3D. Continue reading “X3DOM”