Carradori, Silvano
(2023)
Design and implementation of 2D to 3D transitions within a WebXR multidevice framework.
[Laurea magistrale], Università di Bologna, Corso di Studio in
Informatica [LM-DM270], Documento ad accesso riservato.
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Abstract
The rapid growth of the XR (Extended Reality) sector, which includes mixed, augmented and virtual reality, has led to the creation of a multitude of different technologies and devices that are not always easily accessible to users. Based on this problem, the idea of WebXR emerged, which leverages web principles to provide ease of development (build once, deploy anywhere) and access to users through a simple web browser. In addition, the current imbalance between digital object formats reflects a growing demand for three-dimensional content in a digital world still predominantly based on two-dimensional formats. Therefore, it may be useful to have a tool that facilitates the connection between 2-dimensional and 3-dimensional objects, thus providing an opportunity to introduce and enjoy them in an XR space.
This thesis project utilizes WebXR to blend the 2D digital realm of computers with a 3D collaborative virtual environment. It supports the extraction of context from websites, images, or files and the subsequent integration of corresponding 3D Mesh objects into a shared virtual world for interaction among all participants. Moreover, it introduces VR and MR viewing modes, complete with options for page indexing and keyword searches. The proposed WebXR-based platform exhibits compatibility, albeit with variances and constraints, across a wide spectrum of devices, ranging from smartphones and computers to VR headsets. To ensure optimal performance and minimize strain on end-user devices, considerable efforts have been dedicated to resource optimization.
Abstract
The rapid growth of the XR (Extended Reality) sector, which includes mixed, augmented and virtual reality, has led to the creation of a multitude of different technologies and devices that are not always easily accessible to users. Based on this problem, the idea of WebXR emerged, which leverages web principles to provide ease of development (build once, deploy anywhere) and access to users through a simple web browser. In addition, the current imbalance between digital object formats reflects a growing demand for three-dimensional content in a digital world still predominantly based on two-dimensional formats. Therefore, it may be useful to have a tool that facilitates the connection between 2-dimensional and 3-dimensional objects, thus providing an opportunity to introduce and enjoy them in an XR space.
This thesis project utilizes WebXR to blend the 2D digital realm of computers with a 3D collaborative virtual environment. It supports the extraction of context from websites, images, or files and the subsequent integration of corresponding 3D Mesh objects into a shared virtual world for interaction among all participants. Moreover, it introduces VR and MR viewing modes, complete with options for page indexing and keyword searches. The proposed WebXR-based platform exhibits compatibility, albeit with variances and constraints, across a wide spectrum of devices, ranging from smartphones and computers to VR headsets. To ensure optimal performance and minimize strain on end-user devices, considerable efforts have been dedicated to resource optimization.
Tipologia del documento
Tesi di laurea
(Laurea magistrale)
Autore della tesi
Carradori, Silvano
Relatore della tesi
Scuola
Corso di studio
Indirizzo
CURRICULUM A: TECNICHE DEL SOFTWARE
Ordinamento Cds
DM270
Parole chiave
2D,3D,ATON,WebXR,multidevice,XR,AR,MR,VR,MagicLeap2,collaboration
Data di discussione della Tesi
12 Ottobre 2023
URI
Altri metadati
Tipologia del documento
Tesi di laurea
(NON SPECIFICATO)
Autore della tesi
Carradori, Silvano
Relatore della tesi
Scuola
Corso di studio
Indirizzo
CURRICULUM A: TECNICHE DEL SOFTWARE
Ordinamento Cds
DM270
Parole chiave
2D,3D,ATON,WebXR,multidevice,XR,AR,MR,VR,MagicLeap2,collaboration
Data di discussione della Tesi
12 Ottobre 2023
URI
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