Understanding the Opportunity and Impact of Immersive Technologies
summary
Covers concrete platforms and demos: uses three.js and A-Frame examples (a spinning torus and an ISS photo gallery with positional audio), shows a live social room built on Hubs (hubs.mozilla.com) that attendees join across desktop, mobile and VR, and a browser AR proof‑of‑concept using AR.js with marker tracking and a glTF avatar. Explains WebXR support in browsers, tradeoffs of 3DOF vs 6DOF and tethered vs untethered headsets, and raises specific ethical risks around gaze, biometric tracking and shared AR layers.
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chapters (18)
- 0:00Introduction
- 4:33Agenda
- 17:03WebX
- 18:25Demos
- 19:43Demo
- 23:46Floating in Space
- 24:46Glitch
- 27:05Textures
- 28:34Social VR
- 34:06Augmented Reality Demo
- 39:54Medical
- 40:27Immersive Journalism
- 41:15Architecture
- 42:31Virtual Tours
- 43:43Data Protection
- 44:15Destruction of Virtual Property
- 49:16Looking Ahead
- 52:11Resources
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