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WebVR 3 Playtime: Augmented Reality

I am going to try to persuade you that using A-Frame it is not hard to do some simple Augmented Reality (AR) for free, via a browser, but that also can run on a mobile device. Introduction This is part of a short series of articles about some experiments with WebVR Web-based Virtual Reality - in this case based on the wonderful A-Frame  ( https://aframe.io )   .  In the first post  WebVR playtime 1: Basics of setting up, images and rotating blocks ,  I looked at setting up a scene and then rotating an object.  In the second pos t, recapped the basics, then look at adding video, 360 degree video, and models developed elsewhere. In this post we are going to start looking at using WebVR as part of an augmented reality solution. I going to start by building on the great resource Creating Augmented Reality with AR.js and A-Frame by Jerome Etienne, creator of AR.js - the starting code below and the basis of the solution ...

WebVR playtime 1: Basics of setting up, images and rotating blocks.

This is going to be a short series of articles about some experiments with WebVR Web based Virtual Reality - in this case based on the wonderful A-Frame  ( https://aframe.io )   . Ok, a bit of context, I have been working with some MSc students on this area and we have been exploring this area together - I love learning from and with my students. Firstly, it is great fun and nowhere near as hard as I thought it was going to be when I first started.  1. The approach My approach is to use A-Frame ( https://aframe.io )  inside Thimble ( https://thimble.mozilla.org  ). Thimble was selected for four reasons it is an online editor,  simple to use, it is free and you see the preview immediately. Its main downside is the size of images and videos has to be relatively  small and not too many of them. 2. How easy is it? You can pretty much treat it as HTML, after you have added the script file shown in bold. <!DOCTYPE html> <ht...