Virtual Reality with A-Frame
summary
Demonstrates a browser-first WebVR stack using A-Frame and asset loading via glTF, shows a live demo importing a full building, adding an ocean and walking it with keyboard/WASD; reports device sales (about 82 million Cardboard, Gear VR ~2.2M, Vive ~500k, PSVR ~700k) to justify mobile-first constraints. Covers input patterns that actually work: gaze-based input, gamepad/VR controllers, Leap Motion experiments, and progressive enhancement so the same URL degrades gracefully across phones and headsets.
AI-written summary · about
chapters (7)
- 0:00Start
- 1:33Disclaimer
- 6:11Experiencing & creating • Intuitive interfaces • Natural interpretation of spatial data
- 11:34Conclusion • Variety of capabilities
- 12:57How to VR?
- 31:54Motion
- 32:12Presence








