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#webxr

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You are making a website instead of an app because you believe in the Open Web, not cellphone walled gardens.

I am using THREE.js, WebXR, and WebGL to make an immersive VR experience because I don't want to install, use, or maintain Unity.

We... Are remarkably similar.

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Article on virtual exhibitions in the DAHJ Gallery and DAHJ & H-ART collaboration: how digital curation reshapes art, access, and pedagogy. Two immersive case studies from the XR frontier.
Read here: mdpi.com/2076-0752/13/5/162
#DigitalHumanities #VirtualExhibitions #DAHJ #WebXR #DigitalCuration #ArtHistory

MDPIExpanding Understandings of Curatorial Practice Through Virtual Exhibition BuildingThis article reflects on the translation of gallery space into a virtually immersive experience in an era of remote access. Curators and scholars such as Mary Nooter Roberts, Susan Vogel, Carol Duncan, Tony Bennet, Stephen Greenblatt, Judith Mastai, and Barbara Kirshenblatt-Gimblett have discussed the myriad of ways in which the experience of culturally significant objects and sites in person has been critical to the study of art and its history. Focusing on theories of curation and display, I utilize practice-based examples from six virtual reality (VR) exhibitions produced in three different institutional contexts: the International Journal of Digital Art History’s online gallery, the European Cultural Center’s Performance Art program, and the Digital Humanities program at the University of California, Los Angeles. By documenting and analyzing the extended reality (XR) methods employed and the methodological approaches to the digital curatorial work, I address some of the challenges and opportunities of presenting objects in virtual space, offering comparisons to those faced when building physical exhibitions. I also consider how digital modalities provide a distinctly different paradigm for epistemologies of art and culture that offer greater contextualized understandings and can reshape exhibition documentation and the teaching of curatorial practice and museum studies.
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Speaking of hand tracking, though, there was at least one big headset that shipped in 2024 that *only* uses hand tracking, and that's the Apple Vision Pro.

Because it doesn't have a specific controller associated with it it's hard to gauge it's usage with these stats. but we CAN see that in February soon after the AVP started shipping there was a big spike in #WebXR usage with hand tracking!

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By way of explanation, webxr-input-profiles is a repo of VR controller meshes that we maintain #WebXR apps, and is the default mechanism for displaying controllers/hands for libraries like Three.js. See the meshes here: immersive-web.github.io/webxr-

It is important to note not all WebXR apps use these assets! Even if they do they may not use the CDN that I'm pulling stats from, so these numbers don't represent accurate, absolute number of WebXR users. They're just a proxy for seeing ecosystem trends.

immersive-web.github.ioWebXR Input Profile Viewer

At the end of the year, I always like to look at some stats for the webxr-input-profiles CDN as a rough proxy for how active the #WebXR ecosystem is.

This year, post-Christmas, we're seeing more than double the WebXR usage compared to last year! And over 7x what it was just 3 years ago.

In other words, WebXR is still going strong, and reaching significantly more devices every year!