net - UK (2020-05)

(Antfer) #1

AR


The biggest difference between native AR and web AR is
how you access the experience. With native, the user needs
to download an app first, however with web AR, all you need is the
browser (Chrome/Safari).

Development
With native AR, you need a codebase for each platform (ARKit,
ARCore etc), but when it comes to web AR, you can use just the
one codebase.
Maximum reach:
Web AR: 2.9 billion devices
ARKit (iOS): 1.1 billion
ARCore (Android): 0.5 billion
Source: ARtillery Intelligence’s AR Global Revenue Forecast
(https://arinsider.co/2019/07/09/ar-revenues-to-reach-27-4-billion-
by-2023/)

Experience
With native, it’s more tailored towards a particular OS, whereas
with web AR, you can only really create one experience for
everyone. This isn’t always a bad thing; however you don’t get full
access to the device’s computing power.
Let’s have a look at a few examples about how they might
compare in a few different scenarios:

Ecommerce
This will work just as well for both native and web, as a customer
may already have a particular brand app on their phone, so they
could see how things like shoes/accessories look on them. They
could also potentially go to a URL to do the same thing, especially
if using a marker.

Advertising
Inside web AR is where advertising would work the best, as you
might pass a bus stop or billboard and be able to scan a marker
to see more information about a product and buy it there without
going to a checkout.

Games
Games are more immersive if you are playing them in a real
environment. This currently works better for native as you can
take full advantage of the device’s power.

NATIVE AR VS WEB AR


IN-DEPTH

Above 3D models will need to be in GLB format; Creators 3D offers an excellent conversion
tool (https://www.creators3d.com/online-viewer)


xrweb?appKey=ENTERYOURKEY”>’


Before we add anything, we must first set up the
scene with the tag inside the .



ASSETS
We now need to place in our assets; these are done
within the tag. We can then point to these
assets from our entities later on. Our assets include
a 3D model of the HTC VIVE and also a sound clip.
We won’t need to add our description text or button
here as we aren’t relying on external resources for
these. Assets can be anything from models, images
or videos.



glb”>


CAMERA AND LIGHTING
When developing for AR, the position of your
camera will generally vary depending on what
kind of scene you are building. Sometimes it might
take some tweaking to get it right. The following
coordinates are perfectly set up for the VIVE model.
The directional and ambient light is there so that
the user can get a better view of the model itself.
Because the VIVE is quite dark, we need to make
sure the intensity is a bit higher.


<a-camera
position=”0 4 10”
raycaster=”objects: .cantap”

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