WebAssembly enables low latency interoperable augmented and virtual reality software
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| Veröffentlicht in: | arXiv.org (Dec 2, 2024), p. n/a |
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Cornell University Library, arXiv.org
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| 001 | 2582282368 | ||
| 003 | UK-CbPIL | ||
| 022 | |a 2331-8422 | ||
| 035 | |a 2582282368 | ||
| 045 | 0 | |b d20241202 | |
| 100 | 1 | |a Woo Jae Kim | |
| 245 | 1 | |a WebAssembly enables low latency interoperable augmented and virtual reality software | |
| 260 | |b Cornell University Library, arXiv.org |c Dec 2, 2024 | ||
| 513 | |a Working Paper | ||
| 520 | 3 | |a There is a clear difference in runtime performance between native applications that use augmented/virtual reality (AR/VR) device-specific hardware and comparable web-based implementations. Here we show that WebAssembly (Wasm) offers a promising developer solution that can bring near-native low latency performance to web-based applications, enabling hardware-agnostic interoperability at scale through portable bytecode that runs on any WiFi or cellular data network-enabled AR/VR device. Many software application areas have begun to realize Wasm's potential as a key enabling technology, but it has yet to establish a robust presence in the AR/VR domain. When considering the limitations of current web-based AR/VR development technologies such as WebXR, which provides an existing application programming interface (API) that enables AR/VR capabilities for web-based programs, Wasm can resolve critical issues faced with just-in-time (JIT) compilation, slow run-times, large file sizes, and big data, among other challenges. Existing applications using Wasm-based WebXR are sparse but growing, and the potential for porting native applications to use this emerging framework will benefit the web-based AR/VR application space and bring it closer to its native counterparts in terms of performance. Taken together, this kind of standardized ``write-once-deploy-everywhere'' software framework for AR/VR applications has the potential to consolidate user experiences across different head-mounted displays and other embedded devices to ultimately create an interoperable AR/VR ecosystem. | |
| 653 | |a Software | ||
| 653 | |a Augmented reality | ||
| 653 | |a User experience | ||
| 653 | |a Application programming interface | ||
| 653 | |a User interfaces | ||
| 653 | |a Virtual reality | ||
| 653 | |a Helmet mounted displays | ||
| 653 | |a Hardware | ||
| 653 | |a Cellular communication | ||
| 653 | |a Compatible hardware | ||
| 653 | |a Interoperability | ||
| 700 | 1 | |a Khomtchouk, Bohdan B | |
| 773 | 0 | |t arXiv.org |g (Dec 2, 2024), p. n/a | |
| 786 | 0 | |d ProQuest |t Engineering Database | |
| 856 | 4 | 1 | |3 Citation/Abstract |u https://www.proquest.com/docview/2582282368/abstract/embedded/ZKJTFFSVAI7CB62C?source=fedsrch |
| 856 | 4 | 0 | |3 Full text outside of ProQuest |u http://arxiv.org/abs/2110.07128 |