Could we make the web more immersive using a simple optical illusion?
shopify.github.io
shopify.github.io
Related, I remember that what blew me away upon seeing the 3DS for the first time was not the 3d playfield (which looked exactly as I expected), but the UI in 3D. It really felt like a glimpse into an exciting future.
Minimalism is a very easy style to pull off because the fewer elements there are the easier it is to make them all consistent, uniform, simple. It takes the least time to get it right. It can be handed off to someone else without explaining any "vision" or guidelines.
None of this is to say it is bad. Minimalism is good actually. Just that minimalism isn't uniquely good. Other designs can be timeless, they just rarely are.
We'll have minimalism until a browser maker decides to make background: golfstream-leather('brown') and felt-cloth('green') work in CSS.
Pixes music starts playing as buildings explode
Minimalism is a major factor for cognitive accessibility. If you build for the lowest common denominator then of course qualities like control must necessarily take a dive. If Google gave you more controls for search then it'd be better search, but then it wouldn't be as minimal anymore.
On software you have lots of room to hide complexity for the pro user, but that's not the case for hardware.
Those systems taught people how to use them, and didn't necessarily sacrifice everything to a series of wizard screens. I think somewhere around the point where design decisions started being made to help onboard people into a piece of software or hardware faster, we lost the joy of digging deep in the user manual and finding cool shit.
(I settled on a classic analogue Timex with a leather strap. Can't beat them, really.)
Sometimes though, "minimalism" in the Google web design sense actually makes the information much too opaque. The ideal design requirement should be specified as that which gives the user all the tools to navigate immediately. If those tools are a little complicated, in the words of Thomas Pynchon, "Why should things be easy to understand?" This is where I have a huge problem with iOS, just for example, hiding scrollbars on components that don't obviously look like they're scrollable - so users never realize that there are more options off to the right. That's minimalist, but it's less than the minimum information you need to use the software.
What you are talking about is economics. Its possible to deliver good results faster/cheaper and the result is more timeless. Also clean interfaces are putting function and content in front. Thats why companies choose this.
So dont blame the designer but the boss/manager. Its like saying that app is slow because devs are lazy.
My go to case and recent obsession is the NYC subway map. Here is the 1970s Vignelli map. https://mymodernmet.com/wp/wp-content/uploads/2021/01/massim... Here is the map that has been in use for the last 40+ years. https://new.mta.info/map/5256
Designers tend to love the Vignelli map, but everyone in the city hated it and it was short lived. To this day you can still hear condescending remarks like the Vignelli map was "to abstract for NY". "NY choose the worse map". But its exactly like you said, first and foremost the point of design is to download information into brains, and by that metric the current map is far superior which is why it won.
Consider the background geography. Ardent supporters of the London Tube / Vignelli style insist surface streets are clutter full stop. Maybe that reduction of information makes sense in London and Europe where streets are a mess anyway, but in a grid city that reduction doesn't make sense. The present map simplifies the streets down to just a few representative examples so you know the local orientation of the grid and have a few reference points. Simplification, not reduction. The information is still there.
The coloring system is another massive example of simplification. The Vignelli map seems to hate information compression, insisting every line have its own color and own dots. The current map reduced clutter by organizing lines by where they run in Manhattan, denoting the express/local difference with black/white dots. Personally I think that symbol could be less arbitrary, but most people have no trouble figuring it out quickly. Its a simplification down to a single line which makes everything fit in a tight space while being easy to follow. There have been changes in service patterns which have ruined parts of the current map, but the very original version had some nice symmetry to it (and mostly still does). Even though the rule is technically "color by Avenue in Manhattan", that rule lined up with certain repeating "color zones", eg both South Bronx and Flatbush being Green/Red, Upper West side and New Lots being Blue/Red etc. You could sort of count on certain colors to be associated with certain broadly defined endpoints.
Perhaps, this example, being so utterly detached from the modern web design world, is one you might use simply because no one has any personal stake in it. Its a lesson designers should learn more often. Hiding and removing != simplifying. Good != pretty. Organize information well and its often close to pretty on its own.
(I have plenty of gripes with the present map but that's for another time)
Those designers were/are more illustrators than designers [1]. Design is, or at least should be, as much about the function of an object as about it's looks. A design that hinders functionality isn't a good design.
[1] I call the modern breed of such designers "Dribbble-driven"
I keep thinking back to the winxp to 7 era (along with the various windowblinds/uxstyle third party skins), plus various furniture, fittings or tools/utensils/appliances from decades/centuries past (so antiques essentially). The physical items would have textures from the materials used and the processes to make them, maybe they'd be gnurled to add a grip, but also elaborations that aren't purely functional or just to make it look nicer. When you're familiar with those visuals they do seem to help you know what part of it you're looking at, and how it's going to act if you grab/click any given point.
Scrollbars are now an annoyance (when they're not hidden) as they're often low contrast and made to fade into the background, just another dull rectangle in a sea of others, rather than a distinct bit of UI chrome. There used to be a unique inline and small grooves at the centre point as I remember.
I'm not about to declare having the pendulum swing to the other extreme would be better, but it'd be interesting to see it explored again.
Fundamentally, what makes design pleasing is super hard to reason about.
If it was mostly about repetition and consistency, any webpage that used bootstrap or no css at all would be pleasing. If pleasing minimalism was very easy to pull off, nobody would take note of Apple products.
Who is this Brian you are speaking of?
(For that matter I don't know how I'd get it done for a professional project either.)
Windows Phone in particular was a huge breath of fresh air for me (rip) and Material Design a welcome evolution that I still feel strikes a decent balance.
Nothing looks as dated as "futuristic" stuff.
Other than this demo, the only 3D effects that actually work (ie 3D movies) are in VR
I imagined this as instructed as was simultaneously bored and depressed.
Why does it always have to be about shopping.
But yes, first promote some gimmicky fun stuff to get the foot in the door and when it has arrived, show the real face.
It's published by Shopify, so in this case it's because it likely would not have gotten published otherwise. Unfortunately E-commerce companies are not known for their "research for the fun of research".
https://www.shopify.com/partners/blog/building-a-vr-shopping...
My point is we’re already there and we’ve been here for years now. If laws like the GPRD passed, then it should be possible to counter or neutralize the problem
Another interesting question is "Why is shopify's blog the place talking about this, instead of somewhere else?" I remember that demo... it was amazing and then it did go nowhere. With modern face recognition and tracking, it should be entirely possible to use it for some nifty no-touch experiences.
tbh I gave up reading after the bit I quoted and hadnt actually clocked it was a Shopify blog (didnt spot the little icon in the corner or look at the url)
Still, I stand by my refrain "Why does it always have to be about shopping" as a refrain that is rarely out of place
In general interactive 3D on the web still uses too much computational power on the client-side for most devices.
It wouldn't be so bad if it were a browser feature, i.e. a website can use an "Eye Tracking" API instead of the Camera API (with permission granted), and get limited data.
Okay, it's not that I don't believe you, but what do they do with that data? How does it help? Unless you're marketing acne cream, I suppose.
Is that not the holy grail of adtech?
Even if it’s _theoretically_ coarse data/bucketing, that adds up to a lot of data to help deanonymization and targeting. Even if that’s done in the spirit of “just for ads”, it’s not a big leap to political targeting etc, and with the right data leaks, potentially even actual harassment.
Say they see you have legos, they market legos.
Or they see what you have (say a gun) so they rob you.
Or they track your habits. We noticed your apartment is dirty/messy - pay us a ransom or we post on linkedin or call CPS. Or use our cleaning service.
Also I bet you have to walk fully dressed when browsing (especially women) and you need to shave, or your social score drops.
Ah and will you know if the website ever stopped watching? Is it watching you (and recording) having sex?
"User looked at the buy button 5 times in the session but they did not buy" and so on.
If tiny IR lights or something else distinctive that the camera could recognize on the glasses could be used instead of actual eye/face tracking, I'll bet even more people would wear them.
Why can’t people have a little more imagination and see this as a great new data visualization UX like for things like charts or maps, instead of automatically panning it to death?
This could be very useful in hospitals.
CAD and 3D modeling software?
I would imagine this would be an obvious easy sell for CAD, so there must be something wrong with it, perhaps a patent, holding back progress. I will say that I've done CAD for projects (woodworking and making STL models for 3d printer) and people who do not CAD think that CAD people look at 3d animations 99% of the time, but IRL when I do CAD I spend most of my time thinking very abstractly (how to balance the spacing of power supply and PCB such that it looks nice, is easy to access, thermal concerns, wire routing... Or I can look up the clearance hole dia for a 4-40 screw now what is a common drill size with sane tolerances to drill it, how about an eighth of an inch?)
the subdomain of this submission offers a clue about that
My guess is that the brain detects that the motions and such are not quite right, and like a wrong eyeglass prescription, your brain and eyes work overtime trying to figure out compensation.
I later switched to i3wm and threw away desktop effects though. I wouldn't mind them, but I don't miss them either.
For a blast from the past
I remember spending a lot of time trying to get Compiz to work. The rain effect was my favorite, it even had windshield cleaner!
Edit: here's the rain effect - https://youtube.com/watch?v=1ZKmQS_MNAg
Barely anyone else puts the effort into getting gestures right. Part of that is the developers spend so long developing the gestures, they don't know whats natural and whats not anymore.
Big example is windows precision drivers. In theory they should be more natural, in practice they are terrible.
Anecdote aside, would this potentially change if it was done for something with utility like data visualization? Unlike a VR headset or the original demo, you don’t need to something radically different to experience something radically different ie holding or wearing an IR light. You just start using it with your existing hardware
I am imagining it, and it's worse than the current norm.
My what?
Do these people ever leave their fantasy land?
If you thought recipe articles were terrible today, just wait until you have to pay 0.01 for their life story and then 0.03 for the ingredients only to discover that it will cost you another 0.15 for the actual instructions.
Crypto-powered micropayments could potentially massively boost revenue for content creators, including socially valuable platforms such as news sites.
Research indicates the ideal reading speed for corporate PR emails is 40 wpm and your teamwork KPI at review time will be stack ranked based on how close you move your eyes to the ideal 40 wpm reading rate.
Or lie to you? VR storefront eh? Bet the product will look a lot better than it actually does in real life.
This is what TFA quoted as an application for the tech, virtual storefronts presumably for physical products.
> Whoops, looks like you may have blinked or looked away! Please try again. If you have run out of verification cans, you can say "I love Cosco" to temporarily credit your account with one VCT while we dispatch a new box to your address.
That's the shop's data, not Shopify's.
Bias: my team at Shopify helps merchants launch their shop and get their initial sales.
What's a more likely and more powerful pitch that the marketing team could use to better increase sales of the Shopify platform given this tool they've developed:
1. You can make your stores more FUN! With this little funny tool. 2. You can have more accurate tracking data on what your user is looking at at every moment when they're browsing your website's catalog.
Why not both, really? It's not in Shopify's interest to keep eye-tracking data, but it is in their interest to encourage people to use this feature because we all know this kind of data is a selling point for an e-commerce business.
You really sound like the gun manufacturer that, after a mass shooting, says it's not the people that are flooding the market with guns that are the problem but the individual that did the shooting. This discourse might resonate with some, but not me I guess.
What I'm saying is that individual stores can track their customers however they like, but that there isn't an overall tracking system across all stores.
Shopify's selling feature is that your data is your own. Your customer data is your own and not used by Shopify. That's the competitive advantage over Amazon, who will look at your sales data and use it to compete against you.
It would be penny-wise but pound-foolish to do what you suggest.
Shopify is developing tools that can be used to do harm or to do good. But when they develop tools they know will be used for surveillance, then they can't just wash their hands away. There is responsibility there. Shopify knows how people are using the tools they are creating.
I think facilitating independent shops is positive, but developing more and more tracking functionality to get these shops to be "data driven" is harmful to society. Although that seems to be "the market pull", a lot of times the most ethical choice is not necessarily the most profitable one. Shopify wants to compete with Amazon and they believe a good way of doing that is offering their customers (business owners) better ways to track their customers (shoppers).
All you're doing is giving a third party the gun and your justification seems to be "well if we don't do it, they'll get their guns from amazon anyway". Who owns the data matters, I agree, and I commend Shopify for that, but it's a problematic trend that is being facilitated by these tools anyway. I mean, we should get rid of the guns, not go "we need more good guys with guns". That's my opinion at least.
None of this is to say that it would be a great idea to build websites this way. Websites are made to convey the desired information quickly, so unless the desired information is a full 3D understanding of a space I have a hard time seeing the utility of building out a 3D space as a metaphor for information. Did that make sense? Let me say it differently: We've tried a lot of visual metaphors in my life for organizing and exploring information spaces. As it turns out, the simpler ones are usually the most easily grasped and therefore the most efficient at doing their job (i.e., remaining "invisible" and serving as a transparent container for information). Even 3D interfaces that do serve the purpose of conveying spatial relationships and art often fall into the trap of trying to do too much. This is not meant as a paean to minimalism (at all - I love clever interfaces and I appreciate when information design makes you figure out a paradigm to get the most out of interacting with it - as long as "the most" is defined as more interesting views of the data I'm trying to get at). Just to say that design should showcase content, not itself, except in the case where the content is supposed to showcase the design, and then you can go nuts.
It always seemed gimmicky to me, but I’ve heard that the Mario brothers 3D worked a lot better with the depth element than in any of the remakes (I did it enjoy it just fine on my switch)
It was fun and worked pretty well, but it was very much a gimmick.
EDIT: Just saw the other comment, I didn't know the New 3DS had actual eye tracking. Neat!
I think the original 3ds's lack of tracking is what turned it off for most people, though.
He managed to get a brand new in box one, not spoiling if it works or not you'll have to watch to find out...
Toshiba and HTC had this around 2011 when the mobile OSes were really bad with no updates available, phones produced by HW companies like Toshiba who had no idea on how to support sich HW software-wise. Even the Laptop 3D screen's drivers used to break with the next larger Windows update.
So I'm happy to see these devices return. I hadn't thought that this would happen anytime soon. However, theses are integrated devices again. Bit afraid that the support will be as short-lived as back then.
We haven't kept our FHD 3D TVs for the same absence of updated 3D TVs. But these have unified interfaces at least (Packed HMDI Stereo and SBS or TOB for normal HDMI). So maybe a standard external devices might make more sense than those integrated tablets and laptops.
Time to charge my Fuji Real3D cams once again, I guess.
I would puke
Sure it requires extra hardware, but it's amazing in first person games that support it. You get to use your good monitor, don't get dizzy like in VR and it could be quite cheap.
I think implementing similar thing with just camera and computer vision is a good idea, let's make this more common thing.
There have recently been some cameras released that don’t require ir-clips and offload the computer some, but feels =\ having a webcam requiring constant camera and/or tracking.
But for games it’s great and already in use.
A system that uses a visual light camera and no reflector clip will inevitably be slower, as it is a much harder computer vision task. But I don't think hardware acceleration comes into it anywhere.
That said, the reason such things do/don't take off isn't about how cool they are, generally. It's about how useful they are.
Even for games, immersion and realism are secondary to gameplay. For most applications, it's hard to see how a "realistic window" is useful. A flat paper, paper-like screen is better to read off, for example.
Cool tech. Definitely worth exploring gaming potential. Not easy to apply to other uses. There's no benefit to making an online shop window more like a real shop window. Catalogue is what you want in any case.
I can also see doctors having a use for this tech
[CAVE](https://de.wikipedia.org/wiki/Cave_Automatic_Virtual_Environ...)
... when latencies are VR-like. When it lags even a little, it feels awful. So it tends to work pretty well for tech demos like this, and not at all when exposed to the real world.
Specialized hardware and software stacks can do a pretty good job - see the Fire Phone for an example there. It did quite well on technical notes, the experience was smooth and battery-efficient(-enough) and the illusion was almost fast enough to be transparent.
But it failed. Unless we get this kind of thing baked into everything for years, it will continue to fail, because there will be no content. And integrated webcams and their related software continue to be utter shit. We're not close to (or even moving towards) being able to use this, unless Apple surprises everyone in their next lineup and kicks off a renaissance.
..... and that's before getting into privacy issues with exposing an API that reveals info about your face. It's a harder practical realm than it seems it should be, when people have been making very effective tech demos for decades on commodity (but specific) hardware.
There are great applications for virtual reality for instance in medicine. But in general 3D is only needed when it is needed. If it is not needed then pushing it onto users becomes a distraction.
I'm surprised more games haven't experimented with this. On PC, a barrier might be knowing the camera parameters and screen dimensions, but those can be easily calibrated, as the article shows.
On consoles, however, we've had cameras for two generations now, and the technology has been mostly underutilized for gimmicky features. The only game I know that did something really interesting is Alien: Isolation on PS4. With the PS Camera, it could do head tracking and noise detection, for some very cool interactions.
The microphone is also severely underutilized. There are many neat applications, especially today with AI voice recognition.
No.
https://www.theverge.com/2014/6/18/5821294/amazons-fire-phon...
Also they'll analyze your face and send it to the ad tracking agency.
https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_A...
I started a company to try to solve these problems without using head mounted displays and we developed 3D displays that work using an array of rectangular lenses and micro displays plus fresnel lens sheets. We adopted this approach to a new product category we called virtual skylights where we replicate the look and feel of an open sky with a distance sun above you. As you walk around a room the sun will follow you in the sky across units due to the optics and there is no need for active head tracking for this particular case. The effect is really amazing even though the content in this case is super simple. Hard to experience on a 2d screen but we have some videos of it here, in the reaction video you can see how people react to seeing it the first time.
Yes, that is a VERY attention grabbing presentation for consumers.
Why is it dead in the market?
Lets consider the SUPPLIERS.
I would love to buy antique used electronic gear off ebay with a full high res 3-d model of the actual device I'm buying. Lets say its a Tek 700 series oscilloscope because I love paying insane shipping fees, or maybe I'm just insane (note WRT this being an insane hobby, I need lead-silver solder, vacuum tube tester, etc). I need full photographic high res 3-d models of that particular scope including all its "problem areas" and partially replaced 'black-beauty' capacitors (or are those a HP-only thing?) and partially replaced leaky electrolytics and toasty looking resistors and all kinds of fascinating detail, including exterior shots, and all sub-chassis inside the machine.
The problem is IRL you're pragmatically honestly lucky to get a single real photo of the device you're buying; not uncommon for someone to copy a pix of someone elses device when selling you theirs. "well its close enough' and in a certain defocused abstract sense that's even true...
So ... we've solved the viewer-consumer side but who's going to generate the models for most realistic apps? Like consider clothing sales online. I need a new shirt for the gym, and its cool in an abstract sense that I could see "a model" wearing my future shirt, but I'd be pretty interested in the experience of seeing "me" in the shirt as opposed to the model.
Where is the data going to come from, if/when we have a way to display it? I think this is the business problem where the display tech is stuck...
It's still not convenient, but it's a much smaller hurdle to overcome.
Or if the tuning parameters exist with some range, use a traversal algorithm to find them, similar to an eye exam: “A or B? [change parameter]. A or B? [change parameter]. Repeat”
> for the optical illusion to work, you must place the virtual camera at the position of one of your eyes and close the other one.
> Note, however, that it’s still a really fun effect if you use the midpoint between the eyes and keep both eyes open. It just doesn’t pop the same way.
It's interesting to see that these face detection models have been getting a lot better over the past couple of years, making it easier to stable and cheap webcam-based tracking.
That said, if you look closely at the videos in the original article, there's some noticeable delay between the camera moving and the program responding. The original wii controller based prototype that this was based off doesn't suffer from this delay because it used infrared LEDs. It's annoying to have to place those somewhere near your face, but once you have them there the face tracking because basically instant.
Imo the real problem is more a lack of imagination mixed with too much fear.
But it seems like an interesting technique. I wonder if it would be more applicable to an iphone app where the hardware is more consistent.
I like the idea, but don't know if people are ready to grant webcam permissions to untrusted any websites.
1: https://charliegerard.dev/blog/interactive-frame-head-tracki...
In the article I see no mention of accelerometers. Can one get nearly the same effect on mobile merely using these and not using the camera?
Adding in Selfie-cam eye tracking should be relatively doable too.
Could then be added to an app, a game, or to the UI layer of a phone.
The reality is the fixed flat scrollable page was a huge step up from the real world reading experience.
Reintroducing 3D in a 2D space in a real 3D world is beyond useless without a dramatic shift in what media is consumed. And there is no atomic element of media right now that might benefit other than Instagram adding lights-box size 3D image to its feed for ads.
Wait… oh no…
I can certainly agree with that, it's a real solid brusspup[0]-level illusion... but I'm not sure what to do with that, practically speaking, beyond "oh that looks cool." It kind makes me wonder whether my standards for 'immersive' are significantly different than theirs.
[0] https://www.youtube.com/channel/UCeQEKFH31vvD-InkTGSvCrA
Heres a similar system: https://youtu.be/Hfz82-EaOQA
I remember having tried on plane simulators back then and, even if it was cool as a technology, it wasn't really useful on a computer as you simply don't move your eyes and head enough. If you do, the screen is out of your field of vision. For this to work well, the screen would either need to be massive and curved or move as you move your head.
I don't exactly recall why but I think it's just that there are so many cues that you're looking at a screen that your brain won't accept that it's really a 3D scene.
It's a bit like those painted or chalked perspective illusions. They look great in a photo or video. Not so much in real life.
(I don't think it's because of stereoscopy because I am stereoblind.)
I'm not saying you're wrong but don't fall prey to a common misconception: difficulty in a project is not always linear, and the first 90% might be very simple whereas the remaining 10% of the task might be the most difficult and time consuming of the project.
This, alongside various privacy concerns of eyeball tracking, will likely nip this technology in the bud.
Like, bouncing objects on grey surfaces, or dots that aren't there
I would love to see these illusions explored more and used to enrich UIs in some way.
This one gives off especially Stockholm Syndrome-y vibes:
> You need the physical dimensions of your screen, which can’t be queried even in modern web browsers ... That’s precisely what we needed, but MediaPipe Iris isn’t exposed to JavaScript ... Despite our failure to ship this to a massive audience, we still think it’s important to take a step back and marvel at what’s currently possible in modern web browsers ... It’s hard not to be excited about the future of the web right now.
Seriously? Their project failed to replicate a demo from 2007 partly because browsers don't expose the APIs they needed or even basic data you could get easily from Windows 95, yet modern web browsers are a "marvel" and "it's hard not to be excited about the future of the web right now"? How is that exciting? How is any of this a marvel? It seems the opposite of exciting to me; it shows that browsers still, after 30 years of continuous development, cannot be used to push technical boundaries.
The sad thing is their project didn't have to fail. They could easily have shipped Lee's demo on Shopify sites by writing a small native app for Windows and Mac, then making it download if the user clicks "View stereoscopically". The app would have access to the screen geometry and additionally detailed data from the camera driver, which could then be used to look up the necessary data from a Shopify API where they have pre-calculated the metrics for the most popular brands. On Windows the number of clicks required would be identical to in a web browser, because whilst the user would have to click the download in their tray to start the 3D view, as a web app they'd have to click a permission button to grant webcam access anyway so it amounts to a very similar UX. (On macOS Chrome it'd take one further click, on macOS Safari it will extract a .app inside a zip for you, so the number of clicks is equivalent to Windows).
It's because of repeated frustrating experiences like this with teammates in my own prior research projects that I eventually took the time to write Hydraulic Conveyor, because part of the reason devs are so reluctant to go outside the browser is that the distribution DX is traditionally quite terrible. Conveyor makes massive improvements there. The goal is to have a DX similar to shipping a (static!) website and it gets very close to that indeed.
Still, even now that distribution is fixed there are other reasons why research teams dig themselves into web-shaped holes like this. Not all of them can be fixed with software:
1. Experience. According to the StackOverflow survey, half of all developers have been devs for less than 10 years. We can safely assume that only a tiny minority of them have ever written a native app for Windows or macOS. Also about 50% of devs "dread" working with C++, rising to 60% for C and a whopping 75% for Objective-C, so that's not really conducive to working with the Windows or Mac APIs (Swift and C# do better).
2. Disinterest in learning. Probably due to "resumé driven development"; we devs always have one eye on the next job and what skills will be attractive to future employers. This can cause appropriate tech to get stuck in a catch-22/local minima where people don't want to learn it because other employers aren't using it, so people don't use it, so people don't want to learn it, etc. The strongest engineers will figure out what tech is most appropriate for a project and learn it if necessary even if that skill may be a one-off for that employer, but especially for people earlier in their careers they may prefer to aggressively chase what's popular to unlock job-hop pay rises.
3. The (inaccurate) perception that people don't download desktop apps. The proliferation of popular Electron versions of websites and general apathy towards PWAs is perhaps starting to correct this but it's still an issue I see sometimes.
4. Ideological loyalty. People like the idea of community/collectively developed open source tech, for all sorts of valid reasons, but this can easily turn into blindness. A complete failure to implement a 15 year old tech demo despite using vastly more advanced technology is objectively not "exciting" or "a marvel", it's actually quite embarrassing for our whole industry. But if you're emotionally committed to seeing technological progress through the lens of an ever larger HTML5 spec and nothing else, then it may seem somehow like this is still progress.
I'm not a fan of VR in general. Some of us aren't comfortable navigating the physical world, and we don't want an emulation of the physical world to infect the digital (or more accurately, hypertext) world that we love and consider our true home. As Jakob Nielsen said in 1998, the Internet can be better than reality [2].
[1]: for posterity: https://news.ycombinator.com/item?id=35020429
[2]: https://www.nngroup.com/articles/better-than-reality-a-funda...
For better or worse we can't know how popular this sort of thing would be, because their project failed for tech reasons before even getting to the point of doing market research or usability testing. That's the higher level issue here, I think. If they'd gone the desktop route they could have at least tried it and seen what people thought, then later looked for ways to shrink it down to fit inside the browser. By starting with that requirement as axiomatic they never even got as far as running a usability testing day.
It would be better, IMO, if the web could get back to having multiple browsers that are serious about acting as user agents for a variety of users. Then, freed of the expectation that the browser must render a pixel-perfect presentation of the UI as it was designed, some browsers could provide a VR interface to the lovely accessible hypertext that sites should be providing as their one and only version, while other browsers provide a TTS-optimized UI, a Braille-optimized UI, a UI optimized for large fonts, etc.
Put another way, I think the web community should redouble its efforts to achieve the things that Hixie apparently gave up on. https://news.ycombinator.com/item?id=34622514
- I have only been a developer for 7 years, and I don't have a degree in Software Engineering. I actually studied electrical engineering and upon graduating I landed my first job writing device drivers for graphics cards, which got me started writing software professionally.
- I did that for 3 years, and after discovering a passion for computer graphics I worked at Autodesk for 3 years on a desktop application called 3ds Max.
- After all those years working on that old and heavy desktop application I started seeing web-based applications like Figma as the right way to do things. Nothing beats the convenience of opening a link to launch an app, and of being able to launch an app on any device. That's why I joined Shopify's Spatial Commerce Team.
- My favorite programming language is C++, and the demos you see in the blog post are written in C++. I developed them as desktop applications, and compiled them to WebAssembly using Emscripten.
- I have never done "resume driven development." I studied computer graphics as a hobby for years because of a deep interest in it, and I was poorly paid all those years.
Thanks for your time.
To give a couple of examples, I've had someone tell me that they'd rather buy every dev who signs up for their platform (for free) a new iPhone, rather than write a desktop app to let them manage their API keys. I also worked on Bitcoin for a while and had to warn people that their users would lose large sums of money in avoidable ways if they implemented their idea as a web app, I was ignored because I was assured nobody downloads desktop apps anymore, and then people lost large sums of money in exactly the ways predicted. Note that Bitcoin itself was a Windows-only desktop app! This sort of thing is what I was thinking of.
Still, I'd ask you to reconsider the conclusions of your project. Yes it would of course be convenient to have it all run as a web app, but the alternative you faced wasn't a tradeoff between something more convenient and something less, it was between something a bit less convenient (albeit same number of clicks in many cases) or, apparently, nothing at all.
You clearly have the skills to try again with an alternative approach that runs outside the browser. It would be a cool feature, and even if in the end you conclude without being in-browser it's not convenient enough, it would be interesting to learn how users reacted in usability studies. I spend my time trying to make the desktop app UX as fast and smooth as possible, and if Shopify are up for the challenge then I'd be happy to work with you guys to try and build the most optimal UX possible for this project. Not every EXE is Autodesk! This kind of problem is exactly why I quit my job to make a new product for shipping desktop apps. Projects like this one don't have to wither on the vine.
> The first step in the pipeline leverages MediaPipe Face Mesh, which generates a mesh of the approximate face geometry. From this mesh, we isolate the eye region in the original image for use in the subsequent iris tracking step. …
> Face Landmark Model
> The face landmark model is the same as in MediaPipe Face Mesh. You can also find more details in this paper.
> Iris Landmark Model
> The iris model takes an image patch of the eye region and estimates both the eye landmarks (along the eyelid) and iris landmarks (along this iris contour)…
Think of it as the perfect approach for pirates with no friends.
I actually tried something like this and talked to lots of potential users about this (during 2020 pandemic). But the willingness to pay for the camera is quite low.
It was the perfect nerd-bait for YouTube, but not much more ;)
What I'm looking for is a fast load and snappy ui.
When I watch a movie or play a game, that's when immersion matters.
Really? Who thinks this in 2023? I thought it was a fun little demo back then, but that was it. Both then and now I just want AR as the default for everything and for screens to die already. We've had the tech for it since then too, but not enough demand from general consumers.
I said AR because I meant AR.