W3C

- DRAFT -

Immersive Web WG

22 Oct 2019

Agenda

Attendees

Present
cwilso, Leonard, Manishearth, bajones, ada, kip, NellWaliczek
Regrets
Chair
Ada, cwilso
Scribe
Leonard

Contents


<atsushi> cwilso, that's it, I think

<cwilso> scribenick: Leonard

<scribe> Agenda: https://github.com/immersive-web/administrivia/blob/master/meetings/wg/2019-10-22-Immersive_Web_Working_Group_Teleconference-agenda.md

Discussion about XRSessionModes: immersive-web/webxr-ar-module/issues/28, immersive-web/webxr-ar-module/pull/38 (Manish)

<cwilso> https://github.com/immersive-web/webxr-ar-module/issues/28#issuecomment-540811746

Brandon: How to treat immersive AR
... browsers are shipping with immersive VR
... What are the top-level things that can be asked for at top-level. What sensors (especially with VR != AR)
... what is the text that is put on the "button" to initiaite the XR session.

Leonard: What is the definition of "immersive"

Brandon: "Immersive" means ... not defined in the spec. In this case "immerisve" means going to the headset, tracking, etc.

Headset ==> rendering. Phone ==> full screen with split screen (a la cardboard)

<Zakim> klausw, you wanted to say currently, handheld AR is considered immersive-ar

Leonard: All encompasing viewing

Klaus: b: Additive blend mode ==> what does that mean.
... a: <missed the question>

Chris: Deeper question on "immerisve" to be done off-line

<Manishearth> https://github.com/immersive-web/webxr-ar-module/pull/38 + https://github.com/immersive-web/webxr/pull/869

Brandon: Push AR enum into VR document because enum definitions must be complete
... discussion between screen/phone/headset

<cwilso> https://github.com/immersive-web/webxr-ar-module/issues/29

<cwilso> https://github.com/immersive-web/webxr-ar-module/issues/29

<cwilso> https://github.com/immersive-web/webxr-ar-module/issues/9

Manish: See above links for discussion points
... Handheld AR allows phone orientatiuon tracking. Is this a different kind of AR? If same, then can

tailor content. If different, then headset and phone content is different. It's important to be able to distinguish

scribe: between the two. E.g., DOM overlay on screen, world space on headset (see #9 above).
... Include type of AR session as part of mode. If not, should DOM overlay be a pseudo-requirement?

<Zakim> bajones, you wanted to channel Blair and Rik

Brandon: Allow developers to do content for the platform that works best. How to communicate DOM overlay capability
... What level/when should that decision be made. Phone AR or Headset AR? Developer to test and generate appropriate code paths
... OR does the UA provide an interface layer to handle the differences.
... [channeling Blair and Rik] best allow developers to do content and not devices
... argues for single AR mode

Nell: Multiple points. 1: Principal of API designs are balancing developers for specific content & UA implement features for experiences for their users
... e.g., Reference spaces. UA only obligation to support only basic level. Developers can do lots of more expansive things.
... Is the functionality based on screen-space UI? Developer choice, but the UA provides the underlying support.
... DOM overlay API supports HTML, CSS, and WebGL canvas (non-limiting list)

<Zakim> klausw, you wanted to say distinguish use cases?

Nell: if there is no DOM overlay API, does immerisve AR on handheld exist and does a headset ...

Klaus: In favor of exposing, but targeted to what developers need to do. Concerned about limiting developers. Synchronization with DOM ...
... and 3D display. Should there be a set-aside/dedicated screen space (or similiar)
... split between hand-held & immersive: Needs to go back to what developers might want to do in the future

Nell: Meant to require API shape. Reviewing Q: For HH, would not having an DOM overlay prevent useful content?

Klaus: Doesn't think that all content requires DOM overlay.

Manish: If DOM is requiremed, then still expose the type of overlay (real, emulated, no support)

<Zakim> cwilso, you wanted to answer Nell's question from historical data

Chris: Historical data (1+ year), HH AR mostly requiremed DOM overlay -- primarily for text, but others too.

Nell: Clairify one concern with no overlay. Build experiences that target HHAR and draw stuff right into buffer. Not possible for
... UA to handle when the UA is a headset. Create a pit of failure. Shouldn't depend on flag because it gets incorrectly used.
... Wants to see an API for DOM

Chris&Leonard: To Nell, please review the previous to make sure it is correct.

<klausw> specific pit of failure: content assumes GL viewport == screen rectangle, and draws directly into it. This will look awful on a headset.

Chris: Looking for comments from Microsoft

<klausw> Nell: content also should not make assumptions based on checking that "number of views equals one" implies handheld AR

Nell: Create strawbody to draft shape of API to avoid rehashing conversation
... Suggest Manish to create strawbody API because thinks he has the best understanding of all sides in screen vs. head space
... What would the overlay API look like

Manish: Agrees
... Finish enum move sooner rather than later. HH decision should not impact the enum "much"

webxr-gamepads-module#18 Ensure that the returned gamepad object is live, requested by NellWaliczek

https://github.com/immersive-web/webxr-gamepads-module/issues/18

Nell: Have PR and is super-urgent because it is a potential breaking change. This behavior is contrary to behavior of Gampad API.

<Zakim> bajones, you wanted to talk about the latest movement from the gamepad group

Nell: Difference is mostly in the "liveness" of the returned objects. Please Review #18 with PR #22. Requests Chris to get Gamepad people

<bajones> https://github.com/w3c/gamepad/issues/8

Nell: to see this

Brandon: See Issue #8 and multiple other conversations, Gamepad should actually move to live updates. Listed changes and
... do additional work to get there. CHange spec text to match implementions in FF and Chrome.

Nell: No further discussion. Just do the above work.

<Manishearth> https://github.com/immersive-web/webxr-input-profiles/issues/82

Nell: Look at #82 and associated PR. Review/question before next call.

<Manishearth> https://github.com/immersive-web/webxr-input-profiles/issues/79

Nell: #79: No call discussion, but read and review. If you have the fallback profile array, is it a requirement that the order is an subset/inclusion.
... The PR will finish by end of month.

<Manishearth> https://github.com/immersive-web/webxr-input-profiles/issues/14

webxr-input-profiles#14 Add behavior for unknown gamepads requested by NellWaliczek

Nell: Moving on to #14... Problem is sort of a mess. What happens when threre is not a clear answer about the gamepad.
... Perhaps the device is completely new to the UA, but may be compatible with another existing example.
... May also be a UA instruction to prevent/avoid fingerprinting. What about squeeze events?

Need to finish this work this month.

Chris: Will ask Trevor to include this as a topic next week.

Nell: Wants to make sure WG people who care know that it will be discussed.

<Manishearth> https://github.com/immersive-web/administrivia/blob/master/meetings/wg/2019-10-22-Immersive_Web_Working_Group_Teleconference-agenda.md#help-wanted

Chris: Review the Help Wanted section at end of the agenda. These are items that need some work.

Adjourned.

Summary of Action Items

Summary of Resolutions

[End of minutes]

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Present: cwilso Leonard Manishearth bajones ada kip NellWaliczek
Found ScribeNick: Leonard
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Agenda: https://github.com/immersive-web/administrivia/blob/master/meetings/wg/2019-10-22-Immersive_Web_Working_Group_Teleconference-agenda.md
Found Date: 22 Oct 2019
People with action items: 

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