The changing landscape of accessible VR: WebXR, A-Frame and Apple - Near-Life
Blog

The changing landscape of accessible VR: WebXR, A-Frame and Apple

A tabby cat wearing a VR headset at home - created using AI image generator

The hype around VR, XR and the Metaverse may have diminished in the face of AI’s headline hogging. Nevertheless, immersive content and tech has, slowly but steadily, continued its transition from a niche pre-occupation to a transformative tool with applications in entertainment, education, and beyond. 

For those interested in the technology behind this slow but steady revolution, one of the most intriguing areas of the VR landscape – and perhaps the one that offers the most promise for true, mass adoption – is WebXR: an API designed to bring immersive experiences to the web. And central to this development is A-Frame, a powerful framework that simplifies VR content creation and expands its accessibility.

Given Apple’s recent announcement that they’ll be shipping WebXR with their Vision Pro headset later this year, it’s worth reflecting on what this means for the changing eco-system. It certainly caused some excitement within the development community and prompted Diego Marcos, the key architect behind A-Frame to state that: ‘The web wins – everybody wins”. 

What is WebXR and A-Frame?

WebXR is an API that allows developers to create immersive VR and augmented reality (AR) experiences directly in web browsers. This means users can access VR content without needing specialised software or hardware beyond their headset and a compatible browser. Or, in some cases, their phone – but more on this later. 

A-Frame, is an open-source web framework for building VR experiences. Built on top of HTML, A-Frame enables developers to create VR scenes using simple, familiar web development tools. It abstracts the complexity of WebGL (the technology underlying WebXR), making it more accessible to a broader range of developers.

The importance of A-Frame in VR content creation

A-Frame’s significance lies in its accessibility and ease of use. By using HTML-like markup, A-Frame allows developers with basic web development knowledge to create complex VR environments. This lowers the barrier to entry, encouraging more developers to experiment with and contribute to VR content.

Moreover, A-Frame supports a wide range of VR devices, including the Oculus Rift, HTC Vive, and various mobile VR platforms. This broad compatibility ensures that VR content is accessible to a larger audience, further driving adoption.

However, while originally possible to access web-based VR content across ‘all’ mobile devices, the reluctance of Apple to support an API for their iOS operating system has gradually made fully immersive Web VR content increasingly difficult to consume via an iPhone. 

Apple’s Vision Pro and the shift away from VR on iPhone

Apple’s recent introduction of the Vision Pro headset marks a significant investment in the future of VR. The headset promises high-fidelity visuals and a seamless user experience, positioning it as a powerful tool for both developers and consumers. In an effort to ensure a comprehensive range of content for the device, Apple has actively encouraged developers to use WebXR and A-Frame to create content for the Vision Pro, recognising the importance of these technologies in simplifying VR development.

However, this is happening in parallel to Apple phasing out VR content consumption on iPhones and making it incompatible with iOS. Why are they doing this? Well, unless someone from Apple wants to give a clear reason, we can only conjecture. The decision could be driven by a number of factors:

  1. Performance Limitations: iPhones, while powerful, are not optimised for the intensive processing required for high-quality VR experiences. By focusing on dedicated hardware like the Vision Pro, Apple can ensure a superior user experience.
  2. User Experience: VR on mobile devices often involves less immersive, lower-quality experiences. By encouraging the use of dedicated VR headsets, Apple ensures users experience VR at its most fully immersive and engaging.
  3. Market Differentiation: Positioning the Vision Pro as the primary device for VR content allows Apple to differentiate its product line and create a clear value proposition for its new hardware. Improving the Web VR experience on iPhones would diminish the appeal of a separate product that could bring additional revenue. 

Implications for VR in learning and education 

Mobile devices can be a scalable solution of ‘VR for all’ - Tabby cat in education setting viewing phone in landscape mode.

While a ‘high end’ experience might be the most desirable outcome for an immersive ‘entertainment’ experience, restricting access to VR and emphasizing headset adoption over mobile devices, it does limit the ‘scalability’ of inexpensive, immersive experiences for students and other learners.

We know that VR has proven to be a powerful tool in education and training. According to a study by PwC, VR learners are four times faster to train than in a classroom, are 275% more confident in applying skills after training, and are 3.75 times more emotionally connected to the content than classroom learners . This emotional connection and engagement can lead to better retention and understanding of complex subjects.

However, requiring people to own or have access to a headset will limit organisations and educators from making this kind of immersive experience more accessible to all.

Perhaps, with the continued reduction in cost of headsets (although Apple’s pricing model appears to be going in a different, premium direction, there does appear to be a cheaper version mooted) – adoption will continue to grow. But it is a shame that for VR and Web VR enthusiasts there has not been the continued recognition of the ‘forgotten’ potential that mobile devices could play as a scalable solution of ‘VR for all’ – perhaps imperfect vs the headset… but certainly lowering the barrier for those looking to experiment with accessible immersive content. 

The immersive content landscape is not set in stone 

WebXR and A-Frame are democratising the creation of VR content, making it more accessible to developers and users alike. With Apple pushing its Vision Pro headset, the focus is shifting towards high-quality, immersive experiences that dedicated VR hardware can offer. The focus Apple is placing on XR, along with the continued emphasis Meta places on the medium, underscores the growing importance of VR in various fields, particularly education, where it can provide deeply engaging and effective learning experiences. 

But the chosen, hardware-first strategy, even with the emphasis on WebXR, also means that the alternative route of using mobile devices, especially iPhones, is being phased out. 

It’s clear that with the continued rise of WebXR, developers and educators will have more and more opportunities to harness the full potential of immersive content: creating experiences that can resonate in a way that is truly transformative. And although the future of how people create and consume VR is still an undiscovered country, for those interested in shaping this future, it’s worth remembering the words of Mr Marcos:

“The web wins – everybody wins”…


You can create interactive VR experiences with Near-Life, find out more.

Need to find out more? Get in touch with our team.

Request a Demo