This is the second update to the Immersive Payment project update under the Grant For Web Fellowship.
You can read the last report here: https://blog.rabimba.com/2021/05/immersive-payment-first-update.html
Background
Technically, WebXR is a device API that makes it possible to distribute VR/AR experiences over a web browser. It is broadly used to describe web based VR/AR experiences.
The web is the biggest platform, able to reach almost every device and balance the power with app stores through permissionless innovation. However, there’s a major issue holding the ecosystem back from growing: monetization.
There’s a reason why 99% of WebXR apps look like prototypes, it’s because indie creators struggle with finding ways to capture value.
More polished experiences like Mozilla Hubs and Frame usually have the backing of a large entity, so they can survive.
While many of the apps on the front page of Oculus Store net millions in sales, apps on the startpage for Oculus browser (#1 app) can barely hit $100 a month in ad rev.
How can other developers and studios justify spending more resources into this open ecosystem like this and make it more than just a hobby?
What Immersive Payment is trying to do
- Enabling Integration and First Prototype: The first experiment ensures that VR assets can be run in a WebVR environment.
As it turns out it is relatively simple to enable web monetization in a simple webvr page and host it. And it's also fairly easy to add conditional's to the page too. For example to<script defer src="cdn.coil.com/monetized-classes.js"></script>
<style id="wm-stylesheet">
.wm-if-monetized { display: none; }
.wm-if-not-monetized { display: none; }
</style>
This enables web monetization on those elements.
Or we can have a whole scene hidden. As you can see in this demo: https://webm-roomscale.glitch.me/ - Enabling it in a WebAR environment: Using the same concept this can be enabled in an Augmented Reality Environment. The same glitch code detects when it is in an Augmented Reality environment instead of a VR environment and can enable monetization for those elements.
- Limitation:
- This concept is dependent on the coil extension. And for mobile devices even though Firefox is there and has add-on support. It still doesn't support all add-ons, notably, it doesn't support Coil. So any content that is made available part of Augmented Reality will be locked down in mobile devices. Unless we specifically determine the device and unlock that content. Doing that client-side opens up the concept for attacks on desktop devices to unlock content too.
- How to use it for different contents: Due to the nature of how web pages are built this works on different parts of the elements of a webpage. To enable differential web monetization, the tags should be enabled on those elements. It works for VR assets as well as AR assets.
Open Research Questions Explored:
- Can we make the transactions anonymous: This can be achieved by introducing confidential coin concept in the mix. If we want to look at a architectural diagram about how this can be done. This may look like following
Questions
- How do people pay for WebXR content currently?
- Tickets (MCC in Hubs, FIVARS in JanusWeb)
- Have been cheap in the past
- Crypto for virtual land: https://cryptovoxels.com/map
- Hubs Cloud: https://hubs.mozilla.com/cloud
- What is actually being paid for in the present?
- Access
- Login / Bot handles ticket ownership
- Parcels (NFTs)
- Content (ex : stereo video streaming services)
- XXX
- In what ways can we make that process easier and more frictionless?
- What monetization strategies have yet to be explored?
- How can artists get paid?
- Commissions + Projects
- Patreon
- Github sponsors
- Grants
- VC investment
- Event tickets
- Is there a multimodal solution that would work best for in VR payment?
- Thoughts about non-payment based monetization strategies such as advertising?
Methods:
- Patreon
- Many VR creators and sometimes platforms (NeoSVR) are using this
- Github Sponsors
- Avaer
- VC Investment
- Event Tickets
- Really unexplored still
- Discord community with paid roles
- FIVARS / VRTO did some
- WHALE / Metafactory using collab.land
- Virtual market stalls
- Currently in-progress via Vket5
- Avatar store
- Need some sort of VRMchat for people to buy this for webxr
- Tailors
- When people buy avatar weawrables they’ll want it custom fit their avatar
- Virtual land parcels
- Minting webxr worlds
- Cryptovoxels
- Twitch streaming with bits
- Avaer and Sorskoot are streaming webxr development
- Engine licensing
- wonderland
- App store
- Construct Arcade
- FIVARS made a token system for watching movies / games, can be repurposed
- In-world advertising
- Elijah from Vhite Rabbit / Construct arcade was exploring with Wonderleap
- Admix
- Google Ads work in WebXR
- No official or unofficial link in how to do that
- Make it easier to integrate with paypal / crypto / discord
- Discord path seems easiest
- FIVARS did a lot of manual work here, could be outsourced?
- Virtual actors
- voice actors
- full body actors
- performers
- capturing / minting mocap libraries
- Train AI npcs
- Storytelling
- The Scarecrow: Raindance film festival
- Live actors in neosvr live performance
- WebXR can be used for immersive playback
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