Recent advances in the field of web technologies, including the increasing support of virtual reality hardware, have allowed for shared virtual environments, reachable by just entering a URL in a browser. One contemporary solution that provides such a shared virtual reality is LIRKIS Global Collaborative Virtual Environments (LIRKIS G-CVE). It is a web-based software system, built on top of the A-Frame and Networked-Aframe frameworks. This paper describes LIRKIS G-CVE and introduces its two original components. The first one is the Smart-Client Interface, which turns smart devices, such as smartphones and tablets, into input devices. The advantage of this component over the standard way of user input is demonstrated by a series of experiments. The second component is the Enhanced Client Access layer, which provides access to positions and orientations of clients that share a virtual environment. The layer also stores a history of connected clients and provides limited control over the clients. The paper also outlines an ongoing experiment aimed at an evaluation of LIRKIS G-CVE in the area of virtual prototype testing.
If the inline PDF is not rendering correctly, you can download the PDF file here.
 Sharma, S., Devreaux, P., Scribner, D., Grynovicki, J., Grazaitis, P., Megacity: A collaborative virtual reality environment for emergency response, training, and decision making, Electronic Imaging, 2017,(1),70–77. DOI: https://doi.org/10.2352/ISSN.2470-1173.2017.1.VDA-390
 Correia, A., Fonseca, B., Paredes, H., Martins, P., Morgado, L., Computer-simulated 3d virtual environments in collaborative learning and training: meta-review, refinement, and roadmap, Handbook on 3D3C Platforms, Springer, 2016, 403–440
 Poppe, E., Brown, R. A., Recker, J. C., Johnson, D. M., Improving remote collaborative process modelling using embodiment in 3d virtual environments, Proceedings of the Ninth Asia-Pacific Conference on Conceptual Modelling, Australian Computer Society Inc., 2013, 51—60
 Seo, D., Yoo, B., Ko, H., Webizing collaborative interaction space for cross reality with various human interface devices, Proceedings of the 23rd International ACM Conference on 3D Web Technology, ACM, 2018, DOI: https://doi.org/10.1145/3208806.3208808
 El-Kassas, W. S., Abdullah, B. A., Yousef, A. H., Wahba, A. M., Taxonomy of cross-platform mobile applications development approaches, Ain Shams Engineering Journal, 2017, 8(2), 163–190.
 Hudák, M., Sivý, M., Web-based collaborative virtual environments to support cross-platform access. Proceedings of Poster 2019 International student scientific conference, 2019, 178–182.
 Gadea, C., Hong, D., Ionescu, D., Ionescu, B., An architecture for web-based collaborative 3d virtual spaces using synchronization, Proceedings of 2016 IEEE International Conference on Computational Intelligence and Virtual Environments for Measurement Systems and Applications (CIVEMSA), IEEE, 2016, DOI: https://doi.org/10.1109/CIVEMSA.2016.7524313
 Paiva, P. V., Machado, L. S., Valença, A. M. G., Batista, T. V., Moraes, R. M., Simcec: A collaborative vr-based simulator for surgical teamwork education, Computers in Entertainment, 2018, 16(2), 1–26, DOI: https://doi.org/10.1145/3177747
 Alatalo, T., Koskela, T., Pouke, M., Alavesa, P., Ojala, T., Virtualoulu: collaborative, immersive and extensible 3d city model on the web, Proceedings of the 21st International Conference on Web3D Technology, 2016, 95–103, DOI: https://doi.org/10.1145/2945292.2945305
 Nukarinen, T., Kangas, J., Rantala, J., Koskinen, O., Raisamo, R., Evaluating ray casting and two gaze-based pointing techniques for object selection in virtual reality, Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology, ACM, 2018, DOI: https://doi.org/10.1145/3281505.3283382