A virtual space for video conferencing

This project builds a virtual space with natural scenes, trying to explore the dilemma of online communication, with hybrid interaction between subjects, with a web real time communication platform embedded three.js scenes for multi-users. When people meet in Zoom and other video meeting tools they encountered a white canvas at the beginning. But here people join with their video and audio stream into a lively virtual space. Here they could use the things in this virtual world to break the ice start their conversations.

To create a virtual space where spontaneous and relaxing conversations can happen, the entry scene is on the ocean. The ocean environment provides a fluid space, where each individual can express his feeling like releasing bubbles from any corner of the world. These feelings exhibit no hierarchy, spreading through the fluid space in multiple directions with no single motive, principle, or goal.

As a medium, this fluid space synthesizes the video meeting, the messages people sent, and some nature objects floating on the sea. Other virtual spaces can be triggered when people interact with the those objects on the sea.

DEMO , Github , Research

Releasing Notes

5.4 trying to fix the new problem of mouseUp and userData, the raycaster in three.js and mouseMove event in DOM are not always synchronized with the each other so the variable which stores the current focused object is not always accurate, has to refresh the link after window is already opened; developed another interaction of doing that but looks not better than the original one, but commit the changes anyway

5.2 fix the conflicting problems of mouseUp and userData, adjust UI container (painful)

5.1 fix the problems on killing dead candidates and socket.io dependency

Killing dead clients and socket.io dependency - May.1

4.30 trying to figure out the problem on killing dead candidates

4.27 adding database and host on VPS

Database and VPS HTTPS Server - Apr.27

4.22 change http protocol into https

4.17 fix the problem of group position in multi-users collide effect

4.14 multi-users collide effect