WebXR Asset Management in Developing Virtual Reality Learning Media

  • Tombak Matahari Visual Communication Design Study, Faculty of Engineering and Technology, Sampoerna University, Jakarta, Indonesia


Extended Reality (XR) is the technology that allows blending virtual and physical worlds using augmented reality (AR) and Virtual Reality (VR) to create a fully immersive experience. While WebXR is a web based XR environment built on a JavaScript framework that enables interactivity of AR and VR devices within the web browser. Contemporarily, educators are demanded to explore the variety of new media in practicing interactive learning, specifically in an academic environment. Arguably, VR has recently been identified as one of the most popular gamification mediums. It can create an environment that is both physically and digitally engaging. This paper reviews, simplifies as well as recommends a better component management system in the VR production pipeline using practice-based research methodology. 


Download data is not yet available.


Choubey, N., & Ghule, S. (2021). Extended Reality – Effective and Modern Learning Technique. International Research Journal of Engineering and Technology.

Fatai, B. (2021). A look at WebXR and its frameworks as an important future of XR technology. Retrieved from DEV: https://babatundexr.medium.com/a-look-at-webxr-and-its-frameworks-as-an-important-future-of-xr-technology-aa72c8a839e5

glTF. (2022). Runtime 3D Asset Delivery. Retrieved January 13, 2022, from Khronos Group: https://www.khronos.org/gltf/

Kurbatov, V. (2019). 10 Rules of Using Fonts in Virtual Reality. Retrieved January 13, 2022, from Vovakurbatov: http://vovakurbatov.com/articles/10-rules-of-using-fonts-in-virtual-reality

Marcos, D. N. (2022). Introduction – A-Frame. Retrieved January 13, 2022, from Aframe: https://aframe.io/docs/1.2.0/introduction/#what-is-a-frame

Marr, B. (2021). The Fascinating History and Evolution of Extended Reality (XR) – Covering AR, VR and MR. Retrieved January 11, 2022, from https://www.forbes.com/sites/bernardmarr/2021/05/17/the-fascinating-history-and-evolution-of-extended-reality-xr--covering-ar-vr-and-mr/?sh=670e52704bfd

Mattka, R. (2020). WebXR: Everything you need to know. Retrieved January 14, 2022, from https://www.creativebloq.com/features/webxr

Perkinscoie. (2019). 2019 Augmented and Virtual Reality Survey Report. Retrieved January 12, 2022, from https://www.perkinscoie.com/images/content/2/1/v4/218679/2019-VR-AR-Survey-Digital-v1.pdf

Rodríguez, F. C., Peraro, M. D., & Abriata, L. A. (2021). Democratizing interactive, immersive experiences for science education with WebXR. Retrieved from Nature Computational Science: https://www.nature.com/articles/s43588-021-00142-8#citeas
How to Cite
MATAHARI, Tombak. WebXR Asset Management in Developing Virtual Reality Learning Media. Indonesian Journal of Computing, Engineering and Design (IJoCED), [S.l.], v. 4, n. 1, p. 38-46, apr. 2022. ISSN 2656-8179. Available at: <https://ojs.sampoernauniversity.ac.id/index.php/IJOCED/article/view/253>. Date accessed: 07 oct. 2022. doi: https://doi.org/10.35806/ijoced.v4i1.253.