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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>WebAR development tools: An overview</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Dmytro S. Shepiliev</string-name>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Yevhenii O. Modlo</string-name>
          <email>eugenemodlo@gmail.com</email>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Yuliia V. Yechkalo</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Viktoriia V. Tkachuk</string-name>
          <email>viktoriya.tkachuk@gmail.com</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mykhailo M. Mintii</string-name>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Iryna S. Mintii</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Oksana M. Markova</string-name>
          <email>markova@mathinfo.ccjournals.eu</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tetiana V. Selivanova</string-name>
          <email>SE@SW</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Olena M. Drashko</string-name>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Olga O. Kalinichenko</string-name>
          <email>olgakalinichenko6@gmail.com</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tetiana A. Vakaliuk</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff5">5</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Viacheslav V. Osadchyi</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Serhiy O. Semerikov</string-name>
          <email>semerikov@gmail.com</email>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Bogdan Khmelnitsky Melitopol State Pedagogical University</institution>
          ,
          <addr-line>20 Hetmanska Str., Melitopol, 72300</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Institute of Information Technologies and Learning Tools of the NAES of Ukraine</institution>
          ,
          <addr-line>9 M. Berlynskoho Str., Kyiv, 04060</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Kryvyi Rih National University</institution>
          ,
          <addr-line>11 Vitalii Matusevych Str., Kryvyi Rih, 50027</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Kryvyi Rih State Pedagogical University</institution>
          ,
          <addr-line>54 Gagarin Ave., Kryvyi Rih, 50086</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>State University of Economics and Technology</institution>
          ,
          <addr-line>5 Stephana Tilhy Str., Kryvyi Rih, 50006</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff5">
          <label>5</label>
          <institution>Zhytomyr Polytechnic State University</institution>
          ,
          <addr-line>103 Chudnivska Str., Zhytomyr, 10005</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
      </contrib-group>
      <fpage>84</fpage>
      <lpage>93</lpage>
      <abstract>
        <p>Web augmented reality (WebAR) development tools aimed at improving the visual aspects of learning are far from being visual and available themselves. This causing problems of selecting and testing WebAR development tools for CS undergraduates mastering in web-design basics. The research is aimed at conducting comparative analysis of WebAR tools to select those appropriated for beginners.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;augmented reality software tools</kwd>
        <kwd>WebAR</kwd>
        <kwd>A-Frame</kwd>
        <kwd>AR</kwd>
        <kwd>js</kwd>
        <kwd>Three</kwd>
        <kwd>js</kwd>
        <kwd>JSARToolKit</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Nowadays, augmented, or mixed, reality is a popular technology which is gaining in popularity
among educators as well. The basic application of augmented reality (AR) to education is
provision of visualization by visualizing computer models of systems and objects using general
(a computer equipped with an integrated or external web-camera) and specific (AR goggles, VR
helmets) tools, and adapted devices (mobile phones).</p>
      <p>
        The latter are the most widespread devices among participants of the academic process. As
of May 2020, there are 8.3 mln users of mobile games, 26.2% of which are 18–24-year olds
[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. According to 2019 data, Ukrainian mobile users at the age of 16-25 are the most frequent
users of social networks (92%), message exchange tools (66%), video applications (64%) and
mobile games (50%) [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Comparison of the two latter sources enables drawing a conclusion
that there are from 16 to 16.6 mobile users in Ukraine who are senior school pupils, students
of all educational levels or young people. According to the Government Statistics of Ukraine,
at the beginning of the 2019–2020 academic year, there are 1.440 mln students of colleges,
secondary technical schools, universities, academies and institutes [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], 4.163 mln of which are
16–25-year-olds [3, p. 26].
      </p>
      <p>
        Comparison of the given statistics indicates that each student has two mobile numbers on
average attached to one of the popular stores of mobile applications. It can be either a single
mobile phone with two SIM-cards or two mobile phones. As of December 2020, 79.8% of
mobile devices in Ukraine had the operating system Android installed [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], while the leading web
browser was Chrome (67.8%) [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Considering that the third most popular browser, Opera, is
built on the Chrome core [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], Chrome accounts for 80%.
      </p>
      <p>
        In spite of some specific clients for social networking, message exchange, video watching
and mobile games, a browser is a universal tool for performing relevant tasks and developing
new software in the web-environment quickly. The main advantage of web-clients is their
universality as there are Chrome versions for all mobile platforms. Low operating speed of
programmes has been the basic disadvantage until recently. Appearance of WebAssembly [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]
in March 2017 enabled acceleration of web-programmes and transition of software designed
for other platforms into the web-environment.
      </p>
      <p>
        Access to high-quality libraries of computer vision, image recognition and monitoring
(ARToolKit and its web-version JSARToolKit5 [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]) is the key to designing WebAR software. At the
same time, joint application of JSARToolKit5 and WebGL reveals that:
• markers applied by JSARToolKit5 are a two-dimensional type of a barcode of low
visualization,
• visualization of objects by means of WebGL requires in-depth understanding of
principles of 3D graphics and greater amounts of a software code.
      </p>
      <p>Thus, the mentioned WebAR development tools are aimed at enhancing visualization of the
teaching process, yet they lack visualization and accessibility themselves, this fact indicating
the research problem of selecting and testing software tools of WebAR development designed
for beginners mastering the basics of web-design - students of lyceums and junior Informatics
students.</p>
      <p>The following article section are aimed at solving the following task: performing a
comparative analysis of WebAR designing tools in order to select those suitable for beginners.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Review of WebAR designing tools</title>
      <sec id="sec-2-1">
        <title>2.1. Augmented reality: its notion and hardware for Web</title>
        <p>For the recent 60 years, it has been innovative (trendy, interesting, useful, etc.) to program
AR, while its application to the web-environment is conditioned by current development of
technology. To start this process, one needs an AR-compatible browser like Firefox or Chrome
and a text editor (like mcedit or Sublime). Beginners need basic knowledge of web-design
(HTML, CSS and JavaScript), while experience of working with web API and GitHub is also
applicable.</p>
        <p>Hereafter, by AR, we mean an ability of a device (a mobile device or a web browser) to
monitor an image or represent a 3D object over the image. The main aim of AR is to show a
computer model online in the real-mode space to establish interaction of a user in the real-mode
space and a 3D model in the virtual one.</p>
        <p>AR can be both marker and markerless. In case of the marker AR, a device tracks a 2D
marker: when it is found, a 3D object is visualized. In the markerless variant, a device searches
for a flat surface (a table, a floor, etc.) and place a 3D object there.</p>
        <p>
          Using a camera, AR enables visualization of computer-generated objects in games, marketing
and other software as in case of arranging furniture in a living room or trying on new clothes
before buying. It is a great opportunity for business as it demonstrates a product before a
customer really buys it [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ].
        </p>
        <p>There are specific devices designed for AR like helmets and headsets enabling a user to
plunge into a modelled environment.</p>
        <p>AR supplies a real-life world with 3D models controlled by mobile devices anyplace. Virtual
reality (VR) makes a user get involved into a modelled world by means of head mounted devices
(HMD).</p>
        <p>Interactivity in AR and VR software is provided in a similar way. For example, VR actually
uses controllers and occasionally hand-tracking enabling a user to interact with 3D objects
inside a scene they are situated in.</p>
        <p>Major hazards of using HMD in VR include:
• eye strain,
• dizziness and headaches after using HMD.</p>
        <p>Unlike VR, AR does not possess any of these hazards for health. Yet, the ability of users to
remain concentrated on what they are doing is disturbing, in particular, while using AR, for
safety reasons.</p>
        <p>Smartphones with iOS (11 and higher under iPhone and iPad control) and Android (7.0 and
higher) are the most widespread type of devices for AR.</p>
        <p>
          For web browsers, like Google Chrome and Mozilla Firefox, AR is applicable if they support
WebRTC [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ] and WebGL [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ].
        </p>
        <p>
          Microsoft HoloLens is an HMD-like AR headset which is designed currently [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]. Like
Google Glass [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ], it is designated for corporate use, yet, unlike Glass, it is compatible with
Windows 10, not with Android.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Tools of visualizing computer models in the Web</title>
        <p>
          WebGL (OpenGL ES for the Web) is API for 3D graphics in the web browser designed by the
Khronos Group Inc [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]. WebGL uses a shader programming language GLSL (OpenGL Shader
Language) and is part of an document object model (DOM API) of the browser. All the leading
browser designers – Apple (Safari), Google (Chrome), Microsoft (Edge), and Mozilla (Firefox)
are members of WebGL Working Group. The current version WebGL 2.0 corresponds to the
standard OpenGL ES 3.0 API.
        </p>
        <p>
          The programme described by WebGL contains both a JavaScript code and a C-like code GLSL.
The example of simple software for building a triangle (figure 1) from [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ] contains 105 rows
of the code comprising five blocks:
1. Preparing a canvas (HTML object canvas) and obtaining a rendering context of WebGL.
2. Defining geometry attributes such as vertexes, indices, etc., and storing them in bufer
objects.
3. Designing and compiling software for vertex and fragment shaders.
4. Connecting shader software and bufer objects.
5. Rendering a required image.
        </p>
        <p>
          Application of WebGL for visualizing computer models in the Web is not the easiest way to
do it: the code will account for thousands of rows and require high-level skills in designing
3D graphics by means of OpenGL. Considering the fact that the first research task involves
selection of tools for beginners, it is reasonable to use libraries that make application of WebGL
simpler.
latter, are interpreted not in a client-side browser, but are a means of accessing JavaScript on
the server side [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ].
        </p>
        <p>Figure 4 is significant as the A-Frame code size required for designing the same sphere is a
three-fold less than that of Babylon.js/Three.js.</p>
        <p>Thus, in spite of the third place in the rating of functional opportunities, A-Frame is the
leader in terms of visualization and accessibility among the considered libraries for 3D graphics
on the Web. Considering the fact that A-Frame is a superstructure over Three.js, it is reasonable
to master them in a loop mode starting from A-Frame.</p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. Tools for tracking real-life objects</title>
        <p>
          As [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ] contains comparative analysis of the most widespread AR SDK, let us focus on those
applicable to designing on the Web – WebAR SDK. Unfortunately, as of January 2021, there are
only three free tools, each of which is associated with considered tools of building computer
models.
        </p>
        <p>
          In August 2019, Babylon.js announced Babylon AR [
          <xref ref-type="bibr" rid="ref19 ref20">19, 20</xref>
          ], the project integrating
Babylon.js and the computer vision library OpenCV. At present, there is implemented tracking of
standard markers similar to QR-codes. In spite of the fact that designers of Babylon.js consider
Babylon AR project being on the early stage, web-programmes designed are eficient only on
WebXR-supporting devices [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ]. This narrows the scope of applying Babylon AR to 8.1 and
higher Android devices. In January 2021, there were 74% of such devices among Android ones
in Ukraine [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ].
        </p>
        <p>
          Considering the trend of increasing this share, Babylon AR can be considered a promising
project of WebAR software development starting from 2021–2022 [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ].
        </p>
        <p>
          ARToolKit, which is 20 years older than Babylon AR, is one of the most applicable AR
libraries. JSARToolKit (ARToolKit.js) is currently supporting three types of square markers
(with arbitrary drawing, a 2D code and markers) and NFT-markers (natural feature tracking)
[
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]. JSARToolKit is not specific for a WebGL library, yet, it is most frequently used together
with Three.js: the example [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ] of their joint work developed by Lee Stemkoski is given in
ifgure 5.
        </p>
        <p>
          The code size required for implementing functionality of the example makes about 100 rows
and is much smaller than in case of JSARToolKit. This is due to applying THREEx library –
extension of Three.js for designing computer games, this fact making its functionality similar
to Babylon.js [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ].
        </p>
        <p>
          Its author, Jerome Etienne [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ], is the main designer of the first and the second version of
AR.js, which, as of January 2021, has versions adapted to both A-Frame and Three.js. In the
same way as A Frame is a superstructure over Three.js, AR is based on JSARToolKit. Thus,
this library supports all types of square (marker tracking) and NFT markers (image tracking)
as in JSARToolKit, and also enables locating computer models according to their geospatial
coordinates (location-based AR) [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ].
        </p>
        <p>When applied with A-Frame, the code required for the example similar to that in figure 5
takes several rows:
&lt;a-scene embedded arjs&gt;
&lt;a-marker preset="hiro"&gt;</p>
        <p>&lt;a-box&gt;&lt;/a-box&gt;
&lt;/a-marker&gt;
&lt;a-entity camera&gt;&lt;/a-entity&gt;
&lt;/a-scene&gt;
3. Conclusions
1. The review of WebAR software design enables recommendations for beginners to
master the following combinations of visualization tools of computer models and tools for
tracking real-life objects:
• A-Frame and AR.js is API for fast prototyping most software of which is a
HTMLlike code. A Frame is applied to designing scenes, objects, animation and other
3D elements in the web browser. AR.js is aimed at tracking markers and enables a
scene designed by A-Frame to be rendered directly on the marker;
• Three.js and ARToolKit.js are used for a deeper level to design software using
JavaScript. Three.js uses WebGL to create high-quality 3D scenes in the web browser.
JSARToolKit is used for marker tracking and low-level access to data from a camera
of a device.
2. Technological conditions of teaching software development with WebAR involve an
arbitrary operating system, Internet access, using of cloud storages to deposit materials and
availability of at least two classes of devices to test programmes. To master the basics of
WebAR software development, it is reasonable to combine A-Frame and AR.js, the scene
testing in VR proceeding its AR design. With the scene complexity increasing, JavaScript
application to designing A-Frame objects and processing events is accentuated.
Designing multi-marker scenes requires diferent types of matrix markers provided by
JSARToolKit, while joint functioning of models attached to diferent markers requires
application of Three.js library. This reveals a dialectic character of teaching WebAR software
development: new methods are introduced to overcome problems unsolved by available
ones.</p>
      </sec>
    </sec>
  </body>
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