This document discusses building augmented reality (AR) experiences on the web. It begins by introducing AR frameworks like A-Frame that allow creating AR scenes directly in the browser. Examples are shown of building an online art gallery in VR and AR using A-Frame and AR.js. The document then covers using the emerging WebXR standard to access device sensors for AR. Key optimizations for AR/VR like image compression and format changes are demonstrated to significantly reduce file sizes. In conclusion, the document outlines that AR can currently be developed for the web and performance optimized without large data usage or processing requirements.
This document summarizes Doug Sillars' presentation on building augmented reality experiences in the browser. It discusses using the A-Frame framework to create VR galleries and add AR functionality using AR.js markers. It also covers optimizations needed for AR/VR like reducing image file sizes and using Draco compression for GLTF models. Emerging technologies like WebXR are mentioned for future AR capabilities in the browser. Examples are provided of galleries built with A-Frame and steps shared for setting up an AR art gallery project with recommended art assets.
The document discusses building augmented reality experiences in the browser using technologies like A-Frame and WebXR. It provides examples of virtual reality galleries and art created with A-Frame. It also covers adding augmented reality capabilities using AR.js and markers. The document emphasizes optimizations that can be done for images, 3D models, and video to improve performance for AR/VR experiences in the browser. These include resizing images, optimizing quality/format, using Draco compression for GLTF, and precaching assets. The conclusion is that AR does not need to be processor intensive or use large amounts of data when proper optimizations are applied.
The document discusses building augmented reality (AR) and virtual reality (VR) experiences in the browser using technologies like A-Frame and WebXR. It provides examples of VR galleries and art created with A-Frame. It also covers optimizing assets for AR/VR experiences, including resizing and compressing images, using Draco compression for GLTF models, and leveraging a cloud-based image optimization service. The presentation emphasizes that high performance AR does not require heavy processing or large data sizes when the right optimizations are applied. It concludes by sharing optimized art assets and code repositories that can be used to build AR/VR galleries and experiences.
The document discusses augmented reality (AR) and virtual reality (VR) capabilities that exist today in web browsers. It describes how AR can be built using markers and the A-Frame framework to place 3D objects. Optimizations for AR/VR applications are suggested like resizing images, optimizing quality and format, using Draco compression for GLTF files. Future AR capabilities using WebXR are previewed. Code examples and links are provided to build an art gallery application using these AR techniques.
This document discusses building augmented reality (AR) and virtual reality (VR) experiences in the browser. It begins with an overview of VR using the A-Frame framework to build 3D scenes and galleries. It then covers adding AR functionality using AR.js markers to place 3D objects. The document outlines various optimizations needed for media in AR/VR like reducing file sizes and formats. It also explores newer AR capabilities in WebXR. Throughout examples of building an AR art gallery are provided. Contact information and resources for assets are included at the end.
This document discusses building augmented reality (AR) and virtual reality (VR) experiences in the browser. It introduces the A-Frame framework for building VR experiences and AR.js for adding AR functionality. Examples are provided of building an art gallery in VR and adding AR markers to view 3D models. Optimization techniques for images, 3D models, and WebXR are covered to improve performance. The talk encourages building AR/VR applications and provides links to art assets and code repositories.
This document summarizes a presentation about building augmented reality (AR) and virtual reality (VR) experiences in the browser. It discusses using the A-Frame framework to create VR galleries and art displays. It also covers adding AR capabilities using AR.js markers and the WebXR Device API. The presentation emphasizes optimization techniques for images, 3D models, and animations to ensure good performance for AR and VR experiences in the browser. Code examples and links are provided to demonstrate different AR and VR concepts discussed.
The document discusses building augmented reality (AR) and virtual reality (VR) experiences in the browser. It begins with an overview of what can currently be done with AR and VR using the A-Frame framework, including examples of building VR art galleries and scenes. It then covers adding AR capabilities using AR.js by placing 3D objects with markers. The document emphasizes optimizations needed for AR and VR like reducing file sizes and optimizing image quality and format. It also discusses the potential for building AR experiences using the emerging WebXR standard. Throughout it provides links to code samples and resources.
In this session, Apigee’s Brian Mulloy will discuss the fastest way to create a concept, build a prototype and deploy a network-enabled app. You will walk away with a recipe for rapid network app development and a list of the tools and techniques to successfully get from concept to prototype in just a few days.
Slidedeck used to give an introduction to WebXR. It also contains the slides for a short introduction to WebVR using A-Frame and Glitch.me by showing the HTML and JavaScript.
Presented at HoustonJS http://www.meetup.com/houston-js/events/203757092/ On the fence about building hybrid apps? Let me convince you to take the leap. I’ll discuss the process we use at Poetic Systems and demonstrate with a live coding example.
This document contains links to Applican's website and a Google Play store listing for their mobile app simulator. It also includes quotes from articles about companies that initially relied on HTML5 for their mobile sites and apps but later shifted focus to build native apps instead, including Facebook betting too heavily on HTML5 and LinkedIn breaking up with HTML5 to go native. The document suggests Applican provides a mobile app simulator and that some large tech companies regretted relying only on HTML5 for their early mobile strategies.
The machine learning allows your application gets smarter and smarter over the time. It can predict more accurately, identify purposes more precisely and it keeps learning by itself. Read more @ www.techconnect.io by Marvin, Heng Twitter: @hmheng Blog: www.techconnect.io #artificialintelligence #ai #MachineLearning
The document discusses representing information across different channels and devices. It emphasizes the importance of creating structured and organized information that can be presented consistently regardless of the device or platform. It promotes designing information architecture with a "mobile first" and "structure first" approach so content can be delivered seamlessly to any device in a usable form.
This document discusses password generators and password keychains. It recommends using a password generator to create secure passwords and combining that with a password keychain to store all passwords in a single encrypted database that can be accessed with a master password. Examples of password generators that are standalone programs or browser extensions are provided, as well as examples of free and paid-for password keychain software for Mac and PC.
This document discusses password generators and password keychains. It recommends using a password generator to create secure passwords and combining that with a password keychain to store all passwords for easy access behind a single master password. The keychains KeePass and RoboForm are mentioned as options, with KeePass being a free open-source option for Mac and PC while RoboForm is not free but available on PC.
Atsushi Ando is a solutions architect and freelance designer who has worked with content management systems like Keynote, MODX, Concrete5, and WordPress. He has over 3 years experience as a freelancer and community organizer. The document discusses Ando's work with various technologies including AWS and tools like Photoshop and Illustrator. It also outlines his involvement in organizing communities around open source projects and tech events in Japan.
This document discusses building augmented reality (AR) and virtual reality (VR) experiences in the browser. It begins with an overview of VR using the A-Frame framework to build 3D scenes and galleries. It then covers adding AR functionality using AR.js markers to place 3D objects. Optimizations for images, models, and formats are discussed for improved performance of AR and VR experiences. Developments in augmented reality with WebXR are shown, including hit testing. The document concludes with resources shared for building AR/VR projects and links to relevant code and specifications.
The document discusses building augmented reality (AR) and virtual reality (VR) experiences in the browser. It demonstrates how to create a VR art gallery using A-Frame, optimize images and 3D models for AR/VR, and add AR functionality using AR.js markers. It also covers upcoming AR capabilities using WebXR, such as hit testing. Optimizations like resizing images, format and quality adjustments, cropping, and Draco compression are recommended to reduce file sizes and loading times. The talk concludes with resources for setting up a sample AR art gallery project and suggestions for art assets to include.
This document summarizes techniques for optimizing image delivery on mobile websites. It discusses 4 key optimizations: adjusting image quality, choosing optimal file formats like WebP, sizing images responsively, and lazy loading images below the fold. The document shows that these techniques can significantly reduce image file sizes and page load times based on analyses of 500,000 mobile sites. Specific tools are recommended for automating quality adjustments, format conversion, and responsive image breakpoint generation. Lazy loading is shown to improve user experience by deferring loading of off-screen images. Overall, the techniques can help images remain fast to load while retaining high quality for modern responsive delivery.
The document discusses developing for mobile web. It covers several topics including physical properties of mobile devices, their network usage and power constraints. It also discusses different versions of Gmail optimized for different devices. The document recommends inlining content, deferring non-essential work, and being creative with JavaScript libraries and debugging to improve performance for mobile. It highlights the ability of web technologies to build cross-device applications quickly without native restrictions. The conclusion is that native languages may be better if writing many device plugins, but web technologies can be effective otherwise.
Presentation on designing for cross channel holistic customer experiences for Web 2.0 Expo, San Francisco
In this month's podcast I discuss some recent news about ebooks and DRM. There's information about smartphone uses, from Pew Internet, and a quick debate about mobile websites versus apps. FourSquare and geosocial services are explained, in brief. A good portion of the show describes SWON's new partnership with Hive13, a hacker/maker space in Cincinnati. What is that? Listen in to find out.
The document provides information about augmented reality and Project Tango. It begins with definitions and examples of augmented reality, explaining the basic concepts and contexts involved. It then discusses Project Tango in more detail, describing its motion tracking, depth sensing, area learning and indoor navigation capabilities. The document also covers getting started with Project Tango development using the Java API and integrating it with the Rajawali 3D engine.
This document discusses optimizing images for fast page loads on mobile websites. It outlines four simple image optimizations: 1) reducing image quality to 85%, 2) using optimized formats like WebP and SVG, 3) sizing images appropriately for different screen sizes through responsive images, and 4) lazy loading images below the fold. The document provides examples and data showing how these techniques can significantly reduce page load times and data usage. It encourages testing optimizations using tools like WebPageTest and analyzing real-world usage from the HTTP Archive.
Hokuriku.rb, also known as june29, gave a presentation about web application development with Ruby at the Kosenconf-027 Hokuriku.rb event on March 20, 2011. The presentation discussed using Ruby on Rails and Sinatra frameworks, RubyGems libraries, Haml and Sass markup languages, GitHub for repositories, and Heroku for deployment. It also contained photos related to Ruby programming, communities, and culture.
This document discusses techniques for optimizing image delivery to make it fast, free and beautiful. It outlines four simple image optimizations: 1) reducing image quality, 2) using optimized formats like WebP and SVG, 3) sizing images appropriately, and 4) lazy loading images. It provides examples of how to implement each optimization using tools like ImageMagick, Cloudinary, and responsive breakpoints generators. Analysis of 500,000 mobile sites shows the widespread impact of these optimizations on page load times and data usage. The document encourages testing optimizations and sharing results to win an Amazon gift card.
The document discusses optimizing images and video for faster load times and reduced data usage on mobile websites. It recommends using Scalable Vector Graphics (SVG) for vector images, lossy compression for raster images at 85% quality, WebP format, responsive images sized for different breakpoints, lazy loading images below the fold, and replacing animated GIFs with MP4 videos for smaller file sizes. Open source tools discussed include ImageMagick, Cloudinary, and LazySizes for implementing these optimizations.
This document discusses optimizing images for fast delivery on websites. It outlines four simple image optimizations: quality, format, sizing, and lazy loading. For each optimization, it provides examples and data on typical file size savings. It analyzes real-world usage of the optimizations across 500,000 mobile sites. The document encourages testing optimizations using tools like WebPageTest and analyzing trends using HttpArchive. Overall, it promotes delivering beautiful yet fast images through techniques like responsive images and lazy loading.
As browsers explode with new capabilities and migrate onto devices users can be left wondering, “what’s taking so long?” Learn how HTML, CSS, JavaScript, and the web itself conspire against a fast-running application and simple tips to create a snappy interface that delight users instead of frustrating them.
This document discusses optimizing images for fast delivery on mobile websites. It recommends four simple optimizations: 1) reducing image quality to 85%, 2) using WebP format, 3) generating responsive image sizes, and 4) implementing lazy loading. The document provides details on implementing each optimization and cites research analyzing their impacts. It finds that applying these optimizations can significantly reduce page load times and data usage. Overall, the document advocates that with the right optimizations, images can be both beautiful and fast loading.
Presentation delivered to delegates of the CPA Australia South Australia Congress, 21-Nov-2008. Presentation notes available at http://zum.io/cpa-sa-08
This document discusses optimizing images and video for fast delivery on mobile websites. It begins by explaining that fast loading is a human perception based on time thresholds, with 100ms perceived as instant. The document then outlines 4 simple image optimizations: quality, format, sizing, and lazy loading. It provides examples of each optimization and data on real-world usage. Additional topics discussed include responsive images, animated GIFs, save-data considerations, and base64 encoding. The overall message is that images make up most web content and several techniques can significantly improve performance and user experience.
Input is constantly evolving and expanding beyond traditional keyboard and mouse. The document discusses 7 principles for adapting web design to different inputs: 1. Design for the largest target by default. 2. Design for modes of interaction instead of specific inputs. 3. Make designs accessible to all inputs. 4. Support multiple concurrent inputs. 5. Abstract baseline inputs like tap, click, and point. 6. Progressively enhance with new inputs like gestures and sensors. 7. Include different inputs in testing plans. The key message is that input cannot be detected, is a continuum, and is always changing. Web design needs to be adaptable and not assume certain inputs based on device properties.
Rackspace monitors tens of thousands of servers using several open source tools like Apache Cassandra, Zookeeper, and Scribe. They developed their own tools like Virgo and Dreadnot to deploy agents and configure clusters across datacenters. Regular testing, deployment automation with Dreadnot and Chef, and documentation help support the large-scale monitoring system.
This session will give you a thorough introduction into Web Components. We start by explaining the standards that form the foundation of WebComponents: Template tag, custom elements, Shadow DOM, and HTML imports. Next we will do a live coding session showing you how you can rapidly build a web application with existing Web Components from Polymer Elements and other sources and connect the application to a server. In the last section, we are going to explain how you can build your own custom components and integrate them into your application. Also we will share our experience gained while building an application with Web Components and talk about pitfalls that should be avoided when using Web Components in a real world project.