Rainbow 0.3: Canvas recording and beta11

We just pushed out Rainbow version 0.3 to addons.mozilla.org – go grab it here!

What’s new?

  • Rainbow can now record the contents of a canvas. Think of a canvas acting as the video source instead of a webcam. This might be useful for recording HTML5 game sessions, exporting animations as a movie file, or for other extensions to build screen-casting applications for web pages!
  • We added experimental support for sending theora video streams to an Icecast server. In our tests, there was significant delay (ranging between 5 and 10 seconds) in display of video, so it is not suitable for real-time applications. It is, however, quite usable for broadcasting scenarios! Check out the README and included example for more information on how to setup an Icecast server to receive streams from Rainbow.
  • We have removed the ability to send video streams over websockets, a feature we added in the 0.2 release. This is because websocket support will be disabled by default in Firefox 4, and the streaming to Icecast feature is a better way of doing streaming anyway.
  • The extension has been updated to work on the latest Firefox beta and Minefield versions, as of today. Versions of Firefox before beta10 will no longer be supported.

For a full list of changes, check out our commit logs – or even better – contribute on Github! The README has additional information you might be interested in.

We’re always delighted to hear from you – join in on our discussion forum!

Game On Spotlight: Bar Fight

Bar Fight was a finalist in the Game On 2010 competition that showcased the use of Web GL. This is a guest post by Oliver Baker – Studying for a double-major at UT Dallas – and his father, Steve Baker who works at Total Immersion Software. Together, they are team who created BarFight, a Wild West game written using WebGL/HTML5/CSS3.

Who are TuBaGames?

Well, we’re Steve and Oliver Baker – a father and son team from the UK, now living and working in Texas. We’re long-time 3D graphics enthusiasts and amateur games writers. Linux folk may remember Tux the Penguin – A Quest for Herring which we created back in 1997 when Oliver was just 7 years old – it was the first ever 3D game for Linux. Back then graphics cards could draw just a few hundred triangles and the artistic demands were minimal at best. TuxKart was a much better game – that came along in 1999 and was to be found on most Linux distro’s for years afterwards. Fast-forward to August 2010; we’d been watching the progress of WebGL and decided to try to write some online games using it. Because we intend to fund the web site using advertising revenue alone, we can’t afford a massive server farm to host the games. So we needed to come up with games with low server demands. Turn-based games fit the bill quite well because the server code can sleep while players are deciding what to do. Thus was born “TuBaGames.net” (TUrn BAsed GAMES for the NET). Our vision – though constantly subject to redirection – is that we will have a large library of games, in which players can compete in, and are ranked. The BarFight serves as a lobby in which people can hang out and let off some steam. We have some interesting ways of publicizing matches and making high-ranked games the “must see attraction”; so stick around and see how far TuBaGames will go.

Inspiration for the Saloon

The first thing to build for TuBaGames was a “lobby” area where players could come together to chat, hang out, maybe buy and swap in-game items and arrange matches. We came up with the idea of having a virtual bar-room, with tables where people could meet up in the virtual world and drink virtual beer. It was a small step from there to a Wild West Saloon. At about that time, we caught the announcement of the Mozilla GameOn 2010 contest – and decided that this would be a great way to get publicity for the site. Since all we had planned out was the Saloon, it was natural to try to make this into a game and that’s how “BarFight” was born…a cosey chatroom – with extreme violence mixed in for fun! In the process of finding concept art for Oliver to work with (WikiCommons – we love you!) we realized that what we wanted wasn’t a realistic saloon – but rather the kind you see in just about every 1940’s western – the kind where someone spills a drink on someone else – and within about 10 seconds there are three dozen cowboys swinging punches at each other and generally smashing up the place!

The bar fight in Roy Rodger’s movie: “Rough Riders Roundup” (which is now out of copyright) was the perfect inspiration. The idea that our players are just a bunch of “extras” in a Hollywood movie explains why nobody is ever seriously hurt – and let’s us get away with some awful cliches.

The Work process and the Father/Son thing

Since we live 180 miles apart – we use copious text messaging, email and daily half-hour long phone calls. We probably wind up communicating more than most families who live in the same house! We also have our own private Wiki where we keep reference art, documentation and the all-important “To Do List”. We’ve taken to using “unison” to keep our PC’s in sync with each others files and for updating the server. We use online tools for things like compiling the server and converting models from Blender to JavaScript. That infrastructure soaked up quite a bit of development effort – but it proved utterly invaluable – well worth the effort. It also allows to quickly expand our library of games in the future. Staying good friends through the process worked out OK – although we had a few ‘tense moments’ during the worst of the sleep-deprived crunch. What’s remarkable is that Francoise (wife/mother) and Tracy (girlfriend) are still with us afterwards! All credit goes to them!

Development

* Oliver (who is the artistic one) modeled the saloon, its inhabitants and about 40 other props using Blender and GIMP, putting together over 50 separate animations and around 100 texture maps.

* Steve (who is a dyed-in-the-wool code-head) set about writing a WebGL-based renderer in JavaScript to draw it all, shader code in GLSL, Python to export Blender models and a server in PHP and C++. In all, about 20,000 lines of code.

* Reagan Smith (a friend of Oliver) recorded all of the voices for us – he’s an absolute star! We still have a ton of silly cowboy phrases to work into the game…er…dag’nabbit!

* The web site itself was more or less a joint effort in PHP, CSS3 and HTML5 – using MySQL to store user preferences. We like to be “light on our feet” and change plans as often as it makes sense. The original vision was to stay “turn-based” and to use an orthographic perspective to allow you to see the entire bar room at a single glance. But on a whim one day in mid-December, we switched to an “over the shoulder” camera view and were blown away with how good it all looks like that – so now you can switch cameras to a variety of different views. If you grab some colored glasses, you can even go into the “Options” menu and turn on stereographic 3D rendering. The “turns” in the turn-based system were gradually reduced from 20 seconds to 5 seconds – and eventually to 1 second. It’s still really “turn based” under the hood – but it looks more or less interactive to the end user. The control system is intended to help “casual” gamers – you can just click on something or someone in the saloon – tell your guy what to do – and then be free to do something else as he does it. It’s definitely not intended to be a “twitch response” kind of a thing.

The software for rendering the cowboys and cowgals is really complex – and probably the most sophisticated piece of “tech” in the game. We only have three blender models – one for all of the cowboys, one for the cowgirls and another for the dancers. Because JavaScript is pretty slow, the whole business of switching clothing, texture and color is handled inside the GPU. The “Wardrobe department” lets players customize their characters. Animation uses “skeletal meshes” – Oliver uses blender to describe how the “bones” move and the position of each bone is stored for every 24th of a second of animation. Steve’s shader uses the bone structure to position the vertices of the “skin”. There are 30 bones for each character – including some special ones such as the “skirt bones” for the dancers and a “revolver bone” for the players.

As relative newbies at web development, we faced a bunch of struggles and setbacks – not least because we were initially working with decidedly flaky daily builds of Firefox 4 and Chrome “Canary”. It’s been a continual problem to know which problems were of our own making – and which were “Browser-induced” – especially because we wanted the game to work in both Linux and Windows and with both Chrome and Firefox. Another incredibly tough issue was figuring out how Blender stores skeletal mesh animations – that cost close to a month of coding time! HTML5 audio has been another area of considerable difficulty. On the plus side, we found ourselves relying more and more on HTML5 and CSS3 – our original menu system was rendered in WebGL – but when we discovered downloadable fonts in CSS3, that whole business became a lot easier. The WebGL team at Khronos, Apple, Mozilla and Google were of tremendous help when we found bugs – they were often able to turn out bug fixes in less than a day! WebGL exceeded our expectations in most regards – we even managed to squeak in an optional dynamic shadow renderer.

Work really kicked into high gear over the Xmas break – we both crunched 18 hour days with far too little sleep trying to get it all done by the Jan 11th cut-off. As with any game in production, ambitions begin sky-high, and you just KNOW you’ve created the most revolutionary game since Pong, but inevitably things get cut (though a surprising portion of ideas stayed into the BarFight game) and with a tight deadline, things get pushed over to the next deadline, and it’s near impossible for developers to be satisfied with their final product. That said – we are very proud of our game, and we will even get a chance to improve upon it, and polish it even more!

(A great feature of web based games – no set delivery date, and all people need to do to download a patch is to “Reload”) Our main focus at this point though, is to move on to making tons more games! You can find out much more about the development process at our Colophon page.

Gags, Easter Eggs, In Jokes

To the left of the screen is the “RowdyMeter” – if players can make enough mayhem, a bunch of dancing girls appear and dance the Can-Can for you! There are numerous references to our buddy, Tux the Penguin – and if you zoom into the beer bottles, you’ll see what the beer is made of! For those more engrossed into the graphics world might enjoy some of the paintings as well! (Not just the one above the bar either!) Several of the non-player characters have names that show up when you mouse-over them – check them out on Wikipedia – you may be surprised at what you find!

What’s Next?

Well, catching up on sleep is high on the priority list still! We still have work to get BarFight utterly done – get the kinks out – learn lessons from the people who played it. Because it’s still going to become the “lobby” for our game site, we have to do some restructuring yet. Beyond that, there is always “The Next Game” – we’re thinking about sailing ships – pirates maybe. We’re also in discussion with a local rock band about doing a large scale sci-fi land-combat game based around their themes…in exchange for some really cool sound tracks and mutual publicity.

Improve Focus and Recall with Home Dash 4

Please download the latest Firefox 4 Beta to watch the WebM video.

Full-size video (0:50) downloads: webm (9mb) and ogv (9mb)

Transcript:

I’m looking at tweets about Home Dash and spot some interesting links. I use my mouse to open them with the context menu. A notification appears in the top-left corner reminding me that I opened a page in the background, and I could switch there by clicking its icon.

I could also switch to those pages by scrolling the mouse on the Firefox icon. From here I can quickly preview the pages and see that the various bit.ly links turned out to be the same page. I right-click the Firefox icon to close them.

While looking at an article, I get a Gmail notification and click it to see that I got a message from Jinghua. I click the link in the chat and browse around. From the Firefox icon, I scroll to quickly look through the pages and return to Gmail to send a reply.

Now scrolling to the page after the dashed line, I jump right back to where I left off. Home Dash shows me my open pages to help remind me what I was doing before. In this case, I can quickly see that these are pages that were opened from Twitter.

Home Dash 4 focuses on improving how you switch through your open pages. Instead of seeing all your open pages in the top-right area when Home Dash appears, the visible pages will be limited to those that are relevant to the current page. The left-most thumbnail will always be the current page and thumbnails near the current page are related. The right-most thumbnail, past the dashed line, represents an unrelated page that you were looking at before switching to the current page.

This smaller group of relevant pages makes it easier to find a page that you’re actively using when you’re scanning through a list of thumbnails. Additionally, it’s easier to switch among these pages because the page switcher lets you quickly see previews of pages in the same order that they’re listed. So this means you’ll preview the pages that matter the most before any unrelated pages.

Only showing pages relevant to the current page

This page switching functionality is no longer limited to <ctrl-tab>-like keyboard shortcuts. Using just the mouse, you can now point at the Firefox icon to scroll through your open pages. If you can glance very quickly, you could even scroll through multiple pages in less than a second! But of course if you scroll too far, just scroll back in the other direction. Alternatively, if you feel like the Firefox icon is too far to move the mouse, you can do a 3-finger swipe to the right to get to the next page if your mouse supports that gesture.

Another new ability of the Firefox icon is to let you close the current page by right-clicking it. This works when you’re previewing a page as well. This means you can open a bunch of pages and use the preview to determine if you actually wanted a page or not without having to even switch to it. So not only are you focusing on relevant pages, you can easily filter them to a small group of pages to keep in your head by removing pages that you don’t want.

Recalling page context from thumbnails

But if you worry that your memory might not be as good as it used to be, you can worry less when it comes to recalling what you were doing on some random page. Whenever you switch to a different page, perhaps by clicking a notification from the top-left corner or selecting a pinned page, Home Dash will show your page context for a few seconds. Hopefully with the thumbnails, you’ll see the pages that you’ve opened or came from and remember what you were doing before.

With these changes of showing only relevant pages, the Prospector team hopes to integrate the idea and learning with the rest of the information shown in Home Dash. This means not only will the open pages automatically only show the relevant pages, the history results and top sites could also intelligently show the ones that you care about in your current context.

There’s many more fixes in Home Dash 4, so check out the full list of changes since Home Dash 3.

If you’ve already installed Home Dash, you should be getting an update soon. Otherwise, install Home Dash on a Firefox 4 Beta, and leave feedback or contribute! As a reminder, you can press <alt-ctrl-shift-d> to temporarily deactivate Home Dash.

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Design Jam London #2: An ‘Open Design’ initiative supported by Mozilla Labs & City University London

Fresh off the success of last years inaugural Design Jam [0], local London champions – Johanna Kollmann, Joe Lanman, Desigan Chinniah & Franco Papeschi – are back with the cities sequel.

Event Details

Date: 26 February 2011 (Saturday)
Time: 08:30 – 18:00
Venue: University City London, Northampton Square – WC1V 6NX
Nearest Tube: Angel (Northern line, Bank branch)

Can’t attend? If you can’t make London on this occasion, follow the @DesignJamLondon Twitter account – for all the latest news & announcements.

Not anywhere close-by? Perhaps, you find yourself located nowhere near London, don’t despair! Mozilla Labs are fully committed to helping support and spread these initiatives as far afield as possible.

Keep an eye on the global Design Jam Wiki for news of upcoming jam near you.
If there isn’t one listed – email cyberdees[at]mozilla[dot]com today and let’s discuss getting a Design Jam going near you!

Who should attend?

It’s an open call for interaction designers, UX researchers, Information Architects, web and graphic designers + more…. from students to experienced practitioners. Anybody really – who would like to practice their research, brainstorming, sketching or collaboration skills.

Grabbing a spot

Tickets are free, and available in two batches on either:
Monday, the 7th February 2011 or
Wednesday, the 9th February 2011

These will be made available on: http://designjamlondon2.eventbrite.com/

The Topic

One of the surprises of the day is the topic. It’s something we’ve vowed to keep the same going forward and for that reason we’re not releasing the challenge topic just yet. (Hint: Just one look at the mentors should give you an indication of where the topic is headed)

Mentors

The addition of mentors worked so well and received such praise at the first event that the organising team has once again reached reached out to industry. The mentors [1] who’ll be there on the day helping lending a hand are:

Supporters

The event is supported by:

All that being said, it would be fantastic to get even more support – which would be very much be welcomed by the local champions.

Whether it’s a small monetary donation to help with stationery, coffee & other refreshments requirements, or perhaps something larger to help with catering costs during breakfast or lunch.
It would be fantastic to get sponsorship to cover remaining costs, including food, drink and stationery.

Supporters are mentioned all the time, on the wiki, via social media, on the day itself and in all subsequent blog posts and updates.

Like to help support Design Jam London 2? – please email designjamlondon[at]gmail[dot]com

Local Champions

These events would not be possible without the hard work and dedication of an awesome local champion crew. Below is the London Design Jam team [3]:

Keeping updated

Follow @DesignJamLondon, @MozConcept or the #DesignJam & #DJL2 hashtags on Twitter for all the latest news and updates (schedule, activity, outputs etc.)

Also keep an eye on the Design Jam London #2 wiki, which will update and collate a repository of outputs throughout the day.


[0] Design Jams are one-or-two-day design sessions, during which people team up to solve engaging User Experience (UX) challenges. Similar to developer ‘hackdays’ they aim to get designers together to learn and collaborate with each other while working on actual problems. The sessions champion open-source thinking & sharing and are non-profit, run by local volunteers. For more information visit the Design Jam wiki.

[1] Mentors:
Aral Balkan
Aral Balkan is an independent interaction designer and developer with over a decade of experience in creating web, Flash, desktop, and mobile applications. His latest iPhone app, Feathers, was featured by Apple as “New and Notable” and reached #1 in the What’s Hot list in the US. It is often cited as an example of beautiful, emotional design.

Aral aims to build beautiful, empathic apps that create joy and delight. He shares his knowledge, experiences, frustrations, and joys via his Geek Ninja Factory dojos, blog, tweets, and the numerous talks he gives around the world every year.

Mathias Dahlström
Mathias Dahlström is a technology artisan at lastminute.com labs.

labs is a small team inventing services & applications within the wider context of travel and lifestyle. What new services and devices will people use to find the best stuff to do? We have no idea. But we’re going to try ideas out and see what happens.

Follow Mathias, on Twitter as @mdahlstrom, or his site http://flabbergasted.me or his current cooperate home http://labs.lastminute.com/

Tim Brooke
Tim Brooke has worked on a diverse range of projects from self-organising robotic warehouses to self-sufficient wireless networks for vineyards and even multiuser exhibits in museums.
He currently works in Nokia Design’s London studio, building prototype mobile devices from anything that comes to hand – Adobe Flash, Java, bits of electronics, doubled sided sticky tape, even Post-It notes.
He values “learning through building” and believes that there’s nothing like a working prototype to explain, explore and evaluate ideas.
He has also worked for Microsoft (Redmond, Washington, USA), Intel Research (Hillsboro, Oregon, USA) and IDEO (London, UK).

He hold degrees in Computer Related Design MA from the Royal College of Art, MSc Mechatronics from Hull University and a Cybernetics BSc from the University of Reading.

Website: http://www.timbrooke.com
Twitter: @timtwit

[2] Supporters:
Mozilla Labs Concept Series
The Mozilla Labs Concept Series is a hub of community activity to encourage innovation and experimentation for the Web via design and development. Their aim is to provoke thought, share ideas, facilitate discussion, and inspire the future vision of the Mozilla project, Firefox, and the Web as a whole.

Follow them on Twitter for latest news and updates: @MozConcept

City University London
City University London – providing students, the professions and business with the knowledge and skills essential to the success of London as a world city.

Computing and Information Science staff and students benefit from state-of-the-art premises in City University London’s historic College Building.
Located in the heart of London, our approach to education draws on more than 100 years of tradition.
The purpose-built space includes specialist teaching rooms, a SAP Product lab and a high-tech Human Computer Interaction Design lab supported by The Vodafone UK Foundation.


[3] Local Champions:
Franco Papeschi
Franco Papeschi‘design activist, concept designer, community mingler. loves creating job titles, and pencils.’

During the day, Franco is working with the Web Foundation on the creation of mobile training and innovation labs. Prior to joining the Foundation, Franco worked in the User Experience team of Vodafone Group, taking a human-centered approach to envision innovative and meaningful services.

Franco is available on twitter (@bobbywatson), flickr (themepap), and – often – at a meet-up / conference near you.

Johanna Kollmann
Johanna KollmannJohanna started her career in UX at Siemens in 2004 and has since gained experience in both in-house and agency-side roles. In London, she worked at Flow Interactive and Vodafone, and is now a Senior UX Consultant at EMC Consulting. Her background is in Information Design and HCI.

Passionate about building better things through collaboration, she’s an Agile UX retreater and Design Jam organizer. Johanna (@johannakoll) likes dancing at gigs, hiking up hills, ice cream and manta rays.

Desigan Chinniah
All-round semi-decent geek, living in London with his beautiful wife and kids.

Currently, Firestarter at Mozilla Labs, curating the Concept Series and engaging with their passionate global community – while silently working his way through as many coffee shops as possible.

Dees evolves within a magical world of conference calls, IRC and cross-Atlantic flights. When he’s not at his computer, he can be found sporting, snapping pictures or entertaining the kids, but not at the same time.

You should follow cyberdees on Twitter, Lanyrd, Last.fm, Flickr, LinkedIn

Game On Winners: Level Up the Open Web

The Mozilla Labs Game On open Web game development competition is Game Over- for now! The votes are in, the winners are chosen, and we’re fresh out of quarters.

Thanks to all who entered, the voters, and our judges!

Here are Your Winners!

BEST OVERALL: MARBLE RUN by STRAVID

What is MARBLE RUN all about? It’s about fun and easy gameplay. It’s about creativeness and playfulness. It’s about being a part of a big piece, actually a big marble run. Everyone is invited to build a track and add it to the big marble run. By doing so we will all create the longest marble run ever in history. The longer the run gets, the more special bricks will be available allowing us to build even more creative and awesome tracks. Long story short – it’s all about building stuff like we all did when we were little kids.

Resources used: PrototypeJS (http://www.prototypejs.org/), cookies-js-helper (https://github.com/tdd/cookies-js-helper), box2d-js (https://github.com/jwagner/box2d2-js)

Play the Game or See the Source

BEST TECHNOLOGY: FAR 7 by SONTAN

Far 7 is a MMORPG which allows you to become a star pilot and navigate your starship just using your browser. Here you will find everything you could be longing for: real-time battles and flights, cool soundtracks, tones of weapons, amazing quests, trade, friends, enemies, feats!

Play the Game

BEST WEB-INESS: MARBLE RUN by STRAVID

What is MARBLE RUN all about? It’s about fun and easy gameplay. It’s about creativeness and playfulness. It’s about being a part of a big piece, actually a big marble run. Everyone is invited to build a track and add it to the big marble run. By doing so we will all create the longest marble run ever in history. The longer the run gets, the more special bricks will be available allowing us to build even more creative and awesome tracks. Long story short – it’s all about building stuff like we all did when we were little kids.

Resources used: PrototypeJS (http://www.prototypejs.org/), cookies-js-helper (https://github.com/tdd/cookies-js-helper), box2d-js (https://github.com/jwagner/box2d2-js)

Play the Game or See the Source

BEST AESTHETICS: SKETCHOUT by Fi

Your home planet is being attacked by evil aliens! Use your galactic influence to draw out constellation shields and reflect the incoming missiles back at your attackers. If all else fails you can use your last defensive shield but whatever happens you mustn’t let a missile hit your planet! Created by Fi together with the Google Chrome Team.

Play the Game

MOST ORIGINAL: FAVIMON by OULIPIAN

Favimon is a web-based game in which you battle your favourite websites, building a collection of icons as you attempt to conquer the web.

Resources used: Favimon is a browser game coded in HTML, CSS, JavaScript and PHP. It uses jQuery, jQuery UI and plugins qtip2, timers, and jStorage. It retrieves favicons using Google’s favicon API and the getFavicon app.

Play the Game

MOST POLISHED: WEBSNOOKER by LEEK

Websnooker is a multiplayer online snooker arcade game.

Resources used: Editor: vim/geany/dreamweaver, GFX Editor: GIMP/Photoshop

Play the Game

MOST FUN: ROBOTS ARE PEOPLE TOO by RAPT

Robots Are People Too (RAPT) is a complex and challenging HTML5 platformer. The exit to each level is blocked by enemies that roll, jump, fly, and shoot to prevent escape at all costs. Gameplay is exclusively two-player and uses a unique split-screen mechanic. The levels and enemies are designed to promote cooperation between players. RAPT also comes with a powerful level editor which allows players to create levels of any size. Levels are saved to the player’s account on the server, which has a public page listing custom levels that can be shared with friends!

Resources used: RAPT relies on jQuery, Google Closure Compiler, Rails, and PyNarcissus.

Play the Game or See the Source

COMMUNITY CHOICE: Z-TYPE by PHOBOSLAB

A Space Shoot’em’Up where you type to shoot.

Resources used: HTML5 Canvas, Audio & JavaScript via ImpactJS – http://impactjs.com/

Play the Game

Closing Credits

We couldn’t have conducted the Game On competition without the help of some special people and partners:

Most of all, we want to thank every single developer who participated in making a game for the Game On competition – for showing the world what the Web can do.

GAME ON

Crowdsourcing Project: Thoughts & Proposals for the Open Web Library channel


By Peter Organisciak, João Menezes, Jan Dittrich & Eugenia Ortiz

A guest post from our Crowdsource Crowdsourcing project team who have spent the last few weeks tackling the Open Web Library channel. Find below, some of their observations, thoughts and proposals.

Introduction

Did you ever try to learn about some new technology on the web?
We often got stuck with bits and pieces, video tutorials in poor quality and scattered unrelated content.

The Mozilla Open Web Library wants to change this experience for the better. We aim to motivate & enable people to learn about open web technologies by providing easy access to informative online content.

What should the experience be?

For a successful learning experience, we propose that complete topic content comes bundled in modules that build on each other. This enables a course like structure decoupled into chapters that range from the basics the advanced techniques.

This allows the student to consume the entire topic from start to finish or just brush up on those modules that are of interest to yourself.

Delivery of content

Different methods of content delivery were identified, investigated and debated. Finally we settled on videos being the medium of choice.

We believe that videos are the most versatile tool that enables a real-talk-like experience as well as hand-on-examples. Text and exercises are possible as well and can complement video content. They can also make a good basis for courses within the proposed Student Outreach channel.

In order to give a sense of achievement and to keep the learner motivated we think that short modules (videos) are the best way. People are more likely to consume bite size chunks in the form of a series while still having the ability to go through the entire topic.

Quality of content

It is quite hard to decide, for the moment, how restrictive we are about the quality of content that will be provided and how crowd involvement can support the library.

In order to provide the best content upfront we thought about initially involving professionals in the creation of the open web library.
They would provide an overview over core topics in different fields.

Structural overview of the library

We propose:

  • Offering free and high quality content that enables people to enhance their web and its related technologies
  • Delivering content in a way that will allow people to learn and participate with an underlying structure as a guide for their learning process. This structure based on relations of subjects could be developed by collaborative/open recommendations made by experts
  • Defining the format of the content as, primarily, short videos; but we are also open to experience with other interesting type of content
  • Getting content created – in the future – by crowd involvement. At first we will ask experts to share their knowledge and we guarantee that it will be great!
  • Encouraging people’s participation by allowing them to rate videos, make comments or participate through any other feedback mechanism. This will be an open library, so people’s opinion and material will be our most powerful fuel to make it awesome

Going forward

Remember, this channel is still an idea in incubation within the framework of the proposed evolution of the Mozilla Labs Concept Series.

We’d love to hear your thoughts – Email cyberdees[at]mozilla[dot]com
For all the latest updates – Watch this space or follow @MozConcept on Twitter

Prism is now Chromeless

The Prism project was launched in 2007 with a primary goal of Integrating Web applications into the User’s desktop experience. The project realized this goal for some prominent applications, and many user contributed bundles have been produced which make it possible to launch popular websites directly from your desktop as separate applications in a distraction free browser window. The Prism project itself, and the ways that it has been applied, have given us deep insights into this void between traditional desktop applications and the Web.

An Evolving Web

Since 2007, however, a lot has changed. Recently, browsers have begun to explore ways to solve a lot of the same problems that Prism set out to solve: specifically, improving the discovery and launch experience of the Web applications that you care about the most. Our own Open Web Apps experiment is a move in this direction, allowing users to install Web Apps for frequently used sites to afford better launch and desktop integration.

In addition to this new notion of Web Apps, we’ve learned a lot about Web extension platforms – ways to safely offer Web code deeper hooks to interact with a user’s desktop. The add-on SDK is one example of our move to use standard Web technologies to rapidly build user facing tools that do more than we can safely allow in webpages. Technically, there are some important innovations present in the add-on SDK which make it easier for developers to use code written by others, and to generate sharable modules themselves.

Finally, Web technologies have come amazingly far in these three years. We now have a usable flex-box layout optimized for interface design, we have native video and audio rendering support, more options for local data storage, 3d acceleration of Web content, and a whole lot more.

The Shoulders of Giants

The Chromeless project was announced in 2010 and was built with the goal of “Making it possible to prototype browser applications in Web technologies”. The project itself is technically very similar to Prism: it is a task focused layer on top of XULRunner (the platform upon which Firefox is built). Chromeless, however, has become a more general project than Prism which may ultimately make it possible to author desktop applications that are indistinguishable from applications written with native technologies.

If Chromeless sounds more ambitious than Prism, that’s because it is. We can afford this ambition given all of the advances discussed above. Chromeless had a huge head start which has made it possible for the project to progress rapidly: the learnings and ideas of the Prism project, the mature Firefox application platform (XULRunner), and the code and rich community behind the add-on SDK project.

The World’s Changed, so Should We!

Given the vibrant community interest in Chromeless and its rapid progress, combined with Open Web Apps and the movement toward built-in browser support for “installable” Web sites, Mozilla Labs has decided to stop maintaining Prism. Instead, we’ll focus this energy into these other two complementary projects.

Obviously the Mozilla community is a much larger force than Mozilla Labs alone, and we encourage interested community members to continue working on whatever projects they feel are most important. At the same time we’d like to ask that you jump on our forums and give us your thoughts on this change.

More than just Browsers

The final change we’re announcing today takes the form of widening of the goal of the Chromeless project, that is specifically, we now want to Make it possible to build desktop applications with Web technologies. This change emphasizes two things: first we’re interested in ultimately building Chromeless into something that can be used to ship real products. Second, we want it to be possible to build standalone desktop applications in addition to browsers.

Thanks for reading, and we eagerly look forward to your continued ideas, and contributions. Stay tuned, as we’ll have some exciting updates in the coming month on the progress we’ve made with Chromeless.

Join the discussion on the Mozilla Labs forum.

Last Day to Vote: Game On Community Choice Award

Today is the last day to VOTE for the Game On Community Choice Award. Take a few minutes to rate the sheer awesomeness of these games. We will be announcing the winner of the Community Choice award on Thursday, February 3, along with all the other prize winners. We will also be randomly selecting three lucky voters and send you a special-edition Mozilla Labs Game On swag pack!

So here’s how to vote:

1) Click on the Big Red VOTE NOW Button on the Game On homepage

2) Register for a Game On account

3) Vote Away! You’ll be shown 5 random games to evaluate.

Have fun playing and choosing your Community Choice favorites! To check out all the games, visit the Game On Gallery.

GAME ON: VOTE NOW!

Home Dash Faster in your Language with 3

Following up on the initial release of Home Dash last week, Home Dash 3 adds initial localization support for Spanish, German and Chinese. The Prospector team apologizes for not having more languages (and especially for falling back to Spanish for locales like pt; edit: thanks to mrfyda for providing pt-PT for the next version!), but we only know a handful of languages. Good thing though is that you can contribute translations for your language now, so if you have a better translation than what you’re seeing, share it with us on GitHub!

Home Dash localized in Spanish

This latest version should also feel faster for those that type quickly after opening up Home Dash. Instead of showing all your sites and tabs immediately, if you type something to filter out those results, Firefox won’t have to work as hard to render all your thumbnails. Additionally, as you point at various thumbnails, the screen will flash less when you skip over a gap between thumbnails.

There’s also some improvements to the input box including the ability to see a list of clickable suggestions similar to Find Suggest. And for those who wanted to be able to press down (and up) to navigate through the list of results, you can thank jviereck on GitHub for the initial implementation!

Search suggestions and moving down the list

For the more advanced users, similar to how you can get the current page’s url by pressing <ctrl-l> twice, you can now see the full url when pointing at a link by pressing <shift>. The new suggestion list also lets you cycle through the words by pressing <tab>. (Note that the first <tab> will clear the selection so that you can continue typing after the primary suggestion, but subsequent <tab>s will immediately search with the next word.) And for those that like seeing the keyboard shortcut shown in the status, supahgreg provided the patch that now correctly shows <ctrl> instead of <⌘> on Windows and Linux!

There’s many more fixes in Home Dash 3, so check out the full list of changes since Home Dash 2.

If you’ve already installed Home Dash, you should be getting an update soon. Otherwise, install Home Dash on a Firefox 4 Beta, and leave feedback or contribute! As a reminder, you can press <alt-ctrl-shift-d> to temporarily deactivate Home Dash.

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Global Game Jam 2011: January 28-30

2011 continues to be a great year for gamers and game developers as our friends at the Global Game Jam have officially begun the GGJ 2011 event. The Global Game Jam brings together game dev professionals, students, and educators to collaborate on gaming projects in just 48 hours.

This year, the event is kicking off in New Zealand, and taking place over the weekend of January 30th in 170+ locations over 44 countries with 4000 registered participants worldwide. In addition to digital games, board game design and non-digital games have been added to the mix. GGJ 2011 will also feature keynote speakers from the gaming industry including Katamari Damacy & Noby Noby Boy creator Keita Takahashi.

For updates about the event, you can follow along their Twitter @globalgamejam and search for #ggj11. You can still sign up as participants for this weekend’s Global Game Jam at sites all over the world. Check out some locations near you: http://globalgamejam.org/Locations.