If you're like me and have been viewing your photos on Facebook recently you may have noticed a nifty feature in newer browsers. Fullscreen. A fully immersive gallery experience without all that browser UI clutter messing things up.

On seeing this I was intrigued. How did Facebook do this? Well; the great thing about the internet is you need not normally look to far before you find a series of clues that will ultimately lead you on your merry way to figuring out how to replicate the same experience. It turns out that late last year (2011) WebKit (Safari/Chrome) and Gecko (FireFox) began toying with the idea of a Fullscreen API. For the Web! If you're still wondering what I'm talking about take a look at this example from the MDN. https://developer.mozilla.org/samples/domref/fullscreen.html

I think the biggest potential use for this API is in HTML5 games and HTML5 SaaS style Web Applications. To be able to take the application out of the constraints of a browsers UI and make a really great web presentation.

I shall now set about tinkering with the Fullscreen API - I think this has some potential at work!

Further Reading

With reviews for the new iPad rapidly making there way around the internet there has been a lot of speculation about it's innovation after it's seemingly disappointing launch. It was a formula we're all too familiar with. Improved display, camera, improved processor and some new "gimmick". People are beginning to ask: "what is the next big thing?". We're a tough crowd. We're expecting a technological revolution, not a technological evolution. We're tired of the same formula; we want to see something amazing! But can technology evolve at the rate of our expectations. Maybe it's just me?

I see articles questioning: "What would you do if you were CEO at Apple for a day?" It's like those articles have lost a little faith, like they're looking for some guidance, some confirmation that what they're doing is right. In the passing of Steve Jobs the world lost some of that guidance; that innovation, that drive to accelerate innovation. To meet and exceed our own expectations.

What will the new iPhone bring? More of the same. Be thinner, lighter. An improved processor and some new gimmick? A lytro camera perhaps? Is Apple in danger of following the same path as RIMM in it's mobile space. Following a formula that initially whoo'd the crowd, but those same crowds then waned at the apparent growing lack of innovation from RIMM.

To Microsoft's credit I've always thought they were good innovators; but they just never had that drive to follow through, they lacked the attention to detail, that artistic interpretation and presentation that Steve Jobs had. Now I see a glimpse. Metro, Windows 8; a complete revolution in how we'll use the desktop. Designed with "touch" in mind this operating system will run on Windows phone's and on your lap/desktop.

Where it differs, in my opinion, is that Metro will bring productivity to tablets. Apple mobile devices are "toys" in some ways. Those productivity tools we've all become accustomed to; Photoshop, Word, Outlook. Those tools, to be able to use those on a tablet. That's different. Hopefully Microsoft can couple this with an amazing tablet. Steve Jobs had the vision to create beautiful looking objects. They are desirable; almost fashionable. Products need to work, but they need to be fashionable. Microsoft needs fashionable!

Ultimately I think tablets will become more productive; we may even start to see a decline in laptop's and desktop's as the same productivity they afford is extended to an extremely mobile and versatile device. No more clunky machines occupying half your desk.

Productive tablets still face one big problem though. Peripherals. That innate human connection with your device. A keyboard, a monitor. Tablets are cumbersome if you're trying to type lengthy articles. Tablets need a peripheral revolution. Flatscreen televisions and monitors revolutionized displays. Laser keyboards and holographic displays for tablets perhaps? A concept considered in this YouTube video.

Maybe that interaction with your device will be another idea all together. Voice recognition. Although terrible right now, Siri; (now declared "beta" by Apple) is an exploration, but it's not matured yet. Accuracy isn't there to make it viable. x-webkit-speech is an experimental (x) -webkit extension available in HTML5 that brings speech recognition to text <input> fields, it too suffers the same flaws. Voice recognition is in it's infancy but it will improve.

Right now there are all these growing ways in which you can interact with your device. Touch, voice, gesture. Touch and Gesturing, elemental human senses. Interactivity with your devices is becoming more connected, more personal. Microsoft's Kinect and Sony's "Move" are rapidly evolving gesture devices now looking to be included in Televisions. "The Kinect Effect" shows amazing promise.

Technology is at a convergence. Two distinct mediums; Television and the Internet are converging. The internet will become the television. Mobile devices are/will become portal's to the information highway. It reminds me, somewhat, of "skynet" in Terminator. The "cloud" is a less dramatic (and not self-aware, yet!) version. An etheral datasource, a mainframe, that can be accessed from any capable device anywhere in the world. "The Cloud". The internet is fast becoming a portal to the cloud, and mobile devices the gateways.

That's another problem too. Cloud security? It's like Credit Card servers when eCommerce began to thrive. Online vendors evolved. Online payment methods had to as well. There was little protection. The internet was naive, it was exploited. The same issue exists with "The Cloud". Public-profile hacker groups raiding corporate cloud storage.

I see great things though. Web technology will excel content on internet televisions. RIA - Rich Internet Applications, made capable by rapidly growing support for things like HTML5. CSS3 and WebGL. Potentially all applications could follow a SaaS - Software as a Service models.  Hosted centrally, in the cloud, accessed on demand via. television or portable device.

Couple this technology with gesture and voice responsive televisions. An ability to "swipe" applications left to right. Laser keyboards, and holographic display peripherals increasing the productivity usefulness of our mobile devices and you have a more refined, a more focused technological future.

Update: Samsung's latest SmartTV combines voice and Gesture controls.

NOTE: Links in this article may require WebGL support. Please ensure you're browser supports WebGL before viewing some links.

WebGL; a context instantiated component of the HTML5 Canvas tag is what many Flash naysayers are heralding as "the death of Flash". Yes, I agree, this medium does offer some incredibly rich animation and 3D possibilities but browsers seem slow to adopt the "experimental" Canvas tag context. Despite having been demonstrated as a proof-of-concept back in 2006 by it's creator Vladimir Vukićević whilst working at Mozilla, it's still, but somewhat finally, making it's final specification rounds at the W3C.

For those of you who don't already know, WebGL is a very promising "plugin-free" method of rendering GPU accelerated 3D graphics in a browser supporting Canvas and WebGL. WebGL is a GLSL shader based API that essential sits on-top of an existing C based OpenGL ES2.0 API. Games developers already familiar with OpenGL will recognize a lot of similar semantic constructs.

In 2007 Mozilla and Opera had made their own implementations, and in 2009 Mozilla, in partnership with Khronos, began the WebGL Working Group. Major browser vendors Apple (Safari), Google (Chrome), Mozilla (Firefox), and Opera (Opera) are all members of the WebGL Working Group. (At time of writing Microsoft is not part of this group).

The trouble with any cutting edge technology is that its evolution is only ever as fast as it's slowest adopter, in this case, Internet Explorer. Developers are somewhat reluctant to write multiple versions of code or, even, offer progressive enhancement because there is still so little support. It's a shame because a lot of people out there are starting to see, and experiment with,  just how incredible this medium is. Chrome Experiments is a great collection of early developments.

Current WebGL Support

Browser Support
Chrome Enabled by Default
Firefox Supported, but needs to be enabled
Safari Supported on people running Snow Leopard. Additionally needs to be enabled
Internet Explorer Currently no-support without third-party plugins such as IEWebGL

I think, once full native browser support is realized, that WebGL may live up to it's expectations. In the meantime Adobe may come out with a GUI based product for developing rich WebGL applications, a timeline and an ability to write raw WebGL (Much like current Timeline Vs. Actionscript development). Already there are possible glimpses being seen in Adobe's  Molehill, a GPU accelerated 3D graphics API. That's the other side of the WebGL equation: skillset (at least initially).

Games developers have a head-start, many having worked with OpenGL already, but web-developers may not necessarily but at that level; instead having to acquire a whole new skill-set. Let's face it; the real intrinsic value of HTML5 is WebGL. Sure you've got 2D/3D transforms with CSS3, 2D/3D Canvas context's, and an easier, CSS based method, of doing the things you've been doing with Javascript for a while; but it's WebGL with it's GPU shading, lighting, bump mapping and all that visual richness that games developers have been working with for a while, bringing that to the web, that's the real appeal of HTML5 and the Canvas tag. So what do you do? Hire a bunch of games-developers to write WebGL, or train a bunch of web-developers to write WebGL.

I honestly think we'll see a lot more games based WebGL content before we see real-world examples of WebGL appearing in more traditional web-roles. Writing from a CPG (Consumer Packaged Goods) bias the possibilities of WebGL, for me, lie in offering easier 360° modelling. Taking engineering drawings and rendering them in WebGL, a medium with immense interactivity and an ability to interact with other areas of the DOM. EVE online (a MMORPG style game) illustrated this potential in their ship explorer.

But what's a web-developer to-do? There are great resources online for us to learn Web/OpenGL or should we simply steer towards one of the many WebGL frameworks now surfacing like X3DOM or three.js? The trouble with frameworks, for me, is that sense of the unknown. Just as in the earlier days of "Web 2.0", when frameworks like script.aculo.us, Yahoo YUI, jQuery or Mootools started emerging you had to commit (at some point) to one. They changed, they evolved and eventually certain frameworks became the de-facto. The same thing is likely to happen to these early WebGL frameworks. More will come, but eventually there will emerge a consensual framework.

Ultimately WebGL is going to evolve. Right now it's the reserve of OpenGL enthusiasts and Games Developers; overtime I think the accessibility for non-OpenGL developers will become greater in the form of frameworks and who knows; eventually Adobe may even write a GUI opening creativity once again to non-developers.

For me? I'm going to take the time to understand native WebGL a little more. Yes frameworks will take away a lot of the hard-work, but I always find it's best to understand what's going on "under-the-hood".

Further Reading


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RSS module written by Tony Collings - 2012