 Good afternoon. Can you hear me from the back? Good. Okay, hi. So my name is Robert Reyes. We may call me Bob. I'm from Manila, Philippines. So I'm here to talk about mixed reality for the web. So this is how I normally introduce myself. I'll wear several hats, especially in Manila. But for Mozilla, I represent them here. Sorry. Oh, sorry. Okay, one more. La, la, la. Okay. I'm up on this. There? Okay. Okay, so there. So I wear several hats. I do IT stuff for my own company. I write for a newspaper. But I represent Mozilla since 2011 and the Philippines. Many of you know what Mozilla is. But in the Philippines, when we ask people, do you know Mozilla? Most of the time, they will tell me, yes, we know Far Fox. And as we know Mozilla and Far Fox, they're related, but they're not the same. They're not one and the same. Okay, so this is how we normally tell people. So this is Mozilla, we came from Netscape, and so on and so forth. We operate as a global nonprofit. And as a global nonprofit, we have a mission, our manifesto states that we are here to ensure that the internet will remain as a global public resource that is free and open so that everyone will have access to the internet. We are best known for this, Far Fox. That's why in Manila, when we ask people, you know Mozilla? No, but we know Far Fox. Many of my friends switch to the other browsers before. Because the common complaint then was Far Fox was too slow. It eats up a lot of memory. If you haven't tried Far Fox lately, I suggest that you try it later. Download it, try the latest version of Far Fox and see for yourself. It is still slow and still eats a lot of memory. We are always in the forefront of technology, especially for the web. We've been fighting many stuff, and one of them is the civilization of HTML. We are also working on some stuff that are related to VR. It's why we have MOSVR. So for this afternoon, I'll be talking about WebVR and how people, developers, and ordinary citizens will be able to make use and train content for it. So Mozilla did VR technologies and standards on the web. Here you go. So what is WebVR? WebVR is a set of technologies that aims to bring virtual reality onto the open web. So it's a set of virtual reality tools, standards, and experiences. So WebVR is open source, just like what most of Mozilla's products and projects are. It uses a JavaScript API for creating VR experiences and browsers and headsets. WebVR APIs work in conjunction with WebGL, Web Audio, and Game Pipe APIs. So basically, all of those stuff, all the hardware that we use for VR will work with WebVR. It's currently available on Firefox, Microsoft Edge, Chrome 56 Plus on Android, and Samsung Internet Browser for Gear VR. Major takeaway for WebVR is that it's open, connected, and it's instant. More information about the browser APIs for WebVR can be found by the W3C GitHub page. WebVR enables developers to translate position and movement information from displays into movement around a 3D scene. So why are we venturing into WebVR? We saw that the content for virtual reality now is not that many. Why so? Most of the developers that we know are actually web developers. Some of them may be app developers, but how many do you know that are actual virtual reality developers? Quite a few. In the Philippines, I can count them with my two hands. So we have this idea. Why not convert these web developers into VR content creators? They know the technology of the web. Now, let's give them tools so that they will be able to create VR content onto the web for the web. So to check, if the browser that you're using is already supporting WebVR, you can go to that website, it's webvrready.org. You should see something. If it doesn't display anything, it means that your web browser is quite updated, and you need to use latest one. Will WebVR be a standard? Definitely, it will be. So it's an open collaboration between multiple stakeholders. Developers can use WebVR now to create VR experiences in different browsers that I've mentioned earlier. WebVR is also in GitHub. You can play with some posts later. I'll be showing some samples that uses WebVR. For Mozilla, we have this framework. It's called A-Frame. If you've been following news about virtual reality, makes a reality AR for the web, chances are that you are already having a frame. So what is A-Frame? A-Frame is an open source WebVR framework for creating VR experiences with HTML. As I've mentioned earlier, we know many people do WebStop. This is the time to convert these people to create VR content. So with A-Frame, you can build VR scenes that work across different platforms. Desktop, smartphone, and even VR devices. Even kids can create their own content if they know how to create HTML pages. So a great way to try A-Frame is to remix Starter Facts or Starter projects. As an alternative, we can hard-code stuff using A-Frame. So this is an example. When I go to schools in the Philippines, I normally have this. So it's HTML. And starting some code like this, will give you, I have to switch to my browser. This. With those little code, I will be able to produce this as well on an HTML page. So what is that? It's already a space that I can play around. And how simple was that? It's HTML. Inserted A-Frame, the framework, and then coded some elements to the HTML page. And I was able to create this particular scene. So that's for people who are not into design, for people who do not have background in architecture, they often say creating content for virtual reality is very hard. Sometimes I concur with them. But, given the proper tools, given the proper knowledge on how to create VR content, especially if you already know how to create websites. If you know how to create web apps, it's easier than you think. So what are the features of A-Frame? It's very simple. An example that I've shown you in a single page, you'll be able to create a 3D space from within your web page. It's cross-platform. You don't need an actual device to run an A-Frame page or a page that runs on A-Frame. So it doesn't have if you don't have a headset or controllers, no problem. If you have them, better. If you have a smartphone or desktop or laptop, A-Frame will work on it. For as long as you have an internet browser. So it's an entity component architecture. So developers have unlimited access to JavaScript, to DOM, API, 3JS, WebVR, and WebGL. For performance, later I have a video sample here. Even older devices for as long as they are able to connect with the internet and have web browsers, you will be able to run A-Frame content. Full of Gnostic. When we go to schools in the Philippines, students will often ask us what software are we going to use to code A-Frame or WebVR? It's up to you. If you want to use loadpads, not even load but++, so pay it. It's full of Gnostic. If you are developing for the web and you are familiar with this framework, all of them can work with A-Frame. So some examples, one, those controllers, now you're awake. Can you control the volume from here? So if you don't have one of those controllers, actually that's an example of something made using A-Frame that makes use of those controllers in a VR headset. Whatever the person that you are paying does, the character on the figure 3 follows. What else? This one I will have to load on my browser but yeah, connection later. So the links in the A-Frame website will basically teach you the different samples created using A-Frame. So earlier, all of them are open source. Students in Manila, they love it. Why? They can simply copy and paste the code, play with it, and create their own. For me, I also taught in a university the best type of teaching kids how to code is by showing them code, actual code, and let them play with it. It will spark their curiosity on what can happen if I'm going to change this code. We are not worried about them breaking the code. This is HTML. So augmented reality with ARJS and A-Frame. If you have heard about AR.js or ARJS, so it's an efficient augmented reality solution on the web. It runs 100% in your browser because it's JavaScript. No need for a specific device like Google Tando phone or an iPhone. Any device, as long as you have an internet browser, a web browser will do. It runs on mobile platforms like Android, iOS, and even Windows Mobile which you still have those kinds of devices. You can even use it on your own phone. Just like A-Frame, so we have to insert the framework onto our HTML page, onto our HTML code. So A-Frame is there. ARJS is on the third watch of code and then you can draw from within your HTML page. Based on experience at Manila, if we will teach people how to do content for VR, one problem that we will tell is that it's hard to create content. Second is that we don't have the specific or the proper hardware to do VR. With that example, it's actually a two-year-old plus-plus phone running on an internet on a web browser and it will be able to do AR stock. That's awesome enough, especially for a country like mine wherein not all people are able to buy the latest handset models. So where are we getting at? So as I mentioned, we want to convert the web developers into VR content frameworks. We know a lot are doing web stock but we know we only know a few who's doing VR content and we see that the the VR scene will be the future. More and more companies are tapping into VR. In my country, if we know our flat carrier, if in our lines they are beginning to train their crew, their cabin crew using VR. They tap the startup VR companies and affiliates to do the VR content for them to train their crew using virtual reality. So I'll just borrow this photo from my employee. So what's the future of the open web? Basically, we need people. People who will help us spread the word about this. But do we have tools readily available for free? If you know how to do web stock it will be easy for you to do this. Why? The learning card is very very little. Okay? What else? For more info, you can go to webvr.entrol or the best place would be the Mozilla developer network that Mozilla.org. So it's like their impository of all the geeky stuff on the web especially if you are a web developer. And it's good that's it. If you have questions I will try to answer them. If not, I will try to answer them later on. Yeah? Commercial use? WebVR itself is freely available for all. If you know or if your company is using, say, Unity you will be able to develop content using Dayframe WebVR. Unity, they have the community and the commercial side. So if you are already a Unity developer you will be able to tap your content. That's possible. I'm not sure but from what I know if you develop something in Unity there is an add-on to convert it. But I will have to check if all are created in Unity. But some of the planes, not the the 3D planes that was created using Unity you will be able to transform them into HTML from within the app. That's what I have already tried. But for the entire thing say you created a game in Unity and you want to transform it into a VR game I haven't done it yet. Anyone else? Yeah? Come again? No specific requirement for as long as it is able to connect to the internet a web browser like Farfax for mobile or for Android the latest version and basically that's it. Let's say I have a sensor board that I want to transmit to the browser. Come again? Let's say I have a sensor board that I want to let's say load the VR object. If you have a sensor I have some kind of sensor on my body. I would like to transmit the information from the board to the browser. The interface there will be your device to a website or to a web. It's important. Of course, it will have to go to the cloud. It depends on how connected your device is. Anyone else? With that, thank you very much.