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View Code? Open in Web Editor NEWA repo for managing the adminstrative tasks of the Immersive Web Group.
A repo for managing the adminstrative tasks of the Immersive Web Group.
Update the existing pages from webvr.rocks for the new site at immersiveweb.org
Let's discuss if it's time to move Layers to Working Group from Community Group.
Related issue Layers 148
Add readme.md file to keep information on two bi-weekly (WG and CG) teleconferences in the meetings directory with regular schedule and links (also procedures?).
Rough idea:
Gates for moving spec into WG:
Need a roadmap of spec/implementation landscape.
Should go in this repo for now, then possibly move to XRDA readme.
Currently only Oculus Rift and Go are shown as supported but Oculus Quest is possible now one of the most popular devices for VR and features WebVR experiences in the build in browser.
https://github.com/immersive-web/webxr-reference
Now that the API has started to ship in browsers, long-term the developer-facing content should be the MDN content. The Repo in this working group can only ever be distracting and out of date.
It looks like I have the authority to delete this repo. I'm opening this ticket so that link to it may be removed or changed to MDN.
Current suggestion: San Jose, Jan 28-29th.
(from Dom)
Next month will come the wide review
https://www.w3.org/wiki/DocumentReview
We should start to list which groups we want to get review from, and how
stable the document needs to be before we can get these reviews started
(my suggestion would be to stage our requests over time - only wait for
asking a review from a given group until we think our content is stable
enough for that specific group).
My first guess would be:
Accessible Platform Architecture WG for accessibility - probably ASAP
since I don't think there are specific plans to address accessibility at
the API level at the moment; would be good to see if we can meaningfully
address anything in http://w3c.github.io/apa/fast/checklist.html
Technical Architecture Group (they've reviewed part of the work
already, but lots will have changed) - this usually requires a first
pass at the security & privacy self-review
https://w3ctag.github.io/security-questionnaire/
Privacy Interest Group - likewise re self-review
Security Interest Group - likewise re self-review
Media & Entertainment IG? - they're interested at least in 360 video,
and would probably be keen on understanding how much WebXR helps with it
Web Platform WG - for integration with rAF, usage of WebIDL (probably
ASAP?)
Audio WG - for audio integration
Devices & Sensors - for comparison with Generic Sensor framework
Khronos WebGL WG? (for sanity check? can probably be done ASAP?)
Given that we don't handle human-readable content in any particular way,
I think for I18N, we can give mostly a heads-up that we think we're out
of their scope:
https://www.w3.org/International/techniques/developing-specs?collapse
Once we have a more up to date editors draft, we should also review our
normative dependencies to check if some of these deserve a specific
request for review from their producers.
Hi Immersive Web!
I'd like to start some work related to introducing Depth API to WebXR. The main question then is whether it should be a separate repository, or should it be included as a part of our existing repos (real-world-geometry comes to mind).
I've put my initial thoughts about the API in my personal, publicly visible repository, please take a look at the explainer in case that is something that could help with making a decision: https://github.com/bialpio/webxr-depth-api/blob/master/explainer.md.
So far it seemed that we tended to create new repository for each new feature. In this particular case, I do not see any problems with that approach as I do not think depth API will need to strongly depend on something from other repositories apart from WebXR Device API, but I'd still like to hear what people think.
@AdaRoseCannon , you were going to follow up with app developers to see how they typically handle tracking loss.
From @jsantell on December 11, 2017 19:44
The URL is broken for the link in the repo move it looks like: https://w3c.github.io/webvr/spec/1.1/ -- redirects to https://example.com/spec/1.1
Copied from original issue: immersive-web/webxr#306
Rough draft:
@lincolnfrog, you were going to review immersive-web/webxr#388 and identify any other issues separately.
Both for WebXR and the Immersive Web
Hire a designer
Set up voting for the community
List
Then
Write a paragraph framing what our intentions are for TPAC, to lead in to the goals we want to achieve and the CFP.
This issue is to keep track of all the spec repos that need to meet the IPR requirements and imported to the tool.
dom-overlays
hit-test
layers
webxr
webxr-ar-module
webxr-gamepads-module
lighting-estimation
Sub tasks may include:
As per our discussion on the WG call today, I'm creating an issue so that we can schedule demos during the WG F2F at TPAC and also see what we could offer to Coralie at W3C. I'm there Mon - Wed and would be happy to help organize this part.
This was mentioned on this morning's editors call as something that has seen a fair amount of interest from users but which we don't have line-of-sight to a solution for. It may be productive to start a conversation on the topic at TPAC, and ideally we could convince some individuals with knowledge of how the current proprietary systems work engage with us as well. It's unlikely that we will be able to find any solutions at this point, but getting people thinking about it is worthwhile.
Schedule a meeting recurring every 6 weeks to check in with the folks implementing WebXR.
Include commitment to sending agenda or cancelling meetings by Fridays EOD before a call.
These are pretty stable should probably be moved across to make a standard, this issue is to keep track of that.
@AdaRoseCannon you put in the notes:
" ACTION: file issue to allow developers explicitly state the amount view ports they support." during the Multiview discussion, related to issue https://github.com/immersive-web/webxr/issues/317?
In progress...
Apologies in advance if this is not the right place to ask.
As I understand the focus of this draft is to reach feature parity with the previous webVR API. I was wondering about which AR features are going to ship in this release since, as I understood it, even features that were usable in previous versions like hit-test are still discussed as proposals.
Are AR features like hit-test or anchors included in the upcoming specs and do the proposed anchors also include image targets?
Kind regards
/agenda to work out what we want to do for tpac.
TBD once the CFP is out and issues are labeled, e.g. week of Oct 8th.
I've recently created an Explainer for what an API to extract a FaceMesh from a camera stream that can be rendered to/over would look like. While my current proposal is that it not (at first) integrate with WebXR (and thus would likely be promoted to the WICG rather than here if/when it is ready), I know that the topic is of interest to people in this CG, so I wanted to mention it and share a pointer during the next CG call.
The Explainer can be found at https://github.com/alcooper91/face-mesh
/agenda
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