Your current filters are…
The official SXSW overnight hackathon for mobile and HTML5 developers to compete for great prizes. Food provided. RSVP at http://AppHackathon.com .
This workshop will cover the technical details of how to create an accessible HTML DOM structure, tie it to the visible Canvas surface, additional Canvas APIs designed to fill in the accessibility gaps, and how to keep everything in synch. The workshop will compare the implementation state of canvas accessibility across browsers. Expect code samples, and lots of them!
by Jen Simmons
HTML5. It's more than paving the cowpaths. It's more than markup. There's a lot of stuff in the spec about databases and communication protocols and blahdiblah backend juju. Some of that stuff is pretty radical. And it will change how you design websites. Why? Because for the last twenty years, web designers have been creating inside of a certain set of constraints. We've been limited in what's possible by the technology that runs the web. We became so used to those limits, we stopped thinking about them. They became invisible. They Just Are. Of course the web works this certain way. Of course a user clicks and waits, the page loads, like this… but guess what? That's not what the web will look like in the future. The constrains have changed. Come hear a non-nerd explanation of the new possibilities created by HTML5’s APIs. Don't just wait around to see how other people implement these technologies. Learn about HTML APIs yourself, so you can design for and create the web of the future.
by Erik Möller
I took a platform game published on Win/Mac/iOS and its 100,000 line C++ code-base and turned it into an HTML5 game running on desktop, mobile and even TVs. This talk is the story of how that happened and also gives some great tips and tools for anyone aspiring to make games using HTML5.Building a game is never a trivial job and doing it on a platform in constant development can be even harder. That said, the advantages of HTML5 greatly outweighs the disadvantages. HTML5 is quickly turning into a great game development platform which offers well tested solutions to many of the peripheral problems you normally have to deal with when making games.With these solved for you already you can focus on creating a great game and an awesome user experience!I'll share what I've learned and hopefully the talk will make the process easier for anyone else building games in HTML5. I'll also talk about a new exciting open source project allowing you to leverage WebGL and COLLADA in your games.
by Paul Irish
Be inspired by beautiful maps that deliver aesthetically pleasing, and more importantly, useful information. In this session, we’ll highlight practical uses of HTML5 that enable fast, compelling in-browser mapping experiences.
The browser wars panel has been an SxSW institution, and gives us a forum to bring browser vendors to to the table to take stock of new developments on the web. As in years past, we'll bring Mozilla (Firefox), Google (Chrome), Microsoft (IE), Opera (Opera), and maybe Apple (Safari) to the table to speak of developments on the web, and to share their unique perspectives as those who make the platforms on which the web is viewed.
Our tag line this year places tongue firmly in cheek. Interesting chatter continues about applications on the web. What's the story with browser-based app stores? While we're at it, microdata has been embraced by Google, Microsoft, and Yahoo, but the web seems underwhelmed by schema.org. And why hasn't HTML5 video changed our lives already, and why aren't there any real peer-to-peer apps on the web yet? And, is WebGL ready or just sodden in hype? We'll get candid on this panel, and take stock of the era of modern browsers, mobile apps, and Angry Birds.
Forget apps, .mobi sites, and smoke signals. Here’s a little secret: you can make one website to cater to different devices and contexts. Designing responsive sites is gaining mainstream acceptance—but how do these sites effect your content strategy? Like the design, content is flexible—expanding based on screen resolution and medium to match the user's context. We need techniques to scale content as beautifully and responsively as our designs.
Responsive content can be used for both good and evil (or at least pleasant and painful user experiences). We'll examine when content should be responsive and when it shouldn't be.
Finally, the tech details: to make content respond, draw on the HTML5 spec, web standards, and semantic markup to systematically flag content. We can also use CSS, JS, and server-side processing to add or remove content from different contexts to create fast-loading sites.
Is it too early for filmmakers to start building HTML5 into their production plans? One side says if it's not too early for advertisers (check out iAds) it's not too early for filmmakers. Another side says that until their viewers get browsers that are ready for HTML5, they'll stick to technologies audiences can recognize, thanks. Enter into a scenario that lets you stake out your territory, with role-playing by experts, and get your questions and comments ready for the free-for-all portion of the event. Role-players include: Duby S. Filmmaker; Tech E. Vangelist, Doc U Mentalist, and Ad Madman.
by Paul Trani
HTML5 and CSS3 are hot, driven by an explosion of new, Internet connected devices. While they offer many new features that should allow you to do the types of things that you previously did in Flash, actually making it happen is really hard. Until now. Adobe Evangelist Paul Trani will give you a first‐hand look at Adobe Edge, which is designed to save you time while creating beautiful motion and interactive content for the web. Paul will also give you an exclusive first look at new features for Edge – don’t miss out on this rare opportunity to learn about Edge from the source!
The recent wave of social and mobile games has been a boon for the game industry by making games more accessible to new players. However, this has only intensified fragmentation, making it difficult for developers to deploy on many platforms. This then prevents players from enjoying their favorite games on any device, whether at home or on the road. Emerging technologies like HTML5 and WebGL provide the ideal solution to solve these problems with true cloud gaming in the browser. This talk will discuss the present and future advantages of HTML5 game development, why HTML5 is on course to become the prevalent medium for cross-platform game development, and the roadblocks that still remain before we reach this ultimate future over the next few years. The talk will also look at the emerging tools and engines that will put HTML5 games on par with other platforms. I will conclude by talking about the kinds of games to expect as well as multiplayer’s role in all of this.
by Paul Trani
Part of being a great web designer is understanding the medium you are designing for, recognizing its weaknesses and pushing its strengths. Understanding this balance as we are thrust into the world of mobile and "progressive enhancement" will go a long way in making you a success. In this session, Adobe Evangelist Paul Trani will demystify the technology alphabet soup of CSS, HTML5, jQuery Mobile, PhoneGap, TypeKit and Sencha Touch so you can boldly execute on your next project (or at least sound really smart in meetings).
WebGL is bringing hardware accelerated 3D to modern web browsers. This means you can launch a full game or any other rich 3D experience by simply clicking a link your friend sent you in an email. The promise of 3D with dramatically lowered friction has been shown in early WebGL applications and exciting things are in the pipeline.
This panel will bring together a group of practitioners who are actively involved in everything from writing the spec to shipping real products based on it. Between us we have been there since the earliest days of the spec and have delivered some of the most high profile WebGL projects seen to date.
We will reflect on what we have learned in the early days of working with WebGL and have a conversation about what the road ahead may look like.
9th–13th March 2012