larsberg
Given that #2 is talking about people who are all professional programmers and where only a small percentage of respondents previously knew Rust, that's pretty amazing to me.
I'll see about whether I can push an update. Thanks for the catch!
Certainly, there are some _apps_ on Android today that use Rust (shout-out to my Firefox friends!), but that's not something I'm investing in right now.
and in particular some of the notes on poster sessions: https://blairmacintyre.me/2020/04/10/doing-a-poster-session-...
In practice, people consumed the keynote/talk content in a variety of formats (streamed, recorded, and in-VR) and there was a fantastic networking and meeting-new-people effect in the poster, hallway (post-talk), and demo sessions. There's a bunch of formal research that was done there along with post-conference surveys to track down specific data (e.g., how many new people did you meet?) but it will take some time for those teams to rigorously collect & report.
Once we have some concrete designs, we'll have issues open and on our public roadmap for comment and we often have early builds available in our releases page for sideloading if people are interested in testing and giving feedback.
Right now, we only have Firefox Reality available for standalone VR headsets, but we're bringing the experience to desktop VR and a variety of standalone AR headsets in the second half of this year.
That said, we're all in favor of people who want to sideload and play with it! https://github.com/MozillaReality/FirefoxReality/wiki/Sidelo...
Pathfinder: A first look at the best fonts and vector graphics on VR/AR
Her recent work (sponsored, in part, by Mozilla Research) really advances session types and the ability to get termination/progress guarantees: http://www.cs.cmu.edu/~balzers/publications/manifest_deadloc...
Today, Firefox Reality is available for standalone VR devices (like the HTC Vive Focus) and is a native Java application that talks to the GeckoView library, which is made up of components from the mobile version of Gecko, the Firefox web engine.
Firefox Reality for desktop will similarly be based off of the Firefox Desktop product pieces.
Note that there's a bunch of "Servo inside" - from small Rust components to the Quantum work including the new CSS style system to the forthcoming WebRender component.
I don't have anything to announce today about a Firefox Reality-branded browser based on top of Servo.
For all-in-one devices, Firefox Reality will be preinstalled and the default browser.
As the hardware becomes more mature, we'll support more use cases, but we wanted to enable some compelling early use cases (especially voice search) and learn from users as soon as we could.
We'll absolutely build out the UI and feature set (especially WebVR/WebXR!), but wanted to release as early as possible to transition away from private builds, design, and feedback to public conversations with users, developers, and device manufacturers.
And obviously we're investing in more the ecosystem - we need WebXR fully standardized and supported by all browsers, tools, engines, and frameworks. We also need lots of great content and social experiences that work on the web. We and others are investing a lot in this space - it's going to be an exciting summer!
Great question! Some of the best early work on this was done by ex-Mozilla, current-Google employee Josh Carpenter - check out:
http://www.joshcarpenter.ca/declarative-3d/ http://www.joshcarpenter.ca/vr-browsing-explorations/
There's a lot we can do that is even beyond these early explorations to deliver new features to developers to experiment with and users to try soon via Servo, alongside GeckoView in new VR/AR-focused browser products.
If you take a look at the link I provided above on remaining work and rough estimates to get things just working in Servo (and not FULLY web compat), you're looking at an effort of several years for the entire team, and that's assuming the web platform both stayed still and went ahead and finished writing all the tests and specs for everything on the web that is today neither tested nor fully spec'd. I don't see that in the cards for 2018.
Eyes are definitely wide open!
We're seeing a lot of industrial use of AR in manufacturing and industrial settings, though consumer use is still less common. If you have't come across it, this HBR article is one of the best public materials: https://hbr.org/2017/11/a-managers-guide-to-augmented-realit...
VR is certainly still emerging as a platform and trying to get out of its hardcore gaming and training/corporate silos. We really believe from early user data and some more advanced markets (e.g., China) that standalone VR headsets and great cross-platform social experiences will help it reach more users.
All that said: I don't personally know what the "instagram of VR" will be, though I certainly wish I did :-)
Joining up with the mixed reality team is more about how the Mozilla staff working on Servo will be focusing their time and some of the desire we have for things we want to do for mixed reality that are a little invasive and early-stage of the standards process to be experimenting with inside of existing production browser engines.
With regards to a full browser, there's still a pretty big gap before Servo could stand on its own in a browser (https://github.com/servo/servo/wiki/Remaining-work ). Filling that list out is not a higher priority for the Mozilla staff over getting the stuff done we need to experiment with delivering the web on VR & AR devices.
Create VR on the Web Using Unity3D
That particular work is fairly well-separated from the rest of the core of Firefox and doesn't require somebody like Kip or Daosheng with years of experience hacking on VR hardware.