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Mozilla stepping towards to bring Virtual Reality to the Firefox Browser - Techworm

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Mozilla stepping towards to bring Virtual Reality to the Firefox Browser
Earlier Mozilla had brought out a limited version of Firefox for virtual reality web apps, which could be experienced through Oculus Rift, a head mounted VR headset. Earlier this week, support for WebVR also landed in Firefox's Nightly and Developer ...
Mozilla Wants To Bring Virtual Reality To The BrowserTechCrunch
Mozilla Nightly Download Will Now Bring Web Based Virtual Reality On Your ...CrazyEngineers
Mozilla will bring virtual reality to the browserFirstpost
JBG News
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Categorieën: Mozilla-nl planet

Data Privacy Day 2015 | Mozilla | Privacy - Download (Blog)

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Download (Blog)

Data Privacy Day 2015 | Mozilla | Privacy
Download (Blog)
Mozilla proprio recentemente aveva commissionato uno studio diretto da Harris Poll che ha messo in luce come il 68% degli utenti italiani sia preoccupato del fatto che il mondo di internet sappia troppo su di loro; sempre il 68% degli utenti italiani ...

Categorieën: Mozilla-nl planet

Mozilla Firefox 35.0.1 behebt Browser-Absturz - Online PC

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Mozilla Firefox 35.0.1 behebt Browser-Absturz
Online PC
Mozilla bessert beim Firefox 35 nach und behebt mit dem Update insgesamt acht Fehler, die unter anderem zum Absturz des Open-Source-Browsers geführt hatten. Firefox Logo. Browser-Update: Mozilla hat eine Aktualisierung für den Web-Browser Firefox ...
Mozilla veröffentlicht Firefox 35.0.1 und korrigiert
Firefox: Mozilla behebt Abstürze mit Version
Browser-Update Mozilla Firefox 35.0.1 behebt
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Mozilla komt nu al met update voor Firefox 35 - Automatisering Gids

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Mozilla komt nu al met update voor Firefox 35
Automatisering Gids
De nog maar net uitgebrachte browser Firefox 35 leidt tot zoveel problemen, dat Mozilla zich nu al genoodzaakt ziet een ongeplande update uit te brengen. Firefox 35 crashte veelvuldig: bij het opstarten van Firefox, bij het gebruik van de Enhanced ...

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Categorieën: Mozilla-nl planet

Browser-Update Mozilla Firefox 35.0.1 behebt Browser-Absturz -

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Browser-Update Mozilla Firefox 35.0.1 behebt Browser-Absturz
Browser-Update: Mozilla hat eine Aktualisierung für den Web-Browser Firefox zum Download freigegeben. Die Entwickler beheben mit dem Update acht Fehler, die in der Version 35 für Probleme bei den Nutzern gesorgt hatten. Die gepatchten Fehlern ...
Mozilla Firefox 35.0.1 behebt Browser-AbsturzOnline PC
Firefox: Mozilla behebt Abstürze mit Version
Mozilla veröffentlicht Firefox 35.0.1 und korrigiert
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Mozilla, il Web virtuale in stato di alpha - Punto Informatico

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Mozilla, il Web virtuale in stato di alpha
Punto Informatico
Il Web virtuale di Mozilla si chiama WebVR, ed è in sostanza costituito da una serie di API che erano sin qui accessibili solo con una versione sperimentale di Firefox. Quelle API sono ora sufficientemente mature da essere parte integrante della base ...

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Categorieën: Mozilla-nl planet

Tomorrow Daily 118: Bill Nye's spacecraft, Mozilla's in-browser VR and more - CNET UK

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Tomorrow Daily 118: Bill Nye's spacecraft, Mozilla's in-browser VR and more
It's Monday, and we're back with a brand new show filled with all the good stuff: Bill Nye's non-profit organization is working on a private spacecraft the size of a loaf of bread; Mozilla adds core VR support to Firefox Nightly builds; and a Chinese ...

Categorieën: Mozilla-nl planet

Tomorrow Daily 118: Bill Nye's spacecraft, Mozilla's in-browser VR and more - CNET

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Tomorrow Daily 118: Bill Nye's spacecraft, Mozilla's in-browser VR and more
It's Monday, and we're back with a brand new show filled with all the good stuff: Bill Nye's non-profit organization is working on a private spacecraft the size of a loaf of bread; Mozilla adds core VR support to Firefox Nightly builds; and a Chinese ...
Mozilla Stuffs Virtual Reality Into Main Firefox BuildsPC Magazine
Mozilla Wants To Bring Virtual Reality To The BrowserTechCrunch
Mozilla will bring virtual reality to the browserFirstpost
CrazyEngineers -VR-Zone
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Categorieën: Mozilla-nl planet

Darrin Henein: Rapid Prototyping with Gulp, Framer.js and Sketch: Part One

Mozilla planet - ma, 26/01/2015 - 23:09



The process of design is often thought of as being entirely generative–people who design things study a particular problem, pull out their sketchbooks, markers and laptops, and produce artifacts which slowly but surely progress towards some end result which then becomes “The Design” of “The Thing”. It is seen as an additive process, whereby each step builds upon the previous, sometimes with changes or modifications which solve issues brought to light by the earlier work.

Early in my career, I would sit at my desk and look with disdain at all the crumpled-paper that filled my trash bin and cherish that one special solution that made the cut. The bin was filled with all of my “bad ideas”. It was overflowing with “failed” attempts before I finally “got it right”. It took me some time, but I’ve slowly learned that the core of my design work is defined not by that shiny mockup or design spec I deliver, but more truly by the myriad of sketches and ideas that got me there. If your waste bin isn’t full by the end of a project, you may want to ask yourself if you’ve spent enough time exploring the solution space.

I really love how Facebook’s Product Design Director Julie Zhuo put it in her essay “Junior Designers vs. Senior Designers”, where she illustrates (in a very non-scientific, but effective way) the difference in process that experience begets. The key delta to me is the singularity of the Junior Designer’s process, compared to the exploratory, branching, subtractive process of the more seasoned designer. Note all the dead ends and occasions where the senior designer just abandons an idea or concept. They clearly have a full trash bin by the end of this journey. Through the process of evaluation and subtraction, a final result is reached. The breadth of ideas explored and abandoned is what defines the process, rather than the evolution of a single idea. It is important to achieve this breadth of ideation to ensure that the solution you commit to was not just a lucky one, but a solution that was vetted against a variety of alternatives.

The unfortunate part of this realization is that often it is just that – an idealized process which faces little conceptual opposition but (in my experience) is often sacrificed in the name of speed or deadlines. Generating multiple sketches is not a huge cost, and is one of the primary reasons so much exploration should take place at that fidelity. Interactions, behavioural design and animations, however, are much more costly to generate, and so the temptation there is to iterate on an idea until it feels right. While this is not inherently a bad thing, wouldn’t it be nice if we could iterate and explore things like animations with the same efficiency we experience with sketching?

As a designer with the ability to write some code, my first goal with any project is to eliminate any inefficiencies – let me focus on the design and not waste time elsewhere. I’m going to walk through a framework I’ve developed during a recent project, but the principle is universal – eliminate or automate the things you can, and maximize the time you spend actually problem-solving and designing.

Designing an Animation Using Framer.js and Sketch Get the Boilerplate Project on Github

User experience design has become a much more complex field as hardware and software have evolved to allow increasingly fluid, animated, and dynamic interfaces. When designing native applications (especially on mobile platforms such as Android or iOS) there is both an expectation and great value to leverage animation in our UI. Whether to bring attention to an element, educate the user about the hierarchy of the screens in an app, or just to add a moment of delight, animation can be a powerful tool when used correctly. As designers, we must now look beyond Photoshop and static PNG files to define our products, and leverage tools like Keynote or HTML to articulate how these interfaces should behave.

While I prefer to build tools and workflows with open-source software, it seems that the best design tools available are paid applications. Thankfully, Sketch is a fantastic application and easily worth it’s price.

My current tool of choice is a library called framer.js, which is an open-source framework for prototyping UI. For visual design I use Sketch. I’m going to show you how I combine these two tools to provide me with a fast, automated, and iterative process for designing animations.

I am also aware that Framer Studio exists, as well as Framer Generator. These are both amazing tools. However, I am looking for something as automated and low-friction as possible; both of these tools require some steps between modifying the design and seeing the results. Lets look at how I achieved a fully automated solution to this problem.

Automating Everything With Gulp

Here is the goal: let me work in my Sketch and/or CoffeeScript file, and just by saving, update my animated prototype with the new code and images without me having to do anything. Lofty, I know, but let’s see how it’s done.

Gulp is a Javascript-based build tool, the latest in a series of incredible node-powered command line build tools.

Some familiarity with build tools such as Gulp or Grunt will help here, but is not mandatory. Also, this will explain the mechanics of the tool, but you can still use this framework without understanding every line!

 The gulpfile is  just a list of tasks, or commands, that we can run in different orders or timings. Let’s breakdown my gulpfile.js:

var gulp = require('gulp'); var coffee = require('gulp-coffee'); var gutil = require('gulp-util'); var watch = require('gulp-watch'); var sketch = require('gulp-sketch'); var browserSync = require('browser-sync');

This section at the top just requires (imports) the external libraries I’m going to use. These include Gulp itself, CoffeeScript support (which for me is faster than writing Javascript), a watch utility to run code whenever a file changes, and a plugin which lets me parse and export from Sketch files.

gulp.task('build', ['copy', 'coffee', 'sketch']); gulp.task('default', ['build', 'watch']);

Next, I setup the tasks I’d like to be able to run. Notice that the build and default tasks are just sets of other tasks. This lets me maintain a separation of concern and have tasks that do only one thing.

gulp.task('watch', function(){'./src/*.coffee', ['coffee']);'./src/*.sketch', ['sketch']); browserSync({ server: { baseDir: 'build' }, browser: 'google chrome', injectChanges: false, files: ['build/**/*.*'], notify: false }); });

This is the watch task. I tell Gulp to watch my src folder for CoffeeScript files and Sketch files; these are the only source files that define my prototype and will be the ones I change often. When a CoffeeScript or Sketch file changes, the coffee or sketch tasks are run, respectively.

Next, I set up browserSync to push any changed files within the build directory to my browser, which in this case is Chrome. This keeps my prototype in the browser up-to-date without having to hit refresh. Notice I’m also specifying a server: key, which essentially spins up a web server with the files in my build directory.

gulp.task('coffee', function(){ gulp.src('src/*.coffee') .pipe(coffee({bare: true}).on('error', gutil.log)) .pipe(gulp.dest('build/')) });

The second major task is coffee. This, as you may have guessed, simply transcompiles any *.coffee files in my src folder to Javascript, and places the resulting JS file in my build folder. Because we are containing our prototype in one file, there is no need for concatenation or minification.

gulp.task('sketch', function(){ gulp.src('src/*.sketch') .pipe(sketch({ export: 'slices', format: 'png', saveForWeb: true, scales: 1.0, trimmed: false })) .pipe(gulp.dest('build/images')) });

The sketch task is also aptly named, as it is responsible for exporting the slices I have defined in my Sketch file to pngs, which can then be used in the prototype. In Sketch, you can mark a layer or group as “exportable”, and this task only looks for those assets.

gulp.task('copy', function(){ gulp.src('src/index.html') .pipe(gulp.dest('build')) gulp.src('src/lib/**/*.*') .pipe(gulp.dest('build/lib')) gulp.src('src/images/**/*.{png, jpg, svg}') .pipe(gulp.dest('build/images')); });

The last task is simply housekeeping. It is only run once, when you first start the Gulp process on the command line. It copies any HTML files, JS libraries, or other images I want available to my prototype. This let’s me keep everything in my src folder, which is a best practice. As a general rule of thumb for build systems, avoid placing anything in your output directory (in this case, build), as you jeopardize your ability to have repeatable builds.

Recall my default task was defined above, as:

gulp.task('default', ['build', 'watch']);

This means that by running $ gulp in this directory from the command line, my default task is kicked off. It won’t exit without ctrl-C, as watch will run indefinitely. This lets me run this command only once, and get to work.

$ gulp

So where are we now? If everything worked, you should see your prototype available at http://localhost:3000. Saving either or app.sketch should trigger the watch we setup, and compile the appropriate assets to our build directory. This change of files in the build directory should trigger BrowserSync, which will then update our prototype in the browser. Voila! We can now work in either of 2 files ( or app.sketch), and just by saving them have our shareable, web-based prototype updated in place. And the best part is, I only had to set this up once! I can now use this framework with mynext project and immediately begin designing, with a hyper-fast iteration loop to facilitate that work.

The next step is to actually design the animation using Sketch and framer.js, which deserves it’s own post altogether and will be covered in Part Two of this series.

Follow me on twitter @darrinhenein to be notified when part two is available.

Categorieën: Mozilla-nl planet

Mark Surman: Mozilla Participation Plan (draft)

Mozilla planet - ma, 26/01/2015 - 20:02

Mozilla needs a more creative and radical approach to participation in order to succeed. That is clear. And, I think, pretty widely agreed upon across Mozilla at this stage. What’s less clear: what practical steps do we take to supercharge participation at Mozilla? And what does this more creative and radical approach to participation look like in the everyday work and lives of people involved Mozilla?

Mozilla and participation

This post outlines what we’ve done to begin answering these questions and, importantly, it’s a call to action for your involvement. So read on.

Over the past two months, we’ve written a first draft Mozilla Participation Plan. This plan is focused on increasing the impact of participation efforts already underway across Mozilla and on building new methods for involving people in Mozilla’s mission. It also calls for the creation of new infrastructure and ways of working that will help Mozilla scale its participation efforts. Importantly, this plan is meant to amplify, accelerate and complement the many great community-driven initiatives that already exist at Mozilla (e.g. SuMo, MDN, Webmaker, community marketing, etc.) — it’s not a replacement for any of these efforts.

At the core of the plan is the assumption that we need to build a virtuous circle between 1) participation that helps our products and programs succeed and 2) people getting value from participating in Mozilla. Something like this:

Virtuous circle of participation

This is a key point for me: we have to simultaneously pay attention to the value participation brings to our core work and to the value that participating provides to our community. Over the last couple of years, many of our efforts have looked at just one side or the other of this circle. We can only succeed if we’re constantly looking in both directions.

With this in mind, the first steps we will take in 2015 include: 1) investing in the ReMo platform and the success of our regional communities and 2) better connecting our volunteer communities to the goals and needs of product teams. At the same time, we will: 3) start a Task Force, with broad involvement from the community, to identify and test new approaches to participation for Mozilla.

Participation Plan

The belief is that these activities will inject the energy needed to strengthen the virtuous circle reasonably quickly. We’ll know we’re succeeding if a) participation activities are helping teams across Mozilla measurably advance product and program goals and b) volunteers are getting more value out of their participation out of Mozilla. These are key metrics we’re looking at for 2015.

Over the longer run, there are bigger ambitions: an approach to participation that is at once massive and diverse, local and global. There will be many more people working effectively and creatively on Mozilla activities than we can imagine today, without the need for centralized control. This will result in a different and better, more diverse and resilient Mozilla — an organization that can consistently have massive positive impact on the web and on people’s lives over the long haul.

Making this happen means involvement and creativity from people across Mozilla and our community. However, a core team is needed to drive this work. In order to get things rolling, we are creating a small set of dedicated Participation Teams:

  1. A newly formed Community Development Team that will focus on strengthening ReMo and tying regional communities into the work of product and program groups.
  2. A participation ‘task force’ that will drive a broad conversation and set of experiments on what new approaches could look like.
  3. And, eventually, a Participation Systems Team will build out new infrastructure and business processes that support these new approaches across the organization.

For the time being, these teams will report to Mitchell and me. We will likely create an executive level position later in the year to lead these teams.

As you’ll see in the plan itself, we’re taking very practical and action oriented steps, while also focusing on and experimenting with longer-term questions. The Community Development Team is working on initiatives that are concrete and can have impact soon. But overall we’re just at the beginning of figuring out ‘radical participation’.

This means there is still a great deal of scope for you to get involved — the plans  are still evolving and your insights will improve our process and the plan. We’ll come out with information soon on more structured ways to engage with what we’re calling the ‘task force’. In the meantime, we strongly encourage your ideas right away on ways the participation teams could be working with products and programs. Just comment here on this post or reach out to Mitchell or me.

PS. I promised a follow up on my What is radical participation? post, drawing on comments people made. This is not that. Follow up post on that topic still coming.

Filed under: mozilla, opensource
Categorieën: Mozilla-nl planet

Mozilla Reps Community: Rep of the month: January 2015

Mozilla planet - ma, 26/01/2015 - 19:22

Irvin Chen has been an inspiring contributor last month and we want to recognize his great work as a Rep.

irvinIrvin has been organizing weekly MozTW Lab and also other events to spread Mozilla in the local community space in Taiwan, such as Spark meetup, d3.js meetup or Wikimedia mozcafe.

He also helped to run an l10n sprint for video subtitle/Mozilla links/SUMO and webmaker on transifex.

Congratulations Irvin for your awesome work!

Don’t forget to congratulate him on Discourse!

Categorieën: Mozilla-nl planet

Ben Kero: Attempts source large E-Ink screens for a laptop-like device

Mozilla planet - ma, 26/01/2015 - 19:11

One idea that’s been bouncing around in my head for the last few years has been a laptop with an E-Ink display. I would have thought this would be a niche that had been carved out already, but it doesn’t seem that any companies are interested in exploring it.

I use my laptop in some non-traditional environments, such as outdoors in direct sunlight. Almost all laptops are abysmal in a scenario like this. E-Ink screens are a natural response to this requirement. Unlike traditional TFT-LCD screens, E-Ink panels are meant to be viewed with an abundance of natural light. As a human, I too enjoy natural light.

Besides my fantasies of hacking on the beach, these would be very useful to combat the raster burn that seems to be so common among regular computer users. Since TFT-LCDs act as an artificial sunlight, they can have very negative side-effects on the eyes, and indirectly on the brain. Since E-Ink screens work without a backlight they are not susceptible to these problems. This has the potential to help me reclaim some of the time that I spend without a device before bedtime for health reasons.

The limitations of E-Ink panels are well known to anybody who has used one. The refresh rate is not nearly as good, the color saturation varies between abysmal to non-existent, and the available size are much more limited than LCD panels (smaller). Despite all these reasons, the panels do have advantages. They do not give the user raster burn like other backlit panels. They are cheap, standardized, and easy to replace. They are also useable in direct sunlight. Until recently they offered competitive DPI compared to laptop panels as well.

As a computer professional many of these downsides of LCD panels concern me. I spend a large amount of my work day staring at the displays. I fear this will have a lasting effect on me and many others who do the same.

The E-Ink manufacturer offerings are surprisingly sparse, with no devices that I can find targeted towards consumers or hobbyists. Traditional LCDs are available over a USB interface, able to be used as external displays on any embedded or workstation system. Interfaces for E-Ink displays are decidedly less advanced. The panels that Amazon sources use an undocumented DTO protocol/connector. The panels that everybody else seems to use also have a specific protocol/connector, but some controllers are available.

The one panel I’ve been able to source to try to integrate into a laptop-like object is PervasiveDisplay’s 9.7″ panel with SPI controller. This would allow a computer to speak SPI to the controller board, which would then translate the calls into operations to manage drawing to the panel. Although this is useful, availability is limited to a few component wholesale sites and Digikey. Likewise it’s not exactly cheap. Although the SPI controller board is only $28, the set of controller and 9.7″ panel is $310. Similar replacement Kindle DX panels cost around $85 elsewhere on the internet.

It would be cheaper to buy an entire Kindle DX, scrap the computer and salvage the panel than to buy the PervasiveDisplays evaluation kit on Digikey. To be fair this is comparing a used consumer device to a niche evaluation kit, so of course the former device is going to be cheaper.

To their credit, they’re also trying to be active in the Open Hardware community. They’ve launched, which is a site advocating freeing ePaper technology from the hands of the few companies and into the hands of open hardware enthusiasts and low-run product manufacturers.

From their site:

We recognize ePaper is a new technology and we’re asking your help in making it better known. Up till now, all industry players have kept the core technologies closed. We want to change this. If the history of the Internet has proven anything, it is that open technologies lead to unbounded innovation and unprecedented value added to the entire economy.

There are some panels listed up on SparkFun and Adafruit, although those are limited to 1.44 inch to 2.0 inch displays, which are useless for my use case. Likewise, these are geared towards Arduino compatibility, while I need something that is performant through a (relatively) fast and high bandwidth interface like exists on my laptop mainboard.

Bunnie/Xobs of the Kosagi Novena open laptop project clued me in to the fact that the iMX6 SoC present in the aforementioned device contains an EPD (Electronic Paper Display) controller. Although the pins on the chip likely aren’t broken out to the board, it gives me hope. My hope is that in the future devices such as the Raspberry Pi, CubieBoard, or other single-board computers will break out the controller to a header on the main board.

I think that making this literal stockpile of panels available to open hardware enthusiasts, we can empower them to create anything from innovations in the eBook reader market to creating an entirely new class of device.

Categorieën: Mozilla-nl planet

Mozilla busca llevar la realidad virtual a Firefox -

Nieuws verzameld via Google - ma, 26/01/2015 - 18:34

Mozilla busca llevar la realidad virtual a Firefox
Mientras Facebook ya adquirió Oculus VR y Microsoft se prepara para HoloLens, Mozilla (de Firefox) se suma al mundo de la realidad virtual, por lo que incorpora ahora a sus ediciones en desarrollo continuo (Nightly) y para desarrolladores (Developer ...

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Categorieën: Mozilla-nl planet

Adam Lofting: The week ahead: 26 Jan 2015

Mozilla planet - ma, 26/01/2015 - 17:09


I should have started the week by writing this, but I’ll do it quickly now anyway.

My current todo list.
List status: Pretty good. Mostly organized near the top. Less so further down. Fine for now.

Objectives to call out for this week.

  • Bugzilla and Github clean-out / triage
  • Move my home office out to the shed (depending on a few things)

+ some things that carry over from last week

  • Write a daily working process
  • Work out a plan for aligning metrics work with dev team heartbeats
  • Don’t let the immediate todo list get in the way of planning long term processes
  • Invest time in working open
  • Wrestle with multiple todo list systems until they (or I) work together nicely
Categorieën: Mozilla-nl planet

Software-update: Mozilla Firefox 35.0.1 - Tweakers

Nieuws verzameld via Google - ma, 26/01/2015 - 16:48


Software-update: Mozilla Firefox 35.0.1
Mozilla Firefox 2013 logo (75 pix) Mozilla heeft een update voor versie 35 van zijn webbrowser Firefox uitgebracht. In versie 35 zijn onder meer verbeteringen aan de chat-client Firefox Hello aangebracht, heeft de OS X-versie nu ingebakken ...

Categorieën: Mozilla-nl planet

Mozilla veröffentlicht Firefox 35.0.1 und korrigiert Fehler -

Nieuws verzameld via Google - ma, 26/01/2015 - 16:44

Mozilla veröffentlicht Firefox 35.0.1 und korrigiert Fehler
Mit dem Update auf Firefox 35.0.1 bessert Mozilla an mehreren Stellen aus. Die neue Version beinhaltet einen spekulativen Bugfix für eine mögliche Absturzursache bei Programmsart, behebt außerdem einen durch die Erweiterung Enhanced Steam ...

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Categorieën: Mozilla-nl planet

Mozilla Fundraising: Should we put payment provider options directly on the snippet?

Mozilla planet - ma, 26/01/2015 - 14:57
While our End of Year (EOY) fundraising campaign is finished, we still have a few updates to share with you. This post documents one of the A/B tests we ran during the campaign. Should we put payment provider options directly … Continue reading
Categorieën: Mozilla-nl planet

Como desinstalar o Mozilla Firefox completamente do computador -

Nieuws verzameld via Google - ma, 26/01/2015 - 13:22

Como desinstalar o Mozilla Firefox completamente do computador
Desinstalar o Firefox não remove todos os arquivos do navegador. Isso significa que, caso você esteja enfrentando algum problema, nem sempre a reinstalação resolve. O arquivo defeituoso pode continuar no computador e voltar a causar instabilidades no ...
Mozilla arrelia GoogleGazeta do Rossio
Google quer que utilizadores do Firefox deixem a pesquisa YahooPplware
Google quer atrair usuários do FirefoxKioskea

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Categorieën: Mozilla-nl planet

Mozilla aims to bring VR to the web - VR-Zone

Nieuws verzameld via Google - ma, 26/01/2015 - 13:06


Mozilla aims to bring VR to the web
Mozilla's Josh Carpented explained in a talk last summer that virtual reality is becoming a big deal also presents a great challange, and those are reasons enough to invest time developing virtual reality support. He stated that the challenge of making ...

Categorieën: Mozilla-nl planet

Firefox: Mozilla integriert Oculus-Rift-Unterstützung mit Web VR - PC Games Hardware

Nieuws verzameld via Google - ma, 26/01/2015 - 11:46

PC Games Hardware

Firefox: Mozilla integriert Oculus-Rift-Unterstützung mit Web VR
PC Games Hardware
Mozilla hat die Unterstützung der Oculus Rift in die neueste Version des Firefox Nightly Build eingebraut. Damit kann die Virtual-Reality-Brille von Oculus VR auch mit Webanwendungen genutzt werden, sofern diese denn die Kombination unterstützen.

Categorieën: Mozilla-nl planet