HTML Media Capture W3C Working Draft 14 April 2011
HTML5 ROCKS site has a great article on this.
HTML5 to the rescue. It might not be apparent, but the rise of HTML5 has brought a surge of access to device hardware. Geolocation (GPS), the Orientation API (accelerometer), WebGL (GPU), and the Web Audio API (audio hardware) are perfect examples. These features are ridiculously powerful, exposing high level JavaScript APIs that sit on top of the system's underlying hardware capabilities.
This tutorial introduces a new API, navigator.getUserMedia(), which allows web apps to access a user's camera and microphone."
I've done a little exploring and getUserMedia isn't quite ready for prime time. So far for PC's it only works with in Chrome and Opera. My first hand experience, I only tested on Chrome, was that it was grabbing the wrong camera device and there was no way to select which camera device to capture from.
It seems a lot of these new api's are driven by phone developers that have found HTML/JavaScript an easy way to write universally supported application. So there are a number of tools that basically take your web site and turn it in to an Android or iPhone application.
Support:
- Android 3.0 browser - one of the first implementations. Check out this video to see it in action.
- Chrome for Android (0.16)
- Firefox Mobile 10.0
From my notes:
Web video input
Flash
HTML5
Grab still from video: http://appcropolis.com/blog/using-html5-canvas-to-capture-frames-from-a-video/
Using Javascript to encode images as DataURL: http://appcropolis.com/blog/javascript-encode-images-dataurl/
Audio Capture in Web Browsers: Full duplex https://labs.ericsson.com/developer-community/blog/beyond-html5-full-duplex-conversational-voice-and-video-browsers-and-web-ru
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