HTML5: camera access

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I am quite new to HTML5. I try the following HTML5 code to access camera on my mobile phone. It always display "Native web camera not supported". It seems that my mobile browser (safari and android 2.1 web browser) does not support the camera.

Could you please tell me which browser should I use to access to camera?

<!doctype html>
<html>
<head>
    <meta charset="utf-8">
    <meta name="viewport" content="width=device-width, maximum-scale=1.0">
    <style>
        body {width: 100%;}
        canvas {display: none;}
    </style>
    <script>
        var video, canvas, msg;
        var load = function () {
            video  = document.getElementById('video');
            canvas = document.getElementById('canvas');
            msg    = document.getElementById('error');
            if( navigator.getUserMedia ) {
                video.onclick = function () {
                    var context = canvas.getContext("2d");
                    context.drawImage(video, 0, 0, 240, 320);
                    var image = {"demo" : {
                        "type"  : "device",
                        "image" : canvas.toDataURL("image/png")
                    }};
                };

                var success = function ( stream ) {
                    video.src = stream;
                };

                var error = function ( err ) {
                    msg.innerHTML = "Error: " + err.code;
                };

                navigator.getUserMedia('video', success, error);

            } else {
                msg.innerHTML = "Native web camera not supported :(";
            }

        };

        window.addEventListener('DOMContentLoaded', load, false);
    </script>
</head>
<body>
    <video  id="video" width="240" height="320" autoplay> </video>
    <p      id="error">Click on the video to send a snapshot to the receiving screen</p>
    <canvas id="canvas" width="240" height="320"> </canvas>
</body>
</html>

The getUserMedia method is now supported on Firefox 17+,Chrome 23+ and Opera 12+. (See caniuse.com)

HTML5 Mobile Device Camera Access (Example), In order to connect to a webcam and gain access to its video stream, you had to a front-facing camera over a back-facing one, the video frame rate, and more. HTML5 added support for camera access, you can use it like this: <input type="file" accept="image/*" capture> <input type="file" accept="image/*" capture="user"> <input type="file" accept="image/*" capture="environment"> Where user is for front camera and environment is for back camera.


This works on Firefox mobile, Chrome mobile, iPhone and Android:

<input type="file" id="mypic" accept="image/*">

Accessing Your Webcam in HTML5, Access the desktop camera and video using HTML, JavaScript, and Canvas. The camera may be controlled using HTML5 and getUserMedia. Access the desktop camera and video using HTML, JavaScript, and Canvas. The camera may be controlled using HTML5 and getUserMedia.


We've had some success with this basic approach cobbled together from across the Web:

<form method="post" action="takephoto.php" enctype="multipart/form-data">
<input type="file" accept="image/*" name="file">
<input type="submit">
</form>

Then in the PHP file we generate unique file names using now() or something similar for storage.

Camera and Video Control with HTML5, The getUserMedia method is now supported on Firefox 17+,Chrome 23+ and Opera 12+. (See caniuse.com). Screenshot of the CanIUse.com  The getUserMedia() method in HTML5, helps to display a preview of the webcam video using JavaScript. If your web application needs to access webcam and stream video, you can easily do it with HTML5 and JavaScript.


Capturing an Image from the User, HTML5 introduced APIs that have access to device hardware, including audio and video input. In this tutorial, you'll see how to get access to  <input type="file" accept="image/*" capture="camera" />. By adding the accept and capture attributes I was able to access my phone's camera and images. I should also point out that you don't need to do anything special with your php form in order to store the imageit acts just like a standar file upload input in a browser.


I think Opera is the only mobile browser that supports this HTML5 extension.

See note from the author to this thread;

http://francisshanahan.com/index.php/2011/stream-a-webcam-using-javascript-nodejs-android-opera-mobile-web-sockets-and-html5/

HTML5: camera access, Generally, you will access the MediaDevices singleton object using navigator. The following expresses a preference for 1280x720 camera  Accessing your webcam via your browser used to involve apardon the profanity, a plugin. That's right. In order to connect to a webcam and gain access to its video stream, you had to rely on something primarily created in Flash or Silverlight.


How To Access Front and Rear Cameras with JavaScript's , As of right now, only the Safari browser supports camera access on iOS. The camera can only be accessed from pages using TSL/HTTPS (More  Paired with canvas and a bit of JavaScript, the camera has become quickly and easily accessible. Not only it the camera accessible, but since canvas is ultra-flexible, we'll be able to add sexy Instagram-style image filters in the future. For now, however, simply accessing the camera in our browser moves us miles ahead.


MediaDevices.getUserMedia(), Accessing Webcam in HTML5 is now possible using JavaScript. It prompts the user in the Duration: 7:30 Posted: May 8, 2017 Modern browsers can get direct access to cameras, allowing you to build experiences that are fully integrated with the web page, so the user need never leave the browser. Acquire access to the camera. You can directly access a camera and microphone by using an API in the WebRTC specification called getUserMedia(). This will prompt the user for access to their connected microphones and cameras.


Make a Camera Web App, When users choose to activate this HTML element, they are presented with an option to choose a file, where the device's camera is one of the options. If they select the camera, it goes into picture taking mode. After the picture has been taken, the user is presented with a choice to accept or discard it.