Archive for the ‘Research’ Category

Great post and some food for thought. Please read it here.


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The 60+ page White Paper – “Glasses-free 3D cinema 70 years ago” – is an abridged extract from the second volume of “3D Displays and Spatial Interaction” a book that Barry G Blundell is in the process of writing. The document reviews early efforts (prior to 1950) to implement glasses-free 3D cinema. It focuses on work undertaken in Russia (S P Ivanov), Belgium (E Noaillon), France (F Savoye), and the UK (Dennis Gabor). Other pioneering work will be included elsewhere in the book. I had the chance to ask Barry a few questions about his fascinating “historic discoveries”

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The Graphics & Media Lab CMC of Lomonosov Moscow State University has about 10 years’ experience in comprehensive analyzing of compressed video. Recently the Graphics & Media Lab (further: the Lab) has published its first detailed report on Stereo-Film-Quality Analysis within VQMT3D (Video Quality Measurement Tool for 3D) Project. Meanwhile the Lab is working on the next four reports on stereoscopic video quality estimation. They are expected to be made public in the second half of 2013.

Stereo and multiview video entertainment has become a very popular trend. A rapidly growing demand for 3D films after Avatar release inspired the production houses to create a lot of new stereo content. But sometimes doing fast doesn’t mean doing it well enough. Insufficient stereo video quality provoked in the audience such ‘special effects’ as eyestrain and headache after visiting 3D cinemas. The Lab decided to analyze five stereo films, captured with stereoscopic camera systems and to investigate the reasons of the irritating annoyance. Finding just a set of bad frames is rather a simple task, but it is not a useful result for a comparative analysis. For achieving a valuable result it’s important to estimate a ratio of bad and well-done frames in a movie. Such results enable finding the worst frames in one movie or comparing different films.  For the purpose of revealing stereoscopic errors the Lab developed a unique tool for stereo video quality measurement (VQMT3D). Its algorithms are able to discover the key reasons of visual discomfort from 3D films viewing:

1. horizontal disparity

2. vertical disparity

3. color mismatch

4. sharpness mismatch


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Press Release:

From before the release of AVATAR up until the release of MAN OF STEEL, the questions surrounding 3D have for the most part, been answered.

Will AVATAR be successful, in 3D. No question about it. Will 3D become a creative tool used by top flight directors? Ask Martin Scorcese, Baz Lurhman, M Knight Shyamalan and the many others. Will television display makers add 3D as a built in feature in new sets? That answer is in and 3D is a part of virtually every new set available.

There are still questions about the growth of 3D. Will sports continue to be broadcast in 3D, will prime time television be offered in 3D, will 3D glasses become a thing of the past? Time will answer these questions but the basic question of the viability and sustainability of 3D has been answered and is no longer challenged.

We have been an advocate and a supporter of 3D from its very formative stages and have attempted to answer all 3D related questions as the technology evolved. For now, we feel there is little more we can do in the context of a two or three day conference to advance the knowledge beyond what it is so we have decided to postpone the 3D Entertainment Summit past 2013.

As with all technologies when new ones enter a market they are disruptive yet opportunistic as well. There will be new ones, we will be on the lookout for them and when the next generation of story telling is affected by technology and creates more questions than answers we will return with our conference team to endeavor to activate discussion and seek answers.

For now we want to thank our sponsors, supporters, speakers and attendees. We wish you all the very best and hope 3D has become a new area of success for you and we look forward to working with you again, down the road.

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pic 12As 3D Content Hub currently develops a new television series on 3D Films & 3D Games reviews, we find it timely to focus on the world of 3D Gaming. In this second part, Ed Mason founder of 3Dizzy.com, an online community focusing on stereoscopic and autostereoscopic gaming technologies continues with sharing his insights. The first part is here

“Over the course of 2010, shocked by the lack of True 3D content, I started creating my own 3D Gameplay videos of any game I could get my hands on, hosting it on a rudimentary version of 3Dizzy.com and allowing other 3D PC gamers to download the video to see what a game could look like in 3D before having to spend any money. Not long after, nVidia introduced in-browser streaming of 3D videos and agreed that in return for my 3D gameplay videos, I could use their technology on my site.


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Ed Mason 3DizzyWhilst opinions on the benefits of 3D to movies are often polarized, I have always thought that in 3D Gaming the allure is obvious – the ability the perceive depth, breath & dimensionality in the game environment would lead to ‘greater immersion & a more intuitive navigation experience’.  Still 3D gaming has not been as successful as anticipated or…. has it?

As 3D Content Hub currently develops a new television series on 3D Films & 3D Games reviews, we find it timely to focus on the world of 3D Gaming. In this 2-part series article, Ed Mason founder of 3Dizzy.com, an online community focusing on stereoscopic and autostereoscopic gaming technologies, muses on the past, present & future of 3D Gaming.

Stereoscopic 3D gaming has been around for quite a few years. The older generation of PC gamers out there might remember playing around with nvidia’s legacy 3D drivers, enabling 3D on the old school CRT screens with the help of some pretty chunky, wired glasses. Even older gamers would remember the Virtual Boy, a 3D-only console that was released in 1995. In fact, the world’s first 3D ‘game’ environment (a wire frame room) was created back in 1968 at Harvard University in the form of a huge head mounted display system named “The Sword of Damocles”. True story.


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chris chinnock3D Advertising – One of the things that advertisers, marketers and others who seek to influence an audience want to know is: which is more effective at persuading and audience: a 2D or stereoscopic 3D (S3D) video?  This is exactly the question that researchers Shun-nan Yang, PhD and Jim Sheedy, OD, PhD of the Vision Performance Institute, College of Optometry at Pacific University set out to discover – with some funding help from Intel.  The results were presented at the special 3D session organized by the International 3D Society and 3D @ Home at CES 2013.

In a panel discussion lead by Insight Media’s Chris Chinnock, Dr. Sheedy first explained that they tested 90 adults and their reactions to six different topics.  These topics contain a statement for and one against the premise.  For example, one topic was: I would choose an iPhone 4S over Android phones; or I would choose an Android phones over iPhone 4S. …. Read the rest of this article by Chris Chinnock including the results and some charts here.

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