News Stories

Next Big Thing in Electronics? 3D

[By Jeffrey J. Rose, poway.patch.com]

The Nintendo 3DS, in stores over the weekend, gives us a window into not just where gaming is headed, but the world of electronics in general: 3D without the glasses.

And it’s not just for handheld games for your kids, but smartphones, laptops and eventually big-screen TVs, too.

Many may still see 3D as a gimmick fueled by the success of the 2010 movie “Avatar,” and not everyone is thrilled about it.

But a decade from now it may well be that today’s ordinary color displays will be seen as a throwback that is as retro as black-and-white is now. And, funny thing, the first serious inroad is on a child’s gaming platform.

By the end of 2011 at least two smartphones, the HTC Evo 3D and LG Optimus 3D, will have glasses-free 3D screens and be able to shoot 3D photos and video. Apple, Nintendo’s biggest competitor in handheld gaming, is rumored to be developing a 3D iPod Touch.

Samsung earlier in March showed off a 55-inch, glasses-free 3D television prototype, and said the technology for TVs could be commercially viable in three years.

The $249 Nintendo 3DS, which looks much like other versions of the DS, already can shoot and display 3D photos, and by this summer will be able to stream Netflix videos via Wi-Fi or shoot and display 3D movies.

Millions of units were in the pipeline to the North American market before the massive earthquake and tsunami that hit Japan, so no quake-related shortages are seen soon.

That said, Nintendo historically does not ship enough products to meet initial demand (some say this is intentional, to increase desirability). Analysts say Nintendo hopes to sell about 16 million units in the next year.

The 3D experience on this type of glasses-free technology is not as “in your face” as 3D at the movie theater. Instead of images leaping out at you, it’s as if you’re looking through a window into a world that has depth.

Technology used on the Nintendo’s 4-inch screen is not new, only the commercial implementation.

Called a parallax-barrier LCD screen, it works as if two sets of thin blinds were laid over the screen, so each eye sees a different view. Your brain then stitches the two views together.

The 3DS has a slider switch that allows the viewer to adjust the difference in the two views, from full-blown 3D down to 2D. Those who are bothered by 3D can adjust accordingly.

Nintendo warns that children age 6 and younger should not use the 3D mode because their eyes are not fully developed. But some optometrists have been quoted as viewing 3D gaming as a positive development that will lead to earlier detection of eye problems in the young. Differences in vision from one eye to the other affect the ability to view three-dimensional images.

Because the parallax-barrier LCD relies on a viewer looking at the screen from a specific angle, it is much easier to implement on small screens, up to the size of a laptop. If it doesn’t look right to you, just adjust the angle.

Big-screen TVs will be harder. Change from one side of the couch to the other and the display might appear in 2D. So companies like Samsung are working to produce multiple viewing angles in which 3D will appear.

The prototype Samsung showed in March had nine viewing angles that would work. The company says ultimately only a screen with 32 viewing angles will be wholly satisfactory, and that could take a decade to bring to market.

See the original post here:  http://poway.patch.com/articles/nintendo-3ds-foreshadows-glasses-free-3d-in-smartphones-laptops-and-more

 

3D Voice comes to ‘DC Universe Online’ on Sony PlayStation 3 and PC

[By Mike Snider, USA TODAY]

3D is all the rage now. Nintendo’s 3DS handheld is in stores. Games such as Crysis 2 and the upcoming SOCOM 4: U.S. Navy Seals are playable in 3D on compatible TVs.

Now coming to games: 3D voice.

Voice technology company Vivox, which already provides 3D voice to virtual worlds such as Second Life and games such asAPB and Bloodlines Champions, is bringing the technology toDC Universe Online on the PC and, for the first time, the PlayStation 3.

Three-dimensional voice features were quietly added to the game on both platforms recently, with some additional functions due in a software update next week.

“What it means is people inside the game have an ability to talk as if in real life, meaning if you are physically closer to someone in the game you hear them louder and if you are farther away they are softer. And if they are far enough away you just don’t hear them,” says Sony Online Entertainment CEO John Smedley.

 

 

Vivox, which also supplies high-definition voice chat technology to other games, uses advanced proprietary IP voice systems to match the position of characters in games with voice position in the soundscape to “make sure the voice experience is as realistic as if you were in the real world,” says Vivox CEO Rob Seaver.

So when your DCUO superhero confronts other characters, “you hear them based on their location relative to you,” Seaver says. “If one is on your left, you hear them on your left and if another is on the right, you hear them on the right.”

Players who don’t like the feature can turn it off. But Smedley doubts that players will opt out. “It gives the players the ability to easily converse,” he says. “What separates a massively multiplayer game from normal games is a lot of people can interact together. On a console that is hard to do because there is no keyboard. This lets a lot of people talk at once and they can talk just they were in a crowded room. It’s really the most efficient way to communicate.”

See the original post here: http://content.usatoday.com/communities/gamehunters/post/2011/03/3d-voice-comes-to-dc-universe-online-on-sony-playstation-3-and-pc-/1

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Specification for Naming VFX Image Sequences Released

ETC’s VFX Working Group has published a specification for best practices naming image sequences such as plates and comps. File naming is an essential tool for organizing the multitude of frames that are inputs and outputs from the VFX process. Prior to the publication of this specification, each organization had its own naming scheme, requiring custom processes for each partner, which often resulted in confusion and miscommunication.

The new ETC@USC specification focuses primarily on sequences of individual images. The initial use case was VFX plates, typically delivered as OpenEXR or DPX files. However, the team soon realized that the same naming conventions can apply to virtually any image sequence. Consequently, the specification was written to handle a wide array of assets and use cases.

To ensure all requirements are represented, the working group included over 2 dozen participants representing studios, VFX houses, tool creators, creatives and others.  The ETC@USC also worked closely with MovieLabs to ensure that the specification could be integrated as part of their 2030 Vision.

A key design criteria for this specification is compatibility with existing practices.  Chair of the VFX working group, Horst Sarubin of Universal Pictures, said: “Our studio is committed to being at the forefront of designing best industry practices to modernize and simplify workflows, and we believe this white paper succeeded in building a new foundation for tools to transfer files in the most efficient manner.”

This specification is compatible with other initiatives such as the Visual Effects Society (VES) Transfer Specifications. “We wanted to make it as seamless as possible for everyone to adopt this specification,” said working group co-chair and ETC@USC’s Erik Weaver. “To ensure all perspectives were represented we created a team of industry experts familiar with the handling of these materials and collaborated with a number of industry groups.”

“Collaboration between MovieLabs and important industry groups like the ETC is critical to implementing the 2030 Vision,” said Craig Seidel, SVP of MovieLabs. “This specification is a key step in defining the foundations for better software-defined workflows. We look forward to continued partnership with the ETC on implementing other critical elements of the 2030 Vision.”

The specification is available online for anyone to use.

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