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NAB: LG Shows Glasses-Free 3D Mobile DTV

 

[by www.dealerscope.com]

LG demonstrated a first on Friday- a seven-inch glasses-free 3D mobile digital TV. The device transmits 3D images broadcast via the ATSC Mobile DTV Standard.

The new TV was shown by the company at the NAB show in Las Vegas. The company did not announce a name, price or release timetable for the product.

“The ATSC Mobile DTV standard offers broadcasters remarkable flexibility to address the changing demands of consumers and advertisers,” Dr. Skott Ahn, president and chief technology officer, LG Electronics, Inc., said in a statement.

“As broadcasters continue their national rollout of Mobile DTV, LG is proud to lead the transition with the latest innovations in mobile DTV services like 3D and applications like Tweet-TV and Electronic Coupons.”

See the original post here:  http://www.dealerscope.com/article/lg-demonstrated-first-friday-seven-inch-3d-mobile-digital-tv/1

Gaming, 3D Virtual Reality Helps Stroke Victims Recover

[Philip Lelyveld comment: NOT stereo 3D, but related]

[Written by Sy Kraft , Medical News Today]

So it turns out that recovery is easier than you may think from stroke. Stoke is a horrible experience for those that survive that often leaves one debilitated with the loss of sectional motor function. However, a new study published in the leading medical journal dedicated to the subject, states that virtual interaction, such as video games, 3-D movies and such can help trigger the mind to remember motor skills and get back on the road to perceived normalcy.

The latest studies estimate 55% to 75% of patients who survive a stroke will struggle with motor deficits, including paralysis, weakness, and trouble with coordination.

Mindy Levin, PhD, a professor in the School of Physical and Occupational Therapy at McGill University in Montreal explains:

“This technology gets people to work more and harder and be more creative. And all of that taps into the brain’s plasticity and helps the brain change, and that’s what we’re trying to do. What we know about brain plasticity is that it takes so much exercise and so much commitment to make the brain change. The health care system isn’t set up to give all the therapy that is necessary, and I don’t think we’re meeting the potential.”

Here is how the study went:

The scientists searched three medical libraries for studies on virtual technologies in stroke patients. Twelve studies were included in the analysis. Participants in the studies ranged in age from 26 to 88. Researchers found that participants using virtual therapies had about a 15% improvement in motor impairment and a 20% improvement in motor function in the arm affected by the stroke.

Levin continues:

“(Virtual experiences) will help us to meet that challenge of delivering more therapy to patients in a friendly way that’s more accessible to people.”

Physical therapy and rehab is an important part of recovery for many victims of physical and emotional tragedy. Getting patients motivated is difficult. Using video games, researchers and medical professionals found that they can push patients harder, and help them enjoy therapy more.

Here a list of top games that help rehab and the mal conditions they are suspected to improve on according to www.uspharmd.com:

  • World Trade Center: Researchers have used virtual reality to treat people who suffer from September 11th post traumatic stress disorder.
  • MindHabits Booster: This game’s purpose is to help people feel good about themselves.
  • Lumosity: The brain training games in Lumosity will help patients reclaim their brain power.
  • Motor Vehicle Therapy: A Clinic at the University of Buffalo has created a treatment to help victims of major accidents deal with their trauma.
  • Rainbow Stress Reduction Games: Using these games, you can help patients improve their stress level and relax.
  • Half Life and Unreal Tournament: Researchers have found that using games such as Half Life and Unreal Tournament offer therapy for people with phobias, including spider-laden environments, heights, and claustrophobic spaces.
  • Speech and language therapy: This resource allows children and adults to use online video games for speech therapy.
  • Re-Mission: Kids can play this game that will teach them about cancer, and improve their hand eye coordination at the same time.
  • Self Esteem Games: By playing one of these games, you’ll be able to change negative thought patterns that often result in insecurity.
  • The Journey to Wild Divine: This adventure gaming series can help patients improve breathing and meditation techniques that can be therapeutic.
  • Feed the Monster: Use this game to help teach patients about proper nutrition.
  • SMART Brain Games: This neurofeedback system is available for popular consoles including the PlayStation and XBox.
  • Speech Therapy Games: Learn emotion vocabulary and more through these games that offer fun speech therapy.

See the original story here: http://www.medicalnewstoday.com/articles/221860.php

 

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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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