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In Focus: The Vision Problems Facing Gamers

[by Jeff Marchiafava, www.gameinformer.com]

No matter what games you play or what platforms you play them on, you have probably suffered from the effects of eyestrain at one point or another. Thanks to the recent release of the Nintendo 3DS and the rising popularity of 3D televisions, more concern is being paid to eye health and the potential side effects. Is the media being overly cautious? Can your favorite hobby be detrimental to your vision?

To answer these questions, we spoke with Dr. Martin Banks, a professor of Vision Science at UC Berkeley who has studied the effect that stereoscopic 3D displays have on human depth perception. In addition to explaining the problems with stereo 3D displays, Banks outlined some other potential eye-related complications facing gamers, and what they can do to avoid them.

What’s Wrong With Stereo 3D?
Over the past few years, the film and video game industries have heralded stereo 3D displays as the future of entertainment. By presenting offset images independently to each eye, the brain can be tricked into seeing three-dimensional depth on a two-dimensional display. However, it’s not just your brain that’s being tricked; stereo 3D displays also trick your eyes, creating a vergence-accommodation conflict that causes the eyestrain most commonly associated with the 3D illusion.

“Vergence is the rotation of the eyes in opposite directions,” Banks says. “You converge your eyes to look at something close, and diverge to look at something far. Accommodation is the focusing response of the eyes. The lens inside the eye changes shape to bring an image to sharp focus on the retina.

“In the real world, the vergence distance and accommodation distance are the same because we look at and focus on the same object. With stereo 3D displays, the two distances are often different. For example, when the stereo content is in front of the screen, the eyes converge in front of the screen, but they focus at the screen because that’s where the light comes from. Vergence and accommodation are normally coupled, so the viewer now has to work against that natural coupling and this causes some discomfort.”

The greater the simulated field of depth, the worse the vergence-accommodation conflict becomes, which is why some stereo 3D movies and games may be enjoyable, while others leave you with a splitting headache. The Nintendo 3DS comes with a slider that controls the intensity of its stereo 3D effects, allowing players to choose a field of depth that’s comfortable for them. Unfortunately, not all 3D media has that luxury built in.

Is Stereo 3D Worse For Gamers?
Although stereoscopic images have been around since the 1800s, the newest advances in technology have resulted in stereo 3D media that’s far crisper than what previous techniques were capable of. Not only does this new generation of stereo 3D entertainment look better, Banks wagers it’s easier on the eyes as well because it’s easier for the brain to fuse the offset images.

However, Banks tells us that stereo 3D games may cause more discomfort than movies for two reasons. The first problem is the distance to the screen. “We know that there are things one can do to reduce the discomfort due to the VA conflict. Keep the stereo content near the screen. Keep the viewing distance relatively long.” For most gamers, the distance to their television usually depends on the size of their room, and no gaming setup can compete with the distance a movie theater can afford the viewer.

The second problem is time commitment. The longer you spend looking at stereo 3D images, the more likely it is that the VA conflict can cause eyestrain. Moviegoers will hardly ever spend more than a few hours in 3D glasses, which would barely be considered a warm-up session for core gamers. The glasses-free experience provided by the 3DS isn’t different from the PlayStation 3’s 3D in this case; Banks sees no difference between the systems’ 3D displays, because the VA conflict is still present.

So How Bad Is It?
Despite the recent warnings and concerns that have been raised over the Nintendo 3DS, Banks believes that the negative side effects of stereo 3D gaming aren’t as bad as some people make them out to be. “…The most likely problem is discomfort (eye strain, headache, fatigue, blurry vision). It seems much less likely to me that long-term effects could occur…There are temporary effects that seem likely. But no permanent ones that seem likely or even plausible. There are some silly claims made about adverse effects that don’t make sense.”

Banks also told us that when it comes to the warnings directed toward children, the industry is taking a “better safe than sorry” stance. “We don’t have evidence that shows that children are in fact more susceptible to some unknown health effect [caused by stereo 3D].”

So, that’s the good news. Whatever negative effects you may feel from stereo 3D gaming, they will go away when you turn off the system. However, discomfort caused by stereo 3D is only one type of vision problem that gamers face.

Even Bigger Problems
Despite his experience studying the effects of stereo 3D displays and human depth perception, Banks seemed more concerned with another eye-related ailment, which has the potential to affect many more gamers. “There is [another] concern and that’s called near-work myopia. There’s pretty good evidence now that children who do a lot of near work (reading, video games) are more likely to develop myopia than children who do less. And that will be the same for stereo 3D vs. conventional [displays].”

Myopia is the medial term for nearsightedness, where objects close to the viewer appear in focus and distant objects appear blurry. Near-work myopia is a temporary form of the condition caused by focusing on a nearby object for an extended period of time. However, some doctors believe near-work myopia can lead to permanent myopia.

Another ailment Banks didn’t touch on is keratoconjunctivitis sicca, also known as dry eye syndrome. As the layman’s name suggests, dry eye syndrome is a condition where your eyes don’t create enough tears, and it’s caused by a lack of blinking, as well as environmental conditions. Although dry eye syndrome can be serious, most cases are restricted to temporary discomfort as well.

What Can Gamers Do To Keep Their Eyes Healthy?
When it comes to eye health, the best thing a gamer can do is practice common sense. All of the issues discussed in this article can be alleviated by a few simple steps. Sit as far away from your display as you can, whether you’re viewing a stereo 3D or regular display. Take frequent breaks – and that doesn’t mean pausing your game to check Twitter on your phone. Walk  away from your television/PC/handheld and give your eyes a chance to focus on something in the distance. If your eyes feel dry, don’t rub them (that only makes it worse) – instead blink more and use eye drops to keep them wet. If you’re a parent, monitor your children to make sure they don’t play for too long at a time and that they aren’t experiencing vision problems or pain. Above all else, if you’re feeling any type of discomfort, it’s time to turn off the game.

Check back every day this week for new stories spotlighting health issues in gaming.

See the original post here:  http://www.gameinformer.com/b/features/archive/2011/04/05/in-focus-the-vision-problems-facing-gamers.aspx

 

 

Through the Looking Glass: How The 3DS Can Transform Gaming In The Outside World

[Philip Lelyveld comment; this writer argues that Augmented Reality is the 3DS’s true killer app]

[by Christopher Totten, Gamasutra]

Sometimes when writing these posts, I like to begin with a mildly shocking and/or thought provoking statement, presented bluntly on a line of its own, then use the post as a whole to explain the deeper meaning of the statement.  I’m going to do this today…here goes:

3D is the least impressive thing that the Nintendo 3DS does.

AH HA!  There!  Did I blow your mind?  No?  Sigh…I tried…

Anyhoo,

I’m not the first to make this statement, it’s something that has been said by the likes of CNN’s Scott Steinberg.  In his article, Steinberg refers to the 3DS’s upcoming multimedia features, specifically Netflix capability and internet capability, and says that the 3D on the 3DS is simply a “Trojan Horse” to get the device into the hands of consumers.  I couldn’t agree more, but today I’ll discuss how this “Trojan Horse” mentality relates more closely to the actual world of games.

 

The idea of “gamification” has been a hotly debated topic among the gaming industry.  Gamification refers to software applications that give people game-like rewards for performing everyday activities.  This could extend to everything from personal devices to ATM machines, instilling “good behaviors” by giving users digital incentives.

Games that give rewards for exercise, such as Wii Fit, could be seen as an example of this kind of real-life reward system.  This form of gamification is controversial because many experts disagree that real life should require a reward system.

Gamification has also been called a “fad” and a “buzzword” by critics who believe that it is just another method of advertising.  The 3DS’s power comes not from its 3D screen, but in its ability to gamify the real world, albeit in a much more interesting way than by offering reward systems.

The 3DS, with its (albeit low resolution) stereoscopic camera, supports Augmented Reality gameplay.  Augmented Reality is a method of displaying digital content over images of the real world, giving the user real-time information.

The most basic type of this display is the line of scrimmage and first down line on the field when watching football games on television.  Devices that support this kind of technology create an experience not unlike peeking through the Looking Glass of Lewis Carroll’s Wonderland stories.

The University of South Australia’s Wearable Computer Lab created an AR version of Quake that reads the player’s physical surroundings using 3D cameras and GPS technology and projects Quake enemies and game objects into a pair of glasses worn by the player.  While the application is certainly innovative, the rig used to create the effect is cumbersome.

 

The 3DS offers Augmented Reality in a device that can be carried in someone’s pocket.  The packed-in game Face Raiders allows players to turn their surroundings into a Space Invaders-esque shoot-em-up environment, where alienized faces of their friends and co-workers descend from outer space and rip holes in the camera image as though they were destroying reality itself, leaving only outer space behind it.

AR Games uses the 3DS’s clever packed-in cards to transform the user’s table, desk, wall, or whatever surface the card image finds itself on into any number of game environments, such as a shooting range, jungle, mountain range, or a fishing pond.  Targets, pools of lava, and dragons pop out of these everyday objects as though they actually exist and require the 3DS’s screen to see them.

One of the best parts of these AR applications is that the games require that players utilize other socialization-friendly tools on the system to take full advantage of them.  AR Games has additional unlockable games that must be purchased with coins the player earns by walking outside with the 3DS’s pedometer features activated.  Face Raiders will only let players gain access to additional levels once they have taken pictures of others with the system’s cameras.

The unfortunate aspect of this technology in the 3DS is that it is not the feature that is being most advertised by Nintendo.  Ads for the 3DS tout the system’s glasses-free stereoscopic 3D, citing the system’s inward-moving 3D (as opposed to traditional glasses-using 3D that has objects popping out at the viewer from the screen) by using the tagline “take a look inside.”

Only those paying close attention to game industry news sites would know about the AR features of the 3DS before they pick the system up, causing some to think that the 3DS is simply a Nintendo DS with better graphics and a gimmicky screen that may or may not enhance actual gameplay.

It is also these gamers that complain about the launch lineup’s lack of “killer apps”, e-shop, and Internet browser.  Would Nintendo be better off advertising the AR features more prominently or even renaming the system to better highlight its AR potential?

I say no.

With a bevy of 3D television sets and cameras entering the market, 3D movies invading multiplexes, and Sony advertising the 3D capabilities of its Playstation 3/tv/glasses combinations, “3D” has become an entertainment industry buzzword of its own.  Nintendo’s new handheld uses 3D cameras and screens to create better AR applications, but it has to find its way into homes to show off these AR apps.

3D is in the current popular consciousness, and Augmented Reality currently escapes most consumers when it is explained to them.  Demonstration is the best tool for introducing the new technology, and while this may be done with thorough ads and videos, it is best to explore Nintendo’s apps yourself.

This is why Nintendo certainly makes no secret of the AR Games application.  When new 3DS owners unbox their system, they find a pack of clearly labeled AR Cards and directions on how to use them.  Likewise, the system gives step-by-step instructions in the app itself on their use.  Nintendo knows that AR is something that should be experienced first-hand and allowed to make its way into the market before they go all out advertising its use.

 

This may also have ramifications in the choosing of Nintendo’s launch line-up for the system.  Many of the games that gamers are looking forward to are not coming out until later this year.  While this may simply be a product of long development times or Nintendo’s infamous perfectionism, it offers users a period of at least one and a half to two months before more passive entertainment experiences such as Netflix and web-browsing are introduced to the system.

As stated previously, many of the AR applications require the user to use the socialization-friendly aspects of the system such as face recognition and the pedometer.  The system also utilizes a feature called Street Pass to communicate with other 3DS users’ systems as the owner walks by with the system in sleep mode.

Far from being a traditional mobile gaming machine, a smaller device that plays traditional video games, this is a game machine that DARES the player to go outside and interact with others.  Kotaku’s Stephen Totilo opines that “You’ll never forget your first 3DS Street Pass notification”, while in Washington, D.C. a social group has emerged on Facebook for meeting up to use the very same feature in various games that support it like Super Street Fighter IV and Nintendogs + Cats.

As it stands, the best “gamer game” on the system is the aforementioned Street Fighter title, but even that is essentially a remake of a remade game from 2008.  Had the system launched with Kid Icarus orOcarina of Time, however, players may be spending their time with the system on the couch rather than taking advantage of its AR features.

This is especially somewhat ironic for Ocarina, which had in it an item called the “Lens of Truth”, that was a magnifying glass that Link held up to see hidden objects.  The camera and screen of the 3DS itself pretty much does the same thing.

I will actually be SHOCKED if a feature alluding to this item is not part of the 3DS remake of Ocarina. How cool would it be to explore your real-world surroundings as though they were secretly being invaded by creatures from the magical land of Hyrule that could only be seen through your 3DS.

 

With its AR features and 3D screen, the 3DS not only has an interesting gimmick, it transforms the idea of a “mobile gaming device” into one that turns your real world into a playground where items from your imagination wander freely.

While other mobile apps such as the public digital art project, Layar, have explored these possibilities, the 3DS is putting them into the hands of the everyday consumer rather than simply the tech-savvy digital artist.  Now everyone can have a magic looking glass through which to see the world around them, opening new possibilities for play.

Taking the “?” Card idea to the next level, couldn’t Nintendo or another game company create a series of ads or public art pieces that by viewing them through the 3DS, become clues to a huge scavenger hunt or alternate reality game where digital creatures live?  The possibilities are endless.  And for those looking for a more traditional gaming experience with the system, they will be coming within the year.  Until then, it’s Spring:  switch on Street Pass or Face Raiders and go discover something new outside.

See the full article, with additional images, here: http://www.gamasutra.com/blogs/ChristopherTotten/20110405/7373/Through_the_Looking_Glass_How_The_3DS_Can_Transform_Gaming_In_The_Outside_World.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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