Stereoscopic 3D: Difference between revisions
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Back in 2010, S3D was on the cusp of becoming a mass consumer product, with cinemas showing an increasing number of movies in 3D, TV channels launching 3D broadcasts of sport events, and companies selling 3DTV sets and Blu-ray 3D players. Despite the technological advances, the practical production of S3D content that produces a natural and comfortable viewing experience is still a challenge. The challenge arises from the complex interplay of human visual perception and the restriction of display devices, which can lead to discomfort after prolonged use. The majority of the 3D display technology is based on displaying a stereo image on a flat screen. This has the advantage of reproducing stereo cues like vergence. On the other side, other depth-cues like accommodation are neglected. The discrepancy between accommodation and vergence generates distorted perception, visual fatigue, headache, and dizziness <ref name=”4”> Lang, M., Hornung, A., Wang, O., Poulakos, S., Smolic, A. and Gross, M. (2010). Nonlinear Disparity Mapping for Stereoscopic 3D. ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH 2010, 29(4)</ref> <ref name=”5”> Read, J. C. A. and Bohr, I. (2014). User experience while viewing stereoscopic 3D television. Ergonomics, 57(8): 1140-1153</ref>. | Back in 2010, S3D was on the cusp of becoming a mass consumer product, with cinemas showing an increasing number of movies in 3D, TV channels launching 3D broadcasts of sport events, and companies selling 3DTV sets and Blu-ray 3D players. Despite the technological advances, the practical production of S3D content that produces a natural and comfortable viewing experience is still a challenge. The challenge arises from the complex interplay of human visual perception and the restriction of display devices, which can lead to discomfort after prolonged use. The majority of the 3D display technology is based on displaying a stereo image on a flat screen. This has the advantage of reproducing stereo cues like vergence. On the other side, other depth-cues like accommodation are neglected. The discrepancy between accommodation and vergence generates distorted perception, visual fatigue, headache, and dizziness <ref name=”4”> Lang, M., Hornung, A., Wang, O., Poulakos, S., Smolic, A. and Gross, M. (2010). Nonlinear Disparity Mapping for Stereoscopic 3D. ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH 2010, 29(4)</ref> <ref name=”5”> Read, J. C. A. and Bohr, I. (2014). User experience while viewing stereoscopic 3D television. Ergonomics, 57(8): 1140-1153</ref>. | ||
While users who experimented with the technology - especially in gaming - where impressed by it, it did not have a major impact on the industry, mainly in the 3D TV´s market. In the home console market, Sony removed support for S3D with the PS4. In mobile gaming, Nintendo released a 2D alternative to the regular Nintendo 3DS, downplaying the 3D functionality of the handheld console. It seems that, in the case of S3D on TV’s, the near-future belongs to 4K TV, that will be supported by console manufactures and film studios. According to Tamburro (2015), one of the reasons for the problems stereoscopic 3D faced could be that “it’s difficult to sell a product that’s reliant upon the user experiencing it in order for them to understand its capabilities. While there will be the odd risk-taker who’s willing to plump down a wad of cash on something that could well turn out to be a failed experiment, the vast majority of people are far more sensible and choose to reserve their money unless they’re given a solid reason to part ways with it.” <ref name=”6”> Tamburro, P. (2015). How Virtual Reality Could Go the Way of Stereoscopic 3D. Retrieved from http://www.craveonline.com/design/938609-virtual-reality-go-way-stereoscopic-3d</ref> | |||
==References== | ==References== |