CES 2013: Head-Mounted Displays and Wearable Tech

The interest in 3D entertainment and augmented reality has inspired numerous new head-mounted displays and wearable technology. Using Bluetooth technology and wireless connections to offload processing, these displays come in a variety of shapes and sizes, but all have similar aims: to create an immersive entertainment experience or overlay relevant information onto our surroundings. We expect to see some compelling new products at CES. Continue reading CES 2013: Head-Mounted Displays and Wearable Tech

First 3D Photo Booth Turns People Into Action Figures for $250

Creative lab Party is reinventing the photo booth. From now until January 14, 2013, consumers in Harajuku, Tokyo who have an extra 15 minutes and $250 can get striking miniature models of themselves. “It’s a reservations-only combination 3D scanner and printer that won’t just capture a flat face shot, but a head-to-toe, 360-degree, topographically accurate rendition of you,” reports Fast Company. Continue reading First 3D Photo Booth Turns People Into Action Figures for $250

Editor Tim Squyres Talks Challenges of CG Tigers and 3D for Life of Pi

Tim Squyres has worked as director Ang Lee’s editor for two decades, helping Lee to create films such as “Hulk,” “Sense and Sensibility,” “Caution,” “Couching Tiger, Hidden Dragon,” and most recently, the 3D spectacle “Life of Pi.” The Academy Award nominated editor spoke to The Verge about the new film as well as technological advances in editing. Squyres says he’s seen the finished “Life of Pi” 30 to 50 times because movies are produced in so many different forms: “3D, 2D, IMAX, film, 2D digital, 2D film, and for audio there are 7.1, 5.1, Dolby Atmos, near-field for TV speakers, and more,” he said. Continue reading Editor Tim Squyres Talks Challenges of CG Tigers and 3D for Life of Pi

Virtual Holographic 3D: zSpace Display Technology from Infinite Z

A new display technology called zSpace by California-based Infinite Z allows users to “feel” 3D images by tracking user’s eyes and hand movement. The technology can also create effects where users can move their heads around 3D video objects to see what is behind them. “The zSpace display could be revolutionary for designers and animators, but could also inspire innovation in computer gaming and augmented reality,” writes Technology Review. Continue reading Virtual Holographic 3D: zSpace Display Technology from Infinite Z

CES 2013: Display Tech Expected to Highlight UHD and Connectivity

Engadget provides an overview of what it expects we’ll see at CES in early January in regards to display technologies. “The list of tech we’re expecting to see (Ultra HD — aka 4K/8K, OLED, connected TV and second screen interaction) is almost an exact mirror of the high-profile launches from last year’s show,” suggests the post. “The good news, however, is that there are plenty of reasons to be optimistic that this is the year we’ll actually see the technology become available and/or more useful in our daily lives.” Continue reading CES 2013: Display Tech Expected to Highlight UHD and Connectivity

High Frame Rate 3D Version of The Hobbit is Insanely Gorgeous

  • Peter Jackson’s “The Hobbit: An Unexpected Journey,” shot in 48-frames-per-second HD, “looks nothing like you’ve ever seen before,” writes Wired. “In the 48-frames-per-second version… Middle-earth in 3D looks so crisp it’s like stepping into the foreground of an insanely gorgeous diorama.”
  • The movie will also be released December 14 in standard 24-frames-per-second, but the HFR 3D version allows for more precise images and smoother 3D action because it doubles the “visual data” and decreases blur during quick camera motions.
  • While the 48-frames-per-second approach is great for action sequences, Wired questions its effectiveness during naturalistic scenes. “The flicker, depth of field and imperfect ‘grain’ that lends character to 35-millimeter film historically fostered a collective dreamlike state for audiences who gathered in the dark to lose themselves in images that were never intended to exactly replicate the ‘real’ world.”
  • “In delivering the kind of high-def detail by which every wrinkle gets full attention, fast frame takes getting used to,” suggests the article. “At times, scenes unfold as if part of an extravagantly well-lit, art-directed reality-based series or soap opera.”
  • The 48-frames-per-second method combined with 3D almost makes the film seem something beyond real, suggests Wired, and definitely takes some adjustment for people used to watching standard film.

Leap Motion Develops Gesture Control to Challenge Touchscreens

  • While computer makers are focused on adding touchscreen capabilities to desktops, Leap Motion has created a $70 matchbox-sized device that adds gesture control to computers, essentially negating the need for touchscreens.
  • The technology uses two small cameras and multiple infrarad LEDs to track the motion of a person’s fingers with an accuracy of a hundredth of a millimeter, Technology Review reports. The second camera is used to prevent errors from a hand obscuring itself. All the processing is done by a drive software installed on the computer.
  • According to Leap Motion co-founder and CEO Michael Buckwald, “Leap provides the solution to ‘gorilla arm,’ a term used to describe the dubious ergonomics of a person repeatedly lifting his or her hands from the keyboard or mouse and reaching out to operate a computer’s touch screen,” the article states. “Users of Leap’s device can lift their hands just slightly off the keyboard and make more economic gestures with their fingers.”
  • “If you’re controlling a cursor [with Leap], you don’t have to move one-to-one with the screen, like you do with touch,” says Buckwald, so small motions translate to larger movements on screen, making interaction faster than using a mouse and keyboard.
  • “We’re working with lots of consumer OEMs and for laptops but also automotive and medical companies,” he adds. In the future, the technology will be applied to mobile devices as well as new technology such as head-mounted displays. Leap Motion anticipates the technology will one day enable complex 3D interactions.
  • Pre-production versions of the device have been sent to developers who have created various applications for the interface, including a aircraft game and photo-browsing program. The post includes an impressive video featuring these uses and others.

New Acer Monitor and Projector Auto-Converts 2D to 3D on the Fly

  • Acer has introduced a home theater projector and 27-inch monitor that can show 3D content from Blu-ray players, camcorders and smartphones.
  • Both devices can also add 3D features to 2D content, according to the company.
  • “Not only can you enjoy 3D movies and other multimedia content at 1080p full HD on both devices, you can also see get your 2D content automatically enhanced with 3D effects without any additional software,” reports ZDNet.
  • The new monitor requires that users wear polarized (passive, no batteries necessary) 3D glasses, while the Acer projector requires Active Shutter 3D glasses (that require charging).
  • The 3D projector is priced at $1,999 and the monitor is available for $599. One pair of glasses is included in each purchase.

Museum of Art and Digital Entertainment Opens History of 3D Exhibit

  • Downtown Oakland’s new Museum of Art and Digital Entertainment (MADE) will open its first exhibit “The History of 3D” tomorrow, December 3.
  • According to the museum’s site: “The MADE is a center and museum dedicated to activities that engage participants with all forms of digital art and entertainment. The museum’s primary purpose will be to educate the public about the artistry, craftsmanship and inspiration that go into the creation of videogames and digital works of art, such as programatic visual/audio demonstrations.”
  • ABC affiliate News10 reports: “Using the crowd funding site Kickstarter.com, the museum raised $20,000 to secure the new location.”
  • The new exhibit will focus on “the history of 3D in games and will feature playable demonstrations of games displayed.”
  • “3D is such a broad topic in video games. Our exhibit creators, Jason Cutler and Nealon Leadbetter evaluated hundreds of games and types of 3D, from voxels to vectors, from pre-rendered sprites to normal mapped polygons,” explains director of the MADE Alex Handy. “They’ve chosen a wonderfully varied set of examples from the rich history of video gaming on consoles and computers. We hope this exhibition inspires the next generation of game developers, both young and old.”
  • ETCentric staffer Phil Lelyveld adds: “This is the seed of a great resource. ETC member companies may want to make product donations!”

If Consumers Do Not Care about 3D, Why are 3D TV Sales on the Rise?

  • According to the DisplaySearch unit of The NPD Group, 6.6 million 3D TV sets were shipped in the third quarter of 2011, up 27 percent from the previous quarter.
  • The research firm expects shipments to increase 30 percent this quarter, for a total of 21.5 million units in 2011.
  • However, DisplaySearch suggests a “lack of 3D content and services” means buyers are mostly watching 2D video.
  • Additionally, Nielsen released a study last year suggesting consumers were reluctant to wear 3D glasses and nearly 90 percent said that viewing 3D TV would get in the way of checking e-mail or Web surfing while watching television.
  • The article suggests that marketing and aggressive pricing has made the difference. “Television vendors have been pushing 3D sets on customers all year,” reports CNET. “In fact, companies such as Samsung, Vizio, and Panasonic, among others, have made 3D a key component in a large number of their televisions, making it harder and harder to find sets that don’t come with 3D support.”

CEA Forecasts 30-50 Ultrabooks Expected to Launch at CES 2012

  • At a recent CES Unveiled event in London, Shawn DuBravac, director of research for the CEA, predicted that a large number of ultrabooks will debut at the 2012 CES conference in January. “We expect to see 30 to 50 new ultrabooks launch at CES,” said DuBravac. TechCrunch responded with, “That’s a whole lot of MacBook Air clones.”
  • Each year, there seems to be a single prominent device showcased at the annual confab. “iPad killers were out in force at 2011′s show. 2010 was all about 3D TVs while netbooks was the popular product in 2009,” suggests the post. “It seems that ultrabooks might be 2012′s hot product. But can they break the dreaded CES curse that plagued the previous hot products?”
  • TechCrunch describes how Android tablets failed to challenge the iPad and how 3D TVs and netbooks failed to achieve significant adoption. If ultrabooks dominate the 2012 event, will they face the same fate?
  • “Ultrabooks are supposed to be the answer to Apple’s increasingly popular MacBook Air. Intel designed the computing platform to be as thin as possible while keeping the price low. The first batch of ultabooks start at $899 and offer competitive performance. But they’re still not built as well as the MacBook Air.”

German Firm has Plans to Market Direct Eye Contact Video Conferencing

  • Technology R&D firm Fraunhofer Heinrich Hertz Institute in Berlin has announced a major breakthrough in direct eye-to-eye contact for video conferencing. Fraunhofer HHI hopes to implement the new technology in consumer laptops and office desktop systems.
  • “Called the Virtual Eye Contact Engine, the software module analyses the scene in real-time 3D from three cameras mounted around the display,” reports 3D Focus. “It computes the depth structure information of the person’s head which is used to generate a 3D model. The 3D model is then used to compute the view of the virtual camera for both parties and the rendered output appears to show each person looking directly at each other.”
  • Fraunhofer HHI believes the technology will help resolve the problem experienced with eye contact during video conferencing. “Eye contact is one of the most important elements of non-verbal communication and without this, each person can feel slightly disconnected from the conversation,” suggests the article.
  • “We are working on a product release for our system,” says Ingo Feldman, scientific project manager 3D Video & Immersive Media Group. “We expect the first version on the market in about one year’s time…On one hand we plan to provide an office desktop system with high quality virtual eye contact correction. On the other hand, we plan a consumer market solution which is capable to run on laptop environments. As we are a research institution, we are always interested in industry partners which will finance our product development.”

Now Cooler than Skype: What Happened to the Microsoft Kinect?

  • The Microsoft Kinect 3D camera was a hot seller last holiday season, but now it seems that the buzz has subsided.
  • According to PC Magazine writer John C. Dvorak, the Kinect is in phase 10 of an 11-phase process that most high-tech products go through…
  • Phases 1-3: A hot product generates rumors, there’s a pre-announcement to either downplay or exaggerate the product, followed by media speculation, which is drawn out until the product arrives.
  • Phases 4-6: The product is rolled out and a shipping date is set, followed by shipment of the first batch ship and afterwards, a shortage announcement.
  • Phases 7-9: The black market, described by Dvorak as “a short-term black market for the device emerges, sometimes arranged by the company itself,” followed by the product’s complete release and then a PR effort to sustain interest.
  • Phase 10: New uses. “Out-of-the-blue, new uses are ascribed to the device if possible. These supposed new uses should have been planned from the beginning.”
  • And finally, Phase 11: an analysis determined by long-term public reception of product, leading to three options: do it all over, make routine minor adjustments/improvements, or let it sell until it runs out and call it quits after that.
  • “The Kinect is now in phase ten and new uses are being ascribed, mainly 3D telecommunications,” writes Dvorak. “You can spot the hand of the PR folks involved by the repetitious and redundant messages seen in far too many of the stories. In this case, it’s that 3D Kinect is ‘now cooler than Skype.'”

Copyright Issues: Will 3D Printing Prove to be a Disruptive Technology?

  • 3D printers can reproduce objects by spraying layers of plastic, metal or ceramics into shapes based on photos or designs. Some models already cost less than a computer did in 1999.
  • The technology allows users to copy vases, board game pieces, protective covers for phones and even pieces of furniture. Imagine eventually being able to “print” parts for cars, bicycles, computers, cameras and much more.
  • “Call it the Industrial Revolution 2.0,” suggest The New York Times. “Not only will it change the nature of manufacturing, but it will further challenge our concept of ownership and copyright. Suppose you covet a lovely new mug at a friend’s house. So you snap a few pictures of it. Software renders those photos into designs that you use to print copies of the mug on your home 3D printer.”
  • “Copyright doesn’t necessarily protect useful things,” said Michael Weinberg, a senior staff attorney with Public Knowledge, a Washington digital advocacy group. “If an object is purely aesthetic it will be protected by copyright, but if the object does something, it is not the kind of thing that can be protected.”

Texas Instruments Video: Explaining How Immersive Spatial Audio Works

  • This 3 1/2 minute video by Texas Instruments clearly and concisely explains the three components of their 3D audio technology: beam steering, crosstalk cancellation, and head related transfer function (HRTF or the psychoacoustic effect).
  • “Laptops, tablets, mobile phones and other multimedia devices offer an impressive visual experience,” suggests the video. “However, the overall experience is hindered by space constrained audio systems that lack clarity and depth — until now.”
  • Texas Instruments explains in the video how its audio technologies convert the “small sound stage” into an enhanced, immersive experience via techniques that manipulate sounds in desired directions in a 3D space.
  • This is a must-view for anyone interested in spatial audio applications for consumer electronics.