Posts Tagged ‘3DS’

3DS Tech for the Big (Small) Screen?

Friday, July 23rd, 2010

3DS

One of the biggest criticisms of 3D, and one of the main reasons why it is yet to hit the big-time in home entertainment, is the clunky polarised spectacles that frequently make a screening of Toy Story 3 look like a librarian convention.

The Nintendo 3DS is the first commerically available product that attempts to use 3D technology, without condemning gamers to the same dowdy fate, and it’s success is yet to be decided. The technology behind (or should that be in front of) the 3DS’ three-dimensional screen is called a Parallax Barrier and, though it can allow the user to perceive a 3D image, it has massive limitations and would be hard-pressed to stand up to proper scrutiny (for a more in-depth look at Parallax Barriers, see Nintendo 3DS: How It Works). However, recent reports indicate that manufacturers, such as Sharp, Hitachi and Toshiba, are investigating ways of putting Parallax Barriers onto their latest range of 3D televisions.

Cinema’s have, by now, become used to dealing with 3D films; the sudden explosion of 3D films, with the use of more sophisticated technologies than the primitive red-cyan affair, last summer forced cinemas to adapt and, almost a year later, it has become commonplace. However, it was (arguably) easier for cinemas to sell 3D as, by and large, people come to the cinema with the explicit purpose of seeing a film, thus the environment was well-suited and the audience willing to accept the glasses. At home there is no such guarantee, and surveys indicate that people are far more likely to multi-task while watching a film or TV, making the latter almost like background noise. The inception of High-Definition TV has been an unsteady one, as people are, again, less likely to invest in something that they will only half-appreciate; at least here, the only issue is cost which has gradually come down and, combined with major sporting events, allowed a greater uptake. 3D, on the other hands, makes more physical demands. The only way to ensure a great enough uptake to warrant the investment from film studios is to eliminate the glasses, but is using parallax barriers really the right way to go about it?

Toshiba's offering

As we saw in a previous article on MediaKick, there are massive limitations to using this technology, which make the glasses almost seem bearable, the most prominent of which being the fact that a full 3D image is only acheivable if the viewer sits at a very precise angle and manages to remain perfectly still for the duration; making 3D at home a choice between neckstrain or eyestrain. Obviously, this fact has not gone unnoticed by the biggest consumer electronics companies in the world, and are attempting to reduce (if not remove altogether) the problem using what’s being dubbed ‘multi-parallax’. Essentially, multi-parallax (as the name suggests) uses several barriers (in Toshiba’s case, nine) to create nine “golden angles” at which the full 3D image can be perceived, over the Nintendo 3DS’ solitary angle.

No doubt Sharp, Hitachi and Toshiba’s R&D departments will spend the next few months painstakingly experiementing to find out which “golden angles” are needed to ensure the viewer gets all the 3D goodness they can, but either way there is still this damning drawback on parallax barriers. Film buffs, who are always the first to take up a new home cinema technology but always to first to trash it, will marvel at the crisp graphics, but fume when their head slips slightly and the screen looks like the cameraman suddenly developed cataracts.

Nintendo 3DS – How it works

Monday, June 21st, 2010

Nintendo 3DS - How it works.

In the past 12 months, 3D has become the new black in cinema with every major studio releasing at least one three-dimensional film. But for all our CG technology and on-screen wizardry, we’re still forced to cling to our lenticular goggles to see it with, take them off and you’re left with a movie that looks like the cameraman had the tremors. For a while that was also true in the relatively new arena of 3D gaming, luckily for most gamers appearing geeky was nothing new, but now (as MediaKick’s superb and very prolific E3 coverage has revealed) with the announcement of Nintendo’s 3DS device, providing a 3D gaming experience without having to look like Austin Powers seems to be the start of a whole new triple-dimensional revolution.

Providing a 3D image, or (to be insufferably pedantic) autosteroscopy, traditionally used specially adapted glasses which, most commonly through the use of colour filtering on anaglyph (red and cyan) images but more recentely through polarised lenses, block out one image of a 3D film, shot with two very similar but ever so slightly different angles, for each eye. As each eye receives a slightly different image, the brain attempts to marry the two angles into a comprehensible image and the effect is the appearance of depth.

How 3D (basically) works

However, this system has always depended on the ability to isolate one particular angle for one particular eye, relying on the glasses to do so. This is a perfectly fine trade-off for cinemas, where you go for the specific purpose of watching a movie and are in a suitably adapted environment to do so, but serious questions have been raised to the quality of 3D films in the home and how much people, who may only casually watch films, will want or use the 3D technology. For example, the increasing number of people who use the internet and watch TV or movies simultaneously suggests that, as 3D technology relies on peoples eyes remaining focused on the images, and behind filtering lenses, it would not be as successful or appealing as it has been in the cinema.

The same can be said for gaming, though it’s much harder to be multi-tasking whilst playing a video game (especially if you’re a man), the growth of so-called “casual games”, as you commonly see for the Nintendo Wii, making video games, as the name suggests, a casual pastime, ridding the world of these headache inducing specs seems like a good idea; the Nintendo 3DS is the first serious attempt at making that happen, by utilising ‘parallax barrier technology’. Parallax Barriers come in the form of a thin and (apparentely) transparent layer that is fitted in front of an LCD screen that is fitted with thin “slits” that filter out an angle to each side so that one eye sees only one angle and the 3D image is perceived. A massive drawback of this is that the full effect is only visible from a very precise angle with an extremely low margin of error, requiring anyone attempting to see a film in 3D to sit as though they are experiencing some manner of rectal insertion. With the growth of games, also announced at E3, to use movement controls, such as Microsoft’s Kinect, this is a totally opposite paradigm to the one sharply taking effect.

How a Parallax Barrier (basically) works

The recentely announced Nintendo 3DS uses the same parallax barrier on it’s upper screen to produce a three-dimensional image to the player, and carries all the limitations of the technology, though it does away with the glasses. From observation, no clear effort has been made by Nintendo to combat the disadvantages of using parallax barriers, with Nintendo president Satoru Iwata insisting that the screen angle is perfectly suited for the way the average gamer would hold the device naturally, though this only mitigates the problem somewhat and the limitations are still very evidence. Although, a number of potential solutions, shown off by developers at E3 could be seen on later models of the 3DS; such as utilising the camera, face recognition algorithms and an automatically adjustable screen to constantly move the 3D screen to the correct angle as the player’s head (and thus angle of vision) moves.

It seems that 3D technology is continuing to develop just as any massively new innovation would, it has some limitations but looks very promising. Nintendo has jumped the gun a tad and released the 3DS almost, it seems, as an experiment and a “field test” would do wonders for accelerating the development and understanding of how 3D technology in gaming will be used. But for now, at least, the gamer is stuck with the glasses, unless they want to entirely boycott the upcoming motion-wars between Nintendo, Sony and Microsoft.