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As Spain
takes home the FIFA World Cup in 2010, at least one company has scored in every
match. The broadcast coverage together with many of the images on the web and
in print has conveyed one message loud and clear: Sony is about to launch 3D
TV.
A dozen or
more companies bought space on the on-field electronic signage but Sony managed
to generate a disproportionate amount of exposure thanks to a deal with Getty
Images to make stills from each match available to media organisations. The
Sony make-believe brand message and the Sony 3D logo have been viewed many
millions of times since Friday June 11 and there can be few TV households that
do not know that 3D TV is imminent.
There are
other brands and other companies involved in the race to bring consumer 3D to
market and it is to the credit of the industry as a whole that many of the
initial fears about standards have been resolved. The Blu-ray Disc association
(BDA) has pushed through a format specification that gives hardware
manufacturers a target and replicators are producing pilot quantities of the
titles that will be bundled with screens and players.
The games
business already benefits from a 3D-related sales boost, particularly in
hardware where the immersive experience is fully apparent. The current
generation of consoles can be updated to create an immediate “wow” factor and
adapting a PC is a simple, if pricy, option. A significant advantage is the
fact that a single pair of glasses is all that is usually needed to enjoy the
experience.
On the
software front, 3D versions should command a premium, at least at first,
although at a briefing during the recent E3 show in Los Angeles, EA boss John
Riccitiello told an executive audience that the positive effect on sales from
3D is one year or more away.
“I don't
think it’s a 2010 story in any way, shape or form,” he said.
The
Blu-ray player in the PS3 is software upgradeable to 3D, which will deliver a
ready audience for commercial entertainment titles when they become available.
“Grand Canyon Adventure” from the German studio Imagion using material sourced
from Imax, has claimed the trophy as the first commercial 3D Blu-ray release
from an independent studio, but there is a dearth of quality product to
accompany the ramping-up of 3D-ready hardware.
Some in
the industry have already expressed concern about the impact of sub-standard 2D
conversions and opportunistic made-for-3D specials. In fact, the emperor’s new
clothes might start to look a little threadbare with reports that 3D screenings
of the World Cup have not generated the hoped-for interest. The arrival of the
World Cup special on Blu-ray from Sony will provide a great marketing tool for
CE retailers but is no substitute for a catalogue of top titles.
It might
be a heretical point of view, but could this be the moment to take a break,
before we are irrevocably committed to a Q4 2010 launch?
Those with
long memories will remember the hiatus between the 1996 arrival of DVD in Japan
and the “soft launch” in Europe over a year later. Although a squabble about
audio standards was at the heart of the hold-up, the delay allowed all involved
to polish their skills, build a significant catalogue and work out precisely
how playback-only disc media might compete with VHS.
In
comparison with the launch of DVD, the decision to press ahead with consumer 3D
TV seems to have been made in haste. The go-ahead for 3D in 2010 looks as
though it is driven by commercial pressures to boost hardware sales rather than
come as the result of a carefully considered strategy.
At its
best the results are superb, but effective 3D titles need care and attention at
the production stage; they do not become magical just because they are
stereoscopic. A rush to fill the shelves could do more harm than good and there
are still several hurdles to be overcome.
We live in
a world of three dimensions. For a simple demonstration, assuming you are
blessed with reasonably normal vision, focus on something in front of you and
then move from side to side. You’ll notice that by shifting your head from left
to right you can see what lies behind your chosen object. Don’t try this with
3D TV – there’s nothing there!
The
illusion that fools the brain into seeing depth in a stereoscopic image is not
actually three dimensional, whatever it says in the advertising. The binocular
(two-eye) principle was well known long before the invention of photography and
was shown at the Great Exhibition of 1851.
It was a
logical step to apply the principle to moving pictures, and in 1952 Hollywood
described “Bwana Devil”, its first stereoscopic colour feature, as
“three-dimension natural vision”. It led to a resurgence of public enthusiasm
for stereoscopic content, which faded rapidly when faced with the technical
limitations of synchronising two 35mm projectors.
From a
theoretical perspective, little has changed in over a century and a half.
Digital technology has eliminated most of the mechanical problems and the
success of “Avatar” in the cinema has shown that consumers are ready for 3D on
the big screen.
At the
Futuresource Entertainment Summit in June, members of the consumer panel were
in agreement that they liked 3D and wanted it in their home as soon as it is
affordable. They also asked searching questions about the format and it is
unwise to assume that the industry has all the answers.
For
example, producers still struggle with text on screen. Titles, credits and
subtitles have to be placed somewhere in 3D space and frequently this conflicts
with the on-screen action. If you’ve watched 3D images without glasses (or seen
the Sony TV commercials) you’ll know that two separate images seem to be
superimposed, offset to left or right. With the glasses, 3D can appear to be a
series of flat cardboard cut outs or “planes”, stretching in front of the
screen to a point somewhere behind it.
If the
text is on a different plane to the action, viewers have to change focus to
read it, much as our eyes do when we look up while reading. It’s an issue that
arises when match scores are displayed or scrolling text runs at the bottom of
the screen. Repeat this re-focusing many times and fatigue quickly sets in.
Other
issues arise when objects move to the edge of the screen. It is much less of a
problem in the cinema, where the image fills our field of view, but even the
largest domestic TV screen can be taken in at a single glance. As objects reach
the edge of the frame they disappear from one eye but not the other – something
rarely seen in real life – and the 3D illusion is broken. Production techniques
and technology can combine to minimise the problem by effectively making the
image 2D at the edges, but it might contribute to the “3D headaches” some
viewers report.
There are
yet more unanswered questions at both the production and viewing level. Moving
content from the cinema to the domestic TV is not as straightforward as a
simple film transfer. Many 3D settings take into account screen size and
viewing distance, which complicates the conversion process. Compressing the 3D
image for Blu-ray is a non-real time process that can take up to 10 times the
duration of the film, and the result has to be watched all the way through.
Other
factors must be considered in the home such as the cost and durability of 3D
glasses, their battery life and the integration of 2D and 3D content. What
happens when there are more viewers than glasses is also an issue; “bring your
own” is not going to work if the technology is incompatible.
Not least
of the challenges associated with 3D TV is the difficulty of displaying content
in-store. Theft of glasses is a problem that has yet to be resolved and without
them 3D cannot be viewed. Although captive solutions are in the pipeline, they
have yet to be proved in a retail environment.
The
technology standards for TV in three dimensions have been agreed and the sale
of 3D-ready screens has begun. Coupled with the impetus provided by upgradeable
3D game consoles and the continuing cinema success of stereoscopic titles, an
exciting market opportunity awaits.
If the
hopes for the 3D format are to be achieved, everyone involved must be ready to
meet the demand. Otherwise the “mean time to disillusionment” will be short,
leaving expensively produced content on the shelves.
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