3DTV is a right game #dvbw11

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Paul Holman, he of Video Games, gave the meeting some advice from the world of 3D games to those in 3D broadcasting.  One of the things he mentionned is that 3D can be so captivating that players can use it for longer than they should, and can experience some nausia, and they take pains to explain this to users.   I loved the idea of including cameras in the  future 3D game consule, that Paul explained,  so the game can actually apparently ‘take place in your living room’, and be populated by strange animals who appear (on the display) around you.  Wow!  fantastically frightening.

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3 Responses to “3DTV is a right game #dvbw11”

  1. Paul Holman Says:

    Hi,

    As I mentioned, there are two sorts of “rules” for game developers (I assume, but not sure if our counterparts in Seattle have comparable approaches).

    Firstly, we have a “Technical Requirements Checklist” that is mandatory for all games being released on our consoles.

    These are fairy basic:

    (1) Game applications should be designed so that 3D stereoscopic
    vision images can only be output after this check is made. (i.e. there is a small risk that consumers may have changed screens since the last time a game was played, so start in normal 2D mode and check a 3D set is attached everytime).

    (2) A general catch-all “3D stereoscopic images that have not been appropriately designed or rendered can tire
    the user or cause discomfort, which may have a negative impact on the user’s health.
    To work around this problem, consider the size of the TV monitor – prevent diversions, the occurrence of occlusion inconsistencies, and having a wide disparity range. Moreover,
    limit the occurrence of window infringements to cases where they are not major problems, suppress crosstalk, etc. For details, refer to the “3D Stereo Design Guide” document.
    For tests, use a large TV monitor to check that there are no scenes that appear unnatural or scenes that are difficult to see, and also check that there are no scenes that make gameplay extremely tiring.”

    I’ll try get permission to share “3D Stereo Design Guide” which provides specific (secondary) guidence on the creation of games.

  2. David Wood Says:

    Thanks Paul.

    We would much appreciate seeing these if they can be arranged.

    In a paper last year I wrote I suggested that 3DTV viewing such ideally be done at 5H, so that the viewer minimises the discomfort of accomodation-convergence conflict. I geuss it might be difficult to pursuade 3D gamers to be at such relatively large distances from the screen?

  3. Paul Holman Says:

    > pursuade 3D gamers to be at such relatively large distances from the screen?

    Our primary audience is the 18-30 age group (they are most likely to have the cash and the interest to invest in gaming) – my personal experience is that whilst I need to chase my children to be away from the screen (for TV as well as gaming), older audiences will be sitting in their sofas at the same distance as other TV viewing activities ?

    However, ultimately we have to accommodate a wider range of options – as you noted, people increase the size of their TVs over time … but their sitting room remains the same size !

    – Paul

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