Category Archives: Gear

How to stream 3D movies from your PC to your Gear VR 

Source: How to stream 3D movies from your PC to your Gear VR | Android Central

Samsung’s Gear VR is designed to work with Samsung smart phones. However, with the right viewing apps, it can sometimes be used to view VR and 3D videos with non-Samsung smart phones.

At the time I bought a Gear VR headset, it was apparently the only type of “Google Cardboard” Viewer headsets that included a diopter adjustment to correct for near or far sightedness. Basically, going back a year or two, VR viewers were unusable by most people over age 45 due to presbyopia (and the need to wear reading glasses as we get older).

I use the Gear VR to view some VR content using an old Nexus 4 phone and an app that supports either a Bluetooth mouse button for clicking. The Gear VR otherwise only supports clicking with Samsung phones but you can pair a Bluetooth mouse to your smart phone and use the mouse button (or the mouse pointer!)

Common photography aspect ratios and print sizes are arbitrary

Still photography and motion pictures have, over history, used aspect ratios such as 4:3, 3:2, or for printing 4×5, 8×10 and what not.

These choices were arbitrary – based on practical design and implementation considerations of the time.

The popular 8×10 paper size came from how fine paper was originally manufactured and sliced down to size by hand, in Dutch paper mills and corresponded to the equipment size readily handled by the length of the arms of the mill workers. These cut 8×10 sheets were later cut to create 8×5 sheets, which in turn were sliced to 4×5 sheets. (I could not verify these claims independently but could not dispute them either. Of interest, the 8 1/2 by 11 inch sheet of paper we take for granted also seems to have come out of similar issues and stuck with us because of practical issues regarding manual typewriters, issues that no longer exist today.)

The 35mm standard came from early still photo film which happened to be 70mm wide, but was split down the middle by Thomas Edison to save money for making a movie film. After adding holes along side the film for pulling the film through their movie camera, the image area became 24mm wide measured across the film. Each image was limited to 18mm in the length direction – becoming a 24 x 18mm or 4:3 aspect ratio image.

This film was then adopted for new still cameras (Leica) which chose to double the 18mm to 36mm, hence 24mm by 36mm (the well known 35mm format) in a 2:3 (or 3:2) aspect ratio. The 1:1 ratio photo came from waist-level viewfinder cameras – since it was not easy to turn the camera sideways, they chose a 1:1 ratio.

The result is that today’s modern digital camera and print aspect ratios are arbitrary and based on design choices that occurred out of practical considerations in the 19th century and the early 20th century.

Source: history – What historic reasons are there for common aspect ratios? – Photography Stack Exchange

And then there is the 16:9 aspect ratio of HD, which is the compromise that came out of a committee that wanted to create a new TV standard to deal well with older 4:3 content and wide screen content which is wider than 16:9. Basically, an arbitrary compromise value.

There is also similar information on how did we end up with audio reel-to-reel tape recording at 7 1/2 inches per second? I was told it was because this was the speed at which 16mm film, with an optical soundtrack on the film, operated. I could not quickly verify if this was true though and could only work out that 16mm film seemed to go through at 7.1″ inches per second at 24 fps.

“Hybrid Virtual Environment 3D”

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A researcher compared the virtual reality experience with two different systems: the one with VR headsets versus one with an immersive projection system using a concave-spherical screen, developed by his research team and called Hybrid Virtual Environment 3D (Hyve-3D). He immersed 20 subjects whom preferred the virtual reality without headsets, because they could interact with other viewers and share their impressions in real time.

Source: Virtual reality: Hybrid Virtual Environment 3D comes to the cinema — ScienceDaily

#ELSEWHERE introduces #3D viewing system based on iPhone and viewing lenses

It’s a $50 setup that says it dynamically converts any image or video screen into 3D, doing a 2D to 3D conversion. It works in conjunction with an iOS app. Looks like it uses the iPhone camera to collect images, the app to do a 2D to 3D conversion into side-by-side viewing, and then uses the “3D viewer” to enable parallel view on the Phone screen’s side by side image. I think.

Parallel viewing glasses is not new. But using an iPhone camera to record 2D and then converting in real time to 3D is a neat trick. Provided you want to watch it on your iPhone. Photo, below, form the Elsewhere web site:

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This post is a bit more info on our previous post which did not have any details.

Source: ELSEWHERE