Category Archives: Still photography

Majority of Americans may not be able to use VR headsets

Most (nearly all?) virtual reality viewers available online can not be used by those who need to wear eyeglasses, which is a majority of Americans.

The Problem

  • VR viewers lack space on the face side to accommodate the wearing of eye glasses.
  • VR viewers lack diopter adjustments.
  • VR viewers lack inter pupil distance (IPD) adjustments.

Who Does This Impact?

75% of Americans use some form of corrective eye lenses, split as 64% wear glasses and 11% wear contact lenses (Source: Corrective Lenses Statistics – Statistic Brain).

Nearly 100% of those over the age of 45 require reading glasses for close in viewing – or using most any virtual reality viewer. Almost all viewers lack sufficient space to wear reading glasses when the viewer is on the face. Attempting to wear reading glasses with a VR viewer is extremely uncomfortable as the viewer pushes the glasses into their face.

Unlike camera viewfinders that include a diopter adjustment, VR viewers are almost all fixed focal lengths or have limited adjustments (possibly only for myopia but not presbyopia).

Most VR viewers (but not all) have a fixed inter pupil distance (the distance between the eyes is fixed even though people have different distances – think of how binoculars work to address that!).

Consequently, VR viewing is – for a majority of Americans – either impossible or painful.

A few of the higher end viewers have – during the past year – begun to address this problem either by enabling the wearing of glasses while using the viewer, or by adding a focus adjustment.

The focus adjustment, however, is not sufficient. Of the 75% who need vision correction, some have significantly different corrections between the left and right eye. All VR focus adjustments make the same adjustment for both eyes – meaning such individuals can only get a good focus in one eye.

Again, think of binoculars. Binoculars solved this problem decades ago by having a master focus ring that adjust both eye views simultaneously, plus a single diopter adjustment for one eye. The inter pupil distance is adjusted in binoculars by positioning each lens further apart. Through these adjustments, binoculars long ago provided solutions to the majority that need vision correction.

A reasonable guess is that the VR industry views its customers as young gamers and hired young people with excellent vision to design their products, but who are oblivious to real world customers.

If the VR industry does not address these design defects urgently, the future of VR is itself in doubt.

When a majority of potential customers are likely to have unsatisfactory experiences, they will not purchase VR products and content. They will not post positive comments in reviews and online forums.

Media pundits said 3D failed because people had to wear “3D goggles” (their term for 3D glasses). In reality, the problem was a lack of compelling 3D content for consumers to watch at home.

VR, which really does use “3D Goggles” (and helmets too), is headed down the same path to oblivion if it does not deliver VR viewers that can be worn and used by a majority of the population.

Using the Minolta 58mm f/1.4 lens on a Nikon 1 J1 camera

I like experimenting and using “non-standard” camera configurations. In a world of full frame DSLRs, I tend to use little sensors because its more challenging. Or something!

Here, I shot a couple of test shots (JPEG mode, not RAW) using a Minolta f/1.4 58mm prime lens. Both photos were taken using an MD mount to Nikon 1 mount adapter on the Nikon 1 J1 (10 megapixel) camera with a 1″ sensor. Both photos are shot with the aperture set to f/2.0; at f/1.4 the lens is very soft, typical of most older lenses when used wide open. For a portrait shot where soft focus may be desired, f/1.4 is okay, but for other shots the softness is distracting. At f/2.0 and smaller apertures (f2.8, f4 especially) the lens gets really sharp.

Each of these photos was resized to 1/2 the original for uploading to my blog site.

resized0001

resized0002

Learning to “see in 3D” to improve 2D photos

As a 3D stereographer, I am always aware of the 3D space in front of me. And when shooting 2D, I often wish I was shooting 3D!

The key idea, in this linked column, is that by learning to see in 3D, we can improve our 2D photos. You might think “seeing in 3D” is obvious – after all we see a 3D world around us. But truly, as 3D photographers know, learning to see in 3D is a technique all unto itself.

About negative space, looking 3D and some other things.

Source: About negative space, looking 3D and some other things. By Dirk Dom – STEVE HUFF PHOTOS

The demographics of camera users

The author, at the link below, notes that those under 30 predominately use their smart phone to take photos.

Older travelers use compact point and shoot cameras, and middle aged and older often shoot with higher end DSLRs.

One thing I noticed on my trip to the UK , specifically London, was the abundance of cameras.

Source: Cameras, Cameras, Everywhere | Garden Walk Garden Talk

A recent Nikon item said that 55% of their DSLR sales are now going to consumers upgrading from smart phones.

My observations are in line with those of the linked article. I noticed this summer an increase in the number of travelers using an actual camera, rather than a smart phone. “Bridge cameras” – which look a bit like DSLRs but have a built-in, non-interchangeable lens, are popular.

The market is shifting a bit back towards real cameras. My hunch is many consumers will start out with larger cameras but eventually retreat to smaller cameras as they find the size and weight becomes cumbersome.

I suspect the 1″ cameras, with excellent image quality and good low light performance, may be the sweet spot for size, quality and convenience.

As the next blog post notes, post processing software is enabling small cameras to begin to rival their big cousins’ features. Software tools today provide high quality noise reduction, enabling small sensor cameras to work more like big sensors, and software tricks can even simulate bokeh.