Category Archives: Videos

“This video is 2D and 3D Simultaneously: the Pulfrich Effect”

Tom Scott has created a brilliant demonstration video of the Pulfrich Effect. You’ll need a pair of ordinary dark glasses – use just one side to cover just the right eye. Then watch his video. You’ll see the video in full color 3D, event though it is a 2D video.

3D video enthusiasts may already know a bit about how this works. When a camera is panning across a scene, each frame records a “position” in time. We sometimes use this trick to convert a 2D video into a 3D video by recording in 2D, but then creating a separate left and right track with the tracks separated by a single frame from the original 2D recording. This creates a left image track – and a right image track – by taking advantage of the movement in the scene.

The technique works as long as either the camera is moving or one or more objects in the scene are moving laterally. It does not work if objects are moving vertically or if objects or the scene are stationary.

The Pulfrich Effect uses the same idea but incorporates the peculiar nature of our optic system. Specifically, our eyes process darkened images slightly slower than bright images. The darkened image seen through dark glasses covering one eye are processed with a delay of about 15 milliseconds which works out to about 1/60th of a second. (The actual processing delay depends on the actual darkness of the image and could be more or less.)

Tom’s Youtube channel is here. He’s always got fascinating topics and I encourage you to subscribe to his channel on Youtube.

Experiment: I suspect this works also for VR 3D. Take a VR 360 video but keep the camera slowly rotating during filming. Then, cover one eye with a dark glasses shade while watching the VR video using a VR set up. As long as the subject is slowly moving laterally, the 3D effect should be visible in 3D!

[The featured photo for this post is from Pixabay.]

 

 

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.

Is YouTube losing hobby video producers?

Back in 2012, views of my hobby videos on YouTube collapsed. Views that had low thousands or occasionally tens of thousands of views were no longer being watched. I hypothesized then that this was due to a flood of new content on YouTube, diluting the views, some sudden change in viewer habits or that YouTube had changed something.

Mostly this is due to YouTube changes. Starting in 2012, YouTube changed its search algorithm to reward videos that had more viewing time. Consequently, search results are steered towards the videos that YouTube thinks you will watch the longest.

A possible side effect of this change, also, is that short form videos may be likely to get higher rankings. The ideal YouTube video length has long been said to be 3-5 minutes. Longer videos get abandoned before they end.

To get seen on YouTube requires a combination of search engine optimization strategies, short videos, some specific types of content, and at least a weekly video release. I suspect that videos that enable advertising are ranked higher (all of mine have advertising disabled by me), which makes sense because ads pay the bills for YouTube.

This has impacted a great many, mostly small hobby producers. I went through my video subscription list yesterday and began pruning out those that have not posted a video in more than a year. I found dozens of content producers who stopped posting content over the past 1-3 years. Looking at their uploads list, it was apparent that their recent videos were no longer getting the views they once had for their older views – and not surprisingly, they gave up posting videos on YouTube.

This result is probably the “right result” for YouTube but not a desirable one for hobby video producers. This turns YouTube away from the serendipitous viewing of funny, independent little videos, to focus increasingly on sophisticated productions. Many of our favorite “channels” may still look like a guy or gal standing in front the camera in their bedroom, but in reality, many now have full production staff behind the scenes.

Today’s announcement doesn’t come as a total surprise. Earlier this year, the company already explained its focus on ‘watch time.” When it updated its suggested videos algorithm, YouTube noted that it did so to “better surface the videos that viewers actually watch, over those that they click on and then abandon.”

Source: YouTube Changes Its Search Ranking Algorithm To Focus On Engagement, Not Just Clicks | TechCrunch

Meanwhile, Facebook is now hosting videos, although its search and organization of videos is terrible. Facebook is also faking high view counts by making Facebook hosted videos play automatically in Facebook news streams while YouTube auto play is disabled. Further, Facebook counts any video that plays for 3 seconds as a “view” while YouTube only counts 30 seconds or more as a view.

Yellowstone Epic in #3D

640,000 years in the making – Yellowstone Epic in 3D! Part 1 (4 minutes)

Photographed in 2012 but delayed due to *numerous* technical difficulties with video editing software that destroyed the project three times! Even in this final version, Sony Vegas Pro is unable to output standard side-by-side 3D without scrambling the video!

Photographed using dual Lumix GH-2 cameras and dual Canon HF M100 camcorders. Music licensed from The Music Bakery.

“3D Thumbs outwards!”, says Sikel and Ebert
“Totally rocks!”, says a geologist
“Puts the Steam in Steampunk”, says Professor Elemental
“Breathtaking – can’t breath due to the sulfur!”, said a kid at the hot springs
“The Force Awakens!”, said no one in particular.