|The Shape Of Things To Come: Is 3D Around For the Long Haul?|
|Home Theater Feature Articles Video Related Articles|
|Written by Thomas Spurlin|
|Thursday, 06 May 2010|
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Like vampire novels or a seasonal sandwich at your local deli, harking to the famed Nietzsche/Peter Pan/Battlestar Galactica quote “all of this has happened before, and will happen again”, 3D technology seems to crawl back into the pop culture spotlight once every ten or so years. And why not? It’s fun to go to the movie theater, strap on the glasses, and watch as a barrage of things fly in your direction. The entire concept behind three-dimensional usage swings on the immersion experienced by the people planted in those seats, something that has, naturally, improved as technology has improved – with the likes of IMAX 3D consistently cutting the tech’s teeth through somewhat under-the-radar exhibitions. However, a few pieces have been put in motion that threaten to bring the technology much more into the mainstream, such as a few rather large Hollywood bigwigs showing interest in using the tech for artistic purposes and a motion to put full-on 3D devices in the home. The reign of plastic, white-rimmed glasses with flimsy blue and red lenses has come to an end, and a way has been paved for something new.
Is it, though, just a gimmick gaining a wider breadth of attention, or have we reached a point where it’s going to really stick around? That’s unsure at this point; the truth, however, is that the heavy-hitter companies are moving to make it stick around. At Atlanta’s CEDIA conference in 2009 , it became clear that the consumer market would soon endure an onslaught of 3D technology. Around every corner, whether you were turning into Panasonic’s boisterous trailer rig, Sony’s open-aired displays, or Mitsubishi’s stalwart DLP section, you couldn’t really dodge an opportunity to try on a pair of high-end polarized glasses and experience either swimming fish, Universal’s Coraline, or a host of other jump-out programs – and eager reps ready to get those goggles over eyes. The simple fact is that there’s a lot of money at play in utilizing the technology, and a lot of interested parties, tech heads and families alike, are ready to take the dive.
Looking at these parts separately, they don’t seem all that innovative; however, combining 3D technology in games and Move’s interactivity spells out something familiar: virtual reality. Granted, it’s not full-throttle virtual reality, but a workable version in the home. And older games, just like movies, can be converted for the tech, just not to great quality specs.