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HOLOGRAPHIC DISPLAYS

PROJECT REPORT ON
CONSUMER PREFERENCE TOWARDS 3D TV - AN INVESTIGATION OF JAMMU REGION

PROJECT GUIDE: Mr. P.K. JENA

SUBMITTED BY: HIMANI CHOUDHARY (2010MBE07)


2010-2012

SHRI MATA VAISHNO DEVI UNIERSITY JAMMU AND KASHMIR

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PREFACE

As we know that theory without practice is a body without soul. Without practical training management education is meaning-less. In order to bridge the gap between theory & reality management students are exposed to actual working environment. This project is an integral part of the course curriculum of management program. In this the student with mature eyes and understand the dynamics in much better manner. This particular project has been assigned to me by Mr. Pabitra Kr. Jenna, lecturer at College of Management, SMVDU, Katra. The project is about the 3D TV- An Investigation of Jammu region This project has been of great help in providing me an insight in to the real life working of an organization; it gave me a chance to apply, all I had learnt to practical situations, enhancing my understanding and image of the business world. Consumer preference towards

This experience in decision making and practical application of knowledge has contributed greatly to my growth both as a person and manager.

HIMANI CHOUDHARY 2010MBE07

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ACKNOWLEDGEMENT

It is a well established fact that behind every achievement lays an unfathomable sea of gratitude of those who are always there to encourage you. I wish to offer my heartfelt gratitude to such people in my life who extended their support to me and without whom this project would have ever come into extended to me by various personalities in the successful completion of the project.

I owe my first words to Prof P.K Jena my faculty Coordinator, Asst. Professor, School of Business, SMVDU, Katra for his whole-hearted support and encouragement in the conception, execution and completion of the report. I am grateful to him for imparting the knowledge and expertise.

I also want to thank the Dean of College of Management, SMVDU, Dr. D. Mukhopadhayay, for allowing me to undertake this project.

I cant do justice with this project without thanking all those respondents whom I interviewed during this period.

HIMANI CHOUDHARY (2010MBE07)

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DECLARATION

It is hereby declared that the Project report on- Consumer preference towards 3D TV- An Investigation of Jammu region is being submitted by Himani Choudhary, 2010MBE07, MBA(BE) 3rd Semester in partial fulfillment of degree of MBA(BE) from SMVDU, Katra is an original work carried out and that no part of this project has been submitted to any other degree/diploma or university. The information given in this project is true to the best of my knowledge.

HIMANI CHOUDHARY (2010MBE07)

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INDEX
Page No. CHAPTER 1: INTRODUCTION 1. Introduction 1.1 Holography 1.2 History of Holography 1.3 Difference between Holography and Photography 1.4 Holography Working CHAPTER 2: INTRODUCTION TO HOLOGRAPHIC DISPLAYS 2. Holographic Displays 2.1 Real time 3-D Display 2.2 Comparison between different Displays 2.3.2 Depth Perception and Visual Cues 2.3.3 Quality and Visual Comfort of 3d Displays CHAPTER 3: HOLOGRAPHIC DISPLAY TECHNOLOGY 3.1 Primary goal of the reconstruction 3.2 Hologram calculation 3.3 Hologram based on full-parallax Sub-Holograms and tracked Viewing-Windows Specification CHAPTER 4: HOLOGRAPHIC PROCESSING PIPELINE 4.1 Content-Generation 4.2 Views, color and depth-information 4.3 Smallest common multiple of the three wavelengths 4.4 Light sources 4.5 Observer tracking (Virtual cameras) 29 30 30 31 31 32 32 10 10 10 10 11 12 15 15 15 17 18 20 24 26 29

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4.6 Transparency 4.7 A holographic video-format 4.8 Hologram-Synthesis 4.9 Hologram-Encoding 4.10 Post-Processing 4.11 Illumination issues for holographic displays 4.12 Real-time holography on a PC 4.13 Results CHAPTER 5 APPLICATIONS 5.1.1 Introduction 5.1.2 Abstract 5.1.3 Anisotropic Spinning Mirror 5.2 Apple patent reveals plans for holographic display 5.3 Heliodisplay 5.3.1 Requirements 5.3.2 System Includes 5.3.3 Specifications CHAPTER 6 LITERATURE REVIEW CHAPTER 7 RESEARCH METHODOLOGY 7.1 Title of study 7.2 Objectives 7.3 Research Methodology 7.4 Analysis & Discussions CHAPTER 8 8.1 DRAWBACKS 8.2 POLICY SUGGESTION
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33 34 35 36 36 37 38 38 39 39 40 41 42 43 44 44 44 46 47 47 47 47 48 63 63 63

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8.3 LIMITATIONS OF STUDY CHAPTER 9 CONCLUSION CHAPTER 10 FUTURE SCOPE 10.1 Future Scope REFERENCES QUESTIONNAIRE

63 64 66 66 68 68

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ABSTRACT
For future 3D TV systems with multi-viewpoint (look around) capability, it is not known how many spatially adjacent images of the same scene ought to be reproduced. The display is the last component in a chain of activity from image acquisition, compression, coding transmission and reproduction of 3-D images through to the display itself. The scheme for 3D display adopted is holography where the image is produced by wavefront reconstruction, volumetric where the image is produced within a volume of space and multiple image displays where two or more images are seen across the viewing field. In an ideal world a stereoscopic display would produce images in real time that exhibit all the characteristics of the original scene. This would require the wavefront to be reproduced accurately. Holography enables 3-D scenes to be encoded into an interference pattern, however, this places constraints on the display resolution necessary to reconstruct a scene. Although holography may ultimately offer the solution for 3DTV, the problem of capturing naturally lit scenes will first have to be solved and holography is unlikely to provide a short-term solution due to limitations in current enabling technologies. However, the principal disadvantages of these displays are: the images are generally transparent, the hardware tends to be complex and distribution cannot be displayed. Multiple image displays take many forms and it is likely that one or more of these will provide the solution(s) for the first generation of 3DTV displays. 3DTV is regarded by the experts and the general public as the next major step in video technologies. The ghost-like images of remote persons or objects are already depicted in many futuristic movies; both entertainment applications, as well as 3D video telephony, are among the commonly imagined utilizations of such a technology. As in every product, there are various different technological approaches also in 3DTV. By the way, 3D technologies are not new; the earliest 3DTV application is demonstrated within a few years after the invention of 2D TV. However, earlier 3D video relied on stereoscopy. Current work mostly focuses on advanced variants of stereoscopic principles like goggle-free autostereoscopic multi-view devices. However, holographic 3DTV and its variants are the ultimate goal and will yield the envisioned high-quality ghostlike replicas of original scenes once technological problems are solved. Holography is not based on human perception, but targets perfect recording and reconstruction of light with all its properties. If such a reconstruction is
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achieved, the viewer, embedded in the same light distributions the original, will of course see the same scene as the original. Holographic 3DTV can be achieved if the holographic recordings and the associated holographic display can be refreshed in real-time. However, due to limitations regarding the pixel sizes, such holographic 3DTV displays have a very small angle of view (about 2 degrees), and therefore, far from being satisfactory at present. Applications of 3D video technologies to different fields like medicine, dentistry, navigation, cultural exhibits, art, science, education, etc., in addition to primary application of entertainment and communications, will revolutionarize the way we interact with visual data, and will bring many benefits.

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CHAPTER 1 INTRODUCTION
1. Introduction We live today in a communication society where information exchange widely relies on visual representation, it is amazing that most of the screens we are using plenty of hours per day for work or entertainment get along with a at 2D image. Generally, complex data can be interpreted more effectively when displayed in three dimensions. In information display industry, three-dimensional (3D) imaging, display, and visualization are therefore considered to be one of the key technology developments that will enter our daily life in the near future. Natural perception of depth as in daily life, however, remains still a challenging task in display technology as much as for content creation. This involves display performance, eye visual acuity, and visual perception. The purpose of this report is to review current 3D display technologies, and especially how they provide crucial depth cues.

1.1 Holography Holography (from the Greek , "whole" + "writing, drawing") is a technique that allows the light scattered (reflected) from an object to be recorded and later reconstructed so that when an imaging system (a camera or an eye) is placed in the reconstructed beam, an image of the object will be seen even when the object is no longer present. The image changes as the position and orientation of the viewing system changes in exactly the same way as if the object were still present, thus making the image appear three-dimensional. Holography is the only visual recording and playback process that can record our three-dimensional world on a two dimensional recording medium and playback the original object or scene to the unaided eyes as a three dimensional image. The image demonstrates complete parallax and depth-offield and floats in space either behind, in front of, or straddling the recording medium. The technique of holography can also be used to optically store, retrieve, and process information.

1.2 History of Holography Holography was invented in 1947 by the Hungarian-British physicist Dennis Gabor work for which he received the Nobel Prize in Physics in 1971. Pioneering work in the field of physics
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by other scientists including Mieczys aw Wolfke resolved technical issues that previously had prevented advancement. The discovery was an unexpected result of research into improving electron microscopes at the British Thomson-Houston Company in Rugby, England, and the company filed a patent in December 1947 (patent GB685286).

Fig 1.1: Dennis Gabor

The optical holography did not really advance until the development of the laser in 1960. The development of the laser enabled the first practical optical holograms that recorded 3D objects to be made in 1962 by Yuri Denisyuk in the Soviet Union and by Emmett Leith and Juris Upatnieks at University of Michigan, USA.

1.3 Difference between Holography and Photography:


Table I Difference between Holography and Photography

Allows the recorded scene to be viewed from The Photograph gives only a single a wide range of angles view

Same perception of a three-dimensional Photograph is a flat two-dimensional image representation

When a hologram is cut in pieces, the whole Photograph is cut in pieces, each scene can still be seen in each piece piece shows only part of the scene Can be viewed in a wide range of lighting conditions

Can only be viewed with very specific forms of illumination

Appears to bear no relationship to the scene Clearly maps out the light field of the which it has recorded original scene

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Fig 1.2: Timeline of Holography

1.4 Holography Working Holography is the lens less photography in which an image is captured not as an image focused on film, but as an interference pattern at the film. Typically, coherent light from a laser is reflected from an object and combined at the film with light from a reference beam. This recorded interference pattern actually contains much more information that a focused image, and enables the viewer to view a true three-dimensional image which exhibits parallax. That is, the image will change its appearance if you look at it from a different angle, just as if you were looking at a real 3D object. Holograms are recorded using a flash of light that illuminates a scene and then imprints on a recording medium, much in the way a photograph is recorded. A hologram, however, requires a laser as the light source, since lasers can be precisely controlled and have a fixed wavelength, unlike white light, which contains many different wavelengths.

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Fig 1.3: Optical arrangement for recording a hologram

Holography also requires a specific exposure time, and this can be done using a shutter, or by electronic timing of the laser.
1.

One beam, known as the illumination or object beam, is spread using lenses and directed onto the scene using mirrors, in order to illuminate it. Some of the light scattered (reflected) from this illumination falls onto the recording medium.

2.

The second beam, known as the reference beam, is also spread through the use of lenses, but is directed so that it doesn't come in contact with the scene, and instead travels directly onto the recording medium.

There are several different materials which can be used as the recording medium. One of the most common is silver halide photographic emulsion which uses the same materials as photographic film but with much higher grain density i.e. of much higher resolution. A layer of the recording medium is attached to a transparent substrate which is normally glass, but may be plastic.

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Fig 1.4: Optical arrangement for reconstructing a hologram

On the recording medium, the light waves of the two beams intersect and interfere with each other. It is this interference pattern that is imprinted on the holographic medium. The pattern itself is seemingly random, as this pattern represents the way in which the scene's light interfered with the original light source, but not the original light source itself. The interference pattern can be said to be an encoded version of the scene, requiring a particular key, that is, the original light source, in order to view its contents. This missing key is provided later by shining a laser, identical to the one used to record the hologram, onto the developed film which then recreates a range of the scene's original light. When the original reference beam illuminates the hologram, it is diffracted by the recorded hologram to produce a light field which is identical to the light field which was originally scattered by the object or objects onto the hologram. When the object is removed, an observer who looks into the hologram "sees" the same image on his retina as he would have seen when looking at the original scene. This image is known as a virtual image.

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CHAPTER 2 INTRODUCTION TO HOLOGRAPHIC DISPLAYS 2. Holographic Displays 2.1 Real time 3-D Display Holography will be the next big step in the currently rapid developing market for 3D-stereo, because it is the better option to many fields of applications, i.e. professional 3D-design, 3Dgaming and 3D-television. A display device is an output device for presentation of information in visual form.

Holographic display is a display technology that has the ability to provide all four eye mechanism: binocular disparity, motion parallax, accommodation and convergence.

Fig 2.1 Real time 3-D holographic display

The 3D objects can be viewed without wearing any special glasses and no visual fatigue will be caused to human eyes. 1. Binocular disparity refers to the difference in image location of an object seen by the left and right eyes, resulting from the eyes' horizontal separation 2. Parallax is a displacement or difference in the apparent position of an object viewed along two different lines of sight, and is measured by the angle or semi-angle of inclination between those two lines(principle of parallax to measure distances to celestial objects including to the Moon, the Sun, and to stars beyond the Solar System)

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3. Accommodation is the process by which the vertebrate eye changes optical power to maintain a clear image (focus) on an object as its distance changes. 4. convergence is the simultaneous inward movement of both eyes toward each other, usually in an effort to maintain single binocular vision when viewing an object

Fig 2.2 Evolution pattern of displays

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2.2 Comparison between different Displays


Table II Comparison between different Displays

1 2

CRT

PLASMA

LCD image Increased image brightness

LED very image

HOLOGRAPHIC bright Bright and observered images

Peak brightness good fair

brightness

deep blacks High contrast Good contrast ratio ratio with deep blacks

Best ratio

contrast Good ratio

contrast Lower contrast ratio

Good

at good at tracking Not as good Good motion (fast at tracking tracking motion Expensive than LCDs moving images) motion

at Better than others with eye tracking system Most expensive

tracking motion

Least expensive

expensive (comparable size)

More expensive

No high altitude Does use issues

not No

high No use altitude issues

high No high altitude use use issues

perform as well altitude at altitudes higher issues

2.3 Generation, encoding and presentation of content on holographic displays in real time 2.3.1 Introduction When considering that we live today in a communication society where information exchange widely relies on visual representation, it is amazing that most of the screens we are using plenty of hours per day for work or entertainment get along with a at 2D image. Generally, complex data can be interpreted more effectively when displayed in three dimensions. In information display industry, three-dimensional (3D) imaging, display, and

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visualization are therefore considered to be one of the key technology developments that will enter our daily life in the near future. Natural perception of depth as in daily life, however, remains still a challenging task in display technology as much as for content creation. Acceptance of 3D displays it is all the more important to address human factor issues at the best. This involves display performance, eye visual acuity, and visual perception. The purpose of this report is to review current 3D display technologies, and especially how they provide crucial depth cues. In particular, motion parallax and consistent

accommodation/convergence cues, which become essential for 3D desktop displays intended for longer use at short viewing distances. When eyewear (passive: anaglyph or polarization; active: LCD-shutter glasses) is needed, the displays are called stereoscopic and autostereoscopic displays require no bothersome glasses. The latter type is realized by creating a fixed viewing zone for each eye (parallax-barrier or lenticular) or more advanced is combined with tracking for eye detection and viewing zone movement.

2.3.2 Depth Perception and Visual Cues The human visual system relies on a large number of cues for estimating distance, depth, and shape of any objects located in the three-dimensional space of the surrounding. For optimum visual comfort all depth cues delivered by a 3D display have to be both mutually linked and consistent with natural viewing. In our discussion, however, we concentrate on the interaction of accommodation and convergence because providing well-matched focus and disparity cues is still an unsolved issue for most of the known 3D display systems.

Fig 2.3: Overview and classification of depth cues

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Visual depth cues Visual depth cues can be classified into monocular and binocular cues. Monocular depth cues are subdivided into pictorial depth cues and motion cues. Even at images can provide static depth cues such as interposition, linear perspective, relative and known size, texture gradient, heights in picture plane, light and shadow distribution, and aerial perspective { these socalled pictorial depth cues have been applied in visual arts for centuries. Motionbased cues involve shifts on the retinal image and are induced by relative movements between observer and objects. Among them are motion parallax, kinetic depth effect, and dynamic occlusion. Motion-based cues play an important role for depth perception; particularly in static scenery motion-parallax provides a fast and reliable depth estimate.

Oculomotor depth cues A fixation of near targets evokes three oculomotor responses: accommodation, convergence, and pupillary constriction, which is in combination referred to as the ocular near triad. Primary purpose of the interaction is to provide both sharp and comfortable, binocular single vision.

Accommodation and monocular acuity Accommodation is the mechanism by which the human eye alters its optical power to hold objects at different distances into sharp focus on the retina. The power change is induced by the ciliary muscles, which steepen the crystalline lens' curvature for objects at closer distances. When an object of interest is fixated by the eye, the accommodation is adjusted such that a sharp image is perceived onto the retina. Full accommodation response requires a minimum fixation time of one second or longer. But the human eye can tolerate a certain amount of retinal defocus without readjusting accommodation, although the criteria for goodness of focus depend on the observed object and vary from individual to individual. In optometry, the corresponding optical power difference is called the ocular depth of focus. It is related to image space and usually given in diopter. 1. Pupil size- As the pupil serves as a variable aperture stop of the eye it controls the luminous flux and quality of the retinal image by balancing out the effects of diffraction, aberration, and depth of focus. The depth of focus is generally influenced
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by the size of the pupil, which is, in turn, mainly affected by the luminance level of the target. Moreover, the pupil constricts when focused and converged at a near object. 2. Contrast and spatial frequency of the target- Accommodation response is triggered by retinal image blur, but apart from a minimum fixation time, the amount of accommodation depends on contrast and spatial frequency of the target, too. Objects having low contrast or low spatial frequencies represent a weaker stimulus for accommodation because the retinal image may tolerate a bit more defocus than for an object having fine, high-contrast details. 3. Aberrations- The eye is not a perfect optical system, however; there are monochromatic as well as chromatic errors, which vary individually. The merit of accommodation can be impaired in the presence of aberrations such as defocus or astigmatism. But even with an ideally corrected eye, the inherent spherical aberration will in part diminish the eye's performance, especially when the pupil becomes larger at lower luminance levels.

Convergence and stereoscopic acuity Since the human eyes are horizontally separated, each eye sees a slightly different perspective of a natural scene. The retinal images are thus slightly different with so-called crossed or uncrossed disparity for objects in front or behind the fixation point, respectively. Stereopsis is based on the different perspective of the two retinal images, which provides a major cue for relative depth perception.

2.3.3 Quality and Visual Comfort Of 3d Displays a) Types of Displays: 1. Binocular displays These displays utilize the conventional stereo principle that is delivering two views of a scene to the viewer's left and right eye. Per frame, only one set of images is presented. Binocular separation of the views is created by multiplexing methods.

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2. Multi-view displays Despite still being stereoscopic, multi-view displays create a discrete set of perspective views per frame and distribute them across the viewing field. This gives in the first place viewing freedom for one or more observer. 3. Integral imaging displays Integral imaging displays make use of a set of 2D elemental images taken with different perspective to create a 3D image. 4. Volumetric displays In true volumetric displays, each point of a scene is created at its actual position in space, which can be realized by either directing laser beams or layered images on moving screens or by employing focused or intersecting laser beams that create voxelemitting dots via fluorescence or scattering. 5. Holographic displays Holography is a diffraction-based coherent imaging technique in which a 3D scene can be reproduced from a two-dimensional screen having a complex amplitude transparency (amplitude and phase values). Holographic displays reconstruct the wave field of a 3D scene in space by modulating coherent light, e.g. with a spatial light modulator. Because of its superior capabilities, real-time holography is commonly considered the ideal 3D technique.

b) Crucial depth cues Because of the ongoing boom in 3D displays and the awareness of potential limitations involved with the different technologies, it is not surprising that the investigation of human factors and visual comfort is an active area of research. There is a vast number of specific studies and general reviews on this topic, while most of them deal with stereoscopic displays. Though some of the following factors may affect viewing comfort considerably, the discussion of typical stereoscopic artifacts, such as binocular rivalry (excessive disparity), frame cancellation (near-edge cut-off for objects with front depth), shear distortion (perspective distortion with viewpoint changing), keystone distortion (unnatural vertical disparity), binocular crosstalk (ghost images), cardboard effect (few discrete depth planes) is

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beyond the scope of this review { especially as most of these imperfections can be handled with careful content preparation and suited display implementations. Based on our experience, natural, full-parallax motion cues and consistent oculomotor cues of vergence and accommodation are likely to be the most decisive factors for a comfortable 3D viewing experience. This is particularly relevant to displays with short observer distance such as desktop monitors, notebooks or hand-held devices.

c) Natural motion parallax The term motion parallax refers to the effect that the retinal images of objects, located in front or behind the fixation point, moves in different direction and speed across the retina as a relative movement between observer and environment occurs. Objects closer to the observer than the fixation point appear to move faster and in opposite direction to the movement of the observer, whereas objects farther away move slower and in the same direction. While this enables the viewer to look around objects, at the same time it provides a strong cue to relative depth perception.

Fig 2.4 Comparison between natural viewing (left) and stereoscopic viewing with a 3D stereo display (right)

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For normal viewing, an object (blue cube) is seen by both eyes. The eyes converge towards the object with a convergence angle . The human vision system merges the two images seen by the eyes and deduces a depth information. The convergence is one depth cue. The other depth cue is accommodation. The eye lens will focus on the object and thereby optimize the perceived contrast. Both depth cues provide the same depth information. The situation of normal viewing also applies to holographic displays as they mimic a real existing object by reconstructing the light wavefront that would be generated by a real existing object.

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CHAPTER 3 HOLOGRAPHIC DISPLAY TECHNOLOGY


3. Holographic The fundamental concept is rather simple when considering holography from an information point of- view. As all human visual acuity and perception is limited by the capabilities of the eye and its subsequent image processing in the brain. When considering the human vision system regarding to where the image of a natural environment is received by a viewer, it becomes clear that only a limited angular spectrum of any object contributes to the retinal image. In fact, it is limited by the pupil's aperture of some millimeters. If the positions of both eyes are known, it therefore would be wasteful to reconstruct a holographic scene or object that has an extended angular spectrum as it is common practice in classical holography. The key idea of solution to electro-holography is to reconstruct a limited angular spectrum of the wave field of the 3D object, which is adapted in size to about the human's eye entrance pupil. The highest priority is to reconstruct the wave field at the observer's eyes and not the threedimensional object itself. The designated area in the viewing plane, i.e. the virtual Viewing Window from which an observer can see the proper holographic reconstruction, is located at the Fourier plane of the holographic display. The holographic code (i.e. the complex amplitude transmittance) of each scene point is encoded on a designated area on the hologram that is limited in size. This area in the hologram plane is called a Sub-Hologram. There is one sub-hologram per scene point, but owing to the diffractive nature of holography, subholograms of different object points are super-positioned without loss of information. Binocular parallax is provided by delivering different holographic reconstructions with the proper difference in perspective to left and right eye, respectively. For this, the techniques of spatial or temporal multiplexing can be utilized. Fortunately, dynamic or real-time video holography offers an additional degree of freedom with regard to quick hologram update. By incorporating a tracking system, which detects the eye positions of one or more viewers very fast and precisely and repositions the viewing window accordingly, a dynamic 3D holographic display providing full motion parallax can be realized. This way, all problems involved with the classic approach to holography can be circumvented.

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Fig 3.1 Schematic principle of the sub-hologram concept (side view). L+, positive lens; SLM, spatial light modulator; SH, sub-hologram

These conventional holograms provide a very large viewing-zone on the one hand, but need a very small pixel-pitch (i.e. around 1 m) to be reconstructed on the other hand. The viewingzones size is directly defined by the pixel-pitch because of the basic principle of holography, the interference of diffracted light. When the viewing-zone is large enough, both eyes automatically sense different perspectives, so they can focus and converge at the same point, even multiple users can independently look at the reconstruction of the 3D scene.

Fig 3.2: (a) using the conventional approach and (b) Only the essential information is calculated when using Sub-Holograms.

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3.1 Primary goal of the reconstruction The fundamental difference between conventional holographic displays and our approach is in the primary goal of the holographic reconstruction. In conventional displays, the primary goal is to reconstruct the object. This object can be seen from a viewing region that is larger than the eye separation. In contrast thereto, in our approach the primary goal is to reconstruct the wavefront that would be generated by a real existing object at the eye positions, creating virtual viewing windows at the 3D object. The reconstructed object can be seen if the observer eyes are positioned in or close to at least one virtual viewing window (VW). A VW is the Fourier transform of the hologram and is located in the Fourier plane of the hologram. The size of the VW is limited to one diffraction order of the Fourier transform of the hologram. Green spherical wavefronts are for the essential information and the red spherical wavefronts are for the wasted information. The observer will not notice that the wavefront information outside the VW is not present or not useful as long as each eye pupil is in a VW. The VW has to be at least as large as the eye pupil and at most as large as a diffraction order in the observer plane. This ensures that light from only one diffraction order will reach the VW. Light emanating from other diffraction orders of the reconstructed object point is outside the VW and is therefore not seen by the eye. The size of the SH depends on the distance of the point from the SLM. The size of the SH is the same as the size of the VW for a point halfway between SLM and VW. The VW has a typical size of the order of 10 mm. The essential idea of our approach is that for a holographic display the highest priority is to reconstruct the wavefront at the eye position that would be generated by a real existing object and not the to reconstruct the object itself.

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Fig 3.3 Wavefront information that is generated in the conventional approach (red) and the essential wavefront information (green) that is actually needed at a virtual viewing window (VW).

The essential wavefront information is encoded in a sub-hologram (SH) on the SLMCoherent light transmitted by the lens illuminates the SLM. The SLM is encoded with a hologram that reconstructs an object point of a 3D object. An object with only one object point and its associated spherical wavefront is shown. It is evident that more complex objects with many object points are possible by superposing the individual holograms. The conventional approach to holographic displays generates the wavefront that is drawn in red. The wavefront information of the object point is encoded on the whole SLM. The modulated light reconstructs the object point which is visible from a region that is much larger than the eye pupil. As the eye perceives only the wavefront information that is transmitted by the eye pupil, most of the information is wasted. As an example, a holographic display for TV application with an observer distance of 2 m and a viewing angle of 30 requires the wavefront information to be present in a zone of 2 m width. Only a small fraction of this zone is occupied by the eye pupils of an observer with an aperture of ca. 5 mm each. Most of the wavefront information is not seen and therefore wasted. In other words: much effort is done to project light into regions where no observer eye is.

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In contrast thereto, our approach limits the wavefront information to the essential information. The correct wavefront is provided only at the positions where it is actually needed, i.e. at the eye pupils. Virtual Window (VW) which is positioned close to an eye pupil. The wavefront information is encoded only in a limited area on the SLM, the so-called sub-hologram (SH). The position and size of the SH is determined geometrically by projecting the VW through the object point onto the SLM. This is indicated by the green lines from the edges of the VW through the object point to the edges of the SH. Only the light emitted in the SH will reach the VW and is therefore relevant for the eye. Light emitted outside the SH and encoded with the wavefront information of the object point would not reach the VW and would therefore be wasted.

Fig 3.4 Super-positioning multiple Sub-Holograms, a hologram representing the whole scene is generated and reconstructed at the ViewingWindows location in space.

Assuming to have a 40 inch SLM (800 mm x 600 mm), one observer is looking at the display from 2 meters distance, the viewing-zone will be +/- 10 in horizontal and vertical direction, the content is placed inside the range of 1m in front and unlimited distance behind the hologram, the hologram reconstructs a scene with HDTV-resolution (1920x1080 scenepoints) and the wavelength is 500 nm.

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3.2 Hologram calculation The hologram is calculated from the object point-by-point. The SH of each object point is calculated and appropriately sized and positioned. The final hologram is generated by superposing the SHs of all object points. The number of calculations is larger as there are more object points than object layers. This is counterbalanced by the fact that the SHs are smaller. This method can be efficiently executed on a graphics card in real time, i.e. with 25 frames per second for an object in HDTV resolution.

3.3 Hologram based on full-parallax Sub-Holograms and tracked Viewing-Windows Specification


Table III Hologram Based on full Parallax Sub-Holograms

1 2 3 4 5

SLM pixel-pitch Viewing-Window / Viewing-zone Depth Quantisation Hologram-resolution in pixels

100 m 10 mm x 10 mm / > 700 mm x 700 mm 8000 x 6000 48 MPixel

Memory for one hologram-frame 2 x 384 MByte (2x4 byte per hologram-pixel) (two holograms, one for each eye) 2 x 182 Giga Flops (by using the direct Sub-Hologram

Float-operations for one monochrome frame

calculation)

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CHAPTER 4 HOLOGRAPHIC PROCESSING PIPELINE

Fig 4.1 A general overview of our holographic processing pipeline

This defines the holographic software pipeline, which is separated into the following modules: Beginning with the content creation, the data generated by the content-generator will be handed over to the hologram-synthesis, where the complex-valued hologram is calculated. Then the hologram-encoding converts the complex-valued hologram into the representation compatible to the used spatial light modulator (SLM), the holographic display. Finally the post-processor mixes the different holograms for the three color-components and two or more views dependent on the type of display, so that at the end the resulting frame can be presented on the SLM.

4.1 Content-Generation For holographic displays, two main types of content can be differentiated. At first there is real-time computer-generated (CG) 3D-content like 3D-games and 3D-applications. Secondly there is real-life or life action video-content, which can be live-video from a 3D-camera, 3DTV broadcast channels, 3D-video files, BluRay or other media. For most real-time CG-content like 3D-games or 3D-applications, current 3D-rendering Application Programming Interface (APIs) utilizing graphics processing units (GPUs) are convenient. The most important ones are Microsofts Direct3D and the OpenGL-API.
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4.2 Views, color and depth-information In this approach, for each observer two views are created, one for each eye. The difference to in a so-called depth-map or z-map bound to the color-map. The two views for each observer are essential to provide the appropriate perspective view each eye expects to see. Together they provide the convergence-information. The depth information provided with each views depth-map is used to reconstruct a scene-point at the proper depth, so that each 3D scenepoint will be created at the exact position in space, thus providing a users eye with the correct focus-information of a natural 3D scene. The views are reconstructed independently and according to user position and 3D scene inside different VWs, which in turn are placed at the eye-locations of each observer.

4.5 Smallest common multiple of the three wavelengths A larger synthetic wavelength means that there are more blaze-matched wavelengths which can be selected. Admittedly, this simplifies the light source selection issue, but it comes with an increased profile depth, which is quite unfavorable in terms of the efficiency sensitivity to profile depth errors. Therefore, the smallest common multiple of three RGB (red, blue, green) wavelengths which corresponds to the smallest possible synthetic wavelength is the best choice.

Fig 4.2 Smallest common multiple of three RGB (red, blue, green) wavelengths

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3D-stereo is the additional need of exact depth-information for each view

usually supplied

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4.6 Light sources A main criterion for content generation is the availability of high-quality light sources with sufficient coherence, beam quality and power that match as best as possible. Due to the phase error and diffraction efficiency sensitivity this will be the key point. Furthermore, the size, cost and system integration are issues that have to be considered as well.

4.5 Observer tracking (Virtual cameras) The display is equipped with an eye position detector and tracking means. Hence it is possible to reduce the size of a VW to the size of approximately an eye pupil. Two VWs, i.e. one for the left eye and one for the right eye, are always located at the positions of the observer eyes. The two VWs may be generated by temporal or spatial multiplexing. Additional VWs for several observers may be generated in the same way. Thus the viewing angle of the reconstructed object can be enlarged without increasing the resolution of the SLM. The eye position detector and tracking means always locate the VWs at the observer eyes. There are two alternatives for the tracking means. 1. Light source tracking Shifting the position of the light source also shifts the position of the VW. The position of the light source does not have to be shifted mechanically. A light source may be an activated pixel in an additional LCD that is illuminated by a homogenous backlight. By activating a pixel at the desired position on the LCD the light source can be shifted electronically without mechanical movement. 2. Beam-steering element With a beam-steering element after the SLM the optical path from the light source to the SLM can be kept constant. This is advantageous with respect to light efficiency and lens aberrations. The beam-steering element deflects the light after the SLM and directs the light towards the observer eyes.

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Additionally, the locations of the SHs on the SLM are also adapted to the positions of the observer eyes. The current system is capable to track simultaneously up to 4 viewers in realtime.

Fig. 4.3: Images captured by the tracking cameras (left and right view of a stereo camera).

4.6 Transparency An interesting effect, which is a unique feature of holographic processing pipeline, is the reconstruction of scenes including (semi-) transparent objects. Transparent objects in the nature, like glass or smoke, influence the light coming from a light-source regarding intensity, direction or wavelength. In nature, eyes can focus both on the transparent object or the objects behind, which may also be transparent objects in their parts. Such a reconstruction can be achieved straightforward using solution to holography and has been realized in display demonstrators the following way: Multiple scene-points placed in different depths along one eye-display-ray can be reconstructed simultaneously. This means super-positioning multiple SHs for 3D scene points with different depths and colors at the same location in the hologram and allowing the eye to focus on the different scene-points at their individual depths. The scene-point in focal distance to the observers eye will look sharp, while the others behind or in front will be blurred. Principle of generating multiple 3D scene-points at the same position in the hologram-plane but with different depths is based on the use of multiple content data layers. Each layer contains scene-points with individual color, depth and alpha-information. These layers can be seen as ordered depth-layers, where each layer contains one or more objects with or without

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transparency. The required total number of layers corresponds to the maximal number of overlapping transparent 3D scene points in a 3D scene.

Fig 4.4: (a) Multiple scene-points along one single eye-display-ray are reconstructed consecutively and can be used to enable transparencyeffects. (b) Exemplary scene with one additional layer to handle transparent scene-points (more layers are possible).

This scheme is compatible with the approach to creating transparency-effects for 2D and stereoscopic 3D displays. The difference on one hand is to direct the results of the blending passes to the appropriate layers color-map instead of overwriting the existing color. On the other hand, the generated depth-values are stored in the layers depth-map instead of discarding them. Finally, the layers have to be preprocessed to convert the colors of all scene-points and influences from other scene-points behind. When looking at such a reconstruction, the background-object will be darker, when occluded by the half-transparent white object in foreground, but both can be seen and focused. The data handed over to the hologram-synthesis contains multiple views with multiple layers, each containing scene-points with just color and depth-values. Later, SHs will be created only processed. for valid scene-points only the parts of the transparency-layers actively used will be

4.7 A holographic video-format There are two ways to play a holographic video: By directly loading and presenting already calculated holograms or by loading the raw scene-points and calculating the hologram in realtime.

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The first option has one big disadvantage: The data of the hologram-frames must not be manipulated by compression methods like video-codecs, only lossless methods are suitable. Real-time hologram calculation enables to use state-of-the-art video-compression technologies like H.264 or MPEG-4, which are more or less lossy dependent on the used bitrate, but provide excellent compression rates. The losses have to be strictly controlled especially regarding the depth-information, which directly influences the quality of reconstruction. Simple video-frame format stores all important data to reconstruct a video-frame including color and transparency on a holographic display. This flexible format contains all necessary views and layers per view, to store colors, alpha-values and depth-values as sub-frames placed in the video-frame. Additional meta-information, stored in an xml-document or embedded into the video-container, contains the layout and parameters of the video-frames the holographic video-player needs for creating the appropriate hologram. This information for instance describes which types of sub-frames are embedded, their location and the original camera-setup, especially how to interpret the stored depth-values for mapping them into the 3D-coordinate-system of the holographic display. This approach enables to reconstruct 3D color-video with transparency-effects on holographic displays in real-time. The meta-information provides all parameters the player needs to create the hologram. It also ensures the video is compatible with the camera-setup and verifies the completeness of the 3D scene information (i.e. depth must be available).

4.8 Hologram-Synthesis This performs the transformation of multiple scene-points into a hologram, where each scenepoint is characterized by color, lateral position and depth. This process is done for each view holograms are calculated for each view and each color-component. For each scene-point inside the available layers, a Sub-Hologram SH is calculated and accumulated onto the hologram H, which consists of complex values for each hologram-pixel a so called hologram-cell or cell. Only visible scene-points with an intensity / brightness b

of b>0 are transformed, this saves computing time, especially for the transparency layers which are often only partially filled.

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and color-component independently while iterating over all available layers

separate

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4.9 Hologram-Encoding Encoding is the process to prepare a hologram to be written into a SLM, the holographic display. SLMs normally cannot directly display complex values, that means they cannot modulate and phase-shift a light-wave in one single pixel the same time. But by combining amplitude-modulating and phase-modulating displays, the modulation of coherent lightwaves can be realized. The modulation of each SLM-pixel is controlled by the complex values (cells) in a hologram. By illuminating the SLM with coherent light, the wave-front of the synthesized scene is generated at the hologram-plane, which then propagates into the VW to reconstruct the scene. Different types of SLM can be used for generating holograms, some examples are: SLM with amplitude-only-modulation (detour-phase modulation) using i.e. three amplitude values for creating one complex value, SLM with phase-only-modulation by combining i.e. two phases or SLM combining amplitude and phase-modulation by combining one amplitude- and one phase-pixel. Latter could be realized by a sandwich of a phase and an amplitude-panel6. So, dependent of the SLM-type, a phase-amplitude, phase-only or amplitude-only representation of our hologram is required. Each cell in a hologram has to be converted into the appropriate representation. After writing the converted hologram into the SLM, each SLM-pixel modulates the passing light-wave by its phase and amplitude.

4.10 Post-Processing The last step in the processing chain performs the mixing of the different holograms for the color-components and views and presents the hologram-frames to the observers. There are different methods to present colors and views on a holographic display. One way would be the complete time sequential presentation (a total time-multiplexing). Here all colors and views are presented one after another even for the different observers in a multi-user system. By controlling the placement of the VWs at the right position synchronously with the currently presented view and by switching the appropriate lightsource for at the right time according to the currently shown hologram encoded for , all

observers are able to see the reconstruction of the 3D scene. In general, the post-processing is responsible to format the holographic frames to be presented to the observers.
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4.11 Illumination issues for holographic displays We continue our discussion with an exemplary design of the focusing element of a backlight unit for holographic displays. The backlight of a holographic display has to be coherent and must have a defined or well-known phase and amplitude distribution. To put it into holographic terms, this wave corresponds to the reference wave which is required to reconstruct the object encoded in the hologram. The approach to holography requires coherence in the illumination only over a hologram area which equals approximately the maximum sub-hologram size. This simplifies the demand to the used optical components, since not a single light source must serve for the entire 20-inch or even larger sized hologram. Instead, a light source matrix can be used to illuminate the hologram. By doing so, the depth of the backlight can be dramatically decreased, since the closest distance between the point source and the focusing element is limited by the maximum f-number which is achievable by classic optics. The proposed backlight unit for holographic displays is shown schematically. It consists basically of a point source array (PSA), at which the three RGB-colors are emitting in a timesequential manner. The PSA is followed by a multi-order DOE-lens (Diffractive Optical Elements) array which is placed at focal distance behind the sources. Thereby, the light coming from one point source is collimated to a size corresponding to the clear aperture of an individual DOE. The entire hologram panel is then illuminated by a `quasi-planar' wave, which is actually composed of an entire set of planar wavefronts.

Fig 4.5 Schematic explosion view of an illumination unit (backlight) for direct-view holographic displays.

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4.12 Real-time holography on a PC Motivation for using a PC to drive a holographic display is manifold. A standard graphicsboard to drive the SLMs using DVI (Digital User Interface) can be used, which supports the large resolutions needed. Furthermore a variety of off-the-shelf components are available, which get continuously improved at rapid pace. The creation of real-time 3D-content is easy to handle using the widely established 3D-rendering APIs OpenGL and Direct3D on the Microsoft Windows platform. In addition useful SDKs and software libraries providing formats and codecs for 3D-models and videos are provided and are easily accessible. When using a PC for intense holographic calculations, the main processor is mostly not sufficiently powerful. Even the most up-to-date CPUs, do not perform calculations of highresolution real-time 3D holograms fast enough, i.e. an Intel Core i7 achieves around 50

graphics processing units (GPUs) because of their huge memory bandwidth and great processing power, despite some overhead and inflexibilities. As an advantage, their programmability, flexibility and processing power have been clearly improved over the last years.

4.13 Results The solution is capable of driving scaled up display hardware (higher SLM resolution, larger size) with the correspondingly increased pixel quantity. The high-resolution, full frame rate GPU-solution runs on a PC with a single NVIDIA GTX 285, FPGA-solution uses one Altera Stratix III to perform all the holographic calculations. Transparency-effects inside complex 3D scenes and 3D-videos are supported. Even for complex high-resolution 3D-content utilizing all four layers, the frame rate is constantly above 60Hz. Content can be provided by a PC and esp. for the FPGA-solution by a set-top box, a gaming console or the like which is like driving a normal 2D- or 3D-display.

Even with the current solutions the calculation of full-parallax color holograms in real-time is achievable and has been tested internally.

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GFlop/s. So it is obvious to use more powerful components

the most interesting are

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CHAPTER 5 APPLICATIONS
5.1 Interactive 360 Light Field Display

Fig: 5.1 Interactive 360 Image Using Light Field Display

5.1.1 Introduction The Graphics Lab at the University of Southern California has designed an easily reproducible, low-cost 3D display system with a form factor that offers a number of advantages for displaying 3D objects in 3D. The display is:
1. 2.

autostereoscopic - requires no special viewing glasses omnidirectional - generates simultaneous views accommodating large numbers of viewers

3.

interactive - can update content at 200Hz

The system works by projecting high-speed video onto a rapidly spinning mirror. As the mirror turns, it reflects a different and accurate image to each potential viewer. Our rendering algorithm can recreate both virtual and real scenes with correct occlusion, horizontal and vertical perspective, and shading. While flat electronic displays represent a majority of user experiences, it is important to realize that flat surfaces represent only a small portion of our physical world. Our real world is made of objects, in all their three-dimensional glory. The next generation of displays will begin to represent the physical world around us, but this progression will not succeed unless
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it is completely invisible to the user: no special glasses, no fuzzy pictures, and no small viewing zones. 5.1.2 Abstract We describe a set of rendering techniques for an autostereoscopic light field display able to present interactive 3D graphics to multiple simultaneous viewers 360 degrees around the display. The display consists of a high-speed video projector, a spinning mirror covered by a holographic diffuser, and FPGA circuitry to decode specially rendered DVI video signals. The display uses a standard programmable graphics card to render over 5,000 images per second of interactive 3D graphics, projecting 360-degree views with 1.25 degree separation up to 20 updates per second.

Fig 5.2 Interactive 360 light field display apparatus

We describe the system's projection geometry and its calibration process, and we present a multiple-center-of-projection rendering technique for creating perspective-correct images from arbitrary viewpoints around the display. Our projection technique allows correct vertical perspective and parallax to be rendered for any height and distance when these parameters are known, and we demonstrate this effect with interactive raster graphics using a tracking system to measure the viewer's height and distance. We further apply our projection technique to the display of photographed light fields with accurate horizontal and vertical parallax. We conclude with a discussion of the display's visual accommodation performance and discuss techniques for displaying color imagery.

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Fig 5.3 Image Using Light Field Display

5.1.3 Anisotropic Spinning Mirror Previous volumetric displays used a spinning diffuse plane to scatter light in all directions but could not recreate view-dependent effects such as occlusion. Instead, we use an anisotropic holographic diffuser bonded onto a first surface mirror. Horizontally, the mirror is sharply specular to maintain a 1.25 degree separation between views. Vertically, the mirror scatters widely so the projected image can be viewed from multiple heights.

Fig 5.4 Anisotropic Spinning Mirror

This surface spins synchronously relative to the images being displayed by the projector. We use the PC video output rate as the master signal. The projector's FPGA decodes the current frame rate and interfaces directly to an Animatics SM3420D "Smart Motor". As the mirror rotates up to 20 times per second, persistence of vision creates the illusion of a floating object at the center of the mirror.

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5.2 Apple patent reveals plans for holographic display A recently granted patent reveals that Apple, the company behind the iPod and iPhone, has been working on a new type of display screen that produces three dimensional and even holographic images without the need for glasses. The technology could be used to produce a new generation of televisions, computer monitors and cinema screens that would provide viewers with a more realistic experience. The system relies upon a special screen that is dotted with tiny pixel-sized domes that deflect images taken from slightly different angles into the right and left eye of the viewer. By presenting images taken from slightly different angles to the right and left eye, this creates a stereoscopic image that the brain interprets as three-dimensional. Apple also proposes using 3D imaging technology to track the movements of multiple viewers and the positions of their eyes so that the direction the image is deflected by the screen can be subtly adjusted to ensure the picture remains sharp and in 3D. The patent claims this technology would also create images that appear to be holographic because of the ability to track the observer movements. An exceptional aspect of the invention is that it can produce viewing experiences that are virtually indistinguishable from viewing a true hologram. Such a "pseudo-holographic" image is a direct result of the ability to track and respond to observer movements. By tracking movements of the eye locations of the observer, the left and right 3D sub-images are adjusted in response to the tracked eye movements to produce images that mimic a real hologram. The invention can accordingly continuously project a 3D image to the observer that recreates the actual viewing experience that the observer would have when moving in space around and in the vicinity of various virtual objects displayed therein. This is the same experiential viewing effect that is afforded by a hologram. Sky has also launched a 3D TV channel while many movies are now being filmed in 3D for viewing at the cinema. Apple's patent, however, has now raised speculation that the computer giant may be aiming to branch into the 3D domain by looking to abolish the need for glasses and even go further by offering the chance for holographic films. Holographic movies, however, would require new filming techniques currently not being used by the movie industry to ensure actors are filmed from multiple angles.

observers' own movement so they would only need to walk in a small arc to see all the way
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It proposes using "holographic acceleration"

where the image moves faster relative to the

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around the holographic object. It's easy to imagine things like amazing 3D textbooks and instructional videos. 3D gaming on an iPad would be an incredibly immersive gaming experience.

Fig 5.5 holographic display of upcoming iPhone 5

5.3 Heliodisplay Heliodisplay technology allows for various platforms and applications for generating a new medium accepting the projection of video or images into free-space. All heliodisplays are free-space, there is no glass or surface to project on. Therefore the holographic projection is truly floating in mid-air. Depending on your specific application, custom design a solution using free-space technology from 5" to 300" solutions. In many cases, standard heliodisplay products that project both 102" images that allow for life-size projection are sufficient in size for displaying "hologram" people in mid-air. However, sometimes there is a need for something truly unique. Heliodisplay enterprise solutions provide various options not available in the standard product lineup and solution tool-kit ranging from tele-presence, military targeting, smart marketing portals, virtual "holo" assistants, to virtual air-touch monitors. Heliodisplay projection system can hidden in furniture, inside a wall, hallway or opening, designed to project video, products, information, people in mid-air (102" diagonal form factor). It requires no additional hardware or software and works with regular content. No training required to use it, however just like with most video equipment, proper planning and setup are important. Connect the video cable, flip a switch, and see video in mid-air.
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5.3.1 Requirements A location that has controlled lighting and preferably not a bright backdrop to help in increase contrast (like any projector). If you can turn on a switch, and connect a cable, (Plug-and-Play) you can use a heliodisplay.

5.3.2 System Includes Heliodisplay Tower Unit (creates the air), air projector (projects image onto air), power cables, and video cables to connect to your content source (standard VGA or RCA connection). Plug into your PC, laptop, Mac, DVD etc, no need to buy anything else.

Fig 5.6 Mid-air image formed using the heliodisplay

5.3.3 Specifications 1. Free-space virtual display with virtual air-touch control. 2. Max image measures 102 inches (259 cm) diagonally: 80 inches (200 cm) tall and 60 inches (150 cm) wide. 3. Heliodisplays work on any power source, 90-240V, 50 or 60 Hz. 4. No special programming required, connect with a standard video cable as with any display. 5. Allow "air" touch screen interactivity just as you would with any touch screen, but in mid-air. (XP PC with USB required). 6. Heliodisplay is part of a complete two-piece solution (cylinder and projection unit)

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7. Weighs approximately 70lbs or 31kg and can be setup by one person by placing the unit on the floor, plugging in the power cord, and turning the on button. 8. Heliodisplay uses air to project into air, no fogs, special liquids or chemical are used. 9. Eco-friendly (280 watts) power consumption. 10. Images can be seen 180 degrees from the front or by providing an extra projection module can be seen from both sides-360 degrees.

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CHAPTER 6 LITERATURE REVIEW

In the year of 2007, Philip Benzie, John Watson, Phil Surman, Ismo Rakkolainen, Klaus Hopf, Hakan Urey, Ventseslav Sainov, and Christoph von Kopylow did a study entitled as A Survey of 3DTV Displays: Techniques and Technologies through which he found that The display is the last component in a chain of activity from image acquisition, compression, coding transmission and reproduction of 3-D images through to the display itself. Holography may ultimately offer the solution for 3DTV, the problem of capturing naturally lit scenes will first have to be solved and holography is unlikely to provide a shortterm solution due to limitations in current enabling technologies. Liquid crystal, digital micromirror, optically addressed liquid crystal and acoustooptic spatial light modulators (SLMs) have been employed as suitable spatial light modulation devices in holography. Liquid crystal SLMs are generally favored owing to the commercial availability of high fill factor, high resolution addressable devices. However, the principal disadvantages of these displays are: the images are generally transparent, the hardware tends to be complex and nonLambertian intensity distribution cannot be displayed. Multiple image displays take many forms and it is likely that one or more of these will provide the solution(s) for the first generation of 3DTV displays. Another study by Hari Kalva, Lakis Christodoulou, Liam Mayron, Oge Marques, and Borko Furht entitled as Challenges and opportunities in video coding for 3D TV and with this paper he explored the challenges and opportunities in developing and deploying 3D TV services. The study found that the 3D TV services can be seen as a general case of the multiview video that has been receiving a significant attention lately. The study concluded that the keys to a successful 3D TV experience are the availability of content, the ease of use, the quality of experience, and the cost of deployment. Recent technological advances have made possible experimental systems that can be used to evaluate the 3D TV services.

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CHAPTER 7 RESEARCH METHODOLOGY

7.1 Title of study: Consumer towards 3D TV- An Investigation of Jammu Region. 7.2 OBJECTIVES: 1. To review status of holography in 3D TV 2. To study acceptance of 3D TV among consumers. 7.3 RESEARCH METHODOLOGY: Exploratory Study Sample Size: 51; Consists of: Number of Male = 25; Number of Female= 26 Sample Description The entire respondents are knowledge of brand and they have gone for shopping of different types of products. Therefore, the sample is heterogeneous in nature. a) Primary Data Collection b) Secondary Data Collection Primary Data Collection: - Questionnaire survey was used for data collection from the primary source of data. The Questionnaire is in general form with question in sequential order. The Questionnaire was constructed so to elicit information regarding the brand preference among adolescents conducted in different areas. Secondary Data Collection: - Publication in Journals, Information from Websites and books

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7.4 ANALYSIS & DISCUSSIONS: FREQUENCY TABLE type Cumulative Percent 27.5 60.8 74.5 98.0 100.0

Frequency Valid simple TV LCD plasma LED 3d Total 14 17 7 12 1 51

Percent 27.5 33.3 13.7 23.5 2.0 100.0

Valid Percent 27.5 33.3 13.7 23.5 2.0 100.0

Out of 51 respondents 27.5% people have simple television set at their home, 33.3% people have LCD, 13.7% people have plasma TV, and 2%people have 3D TV.

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Price Cumulative Percent 25.5 96.1 100.0

Frequency Valid 10000-20000 20000-30000 others Total 13 36 2 51

Percent 25.5 70.6 3.9 100.0

Valid Percent 25.5 70.6 3.9 100.0

Out of 51 respondents, 25.5% people have a TV worth Rs. 10,000- 20,000, 70.6% people have a TV worth Rs. 20k-30k, and 3.9% people have their TV other than the above mentioned range.

Spending Frequency Valid 10000-20000 20000-30000 others Total 4 20 27 51 Percent 7.8 39.2 52.9 100.0 Valid Percent 7.8 39.2 52.9 100.0 Cumulative Percent 7.8 47.1 100.0

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Out of 51 respondents, 7.8% people are willing to pay a price of about 10K-20K for their new television sets, 39.2% people are willing to pay 20k-30k, and 52.9% people are willing to pay a price other than the above mentioned.

Quality Frequency Valid yes no Total 49 2 51 Percent 96.1 3.9 100.0 Valid Percent 96.1 3.9 100.0 Cumulative Percent 96.1 100.0

Out of 51 respondents, 96.1% people feel that picture quality wise, television should be a superb experience and just 3.9% people disagree to this statement

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watched3D Frequency Valid yes no Total 33 18 51 Percent 64.7 35.3 100.0 Valid Percent 64.7 35.3 100.0 Cumulative Percent 64.7 100.0

Out of 51 respondents, 64.7% people have watched 3D movie in theater and 35.3% have not experienced the 3D movie effects.

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Experience Cumulative Percent 33.3 68.6 92.2 100.0

Frequency Valid very good good okay Total 17 18 12 4 51

Percent 33.3 35.3 23.5 7.8 100.0

Valid Percent 33.3 35.3 23.5 7.8 100.0

Out of those 33 respondents, who have experienced 3D movie, 35.3% people experienced it very good, 23.5% experienced it as good and 7.8% people experienced it as okay.

Liking

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Frequency Valid be a viewer of a movie/show feel it happening in front of you Total 24

Percent 47.1

Valid Percent 47.1

Cumulative Percent 47.1

27 51

52.9 100.0

52.9 100.0

100.0

Out of those 51 respondents, 52.9% people wanted to experience 3D and 47.1% just wanted to stick to the older technology.

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buy3D Frequency Valid yes no Total 44 7 51 Percent 86.3 13.7 100.0 Valid Percent 86.3 13.7 100.0 Cumulative Percent 86.3 100.0

Out of those 51 respondents, 86.3% wanted to buy the 3D television and 13.7% did not wa technology in their television sets.

mobiles3D Frequency Valid yes no Total 38 13 51 Percent 74.5 25.5 100.0 Valid Percent 74.5 25.5 100.0 Cumulative Percent 74.5 100.0

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Out of 51 respondents, 74.5% wanted to have their mobiles phones to have 3D technology too, 25.5% did not wanted 3D to get incorporated in mobile phones because it can be misused by children. FamilyIncome Frequency Valid <25000 250000-350000 350000-450000 above 450000 Total 7 12 18 14 51 Percent 13.7 23.5 35.3 27.5 100.0 Valid Percent 13.7 23.5 35.3 27.5 100.0 Cumulative Percent 13.7 37.3 72.5 100.0

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HOLOGRAPHIC DISPLAYS

Out of 51 respondents, 13.7% people have a family income of less than Rs. 25,000, 23.5% people have a family income of Rs. 25k-35k, 35.3% people have a family income of 35k45k, and 27.5% people have a family income above 45k. TYPE * BUY3D CROSSTABULATION buy3D Count yes type simple TV LCD plasma LED 3d Total 11 14 7 11 1 44 no 3 3 0 1 0 7 Total 14 17 7 12 1 51

Out of 51 respondents, 14 people had a simple TV, out of which 11 wanted to buy 3D TV. 17 people had LCD TV at their home, out of which 14 wanted to buy 3D TV. 7 people had plasma TV and all of them wanted to have 3D TV. 12 people had LED TV, out of those 12 people, 11 wanted to have 3D TV. Just one person had a 3D TV and also wanted to have another 3D TV on his next purchase.

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HOLOGRAPHIC DISPLAYS

type * buy3D * price Crosstabulation Count buy3D Price yes simple TV LCD plasma LED Total 20000-30000 Type simple TV LCD plasma LED 3d Total others Type simple TV LED Total 6 1 1 1 9 4 13 6 9 1 33 1 1 2 no 2 2 0 0 4 1 1 0 1 0 3 Total 8 3 1 1 13 5 14 6 10 1 36 1 1 2

10000-20000

Type

 Respondents who have their current TV in the price range of 10k-20k following observations were made: y There are 8 People who have simple TV, out of which 6 people wanted to buy 3D TV. y 3 people have LCD, out of which just 1 wanted to buy a 3D TV. y Just 1 person owes a plasma TV and wanted to buy a 3D TV. y Just 1 person had LED TV and wanted to buy a 3D TV.

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HOLOGRAPHIC DISPLAYS

 Respondents who have their current TV in the price range of 20k-30k following observations were made: y There are 5 People who have simple TV, out of which 4 people wanted to buy 3D TV. y 14 people have LCD, out of which 13 wanted to buy a 3D TV. y 6 people have plasma TV and all of them wanted to buy a 3D TV. y Just 1 person had LED TV and wanted to buy a 3D TV.  Respondents who have their current TV in the price range above 30k following observations were made: y 1 person had simple TV and also wanted to buy a 3D TV. y Just 1 person had LED TV and wanted to buy a 3D TV.

TYPE * BUY3D * PRICE * SPENDING CROSSTABULATION Count buy3D price 10000-20000 type simple TV Total 20000-30000 type plasma Total 20000-30000 10000-20000 type simple TV LCD Total 20000-30000 type simple TV LCD LED 3d Total yes 2 2 1 1 3 1 4 4 7 2 1 14 0 2 2 no 1 1 Total 3 3 1 1 3 3 6 4 7 2 1 14

spending

10000-20000

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others

10000-20000

type

simple TV plasma LED Total

1 1 1 3 0 6 5 7 18 1 1 2

1 0 0 1 1 1 0 1 3

2 1 1 4 1 7 5 8 21 1 1 2

20000-30000

type

simple TV LCD plasma LED Total

others

type

simple TV LED Total

The table above reveals the ability of a person to spend some amount on their new TV set with the price range of their current TV and their willingness to buy a 3D TV.

 If a person is willing to pay 10k-20k on the new TV set, the following observations were made: y 2 respondents had simple TV in price range of 10k-20k and both of them wanted to buy a 3D TV. y 1 person had a plasma TV in the range of 20-30k and wanted to buy 3D TV.  If a person is willing to pay 20k-30k on the new TV set, the following observations were made: y 6 respondents had their TV in price range of 10k-20k and out of those 6 people, 3 had simple TV and all of those 3 people wanted to have 3D TV, 3 people had LCD and out of those 3 just 1 wanted a 3D TV. y 14 respondents had their current TV in the range of 20-30k and all of them wanted to buy 3D TV.

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 If a person is willing to pay more than 30k on the new TV set, the following observations were made: y 4 respondents had their TV in price range of 10k-20k and out of those 3 people, 3people wanted a 3D TV. y 21 respondents had their current TV in the range of 20-30k and 18 of them wanted to buy 3D TV. y 2 respondents had their current TV in the range of above 30k and both of them wanted to buy 3D TV.

TYPE * BUY3D * PRICE * SPENDING * MOBILES3D CROSSTABULATION


Count buy3D mobiles3D spending YES 10000-20000 price 10000-20000 type Total 20000-30000 type Total 20000-30000 10000-20000 type simple TV LCD Total 20000-30000 type simple TV LCD LED Total others 10000-20000 type simple TV LED Total 20000-30000 type LCD plasma LED Total others type simple TV LED Total plasma simple TV yes 1 1 1 1 3 1 4 4 7 1 12 1 1 2 6 4 6 16 1 1 2 no Total 1 1 1 1 3 1 4 4 7 1 12 1 1 2 6 4 6 16 1 1 2

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NO

10000-20000

10000-20000

type Total

simple TV

1 1

1 1 2 2

2 2 2 2 1 1 2

20000-30000

10000-20000

type Total

LCD

20000-30000

type

LED 3d

1 1 2

Total others 10000-20000 type simple TV plasma Total 20000-30000 type simple TV LCD plasma LED Total

0 1 1 0 0 1 1 2

1 0 1 1 1 0 1 3

1 1 2 1 1 1 2 5

The table above reveals the willingness to have 3D technology in their mobile phones too with their willingness to spend some amount on their new TV set with the price range of their current TV and their willingness to buy a 3D TV.  Responses of respondents who wanted to have a 3D technology in their mobile phones are as under:  If a person is willing to pay 10k-20k on the new TV set, the following observations were made: y 1 respondents had simple TV in price range of 10k-20k and also wanted to buy a 3D TV. y 1 person had a plasma TV in the range of 20-30k and wanted to buy 3D TV.  If a person is willing to pay 20k-30k on the new TV set, the following observations were made: y 4 respondents had their TV in price range of 10k-20k and all of them wanted to have 3D TV y 12 respondents had their current TV in the range of 20-30k and all of them wanted to buy 3D TV.  If a person is willing to pay more than 30k on the new TV set, the following observations were made:

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y y y

2 respondents had their TV in price range of 10k-20k and both of them wanted a 3D TV. 16 respondents had their current TV in the range of 20-30k and all of them wanted to buy 3D TV. 2 respondents had their current TV in the range of above 30k and both of them wanted to buy 3D TV.

y  Responses of respondents who did not wanted to have a 3D technology in their mobile phones are as under:  If a person is willing to pay 10k-20k on the new TV set, the following observations were made: y 2 respondents had simple TV in price range of 10k-20k and just 1 person wanted to buy a 3D TV.  If a person is willing to pay 20k-30k on the new TV set, the following observations were made: y 2 respondents had simple TV in price range of 10k-20k and one of them wanted to have 3D TV y 2 respondents had their current TV in the range of 20-30k and both of them wanted to buy 3D TV.  If a person is willing to pay more than 30k on the new TV set, the following observations were made: y 2 respondents had their TV in price range of 10k-20k and just one of them wanted a 3D TV. y 5 respondents had their current TV in the range of 20-30k and 2 of them wanted to buy 3D TV.

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CHAPTER 8

8.1 DRAWBACKS: 1. Viewers experience a motion-sickness-like feeling as a consequence of such mismatches. This is the major reason which kept 3D from becoming a popular mode of visual communications. 2. 3D TV is much more expensive than other television sets, which repell the customers to buy it. 3. Lack of knowledge about the functions and advantages of 3D TV.

8.2 POLICY SUGGESTION: 1. People who wanted to buy 3D TV did not wanted to pay more, so the manufacturer should make the TV a bit cheaper. 2. People were ignorant of the fact that what actually the 3D TV is, so the policy suggestion is the people should be made aware of the latest technology and its advantages, by advertising or any other means.

8.3 LIMITATIONS OF STUDY: 1. The study was restricted only to Jammu region. 2. Every consumer did not filled the questionnaire up to the mark, they tried to mark the answers blindly, without reading the questions. 3. Time limit was less for the research

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CHAPTER 9 CONCLUSION

High-quality 3-D video is regarded by the general public as the ultimate viewing experience. The objective is well-understood and has been depicted in many popular fiction movies: the target is a magical and somewhat mysterious optical replica of an object that is visually indistinguishable from its original (except perhaps in size). Such 3-D video technology will have many applications; and more than that, it will have a significant social impact by deeply affecting our daily lives. Although the goal is clear, and its impact is somewhat predictable, there is still a long way to go before we will have widespread commercial high-quality 3-D products. However, researchers are working with increasing interest on various elements of 3-D video technologies. 3D TV is the next major step in video technologies. The ghost-like images of remote persons or objects are already depicted in many futuristic movies; both entertainment applications, as well as 3D video telephony, are among the commonly imagined utilizations of such a technology. As in every product, there are various different technological approaches also in 3DTV. 3D technologies are not new; the earliest 3DTV application is demonstrated within a few years after the invention of 2D TV. However, earlier 3D video relied on stereoscopy. Current work mostly focuses on advanced variants of stereoscopic principles like goggle-free autostereoscopic multi-view devices. However, holographic 3DTV and its variants are the ultimate goal and will yield the envisioned high-quality ghostlike replicas of original scenes once technological problems are solved. Viewers experience a motion-sickness-like feeling as a consequence of such mismatches. This is the major reason which kept 3D from becoming a popular mode of visual communications. However, recent advances in end-to-end digital techniques minimized such problems. Holography is not based on human perception, but targets perfect recording and reconstruction of light with all its properties. If such a reconstruction is achieved, the viewer, embedded in the same light distributions the original, will of course see the same scene as the original. Applications of 3D video technologies to different fields like medicine, dentistry, navigation, cultural exhibits, art, science, education, etc., in addition to primary application of
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entertainment and communications, will revolutionarize the way we interact with visual data, and will bring many benefits. It is envisioned that future 3DTV systems will decouple the capture and display steps: 3D scenes will be captured by some means, like multicamera systems, and this data will then be converted to abstract 3D representation using computer graphics techniques. The display will then access this abstract data to generate the 3D video to the observer. The study found out that people were really excited for purchasing 3D TV but did not wanted to pay more; this could be due to the fact that the research was restricted to Jammu region only so the data may be biased.

CHAPTER 10
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FUTURE SCOPE
10.1 Future Scope 1. New technologies in the area of GPUs like Direct3D 11 with the newly introduced Compute-Shaders and OpenGL 3/4 in combination with OpenCL, to improve the efficiency and flexibility of GPU-solution. 2. Developers working on realistically natural viewing can be mimicked. 3. VHDL-designs (VHSIC hardware description language) will be optimized for the development of dedicated holographic ASICs (application-specific integrated circuit). 4. Development or adaption of suitable formats for streaming into existing gameor application-engines will be another focus. 5. Future Technology in military and war deception, Virtual Sales Presentation, Corporate Meetings Without Travel, Record Yourself for Future Great Grandchildren, Holographic Tourism, Virtual Reality Training and Mind Conditioning, Pilot Training Augmenting and Holographic Assistance. 6. Lowering of cost of key components and further advancement in the field of holographic display.

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REFERENCES

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HOLOGRAPHIC DISPLAYS

1. http://en.wikipedia.org/wiki/Holography 2. http://en.wikipedia.org/wiki/Interference_(optics) 3. http://link.aip.org/link/?PSI/7237/72370S/1 4. http://www.intel.com/support/processors/sb/cs-023143.htm 5. http://www.business-sites.philips.com/3dsolutions/home/index.page 6. http://en.wikipedia.org/wiki/Shader

Formatted: No underline, Font color: Black Formatted: Numbered + Level: 1 + Numbering Style: 1, 2, 3, + Start at: 1 + Alignment: Left + Aligned at: 0.25" + Indent at: 0.5" Formatted: No underline, Font color: Black Formatted: No underline Formatted: No underline Formatted: No underline Formatted: No underline Formatted: No underline, Font color: Black Formatted: No underline Formatted: No underline Formatted: No underline, Font color: Black

7. http://en.wikipedia.org/wiki/Parallax 8. http://www.nvidia.com/object/cuda_home_new.html

9. http://gpgpu.org/about 10. http://en.wikipedia.org/wiki/Holographic_interferometry

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QUESTIONNAIRE

PROFILE OF THE RESPONDENTS

Name of the Respondents:... Age: Type of family: Qualification:. Nuclear Joint

Family Income: <25,000... 25k -35k..... 35k-45k. above 45k.....

Qs.1: What kind of Television set you have in your home? (a) Normal simple TV (b) LCD (c) Plasma (d) LED (e) 3D

Qs.2: What is the price range of your television set? (a) 0-10k (b) 10k-20k (c) 20k-30k (d) others(specify).

Qs.3: How much would you like to spend when you will purchase a new television set? (a) 0-10k (b) 10k-20k (c) 20k-30k (d) 30k-40 (d) above 40k

Qs.4: Do you feel that picture quality wise, television should be a superb experience? (a) Yes (b) No

Qs.5: Have you ever been to watch a 3-D movie, with the goggles they provided you? (a) Yes (b) No

Qs.6: If yes, how was your experience? (a) Very good (b) Good (c) Okay (d) Bad (e) Very Bad

Qs.7: You would like to: (a) Be a viewer of a movie/show. (b) Feel it happening in front of you!

Qs.8: If you television set gets 3-D technology incorporated in it, would you like to buy it? (a) Yes (b) No

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Qs.9: If yes or No, give reasons to justify your answer: ..

Qs.10: Do you want your mobile phones to have a 3-D technology too? (a) Yes (b) No

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