WEBVTT - Fw:Thinking in 3D

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<v Speaker 1>Brought to you by Toyota. Let's go places. Welcome to

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<v Speaker 1>Forward Thinking. Hey, they you're welcome to or Thinking, the

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<v Speaker 1>podcast that looks at the future and says something witty.

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<v Speaker 1>I'm Jonathan Strickland, Lauren fock o'bama, I'm Joe McCormick, and

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<v Speaker 1>today we wanted to talk about some of the gimmicks

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<v Speaker 1>and techniques used in Really in cinema is mostly in film,

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<v Speaker 1>and there's some television bleedover as well other entertainment forms. Yeah,

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<v Speaker 1>but we really wanted to talk about what it's like

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<v Speaker 1>to create an experience for a film beyond just these

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<v Speaker 1>are moving images or apparently moving images and sound that's

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<v Speaker 1>coming at you. And uh, to really start with that,

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<v Speaker 1>I guess, I guess would be fun to talk about

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<v Speaker 1>some of the wacky, crazy ones that theater, uh, theater

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<v Speaker 1>owners and and film producers experimented with, mainly like back

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<v Speaker 1>in the fifties and sixties. Yeah, older listeners might remember

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<v Speaker 1>traces of some of these. But if you've seen some

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<v Speaker 1>movies like Mattenee, which has a character who is very

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<v Speaker 1>much like William Castle, we'll be talking about about Castle. Uh,

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<v Speaker 1>if you've seen that, then you may be familiar with

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<v Speaker 1>some of these as well. I think this was mostly

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<v Speaker 1>driven back when television started to come out in movie

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<v Speaker 1>theaters were panicking a little bit and going like, no

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<v Speaker 1>one will come see movies anymore. Everyone has this television

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<v Speaker 1>in their house, even though it's only a twelve inch screen.

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<v Speaker 1>We we need to do something impressive. This is uh,

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<v Speaker 1>this may sound really familiar to people today because it's

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<v Speaker 1>the same sort of stuff we see movie the movie

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<v Speaker 1>industry thinking about now in the in the realm of

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<v Speaker 1>the digital world. But you know, we'll get into that

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<v Speaker 1>kind of stuff. So some of these crazy gimmicks. Huh.

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<v Speaker 1>How about smellow vision? How about did you guys? Did

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<v Speaker 1>you guys see what? What was the earliest example Not

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<v Speaker 1>not of smellow vision itself, because that was that was

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<v Speaker 1>technically patented, but the idea of the idea of coupling

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<v Speaker 1>smells with viewing of something in the cinema. What was

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<v Speaker 1>the earliest example you found? Do you know? I know what?

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<v Speaker 1>I can tell you what here? Nineteen o six was

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<v Speaker 1>the earliest example. It was it was according to the source,

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<v Speaker 1>it was a Pennsylvania theater owner who used a fan

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<v Speaker 1>to diffuse the smell of rose oil while showing off

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<v Speaker 1>footage of a Rose Bowl football game American football. So

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<v Speaker 1>it was just this idea of trying to create a

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<v Speaker 1>more immersive experience theoretically or released by rumor, Disney was

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<v Speaker 1>looking into incorporating smells in the cinematic experience, but ultimately

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<v Speaker 1>dismissed it for being too expensive and not reliable enough. Disney, huh, yeah,

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<v Speaker 1>didn't stop other people from trying. I mean, I'm sorry,

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<v Speaker 1>it's just so stupid. What smell a Vision really? I mean,

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<v Speaker 1>it's that's obvious, but it No, what's not obvious is

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<v Speaker 1>the extent of the stupidity. What on earth? I mean,

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<v Speaker 1>it's it's like a joke. Well, I can't believe this

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<v Speaker 1>was real. I don't know, Joe. I'm not so harsh

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<v Speaker 1>on it as you are, but that's because I've I've

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<v Speaker 1>had this, I've seen seen I've smelled this sort of

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<v Speaker 1>approach in other forms, not not movies. I've never gone

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<v Speaker 1>to a Smell a Vision film, although I think I

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<v Speaker 1>did go to something at the University of Georgia Midnight

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<v Speaker 1>Movie where they handed out scratch and sniff uh little

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<v Speaker 1>uh pamphlets for a film, and if I'm not mistaken,

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<v Speaker 1>it was pink flamingos anyway, so well, no smell. A

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<v Speaker 1>vision itself was invented and patented by a guy UH

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<v Speaker 1>named Hans Slaub and was used in a film. The first,

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<v Speaker 1>the earliest version I could see that was used in

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<v Speaker 1>the actual commercially released film, was in nineteen fifty nine

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<v Speaker 1>and the movie was called Scent of Mystery. Of course

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<v Speaker 1>it was right, and apparently the smells involved things like

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<v Speaker 1>pipe tobacco, the smell of pipe tobacco, and then use

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<v Speaker 1>special pipes to pipe in smells into the theater. Now, Joe,

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<v Speaker 1>I agree, like if I were watching a movie, I

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<v Speaker 1>would just find this distracting. I wouldn't necessarily find it immersive. However,

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<v Speaker 1>I have been to things like um certain like amusement parks.

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<v Speaker 1>Disney has a few amusement parks where they have three

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<v Speaker 1>D movies where they will pipe in smells when something

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<v Speaker 1>is happening. Or on Spaceship Earth at Epcot, which was

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<v Speaker 1>opened in nineteen eight two, I believe they have a

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<v Speaker 1>couple of different portions of the ride where you know

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<v Speaker 1>you're going through an orange groves, they pump in orange

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<v Speaker 1>scent or yeah yeah, and then there's a Sore in

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<v Speaker 1>which in Florida is called Sore and over californ In

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<v Speaker 1>California it's just called Son. But it's a ride where

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<v Speaker 1>you are it's like you're gliding over the landscape of California,

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<v Speaker 1>and as you go over certain landscapes, they pipe in

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<v Speaker 1>certain smells, like if you're gliding over a pine forest,

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<v Speaker 1>you get the pine smell. Over an orange grove it's oranges,

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<v Speaker 1>you know over Yeah, and despair, Yeah, those are the

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<v Speaker 1>smells you get over l a U point. We were

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<v Speaker 1>winning fans all over the place today. So anyway, you know,

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<v Speaker 1>it's something that has been used. I don't think it

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<v Speaker 1>will ever go anywhere beyond novelty. I mean, it was

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<v Speaker 1>obviously something that was meant to try and grab people.

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<v Speaker 1>There's funny because there was a competing technology at the

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<v Speaker 1>same time as smell, a vision called a roma rama

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<v Speaker 1>I'm not kidding, and they had they had. I think

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<v Speaker 1>we all lost, Joe, I think we all lost. Not

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<v Speaker 1>only did not only are those no longer really active,

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<v Speaker 1>but I'm sure there were some spectacular failures. I mean,

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<v Speaker 1>there's lots of psychological research about how closely we associate

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<v Speaker 1>memories with smells and how deeply people do associate smells

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<v Speaker 1>with feelings, and that therefore, you know, I think that

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<v Speaker 1>the reasoning here somewhere was a we need a gimmick

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<v Speaker 1>and be I think the problem is that most people

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<v Speaker 1>be like you remember that stinky movie we saw a

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<v Speaker 1>few years ago. Um, so when you're listening to this

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<v Speaker 1>forward thinking podcast, remember to drive past a paper mill.

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<v Speaker 1>You can drive wonderful memories. Drive past my hometown which

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<v Speaker 1>was not was sandwich between paper mills and chicken uh farms.

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<v Speaker 1>So I would say that that really what we smell

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<v Speaker 1>like is is mints, warm, electronics and occasion occasionally t

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<v Speaker 1>but not today. All right, So let's talk about some

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<v Speaker 1>of the other gimmicky stuff. So I mentioned William Castle.

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<v Speaker 1>William Castle, Yes, he was known, famous, famous for coming

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<v Speaker 1>up with these really gimmicky things to try and pull

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<v Speaker 1>people into the theater. So if you don't know William Castle,

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<v Speaker 1>you've probably the one. You would know his house on

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<v Speaker 1>Haunted Hill, right. He did some He did some stuff

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<v Speaker 1>that has you know, not not even cult following, like

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<v Speaker 1>legitimate film like it like this is this is a

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<v Speaker 1>movie that you wouldn't necessarily call it a great film,

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<v Speaker 1>but it's such a great example of a certain era

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<v Speaker 1>and a certain type of movie making that it's it's

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<v Speaker 1>got a warm place in many critics. Hearts House on

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<v Speaker 1>Haunted Hill is I mean cheesy as hell, plastic skeletons

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<v Speaker 1>and all that, but it's it's fun. Yeah, you should

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<v Speaker 1>see it, you know, so filmically it I'd say it's

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<v Speaker 1>interesting at least, but you know, it's pretty high art

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<v Speaker 1>for that kind of got Vincent Price just doing his thing,

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<v Speaker 1>ye yep, being being super Vincent Price in that movie,

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<v Speaker 1>like Vincent Price at his priceiest. I don't know that

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<v Speaker 1>he actually charged a lot for that film. But uh,

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<v Speaker 1>you mentioned The Tingler, which used percepto, and Percepto was

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<v Speaker 1>a gimmick that Castle came up with that was very clever.

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<v Speaker 1>So the Taklers actually even worse of a gimmicks and

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<v Speaker 1>smell a vision. I love this this gimmick, It's so ridiculous.

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<v Speaker 1>So The Tingler was a movie about this this weird

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<v Speaker 1>parasite that could attach itself to people's spines and you

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<v Speaker 1>would kill them by screaming. The idea that if you

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<v Speaker 1>screamed that they couldn't handle that and they would fall

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<v Speaker 1>over dead. But they you would get this weird, tingling,

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<v Speaker 1>shocking sensation if they were to attach themselves to you.

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<v Speaker 1>And in the movie and the course of the film,

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<v Speaker 1>the narrator says that there's one of these alien creatures

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<v Speaker 1>has escaped and made its way into the very theater

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<v Speaker 1>that you are sitting in. That's incredible. So what William

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<v Speaker 1>Castle did was they did not believe that. So Castle

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<v Speaker 1>went to several theaters and convinced okay, alright, settle down, children,

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<v Speaker 1>Castle into several theaters and convince them to install these

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<v Speaker 1>these little vibrating motors that would cause the seats to

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<v Speaker 1>vibrate at a very high frequency, almost like it was

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<v Speaker 1>an electric shock. If you think it was time, well,

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<v Speaker 1>I mean it wasn't. I guess it could scare you,

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<v Speaker 1>but it couldn't actually hurt you. It's like, have you

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<v Speaker 1>ever been to, uh, you know, an arcade or one

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<v Speaker 1>of those amusement part places where they have the thing about,

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<v Speaker 1>you know, do you dare to hold onto these electrodes.

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<v Speaker 1>It's it's usually set up so it looks like it's

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<v Speaker 1>an electric chair, and the it's all based on like

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<v Speaker 1>the your sense of fear and daring, like are you

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<v Speaker 1>going to hold on as the as it continues to

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<v Speaker 1>increase the voltage. Well, there's no actual electric current running

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<v Speaker 1>through you. No one wants to get sued. It's just

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<v Speaker 1>little motors that are vibrating, just like the ones that

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<v Speaker 1>you have in your typical cell phone. But the idea

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<v Speaker 1>was they put these underneath the seats, and the projectionist

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<v Speaker 1>was supposed to activate these buzzers at this point in

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<v Speaker 1>the movie so that people sitting there in the theater

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<v Speaker 1>would suddenly think, oh, I'm being attacked by a tingler

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<v Speaker 1>and they have to scream. And you don't even have

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<v Speaker 1>to install them on all the seats. You just have

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<v Speaker 1>to do a good scattering of the seats so that

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<v Speaker 1>you hatch a few people they start screaming against everyone.

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<v Speaker 1>Screaming makes it an interactive experience, and the Castle was

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<v Speaker 1>hoping that would mean that there'll be more butts in

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<v Speaker 1>those seats as opposed to butts jumping out of the

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<v Speaker 1>seats because there's somethly buzzing. Um. It was called Percepto.

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<v Speaker 1>That was the name of that particular gimmick. There was

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<v Speaker 1>another one called illusion. Oh. I think he might be

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<v Speaker 1>detecting a trend with William Castle's approach. So illusion, oh,

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<v Speaker 1>was similar to what I'll be talking about when we

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<v Speaker 1>get to three D. Spoiler alert, We will be talking

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<v Speaker 1>about three D in this episode. But you know, the

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<v Speaker 1>the traditional, the old style three D glasses, the anaglyph glasses,

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<v Speaker 1>the ones that would have a red lens in a

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<v Speaker 1>cyan lens. He gave filters that were similar to this,

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<v Speaker 1>So it wasn't it wasn't a pair of three D glasses.

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<v Speaker 1>It was like a little piece of cardboard and you

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<v Speaker 1>would view the movie through one of the two lenses,

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<v Speaker 1>either the blue one or the red one. And the

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<v Speaker 1>reason for this was that it was for a film

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<v Speaker 1>called thirteen Ghosts, and if you were to use the

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<v Speaker 1>blue one, I think it was the blue one, it

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<v Speaker 1>would filter out the ghosts because the ghosts were all

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<v Speaker 1>in blue, so you couldn't that that would show up

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<v Speaker 1>as white if you're looking through a blue filter, so

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<v Speaker 1>you wouldn't see the ghosts through the blue filter. But

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<v Speaker 1>if you were to look through the red filter, you

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<v Speaker 1>could see all the ghosts because they would show up

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<v Speaker 1>as as black instead of white. And so, uh, you know,

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<v Speaker 1>if you wanted to be terrified, you would look through

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<v Speaker 1>the red lens but if you were too scared, you

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<v Speaker 1>can look through the blue lens and just watch his

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<v Speaker 1>characters are reacting to absolutely nothing on screen as far

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<v Speaker 1>as you can tell. Again, total gimmick, but an interesting

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<v Speaker 1>little approach to trying to make movies more than just

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<v Speaker 1>and something you could replicate at home. Uh. That that

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<v Speaker 1>gets us into the idea of the four D experiences

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<v Speaker 1>that we've I've kind of alluded to with some of

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<v Speaker 1>the Disney rides. Disney is big about this with their

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<v Speaker 1>three D stuff. They have a three D film called

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<v Speaker 1>It's Tough to Be a Bug, which is based on

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<v Speaker 1>the characters from a bug's life. Um, and that involves

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<v Speaker 1>things like smell like a stink bug at one point

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<v Speaker 1>goes off, so you get sprayed with a stinky kind

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<v Speaker 1>of smell. Uh. There's also part where rain drops are falling,

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<v Speaker 1>so you get hit by a little bit of water.

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<v Speaker 1>There's a bit where hornets are flying around, you get

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<v Speaker 1>poked in the back. There's there's a there's not really

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<v Speaker 1>a sharp stick by the way, spoiler alert for anyone

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<v Speaker 1>who was playing on saying this and hasn't yet. They're

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<v Speaker 1>also the best part, I think is at the very

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<v Speaker 1>end where the lights go off, and then it tells

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<v Speaker 1>I think flick tells the cockroaches that's time to clear out.

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<v Speaker 1>And they're a little actuators on the seat underneath where

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<v Speaker 1>your butt is, and then those go off and so

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<v Speaker 1>you feel like this movement under your butt of the

0:12:42.280 --> 0:12:48.600
<v Speaker 1>cockroaches running away. My wife refuses to watch this because

0:12:48.600 --> 0:12:52.440
<v Speaker 1>she is really really scared of bugs, even cartoon ones.

0:12:53.120 --> 0:12:55.760
<v Speaker 1>She's gonna kill me that I said this. Unfortunately, I

0:12:55.800 --> 0:12:57.719
<v Speaker 1>don't think she listens to my podcast, so I think

0:12:57.760 --> 0:13:02.120
<v Speaker 1>I'm okay, but um and that you know that those

0:13:02.120 --> 0:13:05.719
<v Speaker 1>sort of gimmicks are still kind of uh around, but

0:13:05.800 --> 0:13:09.760
<v Speaker 1>for the most part they're limited to things like amusement

0:13:09.800 --> 0:13:12.959
<v Speaker 1>parks or or specific experience something where you can build

0:13:12.960 --> 0:13:17.040
<v Speaker 1>out a theater to include those like a again at Disney,

0:13:17.080 --> 0:13:19.000
<v Speaker 1>the the Alien Encounters ride that I think is now

0:13:19.160 --> 0:13:21.760
<v Speaker 1>Lelo and Stitch themed, but the same uses the same

0:13:21.800 --> 0:13:24.760
<v Speaker 1>sort of stuff though in both cases. Yeah, where where

0:13:24.800 --> 0:13:27.920
<v Speaker 1>something's a permanent installations that you're not wasting money having,

0:13:27.960 --> 0:13:31.560
<v Speaker 1>you know, a theater tech put buzzers underneath all your

0:13:31.559 --> 0:13:33.680
<v Speaker 1>seats right for one for one movie and then you

0:13:33.760 --> 0:13:37.119
<v Speaker 1>never use it again. Yeah. There there's some other examples

0:13:37.240 --> 0:13:39.920
<v Speaker 1>of stuff that was used in a more trying trying

0:13:39.920 --> 0:13:41.920
<v Speaker 1>to roll it out in a more wide format, like

0:13:42.040 --> 0:13:44.840
<v Speaker 1>a sense around. You guys have heard, I'm sure the

0:13:44.960 --> 0:13:48.040
<v Speaker 1>term sense around. Sense around is not the same thing

0:13:48.040 --> 0:13:51.600
<v Speaker 1>as surround sound. Okay. Sence around was essentially using sub

0:13:51.600 --> 0:13:56.080
<v Speaker 1>woffers to generate super low frequency sounds like very low

0:13:56.120 --> 0:13:59.080
<v Speaker 1>on the base register, lower than what most people would

0:13:59.120 --> 0:14:01.800
<v Speaker 1>be able to hear. Knowing that there are always outliers

0:14:01.800 --> 0:14:04.880
<v Speaker 1>in the human experience, so some people can hear frequencies

0:14:04.880 --> 0:14:07.760
<v Speaker 1>beyond what most of us can hear. But you could

0:14:07.880 --> 0:14:12.160
<v Speaker 1>feel it because you know, sound is a physical, physical effect,

0:14:12.600 --> 0:14:15.400
<v Speaker 1>and so it's that low, low, low rumbling where it

0:14:15.520 --> 0:14:18.480
<v Speaker 1>makes your seat rumble, and in fact was rolled out

0:14:18.559 --> 0:14:22.880
<v Speaker 1>along with the film Earthquake. But Earthquake came out around

0:14:22.920 --> 0:14:26.920
<v Speaker 1>the same time as another film that was received pretty

0:14:26.920 --> 0:14:31.160
<v Speaker 1>well called Godfather Too, and so apparently there were a

0:14:31.160 --> 0:14:34.920
<v Speaker 1>lot of complaints from Godfather to viewers who were saying, like,

0:14:35.040 --> 0:14:37.560
<v Speaker 1>I wanted to enjoy the movie, but the earth kept

0:14:37.600 --> 0:14:40.600
<v Speaker 1>quaking because of your sense around system that you had

0:14:40.640 --> 0:14:44.120
<v Speaker 1>installed in the next theater next door showing Earthquake. Yeah,

0:14:44.240 --> 0:14:46.160
<v Speaker 1>a lot of bleed over there. Because it was just

0:14:46.240 --> 0:14:50.480
<v Speaker 1>this low rumbling and uh, you know low rumbling and earthquake. Fine,

0:14:50.840 --> 0:14:55.960
<v Speaker 1>Godfather too, not so great. Um So, but there's there

0:14:55.960 --> 0:14:59.080
<v Speaker 1>are other theaters right now that are installing things. I

0:14:59.120 --> 0:15:02.680
<v Speaker 1>know there's one in at least one in Austin. Uh

0:15:02.680 --> 0:15:05.320
<v Speaker 1>and I'm sure there are theaters and and very there

0:15:05.320 --> 0:15:07.040
<v Speaker 1>has to be one in l A. I don't know

0:15:07.080 --> 0:15:10.800
<v Speaker 1>if any in Georgia that are installing seats that give

0:15:11.240 --> 0:15:14.560
<v Speaker 1>haptic feedback as you watch a movie, where they'll vibrate

0:15:14.600 --> 0:15:18.760
<v Speaker 1>along with the soundtrack. Like there's one company called trimmer

0:15:18.840 --> 0:15:22.120
<v Speaker 1>f X that does these where they'll install these seats where,

0:15:22.280 --> 0:15:25.000
<v Speaker 1>uh like, if a gun shot goes off, you'll actually

0:15:25.080 --> 0:15:28.040
<v Speaker 1>feel a little impact on your back. Or if someone

0:15:28.320 --> 0:15:30.120
<v Speaker 1>is like in a horror movie and you can hear

0:15:30.160 --> 0:15:33.880
<v Speaker 1>their heartbeat, the seat will throb at the same frequency

0:15:33.920 --> 0:15:37.280
<v Speaker 1>as the heartbeat, that kind of stuff. Uh. I was

0:15:37.480 --> 0:15:40.360
<v Speaker 1>thinking while you were saying that that this is how

0:15:40.400 --> 0:15:43.720
<v Speaker 1>it sounds stupid, sounds like a fad, but actually haptic

0:15:43.800 --> 0:15:46.720
<v Speaker 1>feedback is caught on in other realms, like the Rumble

0:15:46.760 --> 0:15:51.440
<v Speaker 1>controllers totally standard. And I would say that um as

0:15:51.480 --> 0:15:55.800
<v Speaker 1>a as a survival horror gamer fan, or game fan

0:15:56.520 --> 0:15:59.280
<v Speaker 1>the gamers are nice to um uh, you know know,

0:15:59.680 --> 0:16:02.040
<v Speaker 1>having a having that that feedback when when your heart

0:16:02.080 --> 0:16:04.440
<v Speaker 1>is beating is is a really useful for not having

0:16:04.480 --> 0:16:07.520
<v Speaker 1>to look off the screen or to a corner of

0:16:07.520 --> 0:16:09.400
<v Speaker 1>the screen to a to to see what your health

0:16:09.440 --> 0:16:13.040
<v Speaker 1>meters like can be. Um, it's so scary, it's so immediately. Well, yeah,

0:16:13.080 --> 0:16:16.240
<v Speaker 1>they've actually turned that into a true gameplay element where

0:16:16.240 --> 0:16:18.720
<v Speaker 1>it's not just enhancing, it's become part of the gameplay

0:16:18.800 --> 0:16:22.440
<v Speaker 1>like there are Another good example is a game where

0:16:22.480 --> 0:16:26.880
<v Speaker 1>you are trying to complete a particular task and the

0:16:26.920 --> 0:16:30.560
<v Speaker 1>controller will rumble as you get closer to failing that task.

0:16:30.640 --> 0:16:33.480
<v Speaker 1>So it's an actual alert system telling you, hey, you're

0:16:33.560 --> 0:16:37.160
<v Speaker 1>you're you're doing this wrong. You need to rethink it. Um.

0:16:37.200 --> 0:16:39.760
<v Speaker 1>I do this all the time as I play things

0:16:39.760 --> 0:16:42.280
<v Speaker 1>like Skyrim and I'm trying to pick to pick a lock,

0:16:42.440 --> 0:16:47.320
<v Speaker 1>you know. Um, it's useful stuff. So we've talked about

0:16:47.320 --> 0:16:50.680
<v Speaker 1>all these gimmicks. Yeah, here's the real question. Okay, I

0:16:50.760 --> 0:16:58.240
<v Speaker 1>think three D all right, uh, mega high definition, high

0:16:58.240 --> 0:17:02.600
<v Speaker 1>frame rates. Are these true advances that are going to

0:17:02.720 --> 0:17:06.240
<v Speaker 1>stick around and stand the test of time, or are

0:17:06.320 --> 0:17:09.960
<v Speaker 1>they gimmicks like the others. Uh, let's take them case

0:17:09.960 --> 0:17:13.480
<v Speaker 1>by case, right, So let's start with three D. I

0:17:13.640 --> 0:17:16.840
<v Speaker 1>have to start off going on the record, don't like it.

0:17:17.280 --> 0:17:20.000
<v Speaker 1>Joe does not like three D. Not a fan, I

0:17:20.000 --> 0:17:24.000
<v Speaker 1>I don't. I don't mind it. I prefer if I

0:17:24.040 --> 0:17:25.879
<v Speaker 1>have the chance to see a movie not in three D,

0:17:26.119 --> 0:17:29.399
<v Speaker 1>I take it. Um. But but but but I did.

0:17:29.640 --> 0:17:31.800
<v Speaker 1>But I did very much enjoy core Line and three

0:17:31.880 --> 0:17:34.399
<v Speaker 1>D because I have read the book multiple times. I

0:17:34.440 --> 0:17:36.439
<v Speaker 1>wasn't needing to pay attention to the story, and it

0:17:36.520 --> 0:17:40.000
<v Speaker 1>was pretty well. I like if a movie was made

0:17:40.080 --> 0:17:42.920
<v Speaker 1>with three D in mind, I enjoy the three D experience.

0:17:43.000 --> 0:17:44.920
<v Speaker 1>If it's a movie that's been converted for three D,

0:17:45.119 --> 0:17:48.000
<v Speaker 1>I almost never enjoy that. I also did enjoy my

0:17:48.000 --> 0:17:50.720
<v Speaker 1>Bloody Valentine in three D because, like Ladies, head went

0:17:50.880 --> 0:17:54.280
<v Speaker 1>right at the screen. Okay, here's my one exception. Yeah,

0:17:54.520 --> 0:17:58.480
<v Speaker 1>if if the three D is treated as a joke

0:17:58.840 --> 0:18:02.120
<v Speaker 1>in a stupid movie, be like Jaws three D. Yeah, okay,

0:18:02.280 --> 0:18:06.840
<v Speaker 1>or I was thinking Friday the Thirteen Part three example. Yeah,

0:18:07.040 --> 0:18:09.159
<v Speaker 1>on the third, movies have to be in three D,

0:18:09.359 --> 0:18:12.879
<v Speaker 1>oh they just do. They somehow often fall in a

0:18:12.960 --> 0:18:17.400
<v Speaker 1>three D craze. Um. So if the movie is horrible anyway.

0:18:17.480 --> 0:18:20.119
<v Speaker 1>If the movie itself is sort of a novelty or

0:18:20.160 --> 0:18:22.160
<v Speaker 1>a gimmick, I can sort of get behind it. Then

0:18:22.600 --> 0:18:26.080
<v Speaker 1>anything where I at all want to feel immersed in

0:18:26.119 --> 0:18:29.680
<v Speaker 1>the storytelling and has any real dramatic element I am.

0:18:30.040 --> 0:18:33.040
<v Speaker 1>I think three D is just stupid. I don't like

0:18:33.119 --> 0:18:35.120
<v Speaker 1>it at all. It takes me out of it very much.

0:18:36.000 --> 0:18:38.400
<v Speaker 1>It all makes me more aware that I'm watching a movie.

0:18:38.800 --> 0:18:42.680
<v Speaker 1>It all depends on the the the execution. For me.

0:18:42.880 --> 0:18:46.640
<v Speaker 1>In some cases, I've really much enjoyed that where I

0:18:46.680 --> 0:18:51.040
<v Speaker 1>wasn't you know, after that initial oh, this is three D,

0:18:51.760 --> 0:18:54.119
<v Speaker 1>I just totally forgot about and enjoyed the film for

0:18:54.160 --> 0:18:56.360
<v Speaker 1>what it was. And then there are other cases, like

0:18:56.840 --> 0:18:58.960
<v Speaker 1>I've seen some nature films that were shot in three

0:18:59.040 --> 0:19:02.720
<v Speaker 1>D that were gorgeous because you could get this crazy

0:19:02.800 --> 0:19:05.119
<v Speaker 1>depth of field, and it was really more about the depth,

0:19:05.200 --> 0:19:07.679
<v Speaker 1>not stuff coming out at you. That's the way a

0:19:07.680 --> 0:19:10.480
<v Speaker 1>lot of those early three D implementations were right. It's

0:19:10.520 --> 0:19:14.679
<v Speaker 1>the it's it's it's the character saying here, take my

0:19:14.840 --> 0:19:17.320
<v Speaker 1>hand and reaching out at the screen the way nobody does.

0:19:17.520 --> 0:19:21.200
<v Speaker 1>More often, it's like, have some coffee reached towards the screen.

0:19:21.400 --> 0:19:23.439
<v Speaker 1>My favorite ones Jaws three D, where it was a

0:19:23.480 --> 0:19:26.199
<v Speaker 1>hypodermic needle where they're testing the needle by you know,

0:19:26.280 --> 0:19:28.720
<v Speaker 1>squirting out just a little bit from it. And so

0:19:28.800 --> 0:19:31.800
<v Speaker 1>they they hold the needle right out to the camera

0:19:31.840 --> 0:19:34.359
<v Speaker 1>and then squirt it. And it's hilarious to see those

0:19:34.520 --> 0:19:37.520
<v Speaker 1>movies not in three D because they're just all these

0:19:37.600 --> 0:19:40.639
<v Speaker 1>random shots that are lingering for way too long and

0:19:40.800 --> 0:19:44.000
<v Speaker 1>are just completely unnatural. Yeah, um okay, But so we

0:19:44.160 --> 0:19:46.600
<v Speaker 1>we've sort of blended all three D together. Three D

0:19:46.680 --> 0:19:51.840
<v Speaker 1>actually has had some fairly distinct technological uh phases. Let's

0:19:51.840 --> 0:19:54.240
<v Speaker 1>talk about what's happening first. So, so it was was

0:19:54.440 --> 0:19:59.000
<v Speaker 1>stereoscopic first. Anaglyph really was first. The anaglyph glasses, which

0:19:59.000 --> 0:20:01.919
<v Speaker 1>are the red blue that you're red. Science. But but

0:20:02.160 --> 0:20:05.040
<v Speaker 1>to understand how these all work, let's just because they

0:20:05.080 --> 0:20:09.720
<v Speaker 1>all followed the same basic premise. It's just that they

0:20:09.800 --> 0:20:12.480
<v Speaker 1>do it in different ways. And that premise is to

0:20:12.680 --> 0:20:17.000
<v Speaker 1>present each eye with its own set of images, and

0:20:17.040 --> 0:20:18.840
<v Speaker 1>then your brain does all the rest of the work.

0:20:18.920 --> 0:20:21.960
<v Speaker 1>Your brain takes in these two sets of images and

0:20:22.000 --> 0:20:25.000
<v Speaker 1>combines it into a full picture, just the way our

0:20:25.160 --> 0:20:29.000
<v Speaker 1>actual eyes work all the time. So for three D

0:20:29.119 --> 0:20:31.480
<v Speaker 1>to work. First of all, you need two eyes. So

0:20:31.720 --> 0:20:34.320
<v Speaker 1>you need two eyes, and you need to have relatively

0:20:34.600 --> 0:20:38.240
<v Speaker 1>normal vision. It's it's the idea that our eyes are

0:20:38.280 --> 0:20:40.960
<v Speaker 1>positioned on our heads in such a way that they

0:20:40.960 --> 0:20:45.919
<v Speaker 1>are taking in information from slightly different positions binocular vision right,

0:20:46.400 --> 0:20:49.480
<v Speaker 1>So your left eying right eye, because they're not located

0:20:49.720 --> 0:20:53.560
<v Speaker 1>immediately on each other, means that the information they're receiving

0:20:53.560 --> 0:20:56.000
<v Speaker 1>is slightly different. So if I'm looking at an object,

0:20:56.400 --> 0:21:00.480
<v Speaker 1>my eyes converge on that object, and then the information

0:21:00.520 --> 0:21:03.640
<v Speaker 1>I get back lets me make judgments like how far

0:21:03.680 --> 0:21:06.320
<v Speaker 1>away that object is. There are other cues that also

0:21:06.359 --> 0:21:08.879
<v Speaker 1>tell us how far away something is, things like perspective

0:21:08.960 --> 0:21:11.000
<v Speaker 1>and all that kind of stuff. But parallax, which is

0:21:11.000 --> 0:21:12.480
<v Speaker 1>what I'm talking about right here, is a big one.

0:21:12.880 --> 0:21:17.000
<v Speaker 1>The further away an object is, the closer to parallel

0:21:17.200 --> 0:21:21.120
<v Speaker 1>your eyes are, and so parallax becomes less and less important.

0:21:21.160 --> 0:21:24.639
<v Speaker 1>It's really more important for things that are within like

0:21:24.680 --> 0:21:27.080
<v Speaker 1>a couple hundred feet of you, and the closer it is,

0:21:27.119 --> 0:21:30.240
<v Speaker 1>the more your eyes are converging on that point. So

0:21:31.240 --> 0:21:34.400
<v Speaker 1>that's the basis for the three D films. They want

0:21:34.440 --> 0:21:36.520
<v Speaker 1>to present you with these two sets of images that

0:21:36.560 --> 0:21:39.639
<v Speaker 1>are engineered in such a way as to give you

0:21:39.720 --> 0:21:43.240
<v Speaker 1>the illusion that an object is closer or further away

0:21:43.480 --> 0:21:46.760
<v Speaker 1>from you, the viewer. And it's important to do this

0:21:47.000 --> 0:21:52.040
<v Speaker 1>so that it estimates about how far apart the average

0:21:52.080 --> 0:21:54.760
<v Speaker 1>person's eyes are, which is why two people could go

0:21:54.800 --> 0:21:57.000
<v Speaker 1>into a three D movie. One person thinks it's a

0:21:57.080 --> 0:22:00.400
<v Speaker 1>great effect and the other person doesn't because one person's

0:22:00.440 --> 0:22:03.119
<v Speaker 1>eyes are closer to the average as far as the

0:22:03.200 --> 0:22:06.560
<v Speaker 1>spacing goes than the other person. That can totally happen

0:22:07.080 --> 0:22:10.240
<v Speaker 1>now and a glyph glasses. The red blue ones are

0:22:10.480 --> 0:22:12.600
<v Speaker 1>those old ones that you think about when you see,

0:22:12.760 --> 0:22:15.360
<v Speaker 1>you know, any any sort of like the nineteen fifties

0:22:15.400 --> 0:22:18.120
<v Speaker 1>people all gasping in their seats as something is coming

0:22:18.119 --> 0:22:21.800
<v Speaker 1>out of the screen. Um And essentially it uses the

0:22:21.800 --> 0:22:24.520
<v Speaker 1>same sort of technique that that filter approach did, the

0:22:24.520 --> 0:22:28.919
<v Speaker 1>one I talked about illusion oh with William Castle. So

0:22:29.800 --> 0:22:32.720
<v Speaker 1>anything that is blue on the screen or cyan really

0:22:32.720 --> 0:22:37.119
<v Speaker 1>I should say, scion on the screen through the Scion

0:22:37.280 --> 0:22:39.840
<v Speaker 1>lens is going to show up as white. Anything that's

0:22:39.880 --> 0:22:42.440
<v Speaker 1>red on the screen shows up as black. The opposite

0:22:42.480 --> 0:22:44.920
<v Speaker 1>is true for the red lens. Anything that ssion will

0:22:44.920 --> 0:22:46.719
<v Speaker 1>show up as black. Anything that's red will show up

0:22:46.720 --> 0:22:49.480
<v Speaker 1>as white. You end up showing these two different sets

0:22:49.520 --> 0:22:52.000
<v Speaker 1>of images on top of whatever it is you're showing,

0:22:52.040 --> 0:22:53.720
<v Speaker 1>and that's your brain does the rest of the work.

0:22:53.800 --> 0:22:56.520
<v Speaker 1>Your your right eye gets one set, your left eye

0:22:56.520 --> 0:22:59.080
<v Speaker 1>gets the other set. Your brain combines them together to

0:22:59.080 --> 0:23:02.800
<v Speaker 1>get the full picture. Now, if you're talking about polarized classes,

0:23:03.080 --> 0:23:07.800
<v Speaker 1>you're talking about polarized polarized light polarization, and uh, this

0:23:07.880 --> 0:23:10.600
<v Speaker 1>is a concept. It's uh that waves that can oscillate

0:23:10.840 --> 0:23:14.879
<v Speaker 1>with more than one orientation. Sound is not one of

0:23:14.920 --> 0:23:20.200
<v Speaker 1>those sound travels. It propagates across, uh, the same direction

0:23:20.240 --> 0:23:22.840
<v Speaker 1>as the medium that's vibrating. But light you can actually

0:23:22.840 --> 0:23:27.040
<v Speaker 1>polarize into different orientations, and so you generally will polarize

0:23:27.040 --> 0:23:30.920
<v Speaker 1>it in a ninety degree offset from one to the other.

0:23:31.680 --> 0:23:35.440
<v Speaker 1>Um And then you have lenses that will accept one

0:23:35.600 --> 0:23:39.439
<v Speaker 1>set of that polarized light but deny the other, and

0:23:39.440 --> 0:23:41.840
<v Speaker 1>the other lens does the opposite. So again, each eye

0:23:41.880 --> 0:23:44.119
<v Speaker 1>gets its own set of images. Both of them are

0:23:44.119 --> 0:23:48.639
<v Speaker 1>being projected just slightly offset both in space. Like if

0:23:48.640 --> 0:23:50.200
<v Speaker 1>you were to take the glasses off, it would look

0:23:50.240 --> 0:23:52.600
<v Speaker 1>how that blurry look to it. That's so that these

0:23:52.600 --> 0:23:55.159
<v Speaker 1>two different sets of images will come in slightly different

0:23:55.240 --> 0:23:59.320
<v Speaker 1>to simulate that parallax. Uh. And it will also be

0:23:59.320 --> 0:24:03.160
<v Speaker 1>because you know y're not wearing those glasses to block

0:24:03.240 --> 0:24:05.600
<v Speaker 1>off half of them. The problem with polarized glasses, at

0:24:05.680 --> 0:24:09.119
<v Speaker 1>least if you've got just simple polarized glasses, is that

0:24:09.119 --> 0:24:12.159
<v Speaker 1>if you tilt your head, the effect goes away because

0:24:12.160 --> 0:24:16.080
<v Speaker 1>you're actually matching that angle, that that polarized angle. So

0:24:16.240 --> 0:24:18.439
<v Speaker 1>if you start to tilt your head while watching a

0:24:18.520 --> 0:24:21.640
<v Speaker 1>film or TV show using polarized lenses, and they are

0:24:21.920 --> 0:24:25.520
<v Speaker 1>regular polarized lenses for three d uh, the effect goes

0:24:25.520 --> 0:24:27.280
<v Speaker 1>away if you want to do something like recline on

0:24:27.320 --> 0:24:30.520
<v Speaker 1>your couch like I do all the time. But if

0:24:30.560 --> 0:24:35.320
<v Speaker 1>you have circular polarized lenses, then they end up polarizing

0:24:35.359 --> 0:24:38.199
<v Speaker 1>it in what's called a left handed or right handed fashion,

0:24:38.480 --> 0:24:40.400
<v Speaker 1>and that would actually allow you to tilt your head

0:24:40.440 --> 0:24:44.440
<v Speaker 1>because it's not dependent upon that that same angle as

0:24:44.440 --> 0:24:48.560
<v Speaker 1>the regular ones. Then we get to the most advanced

0:24:48.560 --> 0:24:52.960
<v Speaker 1>type as far as the glasses version, which are active lenses,

0:24:53.400 --> 0:24:56.119
<v Speaker 1>and active lenses have little L C D shutters in

0:24:56.160 --> 0:25:00.480
<v Speaker 1>them essentially that open and close at a ray that

0:25:00.760 --> 0:25:04.399
<v Speaker 1>is undetectable by a person. So if you were just

0:25:04.400 --> 0:25:06.040
<v Speaker 1>to look through your glasses, you wouldn't be able to

0:25:06.040 --> 0:25:10.520
<v Speaker 1>tell that. Essentially, the the right side or left side

0:25:10.520 --> 0:25:13.919
<v Speaker 1>becomes opaque at a really quick rate. It's so fast

0:25:13.960 --> 0:25:17.760
<v Speaker 1>that to us it just seems like there's no interruption. Meanwhile,

0:25:18.000 --> 0:25:21.120
<v Speaker 1>the images on the screen are synchronized to the shuttering

0:25:21.200 --> 0:25:23.600
<v Speaker 1>that's going on on your lenses. So when the left

0:25:23.680 --> 0:25:26.960
<v Speaker 1>lenses quote unquote open, it's getting the left set of images.

0:25:27.240 --> 0:25:29.400
<v Speaker 1>When the right lenses open, it's getting the right set

0:25:29.400 --> 0:25:31.480
<v Speaker 1>of images. And so you have to have a really

0:25:31.520 --> 0:25:34.080
<v Speaker 1>good refresh rate on your television screen, and you have

0:25:34.160 --> 0:25:37.960
<v Speaker 1>to have um glasses that are attuned to that system.

0:25:38.680 --> 0:25:41.399
<v Speaker 1>You can't just you know, and also you can't switch

0:25:41.440 --> 0:25:43.639
<v Speaker 1>any of these glasses out for any of the other systems.

0:25:43.640 --> 0:25:47.320
<v Speaker 1>That won't work because it's only for uh content that's

0:25:47.320 --> 0:25:50.000
<v Speaker 1>been made with that system in mind. So that's how

0:25:50.040 --> 0:25:52.399
<v Speaker 1>they all work. Then you have glasses free three D.

0:25:52.520 --> 0:25:58.000
<v Speaker 1>Have you guys ever seen glasses free three D? Uh?

0:25:58.080 --> 0:26:01.080
<v Speaker 1>I went on a tour of a local there's a

0:26:01.119 --> 0:26:04.199
<v Speaker 1>place here in Atlanta that does glasses free three D

0:26:04.320 --> 0:26:08.840
<v Speaker 1>screens for things like casinos or movie theaters or whatever.

0:26:08.880 --> 0:26:13.119
<v Speaker 1>It's not meant for uh, like a full film or

0:26:13.119 --> 0:26:15.360
<v Speaker 1>television show. It's meant to kind of show a looping

0:26:16.080 --> 0:26:20.520
<v Speaker 1>like uh commercial type thing. It was really really convincing,

0:26:20.640 --> 0:26:23.960
<v Speaker 1>very effective. If you were standing in a sweet spot. UH.

0:26:24.000 --> 0:26:28.080
<v Speaker 1>These use so you're not wearing glasses. Essentially, the the

0:26:28.080 --> 0:26:31.560
<v Speaker 1>technology of the glasses is built into the screen itself.

0:26:32.080 --> 0:26:34.360
<v Speaker 1>But this means that light is being directed so that

0:26:34.520 --> 0:26:36.879
<v Speaker 1>your left eye again is getting one set of images

0:26:36.880 --> 0:26:38.760
<v Speaker 1>and your right eye is getting the other set of images.

0:26:39.400 --> 0:26:42.040
<v Speaker 1>But only if you're standing in these certain little sweet spots.

0:26:42.040 --> 0:26:45.159
<v Speaker 1>If you're in between sweet spots, you're getting conflicting information

0:26:45.200 --> 0:26:48.040
<v Speaker 1>and then you start not feeling so good, or at

0:26:48.119 --> 0:26:50.520
<v Speaker 1>least the images look all blurry and chunky and nothing

0:26:50.560 --> 0:26:54.120
<v Speaker 1>seems to be working. Um, So it's it's good if

0:26:54.160 --> 0:26:57.080
<v Speaker 1>you have control over where your audience is. This is

0:26:57.160 --> 0:27:00.320
<v Speaker 1>the same sort of technology that the Nintendo and Hindo

0:27:00.400 --> 0:27:03.760
<v Speaker 1>three D s uses. Um. The three D display uses

0:27:03.800 --> 0:27:06.040
<v Speaker 1>the same sort of thing because the thought is, well,

0:27:06.160 --> 0:27:08.760
<v Speaker 1>the player is pretty much guaranteed to be directly in

0:27:08.760 --> 0:27:10.480
<v Speaker 1>front of the screen because that's how you hold a

0:27:10.520 --> 0:27:13.200
<v Speaker 1>mobile gaming system. But if you were to be offset

0:27:13.240 --> 0:27:15.520
<v Speaker 1>a little bit to the left or right, the effects

0:27:15.520 --> 0:27:19.680
<v Speaker 1>starts to get a little messy. So, uh all, that's

0:27:19.720 --> 0:27:24.679
<v Speaker 1>called auto auto stereoscopy. But there are different versions of

0:27:24.720 --> 0:27:28.159
<v Speaker 1>that as well that don't involve the glasses free three

0:27:28.240 --> 0:27:30.919
<v Speaker 1>D approaches I've talked about that use things like the

0:27:31.000 --> 0:27:34.160
<v Speaker 1>holographic cube type approach, you know, stuff we've talked about

0:27:34.200 --> 0:27:37.560
<v Speaker 1>in our previous podcasts. But I wanted to really hit

0:27:37.600 --> 0:27:41.680
<v Speaker 1>the ones that I've seen implemented into television screens at least.

0:27:42.920 --> 0:27:46.399
<v Speaker 1>Uh So that's how they all work. Now comes the

0:27:46.440 --> 0:27:50.200
<v Speaker 1>discussion of is three D legit or is it a gimmick?

0:27:50.560 --> 0:27:53.760
<v Speaker 1>So what do you guys think, Joe, We know what

0:27:53.840 --> 0:27:56.400
<v Speaker 1>you think. Well, I mean, here are a few things

0:27:56.400 --> 0:28:00.119
<v Speaker 1>to consider. Um, three D M three D phase is

0:28:00.480 --> 0:28:03.200
<v Speaker 1>come and go movies. Oh yeah, there's like yeah, there's

0:28:03.240 --> 0:28:06.280
<v Speaker 1>usually a cycle. Yeah, it's in for a while, people

0:28:06.359 --> 0:28:09.680
<v Speaker 1>get sick of it, it goes away. They also tend

0:28:09.720 --> 0:28:13.440
<v Speaker 1>to coincide, I think with times when the movie business

0:28:13.600 --> 0:28:16.400
<v Speaker 1>is looking for a way to get more people into

0:28:16.400 --> 0:28:22.639
<v Speaker 1>the theaters. Um, and there's usually some ulterior motive you

0:28:22.640 --> 0:28:26.160
<v Speaker 1>can explain. It's it's not like you have filmmakers very

0:28:26.200 --> 0:28:29.280
<v Speaker 1>often saying, as an artistic choice, I would like to

0:28:29.320 --> 0:28:33.600
<v Speaker 1>film this in three D. That's my vision for the audience.

0:28:33.680 --> 0:28:35.880
<v Speaker 1>There are a few, but it's first of all, it's

0:28:35.880 --> 0:28:38.280
<v Speaker 1>hard to tell how sincere they are. I think that's

0:28:38.320 --> 0:28:41.760
<v Speaker 1>pretty rare. I think it doesn't really enhance the drama

0:28:41.840 --> 0:28:48.720
<v Speaker 1>of any serious story. And it's even when it's good technically,

0:28:48.840 --> 0:28:51.640
<v Speaker 1>and often most of the three D I've seen doesn't

0:28:51.720 --> 0:28:54.040
<v Speaker 1>look very good to me. You've seen a lot of

0:28:54.080 --> 0:28:56.440
<v Speaker 1>films have been converted to three D which are terrible.

0:28:56.800 --> 0:29:00.360
<v Speaker 1>It's just kind of silly. But even if it's really good,

0:29:01.440 --> 0:29:05.200
<v Speaker 1>why why? Yeah, Well, I mean the there are a

0:29:05.200 --> 0:29:07.400
<v Speaker 1>couple of answers I would give. If I were an

0:29:07.480 --> 0:29:10.880
<v Speaker 1>artist who was making films. My why would be would

0:29:10.880 --> 0:29:14.480
<v Speaker 1>be to create an experience that you could not replicate elsewhere.

0:29:14.560 --> 0:29:17.320
<v Speaker 1>And part of that is going into the whole movie

0:29:17.400 --> 0:29:19.760
<v Speaker 1>going experience in the first place. This idea of seeing

0:29:19.800 --> 0:29:22.600
<v Speaker 1>a film with a community of viewers as opposed to

0:29:23.080 --> 0:29:25.800
<v Speaker 1>sitting at home, So making it more of an experience

0:29:25.880 --> 0:29:29.400
<v Speaker 1>and less of this is me trying to tell you

0:29:29.440 --> 0:29:32.360
<v Speaker 1>a story. It goes beyond that, right, I'm creating something

0:29:32.400 --> 0:29:35.480
<v Speaker 1>beyond just just sitting you down. To tell a story

0:29:35.520 --> 0:29:38.760
<v Speaker 1>to you. Although that's still, in my mind the most

0:29:38.800 --> 0:29:41.920
<v Speaker 1>important part of any film, it's just a part of

0:29:41.920 --> 0:29:45.520
<v Speaker 1>it now. Um. And of course there's also for film

0:29:45.560 --> 0:29:48.760
<v Speaker 1>for movie studios, there's a great incentive to go three D,

0:29:48.920 --> 0:29:52.000
<v Speaker 1>which is it's a lot harder for people to uh

0:29:52.040 --> 0:29:56.800
<v Speaker 1>to bootleg films that way because they can't replicate the

0:29:56.840 --> 0:29:59.000
<v Speaker 1>actual three D nous of it. You know, if they

0:29:59.000 --> 0:30:02.120
<v Speaker 1>get the actually it's a movie that's only distributed that way,

0:30:02.120 --> 0:30:04.920
<v Speaker 1>and it's only distributed that way digitally, then that doesn't

0:30:04.920 --> 0:30:07.360
<v Speaker 1>do anyone any good, uh, if they try and get

0:30:07.440 --> 0:30:10.720
<v Speaker 1>hold of the digital file, because you know, you can't

0:30:10.720 --> 0:30:13.560
<v Speaker 1>really view it on something that wasn't designed to project

0:30:13.560 --> 0:30:15.880
<v Speaker 1>it and you don't have the right kind of glasses

0:30:15.960 --> 0:30:18.200
<v Speaker 1>or whatever. Although if someone is willing to watch an

0:30:18.320 --> 0:30:20.840
<v Speaker 1>entire movie that someone records on their cell phone, then

0:30:20.920 --> 0:30:25.120
<v Speaker 1>probably they're willing to watch. Yeah, there's that too, but

0:30:25.200 --> 0:30:26.800
<v Speaker 1>you know, it's one. It's just one of those ideas

0:30:26.840 --> 0:30:31.040
<v Speaker 1>of another way of combating piracy. I mean, it's that's

0:30:31.080 --> 0:30:34.400
<v Speaker 1>not the only thing, but that is a factor. Um. Um.

0:30:35.440 --> 0:30:37.280
<v Speaker 1>My bottom line is I can only put up with

0:30:37.320 --> 0:30:42.120
<v Speaker 1>it for camp factor. Yeah, I if it's done well. Uh,

0:30:42.160 --> 0:30:44.120
<v Speaker 1>and it's only been done well a few times. In

0:30:44.160 --> 0:30:47.600
<v Speaker 1>my experience, I enjoy it. I've I've seen some demo

0:30:47.680 --> 0:30:52.640
<v Speaker 1>reels where there were specific instances where I thought, Wow,

0:30:53.640 --> 0:30:56.640
<v Speaker 1>if I really like sports, three D would be amazing

0:30:56.880 --> 0:31:01.280
<v Speaker 1>because there's some great like foot page of football games

0:31:01.520 --> 0:31:04.760
<v Speaker 1>in three D where it felt like I was on

0:31:04.840 --> 0:31:08.080
<v Speaker 1>the field with these guys watching them play and and

0:31:08.200 --> 0:31:10.440
<v Speaker 1>it was really exciting. But I'm not a football fan,

0:31:10.520 --> 0:31:14.280
<v Speaker 1>so I wouldn't want that. I did, however, once see

0:31:14.320 --> 0:31:17.120
<v Speaker 1>a demo reel that included footage from a WrestleMania and

0:31:17.120 --> 0:31:20.160
<v Speaker 1>I was like, I am all over that, and I

0:31:20.160 --> 0:31:21.840
<v Speaker 1>Am not even kidding. If I had a three D

0:31:21.920 --> 0:31:24.959
<v Speaker 1>television and I had a three D version of Royal Rumble,

0:31:25.160 --> 0:31:28.640
<v Speaker 1>I would be watching that on repeat. I think I

0:31:28.640 --> 0:31:31.400
<v Speaker 1>think it's a gimmick in the long run, but um

0:31:31.440 --> 0:31:32.880
<v Speaker 1>but I mean but, but, but but a clever one and

0:31:32.960 --> 0:31:35.200
<v Speaker 1>interesting one for for certain applications. I think it's going

0:31:35.200 --> 0:31:37.560
<v Speaker 1>to be a pervasive gimmick. I think it's certainly shown

0:31:37.640 --> 0:31:41.440
<v Speaker 1>that like the three D television craze, and by craze,

0:31:41.440 --> 0:31:45.320
<v Speaker 1>I mean from manufacturing side lasted about two or three

0:31:45.440 --> 0:31:47.520
<v Speaker 1>years at c E s like that was the big thing.

0:31:47.600 --> 0:31:50.000
<v Speaker 1>Every every television there was a three D TV this

0:31:50.080 --> 0:31:52.680
<v Speaker 1>year at CS it was it was really scaled back.

0:31:52.680 --> 0:31:54.480
<v Speaker 1>There were a lot of them that were three D capable,

0:31:54.680 --> 0:31:57.440
<v Speaker 1>but they were not being they weren't being marketed as

0:31:57.440 --> 0:31:59.760
<v Speaker 1>a three D television. And I think the one of

0:31:59.800 --> 0:32:02.360
<v Speaker 1>the reasons for that is that a lot of manufacturers

0:32:02.360 --> 0:32:04.840
<v Speaker 1>have discovered what a lot of tech journalists were saying

0:32:04.920 --> 0:32:07.760
<v Speaker 1>is that people just don't really want to have glasses

0:32:07.840 --> 0:32:09.920
<v Speaker 1>that they have to keep track of and where when

0:32:09.960 --> 0:32:13.280
<v Speaker 1>they watch their TV. Uh not. Of course, not all

0:32:13.400 --> 0:32:16.520
<v Speaker 1>content would be in three D unless you had a

0:32:16.520 --> 0:32:18.760
<v Speaker 1>television that converted everything into three D. And I have

0:32:18.920 --> 0:32:22.080
<v Speaker 1>seen those and I was not a big fan. Um,

0:32:22.120 --> 0:32:24.200
<v Speaker 1>but it's just, you know, it's just one of those

0:32:24.200 --> 0:32:26.520
<v Speaker 1>things that I think most people just don't want to

0:32:26.520 --> 0:32:28.920
<v Speaker 1>have to keep up with that stuff, and it's just

0:32:29.160 --> 0:32:33.600
<v Speaker 1>the content that they're getting, the experience they're getting isn't

0:32:33.640 --> 0:32:37.520
<v Speaker 1>compelling enough to justify the expense and the frustration of

0:32:37.560 --> 0:32:39.280
<v Speaker 1>having to keep up with not just a remote control,

0:32:39.320 --> 0:32:41.720
<v Speaker 1>but glasses as well. I was more interested in the

0:32:41.720 --> 0:32:43.800
<v Speaker 1>series c S. They were showing off a couple of

0:32:43.800 --> 0:32:47.680
<v Speaker 1>three D TVs that that didn't show images in three D,

0:32:47.960 --> 0:32:50.160
<v Speaker 1>but you could have two people sitting next to each

0:32:50.160 --> 0:32:53.880
<v Speaker 1>other watching different shows on the same television. Yeah yeah,

0:32:53.960 --> 0:32:57.200
<v Speaker 1>because and that was again using polarized light or even

0:32:57.240 --> 0:33:00.000
<v Speaker 1>active well yeah, I guess you could use active shutters,

0:33:00.080 --> 0:33:01.760
<v Speaker 1>but you have to have headphones and you have to

0:33:01.800 --> 0:33:05.360
<v Speaker 1>have your own glasses and having the best implementation I

0:33:05.360 --> 0:33:07.880
<v Speaker 1>saw that was for video games where you have two

0:33:07.880 --> 0:33:11.320
<v Speaker 1>people playing, like say a racing game, where without a

0:33:11.400 --> 0:33:13.640
<v Speaker 1>split screen right right the whole screen, you would have

0:33:13.680 --> 0:33:15.720
<v Speaker 1>the whole screen for you and you could not see

0:33:15.760 --> 0:33:18.400
<v Speaker 1>what your opponent was doing, so you couldn't cheat. Like

0:33:18.480 --> 0:33:20.560
<v Speaker 1>let's say we're all playing first person shooters part of

0:33:20.560 --> 0:33:23.200
<v Speaker 1>the game. So we're all playing first person shooters, and

0:33:23.240 --> 0:33:26.160
<v Speaker 1>we can't tell that Lauren is just camping yet again

0:33:26.360 --> 0:33:30.200
<v Speaker 1>behind the little teleporter. I don't camp. I strategize. Yeah,

0:33:30.240 --> 0:33:34.040
<v Speaker 1>it's a legitimate strategy camping with rockets, let me tell

0:33:34.080 --> 0:33:37.360
<v Speaker 1>you anyway, So, uh, but you wouldn't be able to

0:33:37.360 --> 0:33:39.600
<v Speaker 1>tell that because you would all have the full view

0:33:39.880 --> 0:33:43.400
<v Speaker 1>of the screen for yourself. Um, and if, but only

0:33:43.440 --> 0:33:45.600
<v Speaker 1>if you took the glasses off, all you would see

0:33:45.640 --> 0:33:47.800
<v Speaker 1>is just a big mishmash of all the different images,

0:33:48.360 --> 0:33:50.520
<v Speaker 1>um grant. I don't know that you could do. I

0:33:50.560 --> 0:33:54.040
<v Speaker 1>guess you could the heretically do that with more than

0:33:54.120 --> 0:33:56.440
<v Speaker 1>two people. You would just have to polarize the light

0:33:56.520 --> 0:33:59.720
<v Speaker 1>in various ways and in a way that wasn't going

0:33:59.760 --> 0:34:06.440
<v Speaker 1>to interfere with the other players you have. Would be interesting.

0:34:06.600 --> 0:34:08.799
<v Speaker 1>Two would be easy. More than that would be difficult. Also,

0:34:08.800 --> 0:34:10.680
<v Speaker 1>you're talking about you know, every time you talk about

0:34:10.680 --> 0:34:14.640
<v Speaker 1>having to do two images or two streams, you're doubling

0:34:14.680 --> 0:34:17.439
<v Speaker 1>the amount of information you have to handle to which

0:34:17.480 --> 0:34:20.480
<v Speaker 1>kind of brings us to these discussion about high deaf,

0:34:21.520 --> 0:34:25.640
<v Speaker 1>you know, talking about high deaf, high definition what it's

0:34:25.680 --> 0:34:29.560
<v Speaker 1>called high deafe, that's what it's a thing. Um Yeah,

0:34:29.640 --> 0:34:34.479
<v Speaker 1>High Definition TV, HDTV and Ultra high Definition and all

0:34:34.520 --> 0:34:39.719
<v Speaker 1>of those designations and these crazy, crazy resolutions that we're

0:34:39.719 --> 0:34:43.640
<v Speaker 1>seeing coming out on televisions in the near future. Uh,

0:34:43.800 --> 0:34:46.680
<v Speaker 1>doesn't bother me. I'm cool with it. No, I'm cool

0:34:46.719 --> 0:34:49.280
<v Speaker 1>with it. It's well, no, okay, I'll say, I don't

0:34:49.280 --> 0:34:53.040
<v Speaker 1>think it's a gimmick. I think that there is certainly

0:34:53.080 --> 0:34:58.200
<v Speaker 1>a way in which high definition enhances the viewing experience. Yeah,

0:34:58.520 --> 0:35:02.719
<v Speaker 1>I don't I don't think it's like totally necessary like that,

0:35:02.920 --> 0:35:05.880
<v Speaker 1>you know, the resolution of a DVD on a you know,

0:35:06.080 --> 0:35:11.240
<v Speaker 1>normal I don't know what TV does not drive me crazy. Okay,

0:35:11.239 --> 0:35:13.319
<v Speaker 1>it drives me crazy, but then I have a big TV,

0:35:13.680 --> 0:35:16.040
<v Speaker 1>so it also depends on the size of the television, right.

0:35:16.440 --> 0:35:19.400
<v Speaker 1>Every time the technology improves, you know, every time a

0:35:19.520 --> 0:35:22.920
<v Speaker 1>new gaming console comes out or or whatever. Um, you know,

0:35:23.000 --> 0:35:25.920
<v Speaker 1>we we look at these things and we say this,

0:35:25.920 --> 0:35:29.160
<v Speaker 1>this is amazing, this is more better than I have

0:35:29.239 --> 0:35:31.920
<v Speaker 1>ever seen video games. B and and then you know

0:35:31.960 --> 0:35:34.160
<v Speaker 1>when we go back and play things on the previous

0:35:34.200 --> 0:35:36.719
<v Speaker 1>console and we can't imagine that this ever looked good.

0:35:36.760 --> 0:35:39.279
<v Speaker 1>But then another five years later it's it's the same

0:35:39.280 --> 0:35:42.640
<v Speaker 1>thing over and over again. My favorite thing is the

0:35:42.719 --> 0:35:47.000
<v Speaker 1>earliest c g I effects from the nineties. You remember

0:35:47.040 --> 0:35:50.439
<v Speaker 1>how how awesome people thought these looked back and now

0:35:50.560 --> 0:35:55.400
<v Speaker 1>they look just beyond crappy. Do you remember check out

0:35:55.560 --> 0:35:59.279
<v Speaker 1>what Go back and watch the movie Mortal Kombat and

0:35:59.280 --> 0:36:01.720
<v Speaker 1>see if you were remember what people were saying about

0:36:01.760 --> 0:36:04.440
<v Speaker 1>it in the nineties, Like, these c g I effects

0:36:04.480 --> 0:36:07.799
<v Speaker 1>will blow your mind. They are so good. Do you

0:36:07.800 --> 0:36:11.080
<v Speaker 1>remember the film that had Probably I think it's one

0:36:11.120 --> 0:36:16.359
<v Speaker 1>of the earliest full c g I characters UM only

0:36:16.400 --> 0:36:18.400
<v Speaker 1>in one scene. It wasn't like a full character that

0:36:18.480 --> 0:36:22.680
<v Speaker 1>was throughout the whole film, uh, Young Sherlock Holmes, because

0:36:22.680 --> 0:36:25.239
<v Speaker 1>it had this uh you never saw it, Young Sherlock Holmes.

0:36:25.320 --> 0:36:29.880
<v Speaker 1>There was a there's a stained glass night that becomes

0:36:30.160 --> 0:36:34.600
<v Speaker 1>um animated through a person's hallucination and it attacks the person.

0:36:34.920 --> 0:36:37.040
<v Speaker 1>The person is actually just hallucining that's happening, but you're

0:36:37.040 --> 0:36:39.640
<v Speaker 1>seeing it from their perspective. And it was all c

0:36:39.800 --> 0:36:42.400
<v Speaker 1>g I and at the time was incredibly advanced and

0:36:42.560 --> 0:36:45.759
<v Speaker 1>super cool, and today you think, wow, that looks like

0:36:45.840 --> 0:36:50.239
<v Speaker 1>something from a super cheap video software demo reel. But

0:36:50.320 --> 0:36:53.759
<v Speaker 1>getting back into high definition, I mean, there are a

0:36:53.800 --> 0:36:55.840
<v Speaker 1>lot of different types out there, and it really it

0:36:55.880 --> 0:36:59.120
<v Speaker 1>really does depend upon things like your screen size. You know.

0:36:59.160 --> 0:37:01.080
<v Speaker 1>It's it's if I have a if I have a

0:37:01.080 --> 0:37:05.319
<v Speaker 1>twelve inch screen, that's that's at ten AP, and I

0:37:05.400 --> 0:37:08.640
<v Speaker 1>have a sixty inch screen that's at ADP. That's two

0:37:08.680 --> 0:37:12.680
<v Speaker 1>different experiences, sure, And that's also how your eyeballs work.

0:37:12.760 --> 0:37:15.719
<v Speaker 1>I mean, the human eye, although certainly not as good

0:37:15.760 --> 0:37:19.360
<v Speaker 1>as many other animals eyeballs in terms of visual acuity.

0:37:19.880 --> 0:37:23.600
<v Speaker 1>UM studies done back into the nineteen forties showed that

0:37:24.040 --> 0:37:26.400
<v Speaker 1>of the you know, say a hundred and twenty million

0:37:26.719 --> 0:37:29.520
<v Speaker 1>rods that we've got in our eyeballs, um, only about

0:37:29.920 --> 0:37:32.640
<v Speaker 1>five to fourteen of them really need to be activated

0:37:32.680 --> 0:37:36.239
<v Speaker 1>for us to recognize that something is happening visually in

0:37:36.280 --> 0:37:40.440
<v Speaker 1>front of us. Um, So we we see a lot.

0:37:40.440 --> 0:37:44.200
<v Speaker 1>One Doctor Roger Clark, who's an imaging specialist who's working

0:37:44.239 --> 0:37:47.640
<v Speaker 1>on spectromedy, like with Cassini and stuff like that, did

0:37:47.680 --> 0:37:51.440
<v Speaker 1>a bunch of the math and uh, you know it,

0:37:51.440 --> 0:37:53.279
<v Speaker 1>it depends on how big the images. You know, if

0:37:53.480 --> 0:37:56.279
<v Speaker 1>we're talking about a twenty by thirteen point three inch

0:37:56.360 --> 0:37:59.200
<v Speaker 1>print viewed from twenty inches away, we only need about

0:37:59.280 --> 0:38:03.600
<v Speaker 1>seventy four the pixels to approximate the humanized resolution. All right,

0:38:03.840 --> 0:38:08.600
<v Speaker 1>So seventy four million pixels essentially only only um, you know,

0:38:08.719 --> 0:38:11.560
<v Speaker 1>and so well, and I can give you, I can

0:38:11.600 --> 0:38:14.399
<v Speaker 1>give you an indication of what that is as far

0:38:14.560 --> 0:38:17.080
<v Speaker 1>as resolution for video screens, keeping in mind that video

0:38:17.120 --> 0:38:20.800
<v Speaker 1>and still images are different. Uh, and also the idea

0:38:20.920 --> 0:38:24.960
<v Speaker 1>that that you know, when you're talking about improvements it all,

0:38:25.000 --> 0:38:27.879
<v Speaker 1>it's a very it's a very subjective experience. I will

0:38:27.920 --> 0:38:30.160
<v Speaker 1>say that personally for me, I I have looked at

0:38:30.200 --> 0:38:32.319
<v Speaker 1>two K screens, I've looked at four case screens. I've

0:38:32.360 --> 0:38:35.040
<v Speaker 1>even seen an eight K screen at c e s

0:38:35.480 --> 0:38:41.719
<v Speaker 1>and for me, the difference was not incredibly noticeable, not

0:38:41.840 --> 0:38:44.120
<v Speaker 1>that there weren't differences. If I really really looked, I

0:38:44.120 --> 0:38:47.000
<v Speaker 1>could probably tell. And the closer you get, the more

0:38:47.040 --> 0:38:49.160
<v Speaker 1>you would be able to tell. But again that's because

0:38:49.160 --> 0:38:51.320
<v Speaker 1>the resolution is not just how many pixels are in

0:38:51.360 --> 0:38:53.960
<v Speaker 1>the screen, it's how big is the screen, Because if

0:38:53.960 --> 0:38:57.120
<v Speaker 1>the screen is smaller than those pixels, it just gives

0:38:57.120 --> 0:39:01.160
<v Speaker 1>you that like a seven twent display or U might

0:39:01.200 --> 0:39:03.640
<v Speaker 1>be justice find as ten eighty depending upon the size

0:39:03.640 --> 0:39:05.640
<v Speaker 1>of the screen you know, and how far away you are.

0:39:06.440 --> 0:39:09.280
<v Speaker 1>The further away you are, then the less it matters

0:39:09.560 --> 0:39:12.240
<v Speaker 1>for the actual screen. So to give you some numbers,

0:39:13.360 --> 0:39:16.759
<v Speaker 1>old high definition, the seven version, the way that a

0:39:16.760 --> 0:39:19.239
<v Speaker 1>lot of the old video game consoles, that's as that's

0:39:19.239 --> 0:39:22.959
<v Speaker 1>as good as they could show UM is twelve eighty

0:39:23.040 --> 0:39:26.520
<v Speaker 1>by seven pixels, or about nine twenty one thousand six

0:39:26.840 --> 0:39:30.160
<v Speaker 1>pixels per image. So when it's showing an image, that's

0:39:30.280 --> 0:39:33.000
<v Speaker 1>how many pixels are active. Then if you go up

0:39:33.000 --> 0:39:37.319
<v Speaker 1>to ten eighty, whether it's interlaced or progressive um, which

0:39:37.400 --> 0:39:39.120
<v Speaker 1>really only matters in the way that the video is

0:39:39.120 --> 0:39:42.399
<v Speaker 1>played back and how how those the progression of video

0:39:42.480 --> 0:39:46.000
<v Speaker 1>is shown. The resolution is nineteen twenty by ten e D,

0:39:46.160 --> 0:39:50.040
<v Speaker 1>so that's about two million, seventy three thousand, six hundred pixels,

0:39:50.080 --> 0:39:52.720
<v Speaker 1>so you know, getting bigger there. A two case screen

0:39:52.800 --> 0:39:55.239
<v Speaker 1>is actually not that big of an improvement over ten

0:39:55.320 --> 0:39:57.480
<v Speaker 1>e D and this might be why it didn't seem

0:39:57.520 --> 0:40:01.040
<v Speaker 1>to really strike me as revolution when I first saw

0:40:01.080 --> 0:40:04.200
<v Speaker 1>two K screens. Two K screens tend to be two thousand,

0:40:04.320 --> 0:40:07.760
<v Speaker 1>forty eight by ten eighty pixels, which is about two million,

0:40:07.800 --> 0:40:12.000
<v Speaker 1>two thousand, eight hundred forty pixels, So really you're talking

0:40:12.000 --> 0:40:14.799
<v Speaker 1>about two hundred thousand more pixels than the ten eight.

0:40:15.040 --> 0:40:17.719
<v Speaker 1>That's not that big a jump, because if you were

0:40:17.760 --> 0:40:21.640
<v Speaker 1>to go to four K ultra high definition that's three

0:40:21.680 --> 0:40:24.960
<v Speaker 1>thousand and hundred forty by two thousand, hundred sixty pixels,

0:40:25.000 --> 0:40:28.040
<v Speaker 1>that ends up being eight million, two hundred, four thousand,

0:40:28.080 --> 0:40:31.359
<v Speaker 1>four hundred pixels. So you know, you're not you're you're

0:40:31.400 --> 0:40:35.200
<v Speaker 1>just increasing the lines of pixels, uh that you can

0:40:35.200 --> 0:40:37.959
<v Speaker 1>show on a screen, But those lines end up meaning

0:40:38.000 --> 0:40:41.160
<v Speaker 1>that the total number of pixels that are displayed increases

0:40:41.160 --> 0:40:44.280
<v Speaker 1>that I'm a faster rate because you're looking at the area.

0:40:44.719 --> 0:40:46.400
<v Speaker 1>And and so if you go all the way up

0:40:46.440 --> 0:40:50.520
<v Speaker 1>to an eight K television, that's seven thousand, six eighty

0:40:50.560 --> 0:40:53.320
<v Speaker 1>lines by four thousand, three hundred and twenty lines of pixels,

0:40:53.680 --> 0:40:57.880
<v Speaker 1>which ends up being thirty three million, one seventy seven thousand,

0:40:57.880 --> 0:41:00.520
<v Speaker 1>six hundred pixels or about a little less half of

0:41:00.560 --> 0:41:03.880
<v Speaker 1>water eyes could tell based upon that that example that

0:41:04.000 --> 0:41:08.680
<v Speaker 1>Lauren gave. So these are increasing levels of resolution. The

0:41:08.719 --> 0:41:12.920
<v Speaker 1>only question is is it detectable to a casual observer

0:41:13.080 --> 0:41:16.000
<v Speaker 1>and doesn't matter that much? And uh, I guess maybe

0:41:16.000 --> 0:41:20.160
<v Speaker 1>if you have like a like a truly enormous television screen,

0:41:20.360 --> 0:41:22.920
<v Speaker 1>then it would matter, and if you're sitting really close

0:41:23.000 --> 0:41:26.239
<v Speaker 1>to it, then it would matter. Here's an interesting question, though,

0:41:26.760 --> 0:41:31.720
<v Speaker 1>do we want the highest possible level of resolution or

0:41:31.840 --> 0:41:36.520
<v Speaker 1>um at some point does the lack of resolution actually

0:41:36.600 --> 0:41:40.000
<v Speaker 1>add to our enjoyment of visual media. It's a good question.

0:41:40.160 --> 0:41:43.120
<v Speaker 1>I think it's hard for me to answer that. I

0:41:43.120 --> 0:41:46.560
<v Speaker 1>would say that resolution is less important to me as

0:41:46.640 --> 0:41:49.600
<v Speaker 1>far as that goes, Like if you go super high resolution,

0:41:49.840 --> 0:41:52.719
<v Speaker 1>that doesn't bother me so much. It's the frame rate

0:41:52.719 --> 0:41:55.160
<v Speaker 1>that bugs me. Well, the example that I always use

0:41:55.200 --> 0:41:57.520
<v Speaker 1>in this kind of situation is is a silent Hill.

0:41:57.560 --> 0:42:00.719
<v Speaker 1>The first Silent Hill game, um was for the PlayStation one.

0:42:00.840 --> 0:42:06.439
<v Speaker 1>It was they were the processor was unable to create, uh,

0:42:06.680 --> 0:42:09.760
<v Speaker 1>create the visual background, so they added in fog effects

0:42:10.000 --> 0:42:13.600
<v Speaker 1>to blur, to blur out the stuff that they couldn't process,

0:42:13.680 --> 0:42:16.280
<v Speaker 1>and it wound up being terrifically creepy and a really

0:42:16.440 --> 0:42:19.200
<v Speaker 1>great addition to the film. And I would argue that

0:42:19.600 --> 0:42:22.560
<v Speaker 1>in many filming aspects like a like, like the entire

0:42:22.600 --> 0:42:25.000
<v Speaker 1>field of noir came from the fact that they didn't

0:42:25.000 --> 0:42:28.800
<v Speaker 1>have money to light sets, um. So it was dark

0:42:28.960 --> 0:42:31.640
<v Speaker 1>by necessity, so dark by necessity, and uh and and

0:42:31.640 --> 0:42:34.160
<v Speaker 1>and it's gorgeous, and people replicate that these days with

0:42:34.400 --> 0:42:37.640
<v Speaker 1>a lot of power and light and film and and

0:42:37.680 --> 0:42:40.160
<v Speaker 1>all of these gorgeous things that we that they literally

0:42:40.160 --> 0:42:42.800
<v Speaker 1>could not use back in the day but have become

0:42:42.840 --> 0:42:45.840
<v Speaker 1>this stylistic thing. So yeah, I certainly it depends. I

0:42:45.840 --> 0:42:50.040
<v Speaker 1>certainly don't think that resolution, like like a high resolution

0:42:50.400 --> 0:42:55.160
<v Speaker 1>film is better than a lower resolution film. There's no

0:42:55.280 --> 0:42:58.279
<v Speaker 1>evidence to me that that's true. It's technically you might

0:42:58.320 --> 0:43:01.160
<v Speaker 1>be able to argue it, but as far as its

0:43:01.200 --> 0:43:04.040
<v Speaker 1>ability to tell a story in a way that impacts

0:43:04.080 --> 0:43:06.600
<v Speaker 1>its audience, it has very little to do with it

0:43:06.640 --> 0:43:09.000
<v Speaker 1>for me. Now, granted, if a movie is just in

0:43:09.120 --> 0:43:12.680
<v Speaker 1>truly bad repair and you're watching like a terrible print

0:43:12.719 --> 0:43:14.799
<v Speaker 1>of an old film, that can be distracting. That can

0:43:14.840 --> 0:43:17.160
<v Speaker 1>take you out of a movie, just like that three

0:43:17.239 --> 0:43:19.400
<v Speaker 1>D experience you were talking about, Joe, kind of it

0:43:19.600 --> 0:43:21.600
<v Speaker 1>alerts you to the fact that you're watching a film

0:43:21.640 --> 0:43:24.080
<v Speaker 1>and you don't lose yourself into That same kind of

0:43:24.080 --> 0:43:27.200
<v Speaker 1>thing can happen if it's a really really bad uh

0:43:27.440 --> 0:43:29.880
<v Speaker 1>copy of a film. That's one of the reasons why

0:43:29.920 --> 0:43:31.800
<v Speaker 1>I love digital because you don't have to worry about

0:43:31.800 --> 0:43:34.279
<v Speaker 1>degrading over time, like the film itself is not going

0:43:34.360 --> 0:43:37.960
<v Speaker 1>to degrade. But I don't think that the high resolution

0:43:38.000 --> 0:43:40.200
<v Speaker 1>would bug me so much. But let's let's let's talk

0:43:40.239 --> 0:43:44.040
<v Speaker 1>about frame rate a little bit. So, Lauren, you haven't

0:43:44.080 --> 0:43:46.320
<v Speaker 1>seen a movie in forty eight frames for a second,

0:43:46.400 --> 0:43:53.000
<v Speaker 1>I have not either. Oh yeah, okay, so well tell

0:43:53.080 --> 0:43:56.120
<v Speaker 1>us all, but how wonderful. Let's talk about Let's talk

0:43:56.160 --> 0:43:59.240
<v Speaker 1>about frame rate for a second first, So the earliest

0:43:59.280 --> 0:44:01.880
<v Speaker 1>frame rates were kind of all over the place. I

0:44:01.880 --> 0:44:03.839
<v Speaker 1>mean like way back in the era. For one thing,

0:44:04.160 --> 0:44:06.360
<v Speaker 1>you if you go back far enough, you had cameras

0:44:06.360 --> 0:44:08.560
<v Speaker 1>that were hand cranked, and so you had a hand

0:44:08.560 --> 0:44:11.279
<v Speaker 1>cranked you know, like a camera operator who was trying

0:44:11.280 --> 0:44:15.239
<v Speaker 1>to crank a camera at a uh yeah, constant speed,

0:44:15.320 --> 0:44:17.799
<v Speaker 1>sometimes a little faster, a little slower on purpose in

0:44:17.880 --> 0:44:21.120
<v Speaker 1>order to create a specific effect on the film for playback.

0:44:21.880 --> 0:44:24.839
<v Speaker 1>Playback was going to be constant because the projectors they

0:44:24.920 --> 0:44:27.719
<v Speaker 1>used were motorized. They didn't have someone actually turning a

0:44:27.760 --> 0:44:31.040
<v Speaker 1>crank for the projector for for actual film films, not

0:44:31.120 --> 0:44:33.920
<v Speaker 1>just the little novelties that came out, yeah, not the

0:44:34.040 --> 0:44:37.560
<v Speaker 1>not the little novelty animations that came out, or the

0:44:37.560 --> 0:44:41.080
<v Speaker 1>the penny arcade type stuff that you would see, um,

0:44:41.120 --> 0:44:44.440
<v Speaker 1>but the actual movies that you would go to a cinema. Well,

0:44:44.840 --> 0:44:47.920
<v Speaker 1>those frame rates back in those early days might be

0:44:47.960 --> 0:44:51.160
<v Speaker 1>anywhere between twenty to twenty six frames per second. So

0:44:51.640 --> 0:44:54.560
<v Speaker 1>that means that within one second your I would see

0:44:54.880 --> 0:44:58.680
<v Speaker 1>between twenty and twenty six distinct pictures. And it's the

0:44:58.719 --> 0:45:01.000
<v Speaker 1>playing back of these pictures at this speed that gives

0:45:01.040 --> 0:45:03.520
<v Speaker 1>us that illusion of movement, that there are things on

0:45:03.560 --> 0:45:06.160
<v Speaker 1>the screen moving around as opposed to the fact that

0:45:06.200 --> 0:45:11.760
<v Speaker 1>we are actually looking at a series of individual still photos, right. Uh,

0:45:12.000 --> 0:45:15.120
<v Speaker 1>so that's the whole basis of film there. Once sound

0:45:15.160 --> 0:45:18.080
<v Speaker 1>came along, then they really had to standardize things because

0:45:18.120 --> 0:45:21.600
<v Speaker 1>while you can mess around with the the visual element

0:45:21.760 --> 0:45:24.160
<v Speaker 1>of how many frames per second are being played back sound,

0:45:24.640 --> 0:45:27.920
<v Speaker 1>We detect changes in sound and it bothers us. So

0:45:28.040 --> 0:45:31.120
<v Speaker 1>like if the pitch changes throughout a movie. I mean,

0:45:31.120 --> 0:45:32.640
<v Speaker 1>if you've ever seen any kind of film where they

0:45:32.680 --> 0:45:34.920
<v Speaker 1>had a problem with the sound, that really gets your

0:45:34.920 --> 0:45:38.440
<v Speaker 1>attention pretty quickly. So that's when they settled on twenty

0:45:38.440 --> 0:45:41.080
<v Speaker 1>four frames per second really and said this is the standard,

0:45:41.600 --> 0:45:44.640
<v Speaker 1>you know, for for films from here on out. And

0:45:44.760 --> 0:45:48.600
<v Speaker 1>uh and so this kind of set into our minds

0:45:48.640 --> 0:45:51.080
<v Speaker 1>what a movie is, what a movie looks like, beyond

0:45:51.400 --> 0:45:54.480
<v Speaker 1>you know, the how crisp or clear it is. The

0:45:54.600 --> 0:45:57.640
<v Speaker 1>playback to us felt like this is the way a

0:45:57.719 --> 0:46:01.280
<v Speaker 1>movie should go. It has this kind end of element

0:46:01.320 --> 0:46:04.200
<v Speaker 1>to it that no matter what genre you're watching, you

0:46:04.360 --> 0:46:07.200
<v Speaker 1>get this kind of experience. And there's a certain amount

0:46:07.239 --> 0:46:09.399
<v Speaker 1>of motion blur that goes into that, Like if something

0:46:09.480 --> 0:46:12.920
<v Speaker 1>is moving very quickly and it's moving faster than what

0:46:12.960 --> 0:46:15.600
<v Speaker 1>the twenty four frames per second can handle to give

0:46:15.640 --> 0:46:19.719
<v Speaker 1>you that smooth feeling. Uh. That became part of the

0:46:19.719 --> 0:46:23.080
<v Speaker 1>cinematic experience, and it's kind of something that we just

0:46:23.120 --> 0:46:25.279
<v Speaker 1>sort of accept now. I suspect if you were to

0:46:25.320 --> 0:46:29.040
<v Speaker 1>show a kid a movie at forty eight frames per

0:46:29.080 --> 0:46:31.319
<v Speaker 1>second and the kid had never really experienced twenty four

0:46:31.360 --> 0:46:33.360
<v Speaker 1>frames per second, it would be a totally different story

0:46:33.440 --> 0:46:36.719
<v Speaker 1>than someone like me who grew up watching twenty four

0:46:36.760 --> 0:46:39.480
<v Speaker 1>frames per second. So I go see The Hobbit at

0:46:39.480 --> 0:46:42.960
<v Speaker 1>forty eight frames per second and it. You know, the

0:46:43.880 --> 0:46:47.280
<v Speaker 1>reasons for that that frame rate tend to be cited

0:46:47.320 --> 0:46:51.760
<v Speaker 1>as a way of removing this flickering and uh motion

0:46:51.800 --> 0:46:56.960
<v Speaker 1>blur stuff and making it a more smooth experience. To me,

0:46:57.200 --> 0:47:00.279
<v Speaker 1>what it really seemed to do was make it all

0:47:00.440 --> 0:47:04.319
<v Speaker 1>look like I was looking at movie sets. Not I

0:47:04.360 --> 0:47:07.680
<v Speaker 1>wasn't losing myself in a world, a fantasy world. I

0:47:07.719 --> 0:47:10.359
<v Speaker 1>was looking at a bunch of sets on a on

0:47:10.480 --> 0:47:13.399
<v Speaker 1>either on a location or in a studio. In fact,

0:47:13.440 --> 0:47:15.680
<v Speaker 1>I got to a point where I could identify. I

0:47:15.760 --> 0:47:20.200
<v Speaker 1>knew which shots were shot on location versus inside a

0:47:20.280 --> 0:47:23.400
<v Speaker 1>sound stage, because I could tell because that level of

0:47:23.440 --> 0:47:27.080
<v Speaker 1>detail was so great that I was like, this looks artificial.

0:47:27.320 --> 0:47:29.719
<v Speaker 1>So maybe is what we're saying here that at a

0:47:29.760 --> 0:47:33.560
<v Speaker 1>certain point, too much information is bad? I think I

0:47:33.600 --> 0:47:37.000
<v Speaker 1>think it. It's too early to say, because it may

0:47:37.120 --> 0:47:39.600
<v Speaker 1>very well be that this just becomes what we accept

0:47:39.719 --> 0:47:41.960
<v Speaker 1>movies to be in the future. You know, every time,

0:47:42.000 --> 0:47:47.320
<v Speaker 1>every time there's been a major actual switch in film,

0:47:47.360 --> 0:47:51.480
<v Speaker 1>there is a knee jerk reaction to say that this. Yeah.

0:47:51.520 --> 0:47:54.360
<v Speaker 1>You know, when when filmmakers started to make the switch

0:47:54.440 --> 0:47:58.200
<v Speaker 1>from film to digital, there was a ton of discussion

0:47:58.280 --> 0:48:01.560
<v Speaker 1>about that in films and film communities about does this

0:48:01.640 --> 0:48:03.680
<v Speaker 1>make sense? Do we want to move away from this,

0:48:03.680 --> 0:48:08.280
<v Speaker 1>this venerable institution, this medium that has its own artistry,

0:48:08.360 --> 0:48:11.680
<v Speaker 1>and moved to a fully digital environment. I think thereash

0:48:11.719 --> 0:48:16.080
<v Speaker 1>against the talkies. Yeah, yeah, so noone's going to see

0:48:16.120 --> 0:48:19.720
<v Speaker 1>something like that. That's ridiculous. So while while I'm sitting

0:48:19.719 --> 0:48:22.120
<v Speaker 1>here and saying, you know, forty frames per second was

0:48:22.160 --> 0:48:25.200
<v Speaker 1>something I did not at all enjoy, uh, you know,

0:48:25.360 --> 0:48:29.359
<v Speaker 1>that was it's a subjective experience, someone else might very

0:48:29.440 --> 0:48:31.640
<v Speaker 1>much like it. And again, if a kid saw it,

0:48:31.680 --> 0:48:34.319
<v Speaker 1>a kid might think that's awesome, that looks great. And

0:48:34.360 --> 0:48:36.520
<v Speaker 1>that's if you were to show that kid later on

0:48:36.719 --> 0:48:38.759
<v Speaker 1>an older movie at twenty four frames per second, maybe

0:48:38.760 --> 0:48:41.440
<v Speaker 1>that kid would say this is weird, but I mean,

0:48:41.640 --> 0:48:43.359
<v Speaker 1>you know it is. Maybe it's one of those things

0:48:43.360 --> 0:48:47.759
<v Speaker 1>where the further away you get from fantasy, maybe the

0:48:47.840 --> 0:48:50.680
<v Speaker 1>more effective those forty frames per second will be. Because

0:48:51.239 --> 0:48:54.720
<v Speaker 1>if it's in a world that is essentially our own world,

0:48:55.200 --> 0:48:58.560
<v Speaker 1>where they're using really as much real stuff as possible

0:48:58.560 --> 0:49:01.839
<v Speaker 1>and as few set pieces and props as possible, then

0:49:01.880 --> 0:49:04.920
<v Speaker 1>it may just be a perfect experience. But when it's

0:49:04.960 --> 0:49:07.360
<v Speaker 1>something that's in a fantastical world where you have to

0:49:07.360 --> 0:49:09.800
<v Speaker 1>buy into the fact that you are in a fantasy,

0:49:09.920 --> 0:49:12.719
<v Speaker 1>then it's it's very distracting. When you're sitting there and

0:49:13.040 --> 0:49:15.719
<v Speaker 1>you look at something you think, I can totally tell

0:49:15.760 --> 0:49:18.080
<v Speaker 1>that that's a prop, as opposed to this is something

0:49:18.120 --> 0:49:20.560
<v Speaker 1>that has lived in this world, you know, and it

0:49:20.560 --> 0:49:22.560
<v Speaker 1>has its own history. If you were to ask a

0:49:22.640 --> 0:49:26.400
<v Speaker 1>character where did you get that, they could tell you, oh, so,

0:49:26.400 --> 0:49:28.880
<v Speaker 1>so and so the carpenter built this chair for me

0:49:29.000 --> 0:49:31.000
<v Speaker 1>back in such and such, and you know, you would

0:49:31.000 --> 0:49:34.200
<v Speaker 1>totally believe it. But in the per second one, where

0:49:34.200 --> 0:49:36.360
<v Speaker 1>did you get that? Oh, props made it for me

0:49:36.480 --> 0:49:40.520
<v Speaker 1>two days ago, you know, so so high frame rate

0:49:40.680 --> 0:49:42.759
<v Speaker 1>gimmick or not. I don't think it's a gimmick. I

0:49:42.840 --> 0:49:45.360
<v Speaker 1>think it's sticking around and I think or at least

0:49:46.080 --> 0:49:47.960
<v Speaker 1>it's going to make a real go at it. I

0:49:48.040 --> 0:49:49.719
<v Speaker 1>you know, same thing could have been said for three

0:49:49.800 --> 0:49:52.000
<v Speaker 1>D a couple of years ago, especially in the home market,

0:49:52.080 --> 0:49:55.040
<v Speaker 1>but that has kind of gone the other way. But

0:49:55.160 --> 0:49:57.960
<v Speaker 1>there are you know, some major filmmakers who have all

0:49:58.000 --> 0:50:02.200
<v Speaker 1>talked about this, James Camera and uh Peter Jackson being

0:50:02.200 --> 0:50:05.240
<v Speaker 1>the two that you know, everyone has talked about. So

0:50:05.800 --> 0:50:08.640
<v Speaker 1>maybe if there are a lot of negative reactions, we

0:50:08.719 --> 0:50:12.800
<v Speaker 1>may see that that switchover happened more slowly. I expected

0:50:12.880 --> 0:50:15.680
<v Speaker 1>that will eventually happen, though I think I think it's

0:50:16.040 --> 0:50:18.279
<v Speaker 1>bound to happen now. The interesting thing to me is that,

0:50:18.600 --> 0:50:21.960
<v Speaker 1>you know, I saw the hobbit at you know, ultra

0:50:22.040 --> 0:50:25.640
<v Speaker 1>high definition forty eight frames per second in three D.

0:50:26.640 --> 0:50:29.319
<v Speaker 1>I want to know how large that file was, And

0:50:29.400 --> 0:50:31.880
<v Speaker 1>the file had to be enormous three D. So you've

0:50:31.920 --> 0:50:35.239
<v Speaker 1>got two sets of images ultra high definition frames per

0:50:35.239 --> 0:50:38.240
<v Speaker 1>second that means twice as many frames than a normal film.

0:50:38.280 --> 0:50:41.960
<v Speaker 1>How many pixels, Well, you would just look at one once,

0:50:42.040 --> 0:50:43.719
<v Speaker 1>one image. I think it was of I think they

0:50:43.719 --> 0:50:46.720
<v Speaker 1>shot that on four K cameras. They might have gotten

0:50:46.880 --> 0:50:49.759
<v Speaker 1>higher than four K by the way, interesting little bit

0:50:49.800 --> 0:50:52.319
<v Speaker 1>of trivia for all of our fans out there. The

0:50:52.400 --> 0:50:56.120
<v Speaker 1>series Forward Thinking, the first few episodes were shot on

0:50:56.320 --> 0:50:58.920
<v Speaker 1>the Red one, which is the name of a camera,

0:50:59.200 --> 0:51:01.480
<v Speaker 1>which is a two K a camera, and then some

0:51:01.520 --> 0:51:04.240
<v Speaker 1>of the later episodes were shot on a four K camera.

0:51:04.760 --> 0:51:08.200
<v Speaker 1>So these ultra high definition cameras are what we're using

0:51:08.200 --> 0:51:13.640
<v Speaker 1>to actually shoot the video series Forward Thinking. Yeah, and

0:51:13.080 --> 0:51:16.120
<v Speaker 1>it also makes me feel more than a little self

0:51:16.160 --> 0:51:21.320
<v Speaker 1>conscious to think of an ultra high definition camera pointed

0:51:21.320 --> 0:51:24.040
<v Speaker 1>at me. But you are beautiful, thank you. I actually

0:51:24.080 --> 0:51:29.040
<v Speaker 1>do have to pluck those t M I I've got nothing. Yeah.

0:51:29.719 --> 0:51:33.200
<v Speaker 1>The beautification process before an episode of Forward Thinking is

0:51:33.480 --> 0:51:39.560
<v Speaker 1>uh is thorough. It is mostly few, mostly feud, Thank you, Joe.

0:51:40.120 --> 0:51:42.319
<v Speaker 1>So one other thing I wanted to mention before we

0:51:42.360 --> 0:51:43.920
<v Speaker 1>sign off. You know we talked to all about the

0:51:44.000 --> 0:51:48.319
<v Speaker 1>visual aspects was sound, the idea of using sound to

0:51:48.320 --> 0:51:50.440
<v Speaker 1>make it a more immersive experience. Did you know that

0:51:50.480 --> 0:51:55.399
<v Speaker 1>the technically the first surround sound movie, although it wasn't

0:51:55.400 --> 0:51:59.320
<v Speaker 1>a true surround sound was Fantasia and so back in

0:51:59.400 --> 0:52:03.000
<v Speaker 1>nine the imagineers over at Disney had come up with

0:52:03.000 --> 0:52:04.600
<v Speaker 1>this idea that they wanted it to be a very

0:52:04.640 --> 0:52:07.479
<v Speaker 1>immersive experience. I mean, this is a symphonic film where

0:52:07.560 --> 0:52:10.600
<v Speaker 1>they wanted the music to affect the audience and not

0:52:10.719 --> 0:52:14.040
<v Speaker 1>just be played at the same level throughout the entire

0:52:14.600 --> 0:52:18.640
<v Speaker 1>UH theater. So any theater that was showing Fantasia in

0:52:19.000 --> 0:52:23.120
<v Speaker 1>UH in Fantas sound, which is not what a Fantas

0:52:23.200 --> 0:52:25.319
<v Speaker 1>sounds like when you open it. It's actually the name

0:52:25.360 --> 0:52:28.840
<v Speaker 1>of what the the sound system they were using. It

0:52:29.000 --> 0:52:34.640
<v Speaker 1>involved fifty four loud speakers to create that effect. Fifty

0:52:34.680 --> 0:52:40.759
<v Speaker 1>four was incredibly expensive. It was meant to help diffuse

0:52:40.840 --> 0:52:43.720
<v Speaker 1>the sound throughout the theater so that any person sitting

0:52:43.719 --> 0:52:47.880
<v Speaker 1>in any seat would have that experience of the music

0:52:47.920 --> 0:52:50.399
<v Speaker 1>coming from the right right location at the right time.

0:52:50.920 --> 0:52:53.759
<v Speaker 1>Later on, we would have companies like Dolby come out

0:52:53.840 --> 0:52:56.040
<v Speaker 1>with their own version of surround sound, which would involve

0:52:56.120 --> 0:52:58.799
<v Speaker 1>multiple channels like five channel sound, where you would have

0:52:58.840 --> 0:53:01.080
<v Speaker 1>three main speakers in the front a center one one

0:53:01.080 --> 0:53:02.560
<v Speaker 1>on the right, one on the left, and two in

0:53:02.600 --> 0:53:06.359
<v Speaker 1>the back, and that would allow you to soundscape your

0:53:06.400 --> 0:53:09.680
<v Speaker 1>films and create that more immersive experience. So that when

0:53:09.680 --> 0:53:13.040
<v Speaker 1>a character hears something like a twig snap behind her

0:53:13.200 --> 0:53:17.160
<v Speaker 1>as Mr Vorhees is making his way, you would hear

0:53:17.200 --> 0:53:19.440
<v Speaker 1>the snap behind you as well, to give you that

0:53:19.560 --> 0:53:22.240
<v Speaker 1>sense of being put in the character's place and feeling

0:53:22.239 --> 0:53:25.440
<v Speaker 1>that sense of terror. Or you're just wondering, who's the

0:53:25.440 --> 0:53:29.960
<v Speaker 1>next person who's gonna get killed in some ridiculously over

0:53:30.000 --> 0:53:34.560
<v Speaker 1>the top way. Yeah, take my hand, Joe, I'm reaching

0:53:34.600 --> 0:53:38.839
<v Speaker 1>towards you through the camera. Guys, if you enjoyed this,

0:53:38.960 --> 0:53:41.239
<v Speaker 1>please let us not send us some feedback. Tell us

0:53:41.280 --> 0:53:43.600
<v Speaker 1>what you like about our shows. Tell us what you

0:53:43.600 --> 0:53:46.160
<v Speaker 1>want us to talk about. What stuff about the future

0:53:46.520 --> 0:53:49.760
<v Speaker 1>really has you excited? What? What? What are you curious about?

0:53:50.160 --> 0:53:53.360
<v Speaker 1>You can email us our addresses FW thinking at Discovery

0:53:53.400 --> 0:53:55.799
<v Speaker 1>dot com or go to fw thinking dot com. That's

0:53:55.800 --> 0:53:58.440
<v Speaker 1>where we have the blog posts, the podcast, the videos,

0:53:58.800 --> 0:54:02.120
<v Speaker 1>all sorts of articles are really really interesting. We hope

0:54:02.160 --> 0:54:04.840
<v Speaker 1>you enjoy them and we will talk to you again, Willison.

0:54:07.400 --> 0:54:09.879
<v Speaker 1>We're more on this topic and the future of technology.

0:54:10.160 --> 0:54:22.279
<v Speaker 1>Visit forward thinking dot com. H brought to you by Toyota.

0:54:22.760 --> 0:54:23.720
<v Speaker 1>Let's go places