1. Why do people like 3D more than 2D? All people, or some people? Why? What makes them different?
More immersion, visually stunning shots and added info about the scene. The extra dimension adds alot to the amount of info one can read from a single shot. What objects are close, big, pointy etc. I remember a nice shot in Halflife 2 Episode 2, where one sees a huge vista over a distant, collapsed city. In 3D it really feels distant.. and that adds enormously to the feel of the shot. It doesn't need to be in your face 3D all the time.. sometimes the far away shots do the trick too.
Also, 3D makes for surprising moments, something 2D can't do. Grenades truly coming at ya, make the scare alot better. Walking in the snow of Call of Duty 2, it really tends to get close/in your face.... quite realistic.
2. In your opinion, what are the best ways to educate people on how to generate S-3D content correctly? What motivates their interest to want to be educated?
Easy, make a sample 3D scene/very small "game" and a tutorial in it. Have people try the different ways and start off with explaining how to get all the scene behind the screen and go from there. If they see it happening in front of their eyes with usual caveats highlighted, it should be alot clearer.
3. How can convergence and separation in 3D games be automatically/manually managed so results are always comfortable, and don't cause headaches or sickness.
Not sure if automatic is possible, but if a tutorial is given nicely, one could stress the point that all scene inside screen is a safe way to go. Perhaps one can convince players to start that way... maybe make profiles for the most common games.. shouldn't be much work. Then a single button click would revert to those "safe" ones.
Freke1 wrote:
I have a few questions:
1. How do 3D objects size contribute to the 3D experience? The brain knows if it is a big object far away or a smaller object closer up but how? I can't imaging it's by input from the muscles holding the eyes in an angle inward or the focus length/strecth of Our pupils as this is physical things.
2. If You were to render 3D game objects in correct size does it matter if it is a projector screen or a monitor (with same FOV)?
3. What is gravity - have they found out? (off topic I know

).
Thx.
/Freke1
You meant them for BlackQ, but I'll do my best nonetheless

(in all cases, just my 2 cents...)
1. I think it is all relative (

), for instance, when I make a single rectangle for both eyes, and project them onto eachother and can't see my surrounding... I have no clue how close they are.. if I start separating them from eachother, my eyes must bend but I still have no clue, untill they get uncomfortably bended as if it is very close, then I get the feeling it may be close..
However, if I make 2 rectangles per eye, make 1 match for both eyes, and the other separated.. it is very obvious one is in front if the other.. For this reason I like to illuminate my room sometimes, to have a sort of baseline in depth in case the game only has a objectnearby. It will feel nearby since it is relative to my room.....
I think the same holds for more complex scenes. A single object is hard to comprehend but from their relative position, your brain determines whether one is big/far away or small/closeby..
2. Not sure what you mean exactly, but screen size matters (

), for instance the 3D depth is relative, but screen size is absolute. Not sure if you mean that, but you can tweak the depth size of an object... making a ball look like an egg and vice versa....
3. Err.. I am working on a physics PhD.. but I leave this one for BlackQ
