Showing posts with label Apple. Show all posts
Showing posts with label Apple. Show all posts
Monday, July 17, 2017
Slack of Focus in a Sports Bar
Somehow, an epiphany on photography came to me while in a sports bar.
Not one to frequent such places, but one such establishment recently opened down the street. Promoting their “chef driven menu” two of us decided to stop by for happy hour. We were seated on the open-air upper deck, a view to the mountains on one side but a plethora of gigantic flat panel displays visible to the other. Several home theater-sized screens presented that day’s episode of ESPN’s “SportsCenter” studio-based sports talker.
I never watch this stuff normally. A couple years ago we cut the cord because Comcast, and later DISH network, kept forcing unwanted sports programming down our throats and escalating our monthly bill to cover their increasing programming fees. Enough was enough, we bought a Roku box with "no commercials" options to Hulu and Netflix. "Screw you, Comcast, always the United Airlines of cable consumer customer service."
But this kitchen was slow and the service lagged and my eyes drifted to the big screens. These things pushed all limits of current flat panel tech ... I have friends with driveways smaller than these monsters. Disinterested in the muddled verbal content of SportsCenter, my attention pulled me to the compromised clutter of the ESPN studio set design.
The set design itself not much, a very high-tech desk and behind it a matrix of very large flat panel displays, matrixed to show a cacophony of graphics and stats and athlete head shots and game clips, all dissolving and morphing like a sack full of cats. Fonts and and logos swirl and transmogrify faster than chameleons on amphetamines. All this as ESPN studio personalities sit and yammer among themselves.
This was the premium content for which ESPN and Comcast so dearly bill each month?
Their studio production not a “set piece” in the traditional design sense, instead more a camera pointed at giant studio monitors displaying motion graphic content that could have just as simply been pushed out directly to viewer homes from the CG generator itself. ESPN was apparently insisting I watch my screen, fed from their camera pointed at another ESPN screen. Live human "hosts" reduced to clutter trapped between the studio camera and what that camera was REALLY capturing, which was simply more screens. The traditional background had become the conceptual foreground. It looked awful. There was no focus. Or more literally, the focus was everywhere all at once.
It made me long for the old days, when a big news set filled the television studio. Where space and distance could be used creatively and artistically, because physical laws of light, lens and optics never change. With larger lenses and bigger cameras (depending on the level and intensity of the studio lighting) at normal distances something is in focus, and stuff in front or behind is out of focus or “soft” visually. Having the background fuzzy helps visually isolate and reinforce the newscaster or anchor. It mimics our real life experience where our brain and eyes concentrate attention on what we want to see, and diffuse our perception of the extraneous stuff.
But laws of optics also demand that as lenses get tinier and tinier, this depth of field effect grows less and less pronounced. With any lens miniaturized enough, EVERYTHING captured appears in focus and sharp. This may be a good thing for amateurs with smartphones, but bad for traditional esthetics and tasteful scenic design.
Today, small cramped studios with a desk with a panorama of flat panels immediately behind is a solution both quick and cheap. And cheap is the enemy of good. A stylish physical space for a television news or sports show does not come with an Ikea price tag. Designing and building physical walls and columns and arches and backgrounds requires human labor and craftsmanship ... to do it well is expensive. Once management commits to such an expense, those costs have to be amortized over several years. Make no mistake, even a bevy of 8-foot LCDs is cheaper than physical studio construction. Plus anything, any image, any signal, any graphic can electronically feed these screens. Want a completely different set? Boom, new graphics, done deal.
But with the LCD wall background only a few feet behind hosts and the guests, everything now sits within the same field of focus. Screens can’t be selectively soft because they’re too close to the talent. And besides, says the show’s producer, if we’re paying for all these graphics then by god, they’re gonna be sharp and not wasted as fuzzy, soft blobs floating somewhere behind the talent. It’s become the new norm. Flat panels are versatile. Cheaper than physical set construction. Instantly changeable. What does it matter that the space and depth and selective focus that naturally go with it have disappeared?
Apparently it does matter. I ask you to consider that with great fanfare, Apple now offers with iOS 10.1 their “Portrait Mode” on iPhone models 7 Plus and higher. What does “Portrait Mode” do? It uses that regular “everything is sharp” iPhone photo from that nearly pinhole sized lens, and crunches it with software and algorithms to recreate the traditional depth-of-field effect. That same effect that happens naturally with larger lenses and formats now can be recreated via raw processing power. Irrelevant that what was once normally there now must be artificially restored because, as Apple puts it, “a beautiful new feature creates stunning photos … make your foreground subject sharp while creating a beautifully blurred background, also known as “bokeh” and previously only capable on DSLR cameras.”
Wow. Just … wow. You don’t know what you’ve lost ‘til it’s gone. So now, the esthetic value of selective focus ... lost when lenses were miniaturized for smart phones ... can be restored or at least approximated via battery-draining computer processing.
Will this mean that SportsCenter can invoke some semblance of artistic merit by applying software to “soften” the background and restore desirable beautifully blurred backgrounds to premium cable? Of course, the very same thing would happen automatically by just physically moving that wall of screens further away from the anchor desk. Moving the background so it’s actually “more in the background” allows simple optics to solve the visual problem.
But that’s the photographic revelation, that we’ve come to the point where an OS upgrade can insert what used to occur naturally. And until ESPN and all the other studio news and talk programs recognize their banal and disposable of pablum is merely filler between desperately overstuffed commercial blocks, then the larger problem of corporate focus will not disappear into the background anytime soon.
Labels:
Apple,
bokeh,
Cable,
cable television,
Comcast,
depth of field,
DISH,
ESPN,
flat panel,
focus,
Hulu,
iPhone,
LCD,
Netflix,
newscast,
OS 10.1,
Portrait Mode,
Roku,
set design,
SportsCenter
Friday, July 2, 2010
Stop counting lines and just look
The reception flap over the new iPhone 4 may have obscured a different issue, namely the high-definition camera Apple built into the device.
Observers and critics are quick to point out that 720 progressive, the video resolution Apple designers selected, is already overshadowed by smaller and cheaper "video only" devices hitting 1080, such as Sony's Bloggie handheld.
Don't confuse pixel count with image quality.
In side-by-side comparisons by several web sites, the quality of video from the new iPhone beat out all the other inexpensive MP4 handhelds, with the possible exception of the Flip HD models, which equalled or slightly surpassed the iPhone camera:
What's happening here? It's subjective issues such as colorimetry, signal-to-noise, effectiveness of the automatic exposure, black level rendition, and quite a few other esoteric qualifiers. Line count, and the competitive specifications race for more lines or most pixels, is only one very small factor that human vision uses when judging that elusive "quality" factor.
Truth is, every pixel has a noise floor, and the more pixels that collectively make up the sensor area, the more the designers must deal with system noise and loss of sensitivity. That's right, for any given imager surface area, when fewer receptive "buckets" exist to gather the fixed amount of light making it to the sensor, then each bucket can collect more of the photons. Increase the number of light buckets by making each smaller, and the opportunity to collect decreases proportionally.
Back in the 1980s when CCD cameras first started penetrating the professional and broadcast marketplace, I purchase a Sony BVP-5 solid state broadcast camera. The quality of the pictures, for the time, was outstanding. But soon came the BVP-7 with a denser imager and adjustable shutter, and it forced me to upgrade. The specs on the Model 7 were much improved. Resolution charts performed better. But the images seemed, well, more "sterile" than the beloved Model 5.
Several years later, the BVP-90 came out and again I jumped. Coupled with some very expensive Canon glass, those images got me a lot of work. But often when evaluating the color monitor, I found myself wishing for the wonderful richness and pleasant detail handling of that old BVP-5 I'd started out with.
With the iPhone 4, Steve Jobs has publicly announced the Apple team took a look at all these factors when zeroing in on 720P. By concentrating on color imaging, low light performance, and a host of other considerations, the subjective quality of the images captured by the new iPhone is quite outstanding. And that's what counts.
As we used to say, "Just look at the whole frame, stop counting all those lines."
Jim Furrer
Observers and critics are quick to point out that 720 progressive, the video resolution Apple designers selected, is already overshadowed by smaller and cheaper "video only" devices hitting 1080, such as Sony's Bloggie handheld.
Don't confuse pixel count with image quality.
In side-by-side comparisons by several web sites, the quality of video from the new iPhone beat out all the other inexpensive MP4 handhelds, with the possible exception of the Flip HD models, which equalled or slightly surpassed the iPhone camera:
What's happening here? It's subjective issues such as colorimetry, signal-to-noise, effectiveness of the automatic exposure, black level rendition, and quite a few other esoteric qualifiers. Line count, and the competitive specifications race for more lines or most pixels, is only one very small factor that human vision uses when judging that elusive "quality" factor.
Truth is, every pixel has a noise floor, and the more pixels that collectively make up the sensor area, the more the designers must deal with system noise and loss of sensitivity. That's right, for any given imager surface area, when fewer receptive "buckets" exist to gather the fixed amount of light making it to the sensor, then each bucket can collect more of the photons. Increase the number of light buckets by making each smaller, and the opportunity to collect decreases proportionally.
Back in the 1980s when CCD cameras first started penetrating the professional and broadcast marketplace, I purchase a Sony BVP-5 solid state broadcast camera. The quality of the pictures, for the time, was outstanding. But soon came the BVP-7 with a denser imager and adjustable shutter, and it forced me to upgrade. The specs on the Model 7 were much improved. Resolution charts performed better. But the images seemed, well, more "sterile" than the beloved Model 5.
Several years later, the BVP-90 came out and again I jumped. Coupled with some very expensive Canon glass, those images got me a lot of work. But often when evaluating the color monitor, I found myself wishing for the wonderful richness and pleasant detail handling of that old BVP-5 I'd started out with.
With the iPhone 4, Steve Jobs has publicly announced the Apple team took a look at all these factors when zeroing in on 720P. By concentrating on color imaging, low light performance, and a host of other considerations, the subjective quality of the images captured by the new iPhone is quite outstanding. And that's what counts.
As we used to say, "Just look at the whole frame, stop counting all those lines."
Jim Furrer
Labels:
Apple,
Canon,
image quality,
iPhone 4,
pixel count,
resolution,
Sony
Saturday, June 26, 2010
Not directly into the brain
I don't own an iPhone.
It's only with idle curiosity that I follow Apple's wide release this week of the Apple iPhone 4. And it wasn't a day before this whole antenna issue popped up, often and everywhere.
Bottom line, cradling the iPhone 4 in the palm of your left hand, and using the right hand for controls, results in a severe drop in signal often to the point of losing the connection.
Pundits blame the sleek metal band circling the device's outside edge, which Apple admits is part of the antenna system, as are the three gaps in this stainless steel band.
You can see one of these critical antenna gaps in this photo.

And when these gaps are compromised, as when clutched by a sweaty hand, the total antenna pattern is compromised. We all are, after all, just walking, talking, big bags of saltwater.
Whether or not Apple can apply a fix isn't my point. My point is the reason this is a problem goes back to the old concern over the "cell phone radiation".
Most of us remember the time when mobile phones had actual stick-out antennas. Always on top of the device, right? And when pressed up to the ear, that antenna did it's dirty duty and blasted it's output right into our unsuspecting skulls. Bad news.
Well, mobile phone design changed fairly quickly, with the antenna morphing from a whip to a stub to a bump, finally embedded into the body of the device itself. And to keep all that nasty radiation furthest from the head, designers now locate the transmitting antenna in bottom of the device.
But that's also the way we as humans grab and hold the darn thing, so it's unavoidable that our hand contact the antenna, which we shouldn't touch as to not compromise transmission.
This topic isn't new, and antenna design specialists and experts have been pointing out this design conundrum for a while now. One of the saner, studied voices comes from Spencer Webb of AntennaSys, Inc.
Webb has a great technical article posted on his blog, and if you're an early iPhone 4 owner you should check it out.
And don't blame Apple. Don't blame AT&T. Don't blame the FCC. This issue is really the result of them watching out for your own health.
Jim Furrer
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