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[[Image: CrystalEyes shutter glasses.jpg|thumb|A pair of CrystalEyes shutter glasses]]
[[File:Active-3d-shutter-technology.gif|thumb|Functional principle of active shutter 3D
systems]]
An '''active shutter 3D system''' (a.k.a. '''alternate frame sequencing''', '''alternate image''', '''AI''', '''alternating field''', '''field sequential''' or '''eclipse method''') is a technique
Modern active shutter 3D systems generally use liquid crystal shutter glasses (also called "LC shutter glasses"<ref>[http://portal.acm.org/citation.cfm?id=11215 "LC shutter glasses provide 3-D display for simulated flight"], [[Society for Information Display|Information Display Magazine]], Vol. 2, Issue 9, September 1986</ref> or "active shutter glasses"<ref>[http://www.physorg.com/news173082582.html "Active Shutter 3D Technology for HDTV"], [[PhysOrg]], September 25, 2009</ref>). Each eye's glass contains a [[liquid crystal]] layer which has the property of becoming opaque when [[voltage]] is applied, being otherwise [[Transparency (optics)|transparent]]. The glasses are controlled by a timing signal that allows the glasses to alternately block one eye, and then the other, in synchronization with the [[refresh rate]] of the screen. The timing synchronization to the video equipment may be achieved via a wired signal, or wirelessly by either an [[infrared]] or [[radio frequency]] (e.g. [[Bluetooth]], DLP link) transmitter. Historic systems also used spinning discs, for example the [[Teleview]] system.
Active shutter 3D systems are used to present [[3D film]]s in some theaters, and they can be used to present 3D images on [[Cathode
== Advantages and disadvantages ==
Although virtually all ordinary unmodified video and computer systems can be used to display 3D by adding a plug-in interface and active shutter glasses, disturbing levels of flicker or ghosting may be apparent with systems or displays not designed for such use. The rate of alternation required to
===Advantages===
* Unlike [[Anaglyph image|red/cyan color filter (anaglyph) 3D glasses]], LC shutter glasses are color neutral, enabling 3D viewing in the full
* Unlike in a [[Polarized 3D system]], where the (usually) horizontal spatial resolution is halved, the active shutter system can retain full resolution ([[1080p]]) for both the left and right images. Like any system, manufacturers of televisions may choose not to implement the full resolution for 3D playback but use halved vertical resolution (540p) instead.<ref>[https://web.archive.org/web/20160313043030/http://www.digitalversus.com/tv-television/investigation-active-3d-tvs-full-hd-3d-guaranteed-a1467.html Investigation: Active 3D TVs, Full HD 3D Guaranteed?] Digitalversus.com. 5 December 2011. (Archived.)</ref>
===Disadvantages===
* Flicker can be noticed except at very high refresh rates, as each eye is effectively receiving only half of the monitor's actual refresh rate. However, modern LC glasses generally work in higher refresh rates and eliminate this problem for most people.
* First, the method only worked with [[Cathode
* LC shutter glasses are shutting out light half of the time; moreover, they
* When used with LCDs, esp. early ones, extreme localized differences between the image to be displayed in one eye and the other may lead to [[crosstalk]], due to LCD panels' pixels sometimes being unable to fully switch, for example from black to white, in the time that separates the left eye's image from the right one. With techniques like [[Response time compensation|overdrive]], which addressed the needs of fast video games, advancements in the panel's response time has led to displays that rival or even surpass passive 3D systems.
* Frame rate has to be double that of a non-3D, anaglyph, or [[polarized 3D system]]s to get an equivalent result. All equipment in the chain has to be able to process frames at double rate; in essence this doubles the hardware requirements.
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==Standards==
The '''M-3DI Standard''' was a cross-manufacturer standardization initiative to increase compatibility of [[LC Shutter Glasses|LC (Active) Shutter Glasses]] led by the [[Panasonic]] in partnership with XpanD 3D and announced in March 2011.<ref name=panasonic_announcement>{{cite web|url=http://www.panasonic.co.uk/html/en_GB/News/Latest+News/Cross-Industry+3D+Active+Shutter+Eyewear+Technology/7280037/index.html |title=M-3DI Standard Announcement |publisher=panasonic.co.uk |access-date=2011-04-05}}</ref> It aimed to increase acceptance of 3D products by consumers by extending the agreement to various manufacturers of 3D TV, computers, notebooks, home projectors, and cinema hardware.<ref name=panasonic_announcement /> As of April 2011, the agreement was joined by [[Hitachi]], [[Changhong]], [[Funai]], [[Hisense]], [[Mitsubishi Electric]], [[Epson]], [[ViewSonic]], and SIM2 Multimedia S.p.A.<ref name=panasonic_announcement /><ref name="Di Felice">{{cite web |last1=di Felice |first1=Gian Luca |title=Occhiali 3D: standard unico in arrivo! |url=https://www.avmagazine.it/news/televisori/occhiali-3d-standard-unico-in-arrivo_6495.html |website=www.avmagazine.it |access-date=13 May 2024 |language=it |date=31 August 2011}}</ref>
In August of the same year, M-3DI was superseded by another agreement, named "'''Full HD 3D Glasses Initiative'''", formed between Panasonic, [[Samsung]], [[Sony]], [[Sharp Corporation]], [[TCL Technology]], [[Toshiba]] and [[Philips]].<ref name="Di Felice" /> The standardization agreement comprised consumer products including televisions, computers and projectors, also based on XpanD 3D's technology. The press release in the announcement said, "Universal glasses with the new IR/RF protocols will be made available in 2012, and are targeted to be backward compatible with 2011 3D active TVs."<ref>{{cite web |last1=Hannaford |first1=Kat |title=The Manufacturers Are Finally Standardizing 3D Glasses...Together |url=https://gizmodo.com/5828667/the-manufacturers-are-finally-standardizing-3d-glassestogether |website=Gizmodo |access-date=13 May 2024 |language=en |date=8 August 2011}}</ref>
Field Sequential has been used in video games, VHS and VHD movies and is often referred to as HQFS for DVDs, these systems use wired or wireless LCS glasses.
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In 1984, [[Milton Bradley Company|Milton Bradley]] released the 3D Imager, a primitive form of active shutter glasses that used a motorized rotating disc with transparencies as physical shutters, for the [[Vectrex]]. Although bulky and crude, they used the same basic principle of rapidly alternating imagery that modern active shutter glasses still use.
[[Nintendo]] released the [[Famicom 3D System]] for the [[Nintendo Entertainment System|Famicom]] in October 1987 in Japan, which was an LCD shutter headset, the first home video game electronic device to use LCD Active Shutter glasses. Sega released the [[Master System#SegaScope 3-D Glasses|SegaScope 3-D]] for the [[Master System]] Worldwide in November 1987. Only eight 3D compatible games were ever released.
In 1993 [[Pioneer Corporation|Pioneer]] released the [[LaserActive]] system which had a bay for various "PAC's" such as the Mega LD PAC and LD-ROM² PAC. The unit was 3D capable with the addition of the LaserActive 3D goggles (GOL-1) and the adapter (ADP-1).
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The glasses kits came with driver software which intercepted API calls and effectively rendering the two views in sequence; this technique required twice the performance from the [[graphics processing unit|graphic card]], so a high-end device was needed. Visual glitches were common, as many 3D [[game engine]]s relied on 2D effects which were rendered at the incorrect depth, causing disorientation for the viewer. Very few CRT displays were able to support a 120 Hz [[refresh rate]] at common gaming resolutions of the time, so high-end CRT display was required for a flicker-free image; and even with a capable CRT monitor, many users reported flickering and headaches.
These CRT kits were entirely incompatible with common LCD monitors which had
SplitFish EyeFX 3D was a stereo 3D shutter glasses kit for the Sony [[PlayStation 2]] released in 2005; it only supported standard-definition CRT TVs. The accessory included a pass-through cable for the PS2 gamepad; when activated, the attached accessory would issue a sequence of rapidly alternating left–right movement commands to the console, producing a kind of "[[wiggle stereoscopy]]" effect additionally aided by the wired LC shutter glasses which worked in sync with these movements.<ref>{{cite web |url=http://www.psillustrated.com/psillustrated/hard_rev.php/351/eyefx-3d-version-230-ps2.html |title=EyeFX 3D (Version 2.30) |publisher=Psillustrated.com |access-date=2011-03-30}}</ref> The kit arrived too late in the product cycle of the console when it was effectively replaced by the [[PlayStation 3]], and only a few games were supported, so it was largely ignored by gamers.<ref>{{cite web |url=http://www.cheatcc.com/psx2/rev/eye_fx_3d_ps2_adapter.html |title=3D Eye FX Adapter by SplitFish Review / Preview for PlayStation 2 (PS2) |publisher=Cheatcc.com |access-date=2011-03-30}}</ref>
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==Therapeutic alternating occlusion==
{{Main|Alternating occlusion training}}
In [[vision therapy]] of [[amblyopia]] and of intermittent central [[Suppression (eye)|suppression]], liquid crystal devices have been used for purposes of enhanced occlusion therapy. In this scenario, the amblyopic patient wears electronically programmable liquid crystal glasses or goggles
==See also==
*[[Digital 3D]]
*[[Teleview]]
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