waderoush writes "In November, Lytro, the maker of the first light field camera for consumers, upgraded its viewer software to enable a feature called 'Perspective Shift.' In addition to refocusing pictures after they've been taken, Lytro audiences can now pivot between different virtual points of view, within a narrow baseline. This 3-D capability was baked into Lytro's technology from the start: 'The light field itself is inherently multidimensional [and] the 2-D refocusable picture that we launched with was just one way to represent that,' says Eric Cheng, Lytro's director of photography. But while Perspective Shift is currently little more than a novelty, the possibilities for future 3-D imaging are startling, especially as Lytro develops future devices with larger sensors — and therefore larger baselines, allowing more dramatic 3-D effects. Cheng says the company is already exploring future versions of its viewer software that would work on 3-D televisions. 'We are moving the power of photography from optics to computation,' he says. 'So when the public really demands 3-D content, we will be ready for it.'"
Read more of this story at Slashdot.
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Why could a small start-up build Instagram, a photo app, and sell it for $1 billion while companies like Eastman Kodak, steeped in photography and the emotionalism of photography, could not? Culture got in the way.
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In the Innovator's Dilemma, large companies keep improving on what makes them successful, while scrappy companies come up with entirely new ideas. Finding these disruptive ideas means accepting risk and failure. These lessons apply to the game industry.
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