Also, Guttenberg maintains that the tester's ears are psychophysiologically biased by the sound of one product while listening to the next product. Finally, the conditions under which the test is conducted are rarely the same as those in any given consumer's room, so the results mean nothing in terms of deciding what to buy.
Do you agree? Are blind comparisons of audio products valuable? On what do you base your position?
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However, in a pre-recorded demo in the Christie booth (which I describe here), James Cameron made a compelling argument that increasing the frame rate at which movies are shot and displayed from 24 to 48 or even 60 frames per second does more to sharpen perceived detailespecially in moving objectsthan increasing the spatial resolution. In fact, all the demo material was 1920x1080 on a 15-foot-wide screen.
As the demo clearly illustrated, shooting and displaying movies at higher frame rates dramatically sharpens motion detailso much so that it no longer looks like film, but more like video, which many people object to. So my question to you is, what's more important, the higher spatial resolution of 4K at film's traditional 24fps or the greater temporal resolution of higher frame rates at 2K? (BTW, Peter Jackson is hedging all bets by shooting The Hobbit at 48fps, 4K, and 3D!)
Vote to see the results and leave a comment about your choice.
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Steve Guttenberg, a regular contributor to Home Theater and Stereophile as well as the author of the Audiophiliac blog on cnet.com, questions the validity of blind ABX testing and the value of objective audio measurements, especially as a predictive factor for user preferences and an indicator of how a device will sound in various real-world environments. He also talks about the differences between audio and video gearfor example, how many people seek out old audio products but not old video displaysanswers to chat-room questions, and more.



Academy Award-winning sound editor Lon Bender explains the process of adding sound to a movie, how the process has evolved over the years, and how a home-theater mix differs from a commercial-cinema mix. He also shares some anecdotes from several projects he's worked on, including The Hunger Games and Drive, talks about the problem of not enough sound isolation between theaters in a multiplex, answers chat-room questions, and more.



