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It is a report on 3d television and its various aspects.
Citation preview
Report no.-01
A report on
3D technology and
applications in television
table of contents
PAGE NO.
Acknowledgements
Preface
1.Introduction 1
2. Technical Aspects of 3D television 2
2.1 Content Generation 3
2.1.1 Stereoscopic Dual Camera Approach 3
2.1.2 Depth Cameras 5
2.1.3 2D to 3D Video Conversion Approach 7
2.1.4 Multiview Video camera Approach 8
2.2 Coding And Transmission 9
2.2.1 General Methods 10
2.2.2 Depth Based Coding 11
2.2.3 Multiview Video Coding 11
2.2.4 Multiview Video plus Depth Coding 11
2.3 Display 11
2.3.1 Binocular With Glasses 12
2.3.1.1 Anaglyph 12
2.3.1.2 Polarisation Tech. 13
2.3.1.3 Alternate Frame Sequencing 15
2.3.1.4 Spectrum Filtered-Dolby 3D 16
2.3.2 Auto-stereoscopic Displays 17
2.3.2.1 Parallax Barrier 18
2.3.2.2 Lenticular Systems 19
3.Global Reception 20
4.Health Effects And Criticism 24
List of
Illustrations
FIGURES PAGE NO
.
1.FIGURE 1 04
2.FIGURE 2 06
3.FIGURE 3 07
4.FIGURE 4 14
5.FIGURE 5 14
6.FIGURE 6 15
7.FIGURE 7 17
8.FIGURE 8 18
9.FIGURE 9 20
10.FIGURE 10 21
TABLE
TABLE 1 22-24
Abstract
This report deals with the general aspects of the working of a 3D television.it includes the
making of 3D,its conversion from 2D,the popularity in the present world and the criticism it
has faced.it also explores the various scopes for development of 3D and its presumed
dominance in film-making and mass media.
Copyright 2012
All rights reserved.
No part of this publication can be reproduced or published in any form or by any means,or
stored in a database or retrieval system without prior permission in writing of the publisher.
1. INTRODUCTION:
Television is one of the most popular distance-communication media that
basically captures, transmits and displays moving images with or without an
associated sound. In the very early stages of its development, television
employed a combination of optical, mechanical and electronic technologies to
capture, transmit and display a visual image. But, by the late 1920s, those
employing only optical and electronic technologies were being explored and
that was the primitive model for all the modern television systems.
The inability of transmitting direct light signals over large distances, and the
then recently developed telephone paved the way for the development of the
method of “scanning”. And the television was also called “telephonoscope”.
This idea of scanning, on further research led to the concept of “rasterisation”,
which is presently the key part of capturing a visual image and its subsequent
transmission. But, in initial days, only stationary images could be processed in
this way until the Nipkow disk demonstration of John Logie Baird in 1926
marked the beginning of display of moving images on television.
From then, the television has undergone many evolutionary changes, in rather a
short period of time. Taking into account only the technical details of the
development of television, the major milestones involved are SDTV(Standard
Definition Television),EDTV( Enhanced Definition Television),and very
recently, the HDTV(High Definition Television). The latest in the hierarchy is
the 3D TV(Three dimensional Television) which is the topic being discussed in
this report.
A 3DTV is a combination of the features of a 3D motion picture and a HDTV.
Though the pioneers of television and 3D motion picture have been doing their
research in these fields for approximately the same period of time, it is only in
the early 21st century that a 3DTV could actually be developed. In this report we
present the basic characteristics of a 3D film and how it was adopted in the
research of television to make a 3DTV. The discussion includes the details of
various technical details only of 3d film, and their association with the general
concepts of television.
2. TECHNICAL ASPECTS OF 3D TELEVISION :
A 3-D television system works with the combination of features of a 3-D
motion picture and general television broadcasting. Broadly, a television
broadcasting process consists of three major stages, content generation, coding
and transmission and display. In the case of a 3-D television, the content
generation and display aspects are very much influenced by the concepts of 3-D
motion picture while the transmission aspect is essentially very much similar to
that of general HD television.
2.1.CONTENT GENERATION:
Currently there does not exist any industry-wide accepted mastering standard
regarding the format of 3D content. The industry fragmentation and lack of
standardization in this particular aspect of production has hold back the
development of 3D technologies. Standardization is one of the key components
needed for the successful development and employment of 3D.
In general, there are four types of 3D content generation as shown in Figure 1.1:
i) the stereoscopic dual-camera approach, which results in two separate views
(left and right), ii) the 3D depth-range camera approach, which generates a 2D
image plus a depth map, iii) the 2D-to-3D video conversion approach, which
converts existing 2D video material into stereoscopic 3D by estimating a depth
map from the 2D video sequence and subsequently rendering the left and right
sequences, and iv) the multi view video camera approach. The following
subsections present an overview of the different schemes for 3D content
generation.
2.1.1. STEREOSCOPIC DUAL CAMERA APPROACH:
In stereoscopic videos, the function of the retinas in the visual system is
mimicked by the lenses of two identical synchronized cameras, which record
the left-eye and the right-eye views from two slightly different perspectives (see
Figure 1.3). Then, when the viewer watches stereo videos, the recorded right
and left view images are projected on the viewer’s eyes and the brain
reconstructs the third dimension by combining the received visual information.
The configuration of the cameras can be parallel (with axial offset of the
imaging sensor) or toed-in (where the cameras are angled in). However, to
eliminate keystone distortion and depth plane curvature, the parallel camera
configuration is preferred.
Figure 1- A stereoscopic camera setup
The production of stereoscopic dual-camera video is highly demanding. Two
cameras should be configured so that the contrast, brightness, colour, and
sharpness of captured images are the same or within a very tight tolerance to
prevent eyestrain and headache for the viewer. In addition, the cameras need to
be properly calibrated so that the disparity introduced to the viewer is similar to
the one he/she receives from the actual scene. This consensus should be
satisfied even when visual effects such as zoom-in or zoom-out occur. This is
very challenging in the case of 3D. For example, an increased zoom-in may
break the 3D effect in the sense that viewers become unable to fuse the right
and left view images.
2.1.2. DEPTH CAMERAS:
The operation of the camera is based on generating a “light wall” moving along
the field of view, see Figure 2. As the light wall hits the objects, it is reflected
towards the camera carrying an imprint of objects. The imprint contains all the
information required for the construction of the depth map. The 3D information
can now be extracted from the reflected deformed “wall” by deploying a fast
image shutter in front of the CCD chip and blocking the incoming light as
shown in Figure 2c. This type of camera belongs to a broader group of sensors
known as scanner-less LIDAR (laser radar without mechanical scanner). The
collected light at each of the pixels is related to depth, but also to the reflectivity
of objects. Hence, a normalization step is performed per pixel by simply
dividing the front portion pixel intensity by the corresponding portion of the
total intensity.
Figure 2- Operation of a depth camera
The technological challenge of the depth camera is twofold: Fast switching of
the illumination source to form the “light wall”, and fast gating of the reflected
image entering the camera. In the current depth camera, a cluster of IR laser
diodes and corresponding optics is used to generate homogeneous illumination.
The diodes are switched on and off with rise/fall times shorter than 1
nanosecond. None of the existing fast drivers and switchers was suitable for our
extreme application. Hence, super fast driver electronics had to be designed to
comply with the fast response, small space and low cost, and yet maintain high
efficiency. The detection of the reflected pulse has to be synchronous with the
switched illuminator. For this, a special fast driver has been designed that has
rise/fall times shorter than 1 nanosecond. The current camera uses a fast optical
switch on the basis of a so-called gated intensifier. This device is pixelized and
contributes a small amount of noise, which limit the depth resolution and
accuracy respectively.
Figure 3- 3D depth range camera
2.1.3. 2D TO 3D VIDEO CONVERSION APPROACH:
It is widely accepted that the success of the 3D technology and its market
penetration will directly depend on the availability of 3D content. It is probably
not realistic (in the introduction phase of 3D TV) to assume that the need for 3D
content can be satisfied only with new-recorded materials. One alternative
solution is the conversion of existing 2D popular movies and documentaries
into 3D format to be watched on 3D screens. Successful implementation of such
an approach will also create a new market opportunity for content owners and
providers to resell their existing products. It is because of these reasons that 2D
to 3D conversion has recently received a lot of attention by the research and
industry communities. Converting 2D content to 3D video streams is possible if
the depth information is estimated from the original 2D video sequence. Having
the depth information along with the 2D video, 3D video content can be created.
Conversion of existing 2D video materials to 3D is a very challenging task.
Depth map estimation techniques try to use monocular depth cues and imitate
the human visual system when estimating the distance between objects. The
difficulty of this task is the absence of the binocular parallax information, which
is the most dominant cue for depth description. Depth map estimation
techniques generally fall into one of the following categories: manual, semi
automatic and automatic. For the manual methods, an operator would manually
draw the outlines of objects that are associated with an artistically chosen depth
value. As expected, these methods are extremely time consuming and
expensive. For this reason, semi-automatic and automatic techniques are
preferred for depth map estimation.
2.1.4. MULTIVIEW VIDEO CAMERA APPROACH:
The multiview video camera approach involves capturing the scene from
multiple viewpoints with a setup of N synchronized cameras. The configuration
concerns of this approach are similar to those of the stereoscopic dual-camera
approach, with the exception that there are N synchronized cameras rather than
two. In this case, several people can watch 3D videos from slightly different
viewing angles. Ultimately, we would like to offer the viewer the opportunity to
choose his/her preferred viewing angle (free viewpoint TV). To achieve this, we
need to have a high camera density (large N) and the ability to accurately
interpolate any possible view in-between using certain camera parameters. In
general, the quality of the intermediate views increases as the number of
available cameras increases. This is because more original image information
becomes available as the number of cameras increases. On the other hand, the
use of more cameras increases the capturing and processing expenses but
improve the quality of the interpolated views (an obvious trade-off between cost
and quality).
2.2. CODING AND TRANSMISSION:
Coding and transmission plays a key role by acting as a bridge between the
generation and display aspects of a 3D television system. Efficient coding and
the subsequent transmission become indispensable for the success of the 3D
television system. Without proper transmission, the original image or video may
be damaged when it reaches the display phase. Despite the presence of
similarities between the general coding and the coding in the case of 3D
television, the case of the latter involves many complicated features, as it
involves high range electronics. So, in this section we just mention the
techniques of 3D coding under three categories, after briefly outlining the
general methods of transmission.
2.2.1. GENERAL METHODS:
The basic requirement of a separate coding mechanism for transmission is the
inability of the intended light and sound signals to travel from the place of
generation to the place of utilization. Naturally, the generation stations are
situated at large distances to the places of broad cast and thus this aspect of the
problem of transmission is unavoidable. Therefore it becomes important for the
employment of proper techniques for the purpose of making the light and sound
signals without much attenuation.
Television signals can be sent over the air, through an antenna or satellite dish,
or through a network of cables, as with cable television. In the case of antenna
for example, signals are sent from a radio broadcast tower. In a cable
transmission, signals are transmitted as electrical pulses and they travel much
further distances than radio waves.
Modulation is a very important term concerning transmission. It is the
phenomenon of mixing the intended signal with a high frequency signal (in
general) and transmitting it so that it does not get attenuated over very long
distances. The wave on which the signal to be transmitted is superimposed is
called the carrier wave. There are several ways of modulation. Amplitude
modulation, for example, is the method in which the amplitude of the carrier
wave is varied in accordance with the modulating signal.
In the case of 3D coding and transmission, the signals to be transmitted are not
mere light, additional factors like the depth coordinate associated with every
point in the image also need to be encoded and accordingly transmitted. There
are three ways with which this is done.
2.2.2. DEPTH BASED CODING:
The depth-based coding targets 3D content in the form of 2D video plus depth
recorded by depth-range cameras or generated by 2D to 3D video conversion
techniques.
2.2.3. MULTIVIEW VIDEO CODING:
The multiview video coding targets stereoscopic 3D (two views) and multiview
video content.
2.2.4. MULTIVIEW VIDEO PLUS DEPTH CODING:
Multiview video plus depth coding focuses on compression of multiview videos
and the corresponding depth maps.
2.3. DISPLAY:
All of the present day 3D display technologies exploit the physiological aspect
of our visual system by creating the illusion of depth by presenting a different
image to each eye. While some of these methodologies employ the usage of
separate lenses to get the 3-D perception, some others do not do so. Based on
this there are mainly two major types of display for the purpose of 3-D viewing.
2.3.1. BINOCULAR WITH GLASSES:
2.3.1.1. ANAGLYPH:
Anaglyph images were the earliest method of presenting theatrical 3-D motion
pictures. In an anaglyph, the two images are superimposed in an additive
light setting through two filters, one red and one cyan. In a subtractive
light setting, the two images are printed in the same complementary colours on
white paper. Glasses with coloured filters in each eye separate the appropriate
images by cancelling the filter colour out and rendering the complementary
colour black.
Anaglyph images are used to provide a stereoscopic 3D effect, when viewed
with glasses where the two lenses are different (usually chromatically opposite)
colours, such as red and cyan. Images are made up of two colour layers,
superimposed, but offset with respect to each other to produce a depth effect.
Usually the main subject is in the centre, while the foreground and background
are shifted laterally in opposite directions. The picture contains two differently
filtered coloured images, one for each eye. When viewed through the "colour
coded" "anaglyph glasses", they reveal an integrated stereoscopic image.
The visual cortex of the brain fuses this into perception of a three dimensional
scene or composition.
Figure 4- Anaglyph glasses Figure 5- An anaglyph picture
2.3.1.2. POLARIZATION TECHNIQUE:
Polarization-based displays separate left and right eye images by means of
polarized light. Left and right output channels (monitors or projectors) are
covered by orthogonally oriented filters, using either linear or circular
polarization. The polarized stereo images are projected and superimposed onto
the same screen. The observer needs to wear polarized glasses to separate the
different views again. When watching with glasses, since each lens passes only
the light that is polarized in its polarizing direction and blocks the light
polarized in the opposite direction, each eye sees its matching image and the
observer perceives depth effect.
Linear polarized glasses use vertical polarization on one lens and horizontal
polarization on the other (see Figure 6). The 3D effect is perceived as long as
the user’s head is kept straight. Tilting the head will break the 3D effect and
some amount of ghosting or crosstalk may occur. Circularly polarized lenses are
polarized clockwise for one eye and counterclockwise for the other (see Figure
6). This method of polarization will maintain the 3D effect if the head is tilted.
The polarized-based display system offers good quality stereoscopic imagery,
with full color rendition at full resolution, and very little crosstalk in the stereo
pairs. It is the system most commonly used in stereoscopic cinemas today. The
most significant drawback of this kind of system is the loss of light output due
to the use of polarizing filters (which is more evident in circular polarization).
Figure 6- Linear and circular polarizations
2.3.1.3. ALTERNATE FRAME SEQUENCING:
This is the current method of choice for most 3D television companies. In this
method, the media is displayed at a high frame rate, and the glasses rapidly
switch between black and clear using a pair of low-latency transparent LCD
screens. These are called “active shutters”. In this way, one eye sees nothing
(for as little as a hundredth of a second or so) while the other sees its “correct”
image, and a few microseconds later, the situation is reversed: the opposite
eye’s image is displayed and the LCDs have switched. The benefit is that each
eye is getting the full image in its particular turn.
Generally, the active shutters are made up of liquid crystal and they act in
conjunction with a display screen to create the illusion of a three dimensional
image. Each eye's glass contains a liquid crystal layer which has the property of
becoming dark when voltage is applied, being otherwise transparent. The
glasses are controlled by an infrared, radio frequency, DLP-link or a blue
tooth transmitter that sends a timing signal that allows the glasses to alternately
darken over one eye, and then the other, in synchronization with the refresh
rate of the screen. Also, LC shutter glasses mostly eliminate "ghosting" which is
a problem with other 3D display technologies such as linearly polarized glasses.
Moreover, unlike red/cyan colour filter (anaglyph) 3D glasses, LC shutter
glasses are colour neutral enabling 3D viewing in the full colour spectrum.
Figure 7- An LCD active shutter pair.
2.3.1.4. SPECTRUM FILTERED -DOLBY 3D:
Dolby 3D uses Infitec technology which stands for interference filter
technology. This system encodes left and right images by projecting each with a
differently filtered spectrum of light. In this case the light is filtered differently
for each view, but both the left and right spectrums appear as white light or
near-white light (Figure 8). This differentiates Infitec from the anaglyph method
which uses red filters for one eye and blue filters for the other. In Dolby’s
implementation, the light path in the projector is modified with a filter wheel to
achieve spectral division of the stereoscopic images (see Figure 8). Prior to
projection, some colour-balancing is applied to the image signal inside Dolby’s
digital cinema server.
Complementary spectral division glasses are worn by audience members for
decoding the images so that left eye images are seen only by the left eye, and
right eye images are seen by only the right eye. To accomplish this, Dolby’s
glasses employ some 50 layers of thin-film coatings to create the appropriate
optical interference filters.
Figure 8- Dolby-3D
2.3.2. AUTO- STEREOSCOPIC DISPLAYS:
Auto-stereoscopic displays apply optical principles such as diffraction,
refraction, reflection and occlusion to direct the light from the different
perspective views to the appropriate eye, allowing multiple users to watch 3D
content at the same time without wearing specialized 3D glasses. This property
makes them the best candidate for future consumer 3D TVs. One of the
drawbacks of this system is that the resolution for each view drops as the
number of views increases. The arrival of high resolution flat panel displays has
made multi view applications more feasible. The other important drawback of
these systems is the fact that only under a limited horizontal viewing angle the
picture will be perceived correctly. Historically, the two most dominant auto
stereoscopic techniques are based on parallax barriers and lenticular arrays, and
these techniques are still popular today. The following subsections elaborate on
parallax barriers and lenticular lenses.
2.3.2.1. PARALLAX BARRIER:
Parallax barrier displays are based on the principle of occlusion, where part of
the image is hidden from one eye but visible to the other eye. As it can be
observed in Figure 9, at the right viewing distance and angle, each eye can only
see the appropriate view, as the other view is occluded by the barrier effect of
the vertical slits. Different implementations of this principle are available,
including parallax illumination displays (where the opaque barriers are placed
behind the image screen) and moving slit displays (use time-sequential instead
of stationary slits). The main advantage of these displays is their backward
compatibility in a sense that they can be switched to a 2D display mode. It is
imperative that 3D television technology should be compatible with
conventional 2D television to ensure a gradual transition from one system to the
other.
Figure 9- Parallax barrier display
2.3.2.2. LENTICULAR SYSTEMS:
Lenticular systems are based on the principle of refraction. As it can be
observed from Figure 10, instead of using a vertical grating as with parallax
barrier displays, an array (or sheet) of vertically oriented cylindrical lenses is
placed in front of columns of pixels, alternately representing parts of the left and
right eye view. Through refraction, the light of each image point is emitted in a
specific direction in the horizontal plane. In what is known as the sweet spot of
a display, left and right images can be delivered to the correspondent eye to
create a 3D effect. Older and less sophisticated systems required the viewer to
sit at a specific distance and angle in order to properly view the image and avoid
headaches and eyestrain. Current lenticular lens systems have corrected this by
using a slanted lenticular sheet, allowing up to eight viewers to observe a 3D
image with no ill effects.
Figure 10- Lenticular display
3. GLOBAL RECEPTION:
Television being one of the most successful “mass” media, the development of
television was one of the most popular achievements in the technical and
research history. In fact, it was highly desired at various times of history, that a
new model of television may be developed. Accordingly, the monochromic
(only black and white) televisions of the initial day were mutated into colour
televisions, which were further transformed into High Definition Televisions
and more recently, the 3D televisions. 3D viewing being the most natural
experience of vision, it was always dreamt of being able to watch a daily
programme with 3D effects on a television, instead of going to a 3D motion
picture theatre for the purpose. Thus there was a large scale research in this
particular field alone and tremendous developments have by far taken place.
The reception of the public is, however a moderate one owing to the financial
constraints associated with the present day 3D television. It is worthwhile to
notice that the 3D television is still in its rudimentary form and researches are
being done to make it an economically feasible product, by trying to enhance
various aspects, for instance, the display mechanism.
The following table gives the information of 3D supporting television channels
in various countries of the world.
Channel Country(s) Additional info.
HIGH TV 3D Worldwide Entertainment
WildEarth Worldwide Wildlife
n3D United States DirecTV only
Cinema 3D United States DirecTV only
3net United States DirecTV only
Sky 3D United Kingdom and Republic of
Ireland Sky only
Foxtel 3D Australia Foxtel only
HD1 Belgium (and other European
countries) Free-to-air
Sky 3D Germany and Austria Sky Deutschland only
Anixe 3D German-speaking countries Free-to-air
3D-TV Finland
Sport 5 3D Israel
Sky 3D Italy Sky Italia only
MSG 3D United States Cablevision only
nShow 3D Poland ITI Group only
ESPN 3D United States
Xfinity 3D United States Comcast only
Penthouse 3D Europe
Canal+ 3D France Canal+ only
Canal+ 3D España Spain Canal+ only
NEXT Man 3D Poland
NEXT Lejdis 3D Poland
NEXT Young 3D Poland
Active 3D India Videocon d2h only
BS11 Japan
RedeTV! Brazil
Viasat 3D Sweden Viasat only
Brava3D Europe Free-to-air
Teledünya 3D Turkey Teledünya only
Sky 3D South Korea SkyLife only
Sukachan 3D169 Japan SKY PerfecTV! Only
TV Azteca 3D Mexico Free-to-air
Chinese 3D Test
Channel China
Made up by 6 different TV
networks
Table 1
We can observe from the above table that the highest incidence of 3D
supporting television channels is in USA and that there is a lot of recognition to
these systems in the European countries. In countries such as India and China,
there is only a single channel capable of 3D viewing. In addition it should also
be noted that these channels can be watched only in the presence of the requisite
hardware such as glasses, 3D compatible television system, etc.
4. HEALTH EFFECTS AND CRITICISM:
Most of the cues required to provide humans with relative depth information are
already present in traditional 2D films. For example, closer objects occlude
further ones, distant objects are de-saturated and hazy relative to near ones, and
the brain subconsciously "knows" the distance of many objects when the height
is known (e.g. a human figure subtending only a small amount of the screen is
more likely to be 2 m tall and far away than 10 cm tall and close). In fact, only
two of these depth cues are not already present in 2D films: stereopsis (or
parallax) and the focus of the eyeball (accommodation). 3D film-making
addresses accurate presentation of stereopsis but not of accommodation, and
therefore is insufficient in providing a complete 3D illusion. However,
promising results from research aimed at overcoming this shortcoming were
presented at the 2010 Stereoscopic Displays and Applications conference in San
Jose, U.S. Motion sickness, in addition to other health concerns, are more easily
induced by 3-D presentations. Film critic Roger Ebert has repeatedly criticized
3-D film as being "too dim" (due to the polarized-light technology using only
half the light for each eye), sometimes distracting or even nausea-inducing, and
argues that it is an expensive technology that adds nothing of value to the
movie-going experience (since 2-D movies already provide a sufficient illusion
of 3-D). Director Christopher Nolan has criticised the notion that traditional
film does not allow depth perception, saying that 95% of our depth cues come
from occlusion, resolution, colour and so forth.
CONCLUSIONS
1. This report is about the different aspects of video broadcasting in a 3D
television.
2. We first outlined the general structure of a 3D video broadcast as three
phases-content generation, coding and transmission and display.
3. We studied various methods involved in the 3D content generation,
especially the direct 3D videography using depth cameras and the 2D to
3D conversion techniques.
4. The general information on transmission is provided and the methods in
the case of 3D television were very briefly discussed. The fact that
additional details like depth coordinate are to be taken into consideration
and accordingly coded for and transmitted, is emphasized.
5. The methods of anaglyph, polarization, spectrum filtered glasses, active
shutters, etc. are discussed in detail. Their importance in the display stage
of 3D television is noticed.
6. The recognition this product has got by far, is noted. The underlying
health effects and the general criticism are also observed.
Bibliography
The internet sources used are-
1.www.google.com
2.www.wikipedia.org
3. www.circle.ubc.ca/bitstream/id/86690/ubc_2010_fall_talebpourazad_mahsa.pdf
4.www.ehow.com
5.www.techcrunch.com
The book sources used are-
1.“Game Physics”,Morgan Kaufmann,
Eberly, David H,Massachussets,2003
Index
A L
Amp modulation 10 Lenticular arrays 18
Anaglyph 12 LIDAR 5
Active shutters 15 M
Accomodation 24 Multiview video camera 8
C Motion sickness 24
Conversion approach 7 P
CCD approach 5 Parallax barriers 18
D Polarisation Tech 13
Depth Camera 5 S .
DLP Link 15 Steropsis 24
Depth map 8 Spectrum filtered 16
Dolby 3D 16
Depth based coding 11
G
Ghosting 14
K
Keystone distortion 4