The title I have chosen will be explained as a definition that colour can be used for atmospheric purposes.
Games studies
Saturday 10 November 2012
Reflective report on Colour Theory
I am to write a reflective report explaining how my interest in colour theory links to my studio work. I will follow through with this report with a title, and this title being Colour As Mood.
Thursday 3 May 2012
Persuasive Games
By Ian Bogost
Ian Bogost is a professor of digital media at the Georgia Institute of Technology and founding partner at Persuasive Games LLC. He is the author of Unit Operation: An Approach to Video game Criticism and Persuasive Games: The Expressive Power of Video games.
How Video Games Express Ideas
http://www.persuasivegames.com/
Sunday 4 March 2012
Report on the generations of Sony and the Move.me
The generations of Sony and the PlayStation Move.Me
The first section in this report will be the birth and the history of Sony, the beginning of Sony Computer Entertainment and their progression with their big releases from then until now.
There will be some comparisons between Sony and other companies to analyze what sort of competition Sony is up against in the industry today. The section will compare the Kinect and the PlayStation Move; the most advanced controllers of latest generation of gaming. Comparing these two products will show the pros and cons but also state that the two pieces of technology are quite different.
The final piece to this section will be gathered research about the Move.Me, for a explanation of what it is, its reception and its potential of playing a part in Sony’s new generation of technology.
The second section will involve myself giving my own opinion on the Move.Me, my experimentation of using it and my ideas of what it could possibly accomplish or what Sony should do with it.
Sony’s History
1945
Sony was originated in the late of 1945 just after the Second World War with a man called Masaru Ibuka who ran a radio repair shop in a half broken department store owned by Shirokiya (Japan’s largest retailer during early 20th century) which was in Nihonbashi of Tokyo. It started by repairing broken radios and manufacturing small numbers of voltmeters.
1946
As it came to May 7th 1946, Ibuka was joined by his colleague Akio Morita and Tokyo Tsushin Kogyo Kabushiki Kaisha was founded, the company started by building the very first automatic rice cooker
1950s
When it reached the 1950s Ibuka travelled to the United States and learnt of Bell Laboratories working on a transistor invention. He then persuaded Bell Labs and acquired the technologies license to his Japanese company. While the United States was using the technology for other purposes, Ibuka and Morita wanted to use it with communications. American companies like Regency Electronics and Texas Instruments made the first transistor radio as a joint project, but it was actually Ibuka’s company that made transistor radio successful in the commercial business.
The first commercial transistor radio: the Sony TR-55 was released in 1955, although December of the same year they also released the Sony TR-72. This product favoured within Japan and other markets around the world like Canada, Australia, the Netherlands and Germany. Having six transistors, push/pull output and enhanced sound quality, the TR-72 carried on to be quite popular and was a bestseller through to the early 1960s.
May 1956, the company released a new design called the TR-6, that was slimmer and the sound quality was capable to matching portable tube radios.
Because of this piece of equipment Sony contracted Atchan, the cartoon character created by Fuyuhiko Okabe, which then became the companies advertisement character. The character finalized to then be known as Sony Boy, the cartoon advert to be shown with TR-6 being held to the characters ear. The character went on through to the mid sixties to represent the company with lots of other products.
And finally in January 1958, Tokyo Tsushin Kogyo K.K. changed its name to Sony Corporation. It was very unusual for any of Japan’s companies to use Roman letters to spell its name but for Sony there was a lot of thought behind the matter. Tokyo Tsushin Kogyo K.K.’s principal bank at the time had strong feelings about the name because they didn’t want the companies name to be tied to any particular industry.
At the Consumer Electronics Show in June 1991, Sony revealed to the world a video games console, which was joined with Nintendo. This SNES with the technology of a CD-ROM drive was a project driven by Ken Kutaragi, a Sony exclusive who came from its hardware engineering division. This was mainly Nintendo's chance to take a huge leap to a new world of multimedia but also a way for Kutaragi to show his company how important the games industry is and what can be achieved. Although the very day after Sony's announcement, Nintendo stated that it would be breaking its deal with Sony by partnering with Phillips instead.
Sony's president Norio Ohga was enraged and humiliated. The decision was rather sudden but there was problems between the two companies for some time, like for example there was a agreement with over how revenue would be collected because Sony had proposed to take care of money made from the CD sales while Nintendo would collect from the cartridge sales and said that royalties would be organized later. When Chris Deering who at the time was working at the Sony-owned Columbia Pictures said, "Nintendo went bananas, frankly, and said that we were stepping on its toll booth and that it was totally unacceptable." Nintendo and Sony just couldn't agree on terms and fell apart.
(Chris Deering is to present-day head of the PlayStation business in Europe.) Sony decided to stick to the business established Sony Computer Entertainment 1993 and aimed to created their first games console.
Key Moments
The PlayStation: the piece of hardware that changed the limits of gaming in the 90s. The PlayStation was released in Japan on December 4th, 1994 and later in North America on September 9th, 1995 and is still the highest selling console of all time.
In the year 2000 the PlayStation 2 was released which was powered by a proprietary central processing unit, the Emotion Engine and was the first game console to ever have DVD playback included.
The latest Sony games console of the seventh-generation of gaming machines is the PlayStation 3, which was launched in November 2006 and is currently the most powerful console to date.
And finally the most advanced piece of hardware Sony has evolved in the 7th generation era of gaming, the PlayStation Move. The Move is a motion-sensing controller. Made so players can interact with the game with physical movements etc.
Controllers I would say are one of the most important assets when it comes to gaming. The controller is what bonds the player to the game. With just a simple hit of a button or movement of a joystick, a choice is made and that choice is then sent into the console as a piece of data and the game then interprets it.
Without a controller the essence of play is not executed and what is a game without play? it wouldn't be a game. It would be a series of moving images and animations with no interaction.
Through the generations Controllers have gotten smaller and smaller the extent where there is no controller, instead the player is the controller. So the link is still there its just been manipulated so a players arms, legs, movements etc work as buttons to control the game through image input, for example a camera; something that captures a player in real 3 dimensional space. This bring the player closer to the game, makes it feel more real and even more believe because of the heightened sense of interactivity.
Competitive analysis
The present generation of gaming has brought the Kinect and the PlayStation Move. These are the two most advanced pieces of equipment when it comes to motion capture gaming.
The PlayStation Move having two hands held wireless controllers to act as motion beacons in a player's hands, in which the PlayStation Eye (camera) can pick up movements and choices made by the player that are then calculated as interactions and performed on the game.
The two controllers are also manipulated into asset of which the game provides, for example if a player is playing an archery game. One controller would be the hand that holds the bows handle and the other would be as if a arrow is being set and pulled back ready to fire.
So the illusion of the controller blending with the interaction of the game makes the player think they are actually firing an arrow from a bow.
The Kinect on the other hand from my personal experience isn’t as responsive, because it has nothing to work from or no head start to process the player’s choices. It has to locate the player and determine their movements as with the PS Move it already has something to locate which are the motion controllers, so if the player is holding them the PS Eye will know exactly where they are instantly. However, the PS Move is still using a controllers and the Kinect is hands free therefore the Move still has that essence of originality to gaming as for the Kinect has taken a bigger step in making the player the controller instead of the use of a handheld piece of hardware.
The Move.me
The Move.me isn’t a game. It’s a software server program for the PlayStation 3 and is controlled by the PlayStations Move’s motion controllers as a device of input.
Move.me is designed for academic researchers, university instructors, college students, programming hobbyists, and HCI developers (Human Computer Interaction)
The piece of software can be adapted in areas such as:
1) Games and tools that support kids' physical fitness and nutrition.
2) Kid-friendly programming interfaces for computer/technology classes or individual learning.
3) Physical therapy and rehabilitation.
4) Sports physiology or fitness training.
5) Music and the creative arts.
6) Augmented reality, 3-D, and other leading-edge technologies.
7) Addressing physically challenged or special education needs.
Move.me gives the acquired audience access to the same technical information about PlayStation Move that game developers use. All of the information is sent into a PC that is connected to the ps3 over LAN (local area network)
It only seems like a motion-control enabled wand to the majority of us, but there’s some pretty advanced technology living on the inside.
(By Jeremy Hill on March 2, 2011 at 8:55 pm)
My experience with the Move.me
To be honest I’m not a coder so I didn’t know what I was doing at all with the controller in my hand, although holding a virtual sword was quite amusing. But being able to create something like that from scratch by creating data and writing code? I’m sorry I would be useless. I prefer the PlayStation Move to be of use in games rather than program development in my opinion.
On the other hand I would happily share some ideas I think may help with the possibilities of what the Move.me could be used for.
My first Idea I’ve had upon my mind since the start of this research is maybe the Move.me could be used to control military vehicles, preferably a tank because of the controls being levers. So initially you would make two separate levers for the two Move controllers so they can be moved as similar to the vehicles controls.
My own rough concept below:
Well that was my first idea at the time. I know military spy drones are controlled
with a Xbox 360 controller so maybe the Move can do the same?
Overall what should Sony do with the move.me?
Experiment with the software a bit more and see what people can create but I’m sure a lot of people will agree that this is aimed at a specific audience so if there isn’t sufficient success then in my opinion move onto something new or enhance the PS3, show its full potential.
Other companies are working on new consoles for the new generation so why not surprise them?
Surprise them with an enhanced PS3 with maybe more add-ons or take it a step forward with a PS4. I’m not opinionating from a buyer’s point of view I’m saying this because to stay a competition business you need to keep up with your rivals and I know Sony has the potential to over take its just the right choice just need to be made.
The Move.me
The Move.me isn’t a game. It’s a software server program for the PlayStation 3 and is controlled by the PlayStations Move’s motion controllers as a device of input.
Move.me is designed for academic researchers, university instructors, college students, programming hobbyists, and HCI developers (Human Computer Interaction)
The piece of software can be adapted in areas such as:
1)Games and tools that support kids' physical fitness and nutrition.
2) Kid-friendly programming interfaces for computer/technology classes or individual learning.
3) Physical therapy and rehabilitation.
4)Sports physiology or fitness training.
5)Music and the creative arts.
6)Augmented reality, 3-D, and other leading-edge technologies.
7)Addressing physically challenged or special education needs.
2) Kid-friendly programming interfaces for computer/technology classes or individual learning.
3) Physical therapy and rehabilitation.
4)Sports physiology or fitness training.
5)Music and the creative arts.
6)Augmented reality, 3-D, and other leading-edge technologies.
7)Addressing physically challenged or special education needs.
Controller development
Controllers I would say are one of the most important asset when it comes to gaming. The controller is what bonds the player to the game. With just a simple hit of a button or movement of a joystick, a choice is made and that choice is then sent into the console as a piece of data and the game then interprets it.
Without a controller the essence of play is not executed and what is a game without play? it wouldn't be a game. It would be a series of moving images and animations with no interaction.
Through the generations Controllers have gotten smaller and smaller the extent where there is no controller, instead the player is the controller. So the link is still there its just been manipulated so a players arms, legs, movements etc work as buttons to control the game through image input, for example a camera; something that captures a player in real 3 dimensional space. This bring the player closer to the game, makes it feel more real and even more believe because of the heightened sense of interactivity.
the present generation of gaming has brought the Kinect and the Playstation Move. These are the two most advanced pieces of equipment when it comes to motion capture gaming.
The Playstation Move having two hand held wireless controllers to act as motion beacons in a player's hands, in which the Playstation Eye (camera) can pick up movements and choices made by the player which are then calculated as interactions and performed on the game played.
The two controllers are also manipulated into asset of which the game provides, for example if a player is playing a archery game. One controller would be the hand that holds the bows handle and the other would be as if a arrow is being set and pulled back ready to fire.
So the illusion of the controller blending with the interaction of the game makes the player think they are actually firing a arrow from a bow.
Without a controller the essence of play is not executed and what is a game without play? it wouldn't be a game. It would be a series of moving images and animations with no interaction.
Through the generations Controllers have gotten smaller and smaller the extent where there is no controller, instead the player is the controller. So the link is still there its just been manipulated so a players arms, legs, movements etc work as buttons to control the game through image input, for example a camera; something that captures a player in real 3 dimensional space. This bring the player closer to the game, makes it feel more real and even more believe because of the heightened sense of interactivity.
the present generation of gaming has brought the Kinect and the Playstation Move. These are the two most advanced pieces of equipment when it comes to motion capture gaming.
The Playstation Move having two hand held wireless controllers to act as motion beacons in a player's hands, in which the Playstation Eye (camera) can pick up movements and choices made by the player which are then calculated as interactions and performed on the game played.
The two controllers are also manipulated into asset of which the game provides, for example if a player is playing a archery game. One controller would be the hand that holds the bows handle and the other would be as if a arrow is being set and pulled back ready to fire.
So the illusion of the controller blending with the interaction of the game makes the player think they are actually firing a arrow from a bow.
Thursday 1 March 2012
Sony hardware key moments
The piece of hardware that started Sony Computer Entertainment was indeed the 'PlayStation'. The PlayStation was released in Japan on December 4th, 1994 and later in North America on September 9th, 1995. Current the highest selling console of all time.
In the year 2000 the PlayStation 2 was released which was powered by a proprietary central processing unit, the Emotion Engine and was the first game console to ever have DVD playback included.
Finally the latest Sony games console of the seventh-generation of gaming machines is the PlayStation 3, which was launched in November 2006 and is currently the most powerful console to date.
I did some research and found a article on eurogamer.net that explains in rough context why the PS3 is the most power console.
PS3 is most powerful - Hirai
By Tom Bramwell Published 9 January, 2007
Anything else "is not true".
Ignoring the howls of anguish emanating from his public relations department, Sony president Kaz Hirai has been saying things again - and guess what? He reckons PS3 is the most powerful games console, that Blu-ray is ace, and that Sony is amazing.
"I have heard many people say our competitors' systems are just as powerful as the PS3. That simply is not true," he told a CES trade rag, in comments picked up on by IGN. "No other next generation entertainment system pushes the envelope on advanced technology like PS3."
He goes on to declare that you "just can't expect that 9GBs of storage capacity found on today's DVDs are going to have enough space to hold tomorrow's games," adding that Resistance: Fall of Man's 16GBs "simply wouldn't be possible on any other system without using multiple discs". To be fair, he was talking to "Blu-ray Today".
He also reckons no one could have foreseen the problems of blue laser diode production for PS3. "I suppose if we had simply done a mild upgrade to the PS2 and not pushed the envelope so hard, it would have been easier on ourselves," he noted, pensively. "However, if we did that every time, we wouldn't be Sony."
Oh Kaaaaaz.____________________________________________________________________
I actually agree, even though I am a Microsoft user I still agree exactly what this guy is saying, if Sony didn't drive towards something new then we wouldn't have Blu-ray for example.
Blu-ray has evolved the gaming experience by enhancing image quality and increasing memory capacity so greater detail can be made while a game is in development. Sony just needs to use its full potential.
Wednesday 29 February 2012
History of Sony Computer Entertainment(early game console development)
At the Consumer Electronics Show in june 1991, Sony revealed to the world a video games console, which was joined with Nintendo. This SNES with the technology of a CD-ROM drive was a project driven by Ken Kutaragi, a Sony exclusive who came from its hardware engineering division. This was mainly Nintendo's chance to take a huge leap to a new world of multimedia but also a way for Kutaragi to show his company how important the games industry is and what can be achieved. Although the very day after Sony's announcement, Nintendo stated that it would be breaking its deal with Sony by partnering with Phillips instead.
First design of the playStation (SNES with a CD-ROM drive)
Sony's president Norio Ohga was enraged and humiliated. The decision was rather sudden but there was problems between the two companies for some time, like for example there was a agreement with over how revenue would be collected because Sony had proposed to take care of money made from the CD sales while Nintendo would collect from the cartridge sales and said that royalties would be organised later. when chris Deering who at the time was working at the Sony-owned Columbia Pictures said, "Nintendo went bananas, frankly, and said that we were stepping on its toll booth and that it was totally unacceptable." Nintendo and Sony just couldn't agree on terms and fell apart.
(Chris Deering is to present day head of the PlayStation business in europe.)
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