Monday, 5 March 2012

Final Report.

For this report I am going to review the historical milestones of the Sony company and it's successful PlayStation franchise. Looking over it's innovation in console design, software and controller devices. I will then express my opinion of Sony's new software 'Move.me' based on a thorough play test experiment.

Sony began as a very small company known as the 'Tokyo Tsushin Kogyo' (Tokyo Telecommunications Engineering Company) founded by genius's Masaru Ibuka and Akio Morita in 1946. After World War 2, in crippled Japan, Ibuka and Morita began they're own business repairing communication radios and producing voltmeters in hopes to push Japan's future in technology, where new electronics could be imagined and introduced. It was with that motivation and ambition, that the pair first developed the new innovative 'Rice Cooker' and although limited to stock due to supplies, was a growing success. It was then with their achievement they knew they had to become a bigger corporation and expand their knowledge across the world. Pairing with other countries such as the United Kingdom and America to fulfill materials and recruits, it was then when TTK was owned by a new corporation that it took the name of SONY.  Derived from the latin word 'Sonus' meaning sound and the American English word 'Sonny boy' which suited the general atmosphere of the business at the time, with young, enthusiastic and motivated people, who thrived to make a difference in the world of technology. Although the name wasn't officially changed until 1958, Sony produced it's first recording tape in 1950, that was constructed with a magnetite-coated paper base. This was known as the G-Type. From their success, Sony were offered the licensing to use transistors in their productions in 1954, and it was then when the TR-55 Transistor radio was born in 1955.


Sony's PlayStation 1 first came into development in 1988 during the decade of the almighty CD-ROM. With Sony leading the technological future of entertainment, it joined a Dutch company named 'Philips' at producing the CD-ROM/XA, an addition to the CD-ROM format that compressed audio and video information together with the use of extra work from computers. From this advancement, Sony's passion for innovation made them hungry for something bigger, something better. 

In 1988 Nintendo were dominating the Video game universe with the NES and not with much competition either. It was then Sony decided to partner with Nintendo to create a CD-ROM advancement for the Super NES to be released in 1989. It was Sony's chance to join this new world and create something new and who else better than with the world's leading Video game company, the almighty Nintendo. However, with such control of the contract, Sony had a tight grip over the regulations made between themselves and Nintendo. With that, the lead Nintendo President 'Hiroshi Yamauchi' cancelled the contract and developed a new partnership with 'Philips' and made the the CD-1.

It was then Sony took the technology they had developed with Nintendo and decided to make their own gaming machine. The Sony PlayStation was primarily supposed to be a multi format machine, capable of playing both CD-ROM and Nintendo cartridges. However, with the CD-ROM format controlling the future of technological entertainment, the idea was ditched so that the 'PlayStation' could be a more dedicated gaming machine, pushing the boundaries of it's format into a new realm of video entertainment. Sony knew how competitive the gaming market was in terms of successful software titles, so it was an imminent decision to partner up with various other parts of the business, such as Sony Music and Columbia Pictures to develop ideas where games could evolve. Using advanced software with the strong R3000 processor and CPU hardware in the PlayStation, Sony began visualizing the future of gaming to be a machine aimed for older, more serious gamers. It was with that thought, that 3-Dimensional gaming took the reins and thus pushed Sony to form partnerships with third party video game developers. Such company's as NAMCO, Williams and Konami (resulting to the powerful Tekken, Mortal Kombat III and Ridge Racer) proved perfect in order to gain recognition and proof that Sony were serious with their new product. Using the powerful new hardware of the PlayStation, boasting to the companies that they're games would change forever.
The Sony PlayStation 2 was first announced in 1999, boasting new technology and advancements. Although up against it's competitors such as Nintendo's 'Gamecube' and Sega's 'Dreamcast', the PlayStation 2 had more to offer it's loyal consumers. The inclusion of the 'Emotion' engine allowed the machine to be backwards compatible with it's successors software titles. It also included a full DVD player which was the first for any gaming console, making the PS2 a multimedia entertainment system. Alongside that feature, the PS2 introduced a new hardware 'Texture Interpolation' to anti-alias the edges of the graphics, making the visual quality of it's games outstanding. 

Then came the PlayStation 3, released November 11th, 2006 alongside its competitors the Nintendo 'Wii' and Microsoft's 'Xbox 360' in their fight to be the console to succeed in the 7th generation of gaming. With the success of the PlayStation 2 multimedia element, the PS3 kept those important assets. Introducing the new Blu-Ray player capable of playing incredible high definition audio and visual graphics.
Sony's Move.me is a piece of software that allows players to experiment with coding technology using the Move 3D motion controls. It seems evident from this piece of software that Sony are encouraging a broader audience to use the software, not necessarily gaming coders. I am assuming similar to that of the technologies behind Microsoft Xbox 360's Kinect motion camera sensor that is also used for other things than gaming. The Kinect camera is used in medical, military and educational purposes to make life more efficient in certain job roles. I believe Sony are aiming to do something similar with the Move.me software, enabling anyone to be able to make anything they want from it.

This sort of control could be used more beneficially for it's accuracy than the Kinect. Although Kinect has done exceeding well outside of the gaming market, it still isn't precise enough for certain job roles. The Move controls have that ability to control and manipulate a scene more precisely, making it ideal for such jobs in the Military, Medicine and can be used to improve teaching facilities. There are many ways in which the Move.me software and controls can be used to be beneficial outside of it's usual gaming target. The potential for innovation is massive here, giving your audience something they can make they're own ideas out of, sells incredibly well.

People like to be given the freedom to make their own ideas come to life and be creative. It has become increasingly popular over the last 5 years, different platforms of media are giving their consumers freedom to produce and make their ideas reality. In gaming titles such as 'Little Big Planet' where players have the freedom to create their own interactive levels using the tools in the Editing mode. It is also evident in application software such as Microsoft's Indie marketplace on Xbox live, or the iOS software for the iPhone. It is becoming increasingly popular to give your audience the freedom to be able to create whatever they wish to, I think this is what Sony are aiming for with the Move.me technology. Instead of making it primarily suitable with games, give it to the audience to make what they want of it.

I was actually able to play test the Sony Move.me software with a small group of fellow students at my University. I actually rented the equipment for a total 4 hours, but found our testing was done in the first half hour. My experience of the Move.me was pretty disappointing and not necessarily based around the software potential. I have no doubt the Move.me product can do exceedingly well, however from my experience there is a lot that can be changed to improve this. My initial reaction to the play test was the use of the Move controls and the preset 'tools' we were able to use. The primary controller would represent that of an animated, 3D sword that does react very well to the motion sensor. However, that's where the excitement ceased. After 5 minutes of testing the depth of field with the control and animated object, moving it around and testing it's boundaries, my group began to feel this is all we could do with the software, which of course wasn't true. However, the problem lay with the fact that the Move software is controlled through coding in the top left hand side of the screen. All of us in the group admitted that the aesthetic appeal of the coding, didn't look so good even before we played on it. Through time of actually using the software, it became obvious that if you didn't understand code, this would feel confusing and pointless.
I made an attempt to rectify this problem and researched on a computer, different applications of code that could be put into the Move.me software, so we could perhaps use different animated objects or even get to play a small game. With much scanning of online PlayStation Forums and topic discussions, I found a few links to sites that including coding in which I could input into the Move.me software and use. Once I found this, I became convinced we could get some solid play testing underway. However, with the lack of coding knowledge and with no way to connect the computer to the PlayStation, it became impossible to transfer any code to the console. Even if I managed to find a way, I would've never known how to import it. I tried first transferring the data through a flash drive, then through Ethernet and USB to USB, but could not find out in any way how to input the codes. I began thinking if we needed a keyboard and had to do it manually, but the length of the coding on the play tests I found, meant we would've spent more time inputting the actual data than playing the game.
How I think the Move.me can be improved:

. Making the Move.me software more accessible to anyone no matter what their specific skills. It is evident with the software that you need to have some understanding of coding in order to benefit from the program. With someone such as myself and my play test group lacked, we were unable to get anything out of the system, which left us feeling really disappointed. Although admittedly there are people who that can do incredible things with coding and that element should still be featured. I think it's important to make it easier or more simplistic for people with little knowledge of coding, to be able to get the software functioning accordingly. As previously mentioned, gamers have managed to produce outstanding things withing customizable software tools based on their simplicity.

. Instead of making it assume you're inputting code, make it more simple by including the codes in downloadable documents. Such as downloading a pack of features that automatically inputs the data into the system, instead of the consumer having to read pages of code and trying to figure out how to import it. The technology can still be there for the high tech types, but is easy enough for people to navigate through it. I think it's also important to make the software more documented/narrated, so that consumers can understand how to use the software. It was quite off putting and baffling to see lines of code covering half the television screen. If needed entirely it should be represented in a more efficient way, perhaps in a tool bar?

. Give the consumer more to play with. Although I understand this is a play test of the software, I couldn't help but think waving a sword around was a substantial feature of how powerful this product can be. Giving more for your audience to play with, build with will increase the understand of the controls and how the motion sensors manipulate those tools. It is with making the experience more simplistic and inviting that will encourage a broader audience to try it out.

Overall I believe the best move for Sony with this software is it make it less coding based and more simplistic so that other audiences can navigate through it. I also think the inclusion of a visible tool bar when downloadable codes can be immediately transferred through to the system via WiFi, flash drive or any other device. I strongly believe the software should follow in the footsteps or similar methods the iOS devices use. The Applications store is the most successful and reliable place to find out or do pretty much anything you want to. If the Move.me software adopted this technique and made it more community based, it has the potential to be hugely successful. Making apps as downloadable code, encouraging others to work together to make new and innovative things. Making the Move.me accessible to anyone and everyone, means a broader audience can let their imaginations work with it. It's with that trust in your audience you will begin to see incredible new innovations and ideas unfold. Instead of being concerned of what to make for it, let the consumers make what they want of it and it's from there a trusted community can be born, working and playing together to make the Move technology succeed. It has so much potential, it just needs to focus more on making it easily accessible for EVERYONE.



 Bibliography:

. http://www.cyberiapc.com/vgg/sony_ps2.htm [accessed Feb 2012]

. http://playstation.about.com/od/ps3/a/80GBPS3Specs.htm [accessed Feb 2012
]
. http://uk.psx.ign.com/articles/060/060188p1.html [accessed Feb 2012]

. http://inventors.about.com/library/inventors/bl_playstation.htm [accessed Jan 2012]

. http://en.wikipedia.org/wiki/PlayStation#PlayStation [accessed Jan 2012]
http://www.sony.co.uk/article/id/1060176719725 [accessed Jan 2012]

http://www.sony.co.uk/hub/european-graduate-programme/3/1 [accessed Jan 2012]
 

Testing Sony's Move.me

Sony's Move.me is a piece of software that allows players to experiment with coding technology using the Move 3D motion controls. It isn't necessarily a game, but more of a portal for players and programming enthusiasts to have the freedom to make what they want with it. It seems evident from this piece of software that Sony are encouraging a broader audience to use the software, not necessarily gaming coders. I am assuming similar to that of the technologies behind Microsoft Xbox 360's Kinect motion camera sensor that is also used for other things than gaming. The Kinect camera is used in medical, military and educational purposes to make life more efficient in certain job roles. I believe Sony are aiming to do something similar with the Move.me software, enabling anyone to be able to make anything they want from it.



In the video above, you can see Sony members of staff demonstrating the capabilities of the Move.me software and it's controller system. You can see a gentleman manipulating the movement of a robot using the Sony Move controllers. This sort of demonstration is evidently going to be useful in some manner to the public, whether gaming or not. For example this sort've control could be used more beneficially for it's accuracy, than the Kinect. Although Kinect has done exceeding well outside of the gaming market, it still isn't precise enough for job roles that still could be helped with. The pinpoint, 3D responsive Move controls have that ability to control and manipulate a scene more precisely, making it I deal for such jobs say as Bomb disposal units that are too unsafe for humans in the Military. Laser treatment in surgery, or control of endoscopes in medicine, as well as improved teaching facilities. There are many ways in which the Move.me software and controls can be used to be beneficial outside of it's usual gaming target. The potential for innovation is massive here, giving your audience something they can make they're own ideas out of, sells incredibly well.

For example, consumers whether gamers or not, like to be given the freedom to make their own ideas come to life and be creative. It has become increasingly popular over the last 5 years, how different platforms of media are giving their consumers freedom to produce and make their ideas reality. In certain gaming titles such as Halo's Forge mode, allows gamers to use in game environments and create their own maps using preset features in the mode. They have access too all obstacles, weapons, vehicles, environmental aspects and even lighting attributes. From their, players can build and create their own worlds, mini games and maps using the basic tools. Another example is 'Little Big Planet' where players have the freedom to create their own interactive levels using the tools in the Editing mode. Players can make different animated characters, have their own scripts, sound and even interactive objects, your imagination is the limit! If it wasn't represented enough through these games like Halo, Little Big Planet, Mod Nation Racers, The Sims, Minecraft etc, it is also evident in application software such as Microsoft's Indie marketplace on Xbox live, or the iOS software for the iPhone. It is becoming increasingly popular to give your audience the freedom to be able to create their own gaming worlds. Having the imagination to create whatever they wish to, I think this is what Sony are aiming for with the Move.me technology. Instead of making it primarily suitable with games, give it to the audience to make what they want of it, regardless of whom for.

I was actually able to play test the Sony Move.me software with a small group of fellow students at my University. I actually rented the equipment for a total 4 hours, but found are testing was done in the first half hour. My experience of the Move.me was pretty disappointing and not necessarily based around the software potential. I have no doubt the Move.me product can do exceeding well, however from my experience there is a lot that can be changed to improve this and make it appeal to the audience it thrives for. My initial reaction to the play test was the use of the Move controls and the preset 'tools' we were able to use. The primary controller would represent that of an animated, 3D sword that does react very well to the motion sensor. However, that's where the excitement ceased. After 5 minutes of testing the depth of field with the control and animated object, moving it around and testing it's boundaries, my group began to feel this is all we could do with the software, which of course wasn't true. However, the problem lied with the fact that the Move software is controlled through coding in the top left hand side of the screen. All of us in the group admitted that the aesthetic appeal of the coding, didn't look so good even before we played on it. Through time of actually using the software, it became imminent that if you didn't understand code, this would literally feel confusing and pointless.

Here is a small video clip demonstrating my group play testing the Move.me software:


(Audio has been removed)

I made a desperate attempt to rectify this problem and researched on the computer, different applications of code that could be put into the Move.me software, so we could perhaps use different animated objects or even get to play a small game. With much scanning of online PlayStation Forums and topic discussions, I found a few links to sites that including coding in which I could input into the Move.me software and use. Once I found this, I became convinced we could get some solid play testing underway. However, with the lack of coding knowledge and with no way to connect the computer to the PlayStation, it became impossible to transfer any code to the console. Even if I managed to find a way, I would've never known how to import it. I tried first transferring the data through a flash drive, then through Ethernet and USB to USB, but could not find out in any way how to input the codes. I began thinking if we needed a keyboard and had to do it manually? but the length of the coding on the play tests I found, meant we would've spent more time inputting the actual data than playing the game.

Here is a photo I found of a potential game we could have played, if we had the right equipment and knowledge to input the code:


 
We spent around 15 minutes play testing the software and about a good hour trying to find a way to get some new codes into the program. I think based on the difficulties we had as no experience coders, meant there were quite a few areas for improvement. 

I have bullet pointed how I think this can be better:

. Making the Move.me software more accessible to anyone no matter what their specific skills. It is evident with the software that you need to have some understanding of coding in order to benefit from the program. With someone such as myself and my play test group lacked, we were unable to get anything out of the system, which left us feeling really disappointed. Although admittedly there are people who that can do incredible things with coding and that element should still be featured. I think it's important to make it easier or more simplistic for people with little knowledge of coding, to be able to get the software functioning accordingly. As previously mentioned, gamers have managed to produce outstanding things withing customizable software tools based on their simplicity, mods or 'Modifications' are attempted by those who know how to code. Doesn't mean the software runs on that skill level. 

. Instead of making it assume you're inputting code, make it more simpler by including the codes in to downloadable documents. Such as downloading a pack of features that automatically inputs the data into the system, instead of the consumer having to read pages of code and trying to figure out how to import it, or what extra hardware you need to install. The technology can still be there for the high tech types, but is easy enough for people to navigate through it. I think it's also important to make the software more documented/narrated, so that consumers can understand how to use the software. It was quite off putting and baffling to see lines of code covering half the television screen. If needed entirely it should be represented in a more efficient way, perhaps in a tool bar?

. Give the consumer more to play with. Although I understand this is a play test of the software, I couldn't help but think waving a sword around was a substantial feature of how powerful this product can be. Giving more for your audience to play with, build with will increase the understand of the controls and how the motion sensors manipulate those tools. It is with making the experience more simplistic and inviting that will encourage a broader audience to try it out.

Overall I believe the best move for Sony with this software is it make it less coding based and more simplistic so that other audiences can navigate through it. I also think the inclusion of a visible tool bar when downloadable codes can be immediately transferred through to the system via WiFi, flash drive or any other device. I strongly believe the software should follow in the footsteps or similar methods the iOS devices use. The Applications store is the most successful and reliable place to find out or do pretty much anything you want to. If the Move.me software adopted this technique and made it more community based, it has the potential to be hugely successful. Making apps as downloadable code, encouraging others to work together to make new and innovative things. Making the Move.me accessible to anyone and everyone, means a broader audience can let their imaginations work with it. It's with that trust in your audience you will begin to see incredible new innovations and ideas unfold. Instead of being concerned of what to make for it, let the consumers make what they want of it and it's from there a trusted community can be born, working and playing together to make the Move technology overpower anything else in it's market. It has so much potential, it just needs to focus more on making it easily accessible for EVERYONE.



Links:

. http://us.playstation.com/ps3/playstation-move/move-me/

. http://www.alaunus.com/loop/

Sunday, 4 March 2012

The History of The Sony Playstation: Controllers

Throughout the life span of Sony's PlayStation, the controllers have always been recognized as an innovation that thoroughly improves game play. Through the history of different types of controller, the PlayStation's have developed their devices suitably for the change in our gaming future.



The first controller that debuted with the PlayStation. Featuring a directional pad (D-Pad) Start, select buttons. Triangle, Square, Circle and Cross buttons. Four shoulder buttons, L1/L2 and R1/R2. This controller first included the most amount of functioning buttons. Useful for games with specific types of play.


The PSX Debut controller feature and additional Analog button, that when pressed enabled two dual analog sticks to function. These new additions were primarily used for better navigation in most games such as First person shooters, adventures and racing games.



The Dual Shock 2 

. Includes all the buttons of the PSX controller, however this time includes an added 'rumble' feature. Enabling the controller to vibrate depending on the buttons pressed or action taking place within a game. This enhanced the experience of game play for the consumer considerably, making the player feel what happens in the game.


The Sixaxis

. Dual analogs, vibrating system and new to this PS3 debuted controller, a gyroscope sensor. Meaning when tilted from side to side, would determine the action of the game. The Sixaxis was also the first in the PlayStation range to be wireless. Freedom to have more space between you an the console and not to be constrained to leads.







The Dual shock 3

. Like the Sixaxis apart from the gyro sensor has been removed, making it unable to use tilt sensor controls. It is still a wireless device but this time includes the shoulder buttons L2 and R2 to have a larger trigger. This makes it more efficient for the shooting genre in video games, making the controls triggers and not buttons add to that sense of 'feel' when playing the right style of game.





PlayStation Move

. The new innovation in Sony's controls for the PlayStation. Featuring two handheld devices, The move controller and the navigator. The move controllers act as sensor recipients to the Eyetoy hardware, reacting through the colour lights at the end of the controllers. Using this system boasts full 3D recognized movement for complete control within specific games. The navigating control is used as the moving function of the controls, whereas the Move controller acts as the 'action' device. Each device is held separately in each hand and corresponds to that. If right handed, The Move Controller would be in your left, the Navigator on your right. Each device acts as your hands.

In terms of technological advancements, I believe the PlayStation Move lacks in innovation compared to it's rival counterparts in the market. The Nintendo Wii has already produced a wireless tracking controller that can function across every one of it's software titles. It has also produced the Wii motion plus, which now detects full 3D movement for enhanced play. Microsoft's Kinect has also breached the boundaries of innovation with complete device free control, where the player IS the controller. The sensor tracks 3D movement, voice recognition and facial expressions.

The Move controllers although advanced in the technology, provide not enough innovation for the interest in consumers. Especially when cheaper or more exciting alternatives exist. It's also down to the software titles available for the Move controllers that let it down. If there was more inclusion of the Move technology in bigger and better games, it would receive the audience it deserves.

The History of The Sony Playstation: Consoles

The PlayStation 2

The Sony PlayStation 2 was first announced in 1999, boasting new technology and advancements. Although up against it's competitors such as Nintendo's 'Gamecube' and Sega's 'Dreamcast', the PlayStation 2 had more to offer it's loyal consumers. The inclusion of the 'Emotion' engine allowed the machine to be backwards compatible with it's successors software titles. It also included a full DVD player which was the first for any gaming console, making the PS2 a multimedia entertainment system. Alongside that feature, the PS2 introduced a new hardware 'Texture Interpolation' to anti-alias the edges of the graphics, making the visual quality of it's games outstanding. 

Released in Japan early March 2000, October in US and late November for Europe, The PlayStation 2 sold an incredible amount of consoles. Resulting in the machine to sell out all over the world, condemning retailers to increase RRP values in order to hold onto stock. From day 1,  Japan sold 98 million units! being the fastest selling console to date. Even now hitting an impressive 150 million units sold to date.

Although in close competition with Microsoft's release of the 'Xbox', the PlayStation 2 held strong based around it's backwards compatibility and exclusive gaming titles. Such as the Grand Theft Auto and Metal Gear solid range.

In 2003, Sony released the slimline version of the PlayStation 2. Complete with a quieter fan, infrared receiver and new dual shock controllers.


 


Technical Specifications:

CPU: 128-bit "Emotion Engine" (300MHz) with multiple co-processors
RAM: 32MB Rambus DRAM, 4MB Video RAM
Graphics: Dedicated graphics synthesizer connected to CPU via 64-bit 1.2GB/s bus
Colors: 16.7 million
Sprites: 18.75 million
Polygons: 66 million per second
Resolution: Variable from 256x224 to 1280x1024 pixels
Sound: 2MB, 48 voice audio with support for Dolby, AC3 and DTS 


The PlayStation 3

Sony's PlayStation 3 was released November 11th, 2006 alongside it's competitors the Nintendo 'Wii' and Microsoft's 'Xbox 360' in their fight to be the console to succeed in the 7th generation of gaming. With the success of the PlayStation 2 multimedia element, the PS3 honed greatly to keep those important assets. Introducing the new Blu-Ray player capable of playing incredible high definition audio and visual graphics. Blu ray disc are capable of holding more data than any other standard disc, making the quality far superior and resistant to scratching. Also including a total of 6 USB and 3 Ethernet ports capable of connecting the machine into modems and other such devices. Built in wireless and HDMI port, with when combined to the Blu Ray technology, leads the PS3 to still be the most visually impressive console in terms of graphic ability. The first PS3 came in different gigabytes of memory, starting from the 40gb to a 60gb, 80gb and a staggering 160gb. Making it more accessible for gamers to take advantage of their multimedia machine, capable of downloading and streaming anything from games, movies to images from their own computer. The first model also had touch sensitive power and eject buttons. However, these often became faulty over time and caused issues within rescuing lost discs etc.

The 40gb PS3 is compatible with previous console titles, from the PS2 right back to the PS1. However, in newer models, this engine was scrapped. I think this was to do with the inclusion of the PSN (PlayStation Network) where gamers can access favorable games and download them to their hard drives. Although that is a better option in terms of reliability, quality and efficiency, I believe Sony should've left PS3 to be backwards compatible. With the PS2 having the largest database of video games to date, it seems bizarre how they would go against it. Another technological advancement for the PS3 was the new 'Sixaxis' Controller featuring a gyroscope motion sensor that enhanced the way gamers could play.

By 2009, Sony released a slimline version of the PS3 that removed the touch sensitive console buttons and included an enormous amount of memory. From the 120gb right up to a 320gb hard drive! It was with that, where the new Dual Shock 3 controller was introduced, removing the Sixaxis technology and providing better L2/R2 triggers. Following alongside it's close competitor the 'Xbox 360' Sony began producing a new piece of technology that would change the way we play games. It is then in 2010, Sony introduce the PlayStation Move. A wireless 3D navigation controller that uses the 'Eyetoy' camera and sensor lights to play games. However, after the release of Microsoft's 'Kinect' for the Xbox, Sony fell behind in terms of technological advancement. The Nintendo Wii already produced the wireless navigation controllers and even produce the 'Wii Motion Plus' which tracks 3D movement similar to the Move controllers. The Kinect is the first of it's kind to feature complete control of a game without any inclusion of controller. It is evident that controller-less gaming will be appear much more popular in the future of our gaming world.




Technical Specifications:

  • Dimensions: Approximately 325mm (W) x 98mm (H) x 274mm (D)
  • CPU: Cell Broadband Engine
  • GPU: RSX
  • Main Memory: 256MB XDR Main RAM
  • Embedded VRAM: 256MB GDDR3 VRAM
  • Hard Drive Disk: 2.5” Serial ATA (80 GB HDD)
  • Main Input/Output: USB 2.0 (x4), MemoryStick/SD/CompactFlash
  • Ethernet: 10BASE-T, 100BASE-TX, 1000BASE-T
  • Bluetooth: 2.0 (EDR), Wireless Controller (up to 7)
  • Wireless Communication: IEEE 802.11 b/g
  • Screen Size: 480i, 480p, 720p, 1080i, 1080p
  • HDMI: HDMI out – (x1/HDMI)
  • Analog: AV MUTLI OUT x1
  • Digital Audio: DIGITAL OUT (OPTICAL x1)
  • Disc Drive: Blu-ray/DVD/CD (read-only)


Links:

. http://www.cyberiapc.com/vgg/sony_ps2.htm

. http://playstation.about.com/od/ps3/a/80GBPS3Specs.htm

The History of The Sony Playstation



Sony's PlayStation 1 first came into development in 1988 during the decade of the almighty CD-ROM. With Sony leading the technological future of entertainment, it joined a Dutch company named 'Philips' at producing the CD-ROM/XA, an addition to the CD-ROM format that compressed audio and video information together with the use of extra work from computers. From this advancement, Sony's passion for innovation made them hungry for something bigger, something better. 

In 1988 Nintendo were dominating the Video game universe with the NES and not with much competition either. It was then Sony decided to partner with Nintendo to create a CD-ROM advancement for the Super NES to be released in 1989. It was Sony's chance to join this new world and create something new and who else better than with the world's leading Video game company, the almighty Nintendo. However, with such control of the contract, Sony had a tight grip over the regulations made between themselves and Nintendo. With that, the lead Nintendo President 'Hiroshi Yamauchi' cancelled the contract and developed a new partnership with 'Philips' and made the the CD-1.

It was then Sony took the technology they had developed with Nintendo and decided to make their own gaming machine. The Sony PlayStation was primarily supposed to be a multi format machine, capable of playing both CD-ROM and Nintendo cartridges. However, with the CD-ROM format controlling the future of technological entertainment, the idea was ditched so that the 'PlayStation' could be a more dedicated gaming machine, pushing the boundaries of it's format into a new realm of video entertainment. Sony knew how competitive the gaming market was in terms of successful software titles, so it was an imminent decision to partner up with various other parts of the business, such as Sony Music and Columbia Pictures to develop ideas where games could evolve. Using advanced software with the strong R3000 processor and CPU hardware in the PlayStation, Sony began visualizing the future of gaming to be a machine aimed for older, more serious gamers. It was with that thought, that 3-Dimensional gaming took the reins and thus pushed Sony to form partnerships with third party video game developers. Such company's as NAMCO, Williams and Konami (resulting to the powerful Tekken, Mortal Kombat III and Ridge Racer) proved perfect in order to gain recognition and proof that Sony were serious with their new product. Using the powerful new hardware of the Playstation, boasting to the companies that they're games would change forever.

In early December 1994, Sony's PlayStation was released in Japan alongside the game release of the almighty 'Ridge Racer'. Renamed the PS1-X after removing the compatible NES cartridge slot that was available in earlier models of the PlayStation. The wise move to make the console solely for it's gaming purpose. On the IGN blog, staff stated 'Steve Race said in Next Generation magazine, "We designed the PlayStation to be the best game player we could possibly make. Games really are multimedia, no matter what we want to call it. The conclusion is that the PlayStation is a multimedia machine that is positioned as the ultimate game player."

Following it's immediate success, By March 31, 2005, the PlayStation shipped a  total of 102.49 million units, becoming the first video game console to sell 100 million units. It was then on May 11th 1995, at the E3 (The Electronic Entertainment Expo) event unveiled the PlayStation in Los Angeles, America. Rumored a staggering $4 billion dollar display, including performances by Michael Jackson and booths showing off Namco's Tekken and Ridge Racer. Following from the success in Japan, The Sony PlayStation launched in the US on September the 9th 1995 followed by 17 included games retailing at an overly price of $299. Although pretty expensive, it still lead behind it's competitor the 'Sega Saturn' and had sold out across numerous parts of the country. With the launch of the PlayStation in Japan, it hit a huge 1 million machines sold. By the release of the console in the US in to 1996, the record shot to 7 million units sold. With that success, Sony dropped the price making it even more attractive to consumers and especially better than any other existing gaming machine.


Links:

. http://uk.psx.ign.com/articles/060/060188p1.html

. http://inventors.about.com/library/inventors/bl_playstation.htm

. http://en.wikipedia.org/wiki/PlayStation#PlayStation

The History of Sony as a Company

Sony began as a very small company known as the 'Tokyo Tsushin Kogyo' (Tokyo Telecommunications Engineering Company) founded by genius's Masaru Ibuka and Akio Morita in 1946. After World War 2, in crippled Japan, Ibuka and Morita began they're own business repairing communication radios and producing voltmeters in hopes to push Japan's future in technology, where new electronics could be imagined and introduced. It was with that motivation and ambition, that the pair first developed the new innovative 'Rice Cooker' and although limited to stock due to supplies, was a growing success. It was then with their achievement they knew they had to become a bigger corporation and expand their knowledge across the world. Pairing with other countries such as the United Kingdom and America to fulfill materials and recruits, it was then when TTK was owned by a new corporation that it took the name of SONY.  Derived from the latin word 'Sonus' meaning sound and the American English word 'Sonny boy' which suited the general atmosphere of the business at the time, with young, enthusiastic and motivated people, who thrived to make a difference in the world of technology. Although the name wasn't officially changed until 1958, Sony produced it's first recording tape in 1950, that was constructed with a magnetite-coated paper base. This was known as the G-Type. From their success, Sony were offered the licensing to use transistors in their productions in 1954, and it was then when the TR-55 Transistor radio was born in 1955.



The TR-55 Transistor Radio.




The Trinitron Colour Television.

With that milestone, Sony's technological future beamed with success as they produced more and more innovations. Products such as the first Trinitron Colour Television in 1968. The colour video cassette player in 1971. The Betamax VCR in 1975 right up to the Walkman in 1979. Through continuous success, Sony produced everything from Cassette Players, CD Walkmans, VCR Machines, Televisions Camcorders, DVDs and now today the incredible High Definition Blu Ray disc.

However, Sony's success primarily derived from making entertainment efficient. Such as the first Walkman in 1979. It was a revolutionary breakthrough for personal entertainment. An efficient and exciting new way to listen to music, portable whenever and whenever you are. It was with that product the Sony shed light on what they could bring for the future, and thus produced more advanced models. From cassettes to CD's and even in Mobile phones, the 'Walkman' franchise is renown for it's breakthrough in the history of personal entertainment equipment. 

The Sony name branched from electronics to Sony Pictures Entertainment, Sony Computer Entertainment, Sony Music Entertainment and Sony Mobile Communication. Within all of it's products and entertainment, Sony's thirst and motivation to bring revolutionary technology to the world, is what brings them their booming success. It was and still is an important part of mainstream culture. 

Links:

http://www.sony.co.uk/article/id/1060176719725

http://www.sony.co.uk/hub/european-graduate-programme/3/1

The Kuleshov effect.

Within looking at sequential narratives, The Kuleshov study shows ways in which scenes can alter a concept in a story, depending on the order in which they're shown. Alongside the prospect, different use of imagery can also change the appeal of a sequence, just by the order or way in which they're shown.

Here is in image from the Kuleshov video, representing the same three images of gentlemen, and three different images. Based on those different images, makes you as the viewer observe the situation of the man differently, although his expression or 'scene' never alters.

Depending on the images that are combined with the image of the man, entirely change the atmosphere of the sequence.

In another example of The Kuleshov effect, the placement of images can also tell a different story.
Here is an image of Hello Kitty in a car driving. The next image is over her in the park with a friend having a tea party.

With this organization of images, you as the viewer are lead to believe that Hello Kitty drove to the park to see her friend.


However, if we reverse those images, It will then became Hello Kitty is driving home from being with her friend in the park.




Different placements of imagery can tell an entirely different story, even if the narrative is solid. Rearranging the sequences within a story, tell something entirely different. Here is the video representing The Kuleshov effect in full:

Error in 3D

Through the construction of one of my levels, I kept coming across a problem where my extruded objects had a significant number of hidden faces. It took a considerable amount of time to rectify the problem through deleting the overlapping faces and repairing the damage with the 'fill hole' tool. As time progressed, I began getting more frustrated as the most simple of objects were failing to comply to my extrusions. After a little research and to much of my embarrassment, All it took was the selection of a simple button.

My error was the 'Keep Edges Together' function wasn't turned on, so when I extruded my faces, the edges would create their own faces, within the extruded area. With this function actually selected, the edges constrain to their original object, deny them to create their own faces!

Here are some screenshots representing my problem, that took too long to rectify!



 

Environmental Design

 Here are my finalized, 3D models of my environments in which my 2D characters and interaction will take place. Within using 3D environments, I have the freedom to manipulate lighting and positions of the scenes in which my characters are involved with. With the concept of Milk boy and his adventures, it is evident that the first 'map' would have to take place in a kitchen. As the story progresses, the environments will change and become more 'fantasy' based depending on how the player makes their choices.



Here is the kitchen environment I did in Maya. Most of the shapes in this scene are basic primitives with extruded elements. I added various different materials to give that 'shiny' kitchen appeal. The most useful material would have to be the 'Blinn' as it's surface is reflective and shiny, which was ideal for the fridge, sink, bin and tiles etc. One element of Maya I learned whilst making this kitchen, was the effective use of 'Area' lighting and ray tracing shadows in the render options. Use the right lighting and rendering through the 'mental ray' feature made all the reflective blinn surfaces, have a mirrored like appeal. Which reflected other objects around it. This look really affective in the fridge and kettle!
I also learned to use ray-tracing shadows, which picture up the correct shadowing based from the light source, including reflections off the blinn surface! This made the 1080 HD render absolutely GORGEOUS! and I couldn't help but continue using this lighting method to make my environments look effective.

Here are some screenshots showing the method I used to create the lighting affect in my environments:





For my other environments, i followed the same method of ray tracing shadows but this time paid specific attention to the type of lighting. In the two images below  I use directional light on the areas in which candles are positioned. This makes the corridor depend on those light sources and also gives the player that atmosphere of the environment. For these new maps, I experimented with a tool called 'Hypershade' What this enables me to do, is play with various materials and add bump maps which create texture to my objects. Giving the surfaces real quality and depth. For the corridor environment, I used a bump map of a 'marble' material on a lambert surface. Meaning the surface was ideal to have this texture applied, using a blinn would not have looked right for this style. A reflective shiny wall wouldn't work as well as a dull and dingy material. With the inclusion of ray-tracing shadows, the bump maps really come to life with the lighting effects, making the whole area seem realistically textured. Using hypershade was so useful! and fun to play around with the different settings, navigating around and finding what looked better, where! : )

Here are the two corridor levels:



I had so much fun with designing my environments, that I looked up a few tutorials on how to make some realistic water effects using mental ray, ray tracing and hypershade. Practicing with those methods really helped me gain a better understanding of not only correct lighting properties, but how areas should be rendered efficiently.

Here are some screenshots showing a simple, basic way to create bump maps through hyper shade:






And here are my water examples I did through these methods! The water was made through an environmental ball, blinn, fractal bumps and displacements. Everything else was rendering through mental ray and using ray-tracing! I added the red cube to represent those lighting methods.



Trying 3D with character.

Although I decided I wanted my characters to be in 2D, I couldn't help myself but to try making a variant of Milk boy in 3D. Not being so confident in making models of actual characters in Maya, I thought it would be a good chance to practice considering Milk boy's simplistic shape.

It didn't take long to model at all, I even added a different style to Milk boy's appeal and transferred this onto a normal map for the model. This involved UV mapping and processing patterns/colour work through Photoshop. I really enjoyed making this model, but I still think my initial idea to make all my characters 2D would be better and more unique. However, within doing this small practice, I really wanted to get modelling on some environments now my characters were solid in concept.


Milk boy character power designs.

For when my character 'Milk Boy' develops his super powers and unique abilities, I really need to think of simplistic yet iconic ways to represent those features. It needs to be obvious what each power is capable of doing just but the shape, size and colour of the designs.



Here are the four special abilities Milk boy can use whilst in his 'Super' state. These powers are, Fire, Ice, Rock and Ghost. Each one has their own strengths and weaknesses that are represented in the interactive narrative. It is up to the player to decide which power is most suitable for the situation milk boy encounters. Paying significant attention to what these powers represent, I experimented with a lot of shapes and colours to bring to life those four abilities.

Fire:  Has the iconic gradient of reds, oranges and yellows. Flames lapping up his figure and a smokey fog that en-ropes the flames.

Ice: Sharp pointed spikes with a snowflake type pattern. Different variants of blue and intense highlights represent the reflective surface in which ice has.

Rock: Bulky arms with a rough texture, glowing yellow eyes giving the character an 'industrial' type feel. Also a yellow aura with floating rubble highlights the ability here

Ghost: A ghastly purple aura and rounded body. Removing the legs and adding a flicked tail add to that representation of a 'ghost', or traditional ghost shape.




Here is the design for Milk boy in his 'Super' form, better known as 'Super Milk boy'. I really wanted him to have iconic 'super' like colours, when experimenting with colours, red and purple really fitted well together. To further represent that 'super hero' theme, I gave Milk boy a cape, gloves, boots and an eye mask. These traditional yet iconic features, really influence that Milk boy is super in this form. As well as adding a big 'S' logo for super and a milk dipped,style cape, you really begin to capture this new side to Milk boy. His personality changes, he is now brave and courageous. You can see this is represented in his posture, facial expression and attire.

Other Characters



Here is the character design for 'Miss. Cookie' I wanted her to follow a similar theme to Milk boy to keep the same artistic style throughout. I kept her limbs a similar shape and construction as Milk boy. To give her that feminine look, I added chunky eyelashes to the eyes, small red lips and a big red bow. Adding these features will make it easily recognizable that Miss.Cookie is female, to the younger generation. It is important that I maintain these simple yet iconic features, so that it's easy for my audience to recognize and understand the situations within the story.

Her design as a Cookie was chosen based around the perfect match with Milk boy. As we all know, Milk and Cookies go very well together and is a popular treat, especially amongst children. Matching these favourite treats to characters also will help my audience understand the relationship between each of them.



Here is the antagonist of the story. Dr. Fizz, as previously mentioned, Milk and cookies go well together as a favourite childhood treat. However, Dr.fizz is a sugary soda drink, filled with caffeine and bad ingredients. As learned within school at a young age, we know that fizzy drinks are bad us, so making Dr. Fizz a soda drink seemed ideal. He does not go well with either of the other characters, Soda and Cookies? or Milk and Soda?....ew NO! It doesn't work, so through that my audience can begin understand the relationship between the characters. To also expand the personalities behind this character, I added an eye patch and stern eyebrows to further emphasize the evil and bad intent.