Case Eleven Rivalry in Video Games
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PD7040/98 Philips Portable DVD Player
Philips Portable DVD Player 18cm/ 7" LCD 5-hr playtime PD7040 Longer movies enjoyment on the go with USB for digital media playback Enjoy your movies anytime, anyplace! The PD7040 portable DVD player features 7”/ 18cm LCD swivel screen for your great viewing experience. You can indulge in up to 5 hours of DVD/DivX®/MPEG movies, MP3-CD/CD music and JPEG photos on the go. Play your movies, music and photos on the go • DVD, DVD+/-R, DVD+/-RW, (S)VCD, CD compatible • DivX Certified for standard DivX video playback • MP3-CD, CD and CD-RW playback • View JPEG images from picture disc Enrich your AV entertainment experience • 7" swivel color LCD panel for improved viewing flexibility • Enjoy movies in 16:9 widescreen format • Built-in stereo speakers Extra touches for your convenience • Up to 5-hour playback with a built-in battery* • USB Direct for music and photo playback • Car mount pouch included for easy in-car use • Full Resume on Power Loss • AC adaptor, car adaptor and AV cable included Portable DVD Player PD7040/98 18cm/ 7" LCD 5-hr playtime Highlights MP3-CD, CD and CD-RW playback USB Direct where you have stopped the movie last time just by reloading the disc. Making your life a lot easier! MP3 is a revolutionary compression Simply plug in your USB device on the system technology by which large digital music files can and share your stored digital music and photos be made up to 10 times smaller without with your family and friends. radically degrading their audio quality. -
A History of Video Game Consoles Introduction the First Generation
A History of Video Game Consoles By Terry Amick – Gerald Long – James Schell – Gregory Shehan Introduction Today video games are a multibillion dollar industry. They are in practically all American households. They are a major driving force in electronic innovation and development. Though, you would hardly guess this from their modest beginning. The first video games were played on mainframe computers in the 1950s through the 1960s (Winter, n.d.). Arcade games would be the first glimpse for the general public of video games. Magnavox would produce the first home video game console featuring the popular arcade game Pong for the 1972 Christmas Season, released as Tele-Games Pong (Ellis, n.d.). The First Generation Magnavox Odyssey Rushed into production the original game did not even have a microprocessor. Games were selected by using toggle switches. At first sales were poor because people mistakenly believed you needed a Magnavox TV to play the game (GameSpy, n.d., para. 11). By 1975 annual sales had reached 300,000 units (Gamester81, 2012). Other manufacturers copied Pong and began producing their own game consoles, which promptly got them sued for copyright infringement (Barton, & Loguidice, n.d.). The Second Generation Atari 2600 Atari released the 2600 in 1977. Although not the first, the Atari 2600 popularized the use of a microprocessor and game cartridges in video game consoles. The original device had an 8-bit 1.19MHz 6507 microprocessor (“The Atari”, n.d.), two joy sticks, a paddle controller, and two game cartridges. Combat and Pac Man were included with the console. In 2007 the Atari 2600 was inducted into the National Toy Hall of Fame (“National Toy”, n.d.). -
Forensic Analysis of the Nintendo 3DS NAND
Edith Cowan University Research Online ECU Publications Post 2013 2019 Forensic Analysis of the Nintendo 3DS NAND Gus Pessolano Huw O. L. Read Iain Sutherland Edith Cowan University Konstantinos Xynos Follow this and additional works at: https://ro.ecu.edu.au/ecuworkspost2013 Part of the Physical Sciences and Mathematics Commons 10.1016/j.diin.2019.04.015 Pessolano, G., Read, H. O., Sutherland, I., & Xynos, K. (2019). Forensic analysis of the Nintendo 3DS NAND. Digital Investigation, 29, S61-S70. Available here This Journal Article is posted at Research Online. https://ro.ecu.edu.au/ecuworkspost2013/6459 Digital Investigation 29 (2019) S61eS70 Contents lists available at ScienceDirect Digital Investigation journal homepage: www.elsevier.com/locate/diin DFRWS 2019 USA e Proceedings of the Nineteenth Annual DFRWS USA Forensic Analysis of the Nintendo 3DS NAND * Gus Pessolano a, Huw O.L. Read a, b, , Iain Sutherland b, c, Konstantinos Xynos b, d a Norwich University, Northfield, VT, USA b Noroff University College, 4608 Kristiansand S., Vest Agder, Norway c Security Research Institute, Edith Cowan University, Perth, Australia d Mycenx Consultancy Services, Germany article info abstract Article history: Games consoles present a particular challenge to the forensics investigator due to the nature of the hardware and the inaccessibility of the file system. Many protection measures are put in place to make it deliberately difficult to access raw data in order to protect intellectual property, enhance digital rights Keywords: management of software and, ultimately, to protect against piracy. History has shown that many such Nintendo 3DS protections on game consoles are circumvented with exploits leading to jailbreaking/rooting and Games console allowing unauthorized software to be launched on the games system. -
W4: OBJECTIVE QUALITY METRICS 2D/3D Jan Ozer [email protected] 276-235-8542 @Janozer Course Overview
W4: OBJECTIVE QUALITY METRICS 2D/3D Jan Ozer www.streaminglearningcenter.com [email protected] 276-235-8542 @janozer Course Overview • Section 1: Validating metrics • Section 2: Comparing metrics • Section 3: Computing metrics • Section 4: Applying metrics • Section 5: Using metrics • Section 6: 3D metrics Section 1: Validating Objective Quality Metrics • What are objective quality metrics? • How accurate are they? • How are they used? • What are the subjective alternatives? What Are Objective Quality Metrics • Mathematical formulas that (attempt to) predict how human eyes would rate the videos • Faster and less expensive than subjective tests • Automatable • Examples • Video Multimethod Assessment Fusion (VMAF) • SSIMPLUS • Peak Signal to Noise Ratio (PSNR) • Structural Similarity Index (SSIM) Measure of Quality Metric • Role of objective metrics is to predict subjective scores • Correlation with Human MOS (mean opinion score) • Perfect score - objective MOS matched actual subjective tests • Perfect diagonal line Correlation with Subjective - VMAF VMAF PSNR Correlation with Subjective - SSIMPLUS PSNR SSIMPLUS SSIMPLUS How Are They Used • Netflix • Per-title encoding • Choosing optimal data rate/rez combination • Facebook • Comparing AV1, x265, and VP9 • Researchers • BBC comparing AV1, VVC, HEVC • My practice • Compare codecs and encoders • Build encoding ladders • Make critical configuration decisions Day to Day Uses • Optimize encoding parameters for cost and quality • Configure encoding ladder • Compare codecs and encoders • Evaluate -
PD9000/37 Philips Portable DVD Player
Philips Portable DVD Player 22.9 cm (9") LCD 5-hr playtime PD9000 Enjoy movies longer, while on the go Enjoy your movies anytime, anyplace! The PD9000 portable DVD player features 9” TFT LCD screen for your great viewing experience. You can indulge in up to 5 hours of DVD/ DivX®/MPEG movies, MP3-CD/CD music and JPEG photos on the go. Play your movies, music and photos on the go • DVD, DVD+/-R, DVD+/-RW, (S)VCD, CD compatible • DivX Certified for standard DivX video playback • MP3-CD, CD and CD-RW playback • View JPEG images from picture disc Enrich your AV entertainment experience • 22.9 cm (9") TFT color widescreen LCD display • Built-in stereo speakers Extra touches for your convenience • Up to 5-hour playback with a built-in battery* • AC adaptor, car adaptor and AV cable included • Car mount pouch included for easy in-car use • Full Resume on Power Loss Portable DVD Player PD9000/37 22.9 cm (9") LCD 5-hr playtime Highlights Specifications DVD, DVD+/-RW, (S)VCD, CD DivX Certified Picture/Display With DivX® support, you are able to enjoy DivX • Diagonal screen size (inch): 9 inch encoded videos and movies from the Internet, • Resolution: 640(w)x220(H)x3(RGB) including purchased Hollywood films. The DivX media •Display screen type: LCD TFT format is an MPEG-4 based video compression technology that enables you to save large files like Sound movies, trailers and music videos on media like CD-R/ • Output Power: 250mW RMS(built-in speakers) RW and DVD recordable discs, USB storage and • Output power (RMS): 5mW RMS(earphone) other memory cards for playback on your DivX • Signal to noise ratio: >80dB(earphone), >62dB(built- Certified® Philips device. -
Console Games in the Age of Convergence
Console Games in the Age of Convergence Mark Finn Swinburne University of Technology John Street, Melbourne, Victoria, 3122 Australia +61 3 9214 5254 mfi [email protected] Abstract In this paper, I discuss the development of the games console as a converged form, focusing on the industrial and technical dimensions of convergence. Starting with the decline of hybrid devices like the Commodore 64, the paper traces the way in which notions of convergence and divergence have infl uenced the console gaming market. Special attention is given to the convergence strategies employed by key players such as Sega, Nintendo, Sony and Microsoft, and the success or failure of these strategies is evaluated. Keywords Convergence, Games histories, Nintendo, Sega, Sony, Microsoft INTRODUCTION Although largely ignored by the academic community for most of their existence, recent years have seen video games attain at least some degree of legitimacy as an object of scholarly inquiry. Much of this work has focused on what could be called the textual dimension of the game form, with works such as Finn [17], Ryan [42], and Juul [23] investigating aspects such as narrative and character construction in game texts. Another large body of work focuses on the cultural dimension of games, with issues such as gender representation and the always-controversial theme of violence being of central importance here. Examples of this approach include Jenkins [22], Cassell and Jenkins [10] and Schleiner [43]. 45 Proceedings of Computer Games and Digital Cultures Conference, ed. Frans Mäyrä. Tampere: Tampere University Press, 2002. Copyright: authors and Tampere University Press. Little attention, however, has been given to the industrial dimension of the games phenomenon. -
Game Audio the Role of Audio in Games
the gamedesigninitiative at cornell university Lecture 18 Game Audio The Role of Audio in Games Engagement Entertains the player Music/Soundtrack Enhances the realism Sound effects Establishes atmosphere Ambient sounds Other reasons? the gamedesigninitiative 2 Game Audio at cornell university The Role of Audio in Games Feedback Indicate off-screen action Indicate player should move Highlight on-screen action Call attention to an NPC Increase reaction time Players react to sound faster Other reasons? the gamedesigninitiative 3 Game Audio at cornell university History of Sound in Games Basic Sounds • Arcade games • Early handhelds • Early consoles the gamedesigninitiative 4 Game Audio at cornell university Early Sounds: Wizard of Wor the gamedesigninitiative 5 Game Audio at cornell university History of Sound in Games Recorded Basic Sound Sounds Samples Sample = pre-recorded audio • Arcade games • Starts w/ MIDI • Early handhelds • 5th generation • Early consoles (Playstation) • Early PCs the gamedesigninitiative 6 Game Audio at cornell university History of Sound in Games Recorded Some Basic Sound Variability Sounds Samples of Samples • Arcade games • Starts w/ MIDI • Sample selection • Early handhelds • 5th generation • Volume • Early consoles (Playstation) • Pitch • Early PCs • Stereo pan the gamedesigninitiative 7 Game Audio at cornell university History of Sound in Games Recorded Some More Basic Sound Variability Variability Sounds Samples of Samples of Samples • Arcade games • Starts w/ MIDI • Sample selection • Multiple -
EMA Mezzanine File Creation Specification and Best Practices Version 1.0.1 For
16530 Ventura Blvd., Suite 400 Encino, CA 91436 818.385.1500 www.entmerch.org EMA Mezzanine File Creation Specification and Best Practices Version 1.0.1 for Digital Audio‐Visual Distribution January 7, 2014 EMA MEZZANINE FILE CREATION SPECIFICATION AND BEST PRACTICES The Mezzanine File Working Group of EMA’s Digital Supply Chain Committee developed the attached recommended Mezzanine File Specification and Best Practices. Why is the Specification and Best Practices document needed? At the request of their customers, content providers and post‐house have been creating mezzanine files unique to each of their retail partners. This causes unnecessary costs in the supply chain and constrains the flow of new content. There is a demand to make more content available for digital distribution more quickly. Sales are lost if content isn’t available to be merchandised. Today’s ecosystem is too manual. Standardization will facilitate automation, reducing costs and increasing speed. Quality control issues slow down today’s processes. Creating one standard mezzanine file instead of many files for the same content should reduce the quantity of errors. And, when an error does occur and is caught by a single customer, it can be corrected for all retailers/distributors. Mezzanine File Working Group Participants in the Mezzanine File Working Group were: Amazon – Ben Waggoner, Ryan Wernet Dish – Timothy Loveridge Google – Bill Kotzman, Doug Stallard Microsoft – Andy Rosen Netflix – Steven Kang , Nick Levin, Chris Fetner Redbox Instant – Joe Ambeault Rovi -
Forensic Analysis of a Playstation 3 Console
Publications 2010 Forensic Analysis of a Playstation 3 Console Scott Conrad University of Central Florida Greg Dorn University of Central Florida Philip Craiger University of Central Florida, [email protected] Follow this and additional works at: https://commons.erau.edu/publication Part of the Forensic Science and Technology Commons, and the Information Security Commons Scholarly Commons Citation Conrad, S., Dorn, G., & Craiger, P. (2010). Forensic Analysis of a Playstation 3 Console. Advances in Digital Forensics VI, (). Retrieved from https://commons.erau.edu/publication/999 This Conference Proceeding is brought to you for free and open access by Scholarly Commons. It has been accepted for inclusion in Publications by an authorized administrator of Scholarly Commons. For more information, please contact [email protected]. Chapter 5 FORENSIC ANALYSIS OF A PLAYSTATION 3 CONSOLE Scott Conrad, Greg Dorn and Philip Craiger Abstract The Sony PlayStation 3 (PS3) is a powerful gaming console that sup- ports Internet-related activities, local file storage and the playing of Blu-ray movies. The PS3 also allows users to partition and install a secondary operating system on the hard drive. This “desktop-like” func- tionality along with the encryption of the primary hard drive containing the gaming software raises significant issues related to the forensic anal- ysis of PS3 systems. This paper discusses the PS3 architecture and behavior, and provides recommendations for conducting forensic inves- tigations of PS3 systems. Keywords: Sony PlayStation 3, gaming console, forensic analysis 1. Introduction The Sony PlayStation 3 (PS3) hit the Japanese and North American retail markets in November 2006 (March 2007 in Europe) [13]. -
The Dreamcast, Console of the Avant-Garde
Loading… The Journal of the Canadian Game Studies Association Vol 6(9): 82-99 http://loading.gamestudies.ca The Dreamcast, Console of the Avant-Garde Nick Montfort Mia Consalvo Massachusetts Institute of Technology Concordia University [email protected] [email protected] Abstract We argue that the Dreamcast hosted a remarkable amount of videogame development that went beyond the odd and unusual and is interesting when considered as avant-garde. After characterizing the avant-garde, we investigate reasons that Sega's position within the industry and their policies may have facilitated development that expressed itself in this way and was received by gamers using terms that are associated with avant-garde work. We describe five Dreamcast games (Jet Grind Radio, Space Channel 5, Rez, Seaman, and SGGG) and explain how the advances made by these industrially productions are related to the 20th century avant- garde's lesser advances in the arts. We conclude by considering the contributions to gaming that were made on the Dreamcast and the areas of inquiry that remain to be explored by console videogame developers today. Author Keywords Aesthetics; art; avant-garde; commerce; console games; Dreamcast; game studios; platforms; politics; Sega; Tetsuya Mizuguchi Introduction A platform can facilitate new types of videogame development and can expand the concept of videogaming. The Dreamcast, however brief its commercial life, was a platform that allowed for such work to happen and that accomplished this. It is not just that there were a large number of weird or unusual games developed during the short commercial life of this platform. We argue, rather, that avant-garde videogame development happened on the Dreamcast, even though this development occurred in industrial rather than "indie" or art contexts. -
Found in Translation: Evolving Approaches for the Localization of Japanese Video Games
arts Article Found in Translation: Evolving Approaches for the Localization of Japanese Video Games Carme Mangiron Department of Translation, Interpreting and East Asian Studies, Universitat Autònoma de Barcelona, 08193 Bellaterra, Barcelona, Spain; [email protected] Abstract: Japanese video games have entertained players around the world and played an important role in the video game industry since its origins. In order to export Japanese games overseas, they need to be localized, i.e., they need to be technically, linguistically, and culturally adapted for the territories where they will be sold. This article hopes to shed light onto the current localization practices for Japanese games, their reception in North America, and how users’ feedback can con- tribute to fine-tuning localization strategies. After briefly defining what game localization entails, an overview of the localization practices followed by Japanese developers and publishers is provided. Next, the paper presents three brief case studies of the strategies applied to the localization into English of three renowned Japanese video game sagas set in Japan: Persona (1996–present), Phoenix Wright: Ace Attorney (2005–present), and Yakuza (2005–present). The objective of the paper is to analyze how localization practices for these series have evolved over time by looking at industry perspectives on localization, as well as the target market expectations, in order to examine how the dialogue between industry and consumers occurs. Special attention is given to how players’ feedback impacted on localization practices. A descriptive, participant-oriented, and documentary approach was used to collect information from specialized websites, blogs, and forums regarding localization strategies and the reception of the localized English versions. -
Atlus U.S.A., Inc. Becomes Official 3Rd Party Publisher for Xbox 360® Operation Darkness and Spectral Force 3 to Be First Releases in 2008
- - - FOR IMMEDIATE RELEASE - - - ATLUS U.S.A., INC. BECOMES OFFICIAL 3RD PARTY PUBLISHER FOR XBOX 360® OPERATION DARKNESS AND SPECTRAL FORCE 3 TO BE FIRST RELEASES IN 2008 IRVINE, CALIFORNIA — NOVEMBER 16TH, 2007 — Atlus U.S.A., Inc., a leading publisher of interactive entertainment, today announced a partnership to become an officially licensed 3rd party publisher for the Xbox 360® video game and entertainment system from Microsoft. As part of this announcement, it was revealed that a pair of strategy RPGs, Operation Darkness and Spectral Force 3, would be among the first titles Atlus will release for the Xbox 360 in 2008, demonstrating a strong commitment to the console and to the next generation of gaming. “We are very proud to pledge our support to the Xbox 360 and to officially partner with Microsoft to bring quality titles to their impressive entertainment system,” said Tim Pivnicny, Vice President Sales & Marketing of Atlus U.S.A., Inc. “Atlus is renowned for its expertise and excellence in the RPG genre with critically-acclaimed hits like Shin Megami Tensei: Persona 3 and Odin Sphere, in addition to the award-winning Trauma Center franchise. We are honored to be able to contribute to the Xbox 360 and are eager to deliver the Atlus gaming experience to its owners.” About Operation Darkness: Enter an alternate WWII-era world where history and fantasy collide! Leading an army of ruthless officers and unearthly creatures, Adolf Hitler marches through Europe, leaving behind a trail of death and destruction. With his powers on the rise and his armies on the move, it falls on you and your team of elite soldiers to cut deep into the heart of the Third Reich and strike a fatal blow to Hitler’s ever-growing legion of evil! Official Teaser Site About Spectral Force 3: Magic Era: 996.