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PS Move API: a Cross-Platform 6Dof Tracking Framework
PS Move API: A Cross-Platform 6DoF Tracking Framework Thomas Perl∗ Benjamin Venditti† Hannes Kaufmann‡ Interactive Media Systems Group University of Technology Vienna ABSTRACT With the introduction of 6DoF motion controllers for game con- soles, low cost hardware for 3D interaction became widely avail- able. However, no fully-featured software solution for 6DoF track- ing exists that takes advantage of the PlayStation (PS) Move Motion Controller without additional hardware. We designed, developed and evaluated a library - the PS Move API - that enables developers to use the PS Move Motion Controller as 6DoF input device in combination with a camera. Initially we solved hardware related problems such as pairing and communi- cation over USB and Bluetooth. In this paper we describe how we perform visual tracking and sensor fusion, combining visual and in- ertial data. Performance results show that multiple controllers can be tracked simultaneously in real time. Figure 1: Interacting with existing applications using the PS Move Developers using the library can choose between a low-level C API or higher-level abstractions in Python, Java, C# or the Pro- cessing framework. The library is open source, has been devel- oped and tested on Windows, Mac OS X and Linux, and is re- The PS Move Controller has been designed to work with the leased under a Simplified BSD License. It also runs on mobile PlayStation 3 (PS3) system and does not automatically pair or Linux distributions such as MeeGo 1.2 Harmattan and Android. work with a normal PC. Therefore our library solves the follow- The full source code is available on the PS Move API website at ing problems: Bluetooth pairing via custom USB HID messages; http://thp.io/2010/psmove/. -
Subjective Quality Assessment for Cloud Gaming
Article Subjective Quality Assessment for Cloud Gaming Abdul Wahab 1,* , Nafi Ahmad 1 , Maria G. Martini 2 and John Schormans 1 1 School of Electronic Engineering and Computer Science, Queen Mary University of London, Mile End Road, London E1 4NS, UK; Nafi[email protected] (N.A.); [email protected] (J.S.) 2 School of Computer Science and Mathematics, Kingston University, River House, 53-57 High Street, Kingston upon Thames, Surrey KT1 1LQ, UK; [email protected] * Correspondence: [email protected] Abstract: Using subjective testing, we study the effect of the network parameters, delay and packet loss ratio, on the QoE of cloud gaming. We studied three different games, selected based on genre, popularity, content complexity and pace, and tested them in a controlled network environment, using a novel emulator to create realistic lognormal delay distributions instead of relying on a static mean delay, as used previously; we also used Parsec as a good representative of the state of the art. We captured user ratings on an ordinal Absolute Category Rating scale for three quality dimensions: Video QoE, Game-Playability QoE, and Overall QoE. We show that Mean Opinion Scores (MOS) for the game with the highest levels of content complexity and pace are most severely affected by network impairments. We also show that the QoE of interactive cloud applications rely more on the game playability than the video quality of the game. Unlike earlier studies, the differences in MOS are validated using the distributions of the underlying dimensions. A Wilcoxon Signed-Rank test showed that the distributions of Video QoE and Game Playability QoE are not significantly different. -
Tokyo Jungle Convergence Between the Historical Reality of Anti-Nuclear Discourse and the Increasing Self-Reflexivity of a Maturing Narrative Form
Introducing Japanese Popular Culture Edited by Alisa Freedman and Toby Slade 1 Routledge 1~ Taylor&. Francls Group LONDON AND NEW YORK First published 2018 by Routledge 2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN and by Routledge 711 Third Avenue, New York, NY 10017 Routledge is an imprint of the Taylor & Francis Group, an informa business © 2018 selection and editorial matter, Alisa Freedman and Toby Slade; individual chapters, the contributors The right of Alisa Freedman and Toby Slade to be identified as the authors of the editorial material, and of the authors for their individual chapters, has been asserted in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reprinted or To our students reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identification and explanation without intent to infringe. British Library Cataloguing-in-Publication Data A catalogue record for this book is available from the British Library Library of Congress Cataloging-in-Publication Data A catalog record for this book has been requested ISBN: 978-1-138-85208-2 (hbk) ISBN: 978-1-138-85210-5 (pbk) ISBN: 978-1-315-72376-1 (ebk) Typeset in Bembo by codeMantra Visit the companion website: www.routledge.com/cw/Freedman Every effort has been made to contact copyright holders for their permission to reprint material in this book. -
GPU Developments 2018
GPU Developments 2018 2018 GPU Developments 2018 © Copyright Jon Peddie Research 2019. All rights reserved. Reproduction in whole or in part is prohibited without written permission from Jon Peddie Research. This report is the property of Jon Peddie Research (JPR) and made available to a restricted number of clients only upon these terms and conditions. Agreement not to copy or disclose. This report and all future reports or other materials provided by JPR pursuant to this subscription (collectively, “Reports”) are protected by: (i) federal copyright, pursuant to the Copyright Act of 1976; and (ii) the nondisclosure provisions set forth immediately following. License, exclusive use, and agreement not to disclose. Reports are the trade secret property exclusively of JPR and are made available to a restricted number of clients, for their exclusive use and only upon the following terms and conditions. JPR grants site-wide license to read and utilize the information in the Reports, exclusively to the initial subscriber to the Reports, its subsidiaries, divisions, and employees (collectively, “Subscriber”). The Reports shall, at all times, be treated by Subscriber as proprietary and confidential documents, for internal use only. Subscriber agrees that it will not reproduce for or share any of the material in the Reports (“Material”) with any entity or individual other than Subscriber (“Shared Third Party”) (collectively, “Share” or “Sharing”), without the advance written permission of JPR. Subscriber shall be liable for any breach of this agreement and shall be subject to cancellation of its subscription to Reports. Without limiting this liability, Subscriber shall be liable for any damages suffered by JPR as a result of any Sharing of any Material, without advance written permission of JPR. -
PSP® Go PSP® (PLAYSTATION®PORTABLE) EVOLVES to MATCH the DIGITAL LIFESTYLE
FOR IMMEDIATE RELEASE PSP® go PSP® (PLAYSTATION®PORTABLE) EVOLVES TO MATCH THE DIGITAL LIFESTYLE With an Ultra-Portable Design and Digital Content Focus, PSPgo to Hit the Worldwide Market This Fall, Further Enhancing the User Experience Along with PSP-3000 Tokyo, June 3, 2009 - Sony Computer Entertainment Inc. (SCEI) today unveiled PSP® (PlayStation®Portable) go (PSP-N1000), a new evolution of PSP handheld entertainment system, specifically designed to suit the digital lifestyle of consumers who enjoy downloadable content on the go. PSPgo will become available in stores on October 1, 2009, in North America, Europe/ PAL territories and Asian countries and regions at a recommended retail price (RRP) of US$249 and €249, and on November 1, 2009, in Japan at a RRP of 26,800 yen (including tax). With both the existing PSP-3000 and new PSPgo, the company will further enhance the ultimate gaming and entertainment experiences on the go while providing consumers with the opportunity to choose the PSP system that’s right for them. PSPgo is ideal for today’s on-the move consumers who prefer not to carry around disc-based content and are looking for on-demand entertainment. With the steady expansion of broadband network infrastructure, the number of users who download and enjoy digital entertainment content has been increasing remarkably. To address this growing trend, PSPgo replaces the UMD drive*1 with 16GB of flash memory to store a variety of digital entertainment content, offering users unlimited possibilities of portable digital entertainment delivered through PlayStation®Network. PSPgo, smaller and lighter than ever with a sophisticated design featuring an easy sliding display panel, is truly pocket-sized and can be taken everywhere. -
On Energy Consumption of Mobile Cloud Gaming Using Gaminganywhere
Thesis no.:MSEE-2016-54 On energy consumption of mobile cloud gaming using GamingAnywhere Suren Musinada Faculty of Computing Blekinge Institute of Technology SE–371 79 Karlskrona, Sweden This thesis is submitted to the Faculty of Computing at Blekinge Institute of Technology in partial fulfillment of the requirements for the degree of Masters in Electrical Engineering with Emphasis on Telecommunication Systems. The thesis is equivalent to 20 weeks of full time studies. Contact Information: Author(s): Suren Musinada E-mail: [email protected] University advisor: Dr. Yong Yao Department of communication systems E-mail: [email protected] Faculty of Computing Internet : www.bth.se Blekinge Institute of Technology Phone : +46 455 38 50 00 SE–371 79 Karlskrona, Sweden Fax : +46 455 38 50 57 Abstract In the contemporary world, there has been a great proliferation of using smart-phone devices and broadband wireless networks, the young gener- ation using mobile gaming market is tremendously increasing because of the enormous entertainment features. Mobile cloud gaming is a promising technology that overcome the implicit restrictions such as computational capacity and limited battery life. GamingAnywhere is an open source cloud gaming system which is used in this thesis and calculate the energy con- sumption of mobile device when using GamingAnywhere. The aim of the thesis is to measure the power consumption of the mo- bile device when the game is streamed from the GamingAnywhere server to GamingAnywhere client. Total power consumption is calculated for four resolutions by using the hardware monsoon power monitoring tool and the individual components of mobile device such as CPU, LCD and Audio power are calculated by software PowerTutor. -
(CECH-ZDC1U) English/French/Spanish Instruction Manual
Charging Ce produit a été testé et il a été déterminé qu’il se conforme aux normes stipulées par l’article 15 des règlements Specifications de la FCC pour un appareil numérique de catégorie B. Ces normes sont établies afin d’offrir une protection raisonnable contre toute possibilité de brouillage préjudiciable dans une installation résidentielle. Cet appareil 1 Insert the charging adaptor into the USB connector on the DUALSHOCK®3/SIXAXIS® Input Charging station: DC 5 V produit, utilise et peut émettre une énergie radiofréquence, et s’il n’est pas installé et utilisé conformément aux wireless controller (both sold separately). AC adaptor: AC 100-240 V, 0.2 A, 50/60 Hz instructions, pourrait causer un brouillage préjudiciable à la radiocommunication. Il est toutefois impossible de garantir qu’il n’y aura pas de brouillage préjudiciable dans une installation donnée. Si cette unité cause un Output AC adaptor: DC 5 V, 1500 mA Charging adaptor brouillage préjudiciable à la réception radio ou télévisuelle, ce qui peut être déterminé en activant ou désactivant External dimensions (w × h × d) Charging station: l’appareil, l’utilisateur est encouragé à tenter de corriger le brouillage en prenant l’une ou plusieurs des mesures Approx. 111.0 × 81.0 × 151.5 mm (4.4 × 3.2 × 6.0 in.) proposées suivantes : Charging adaptor: Réorienter ou déplacer l’antenne de réception. DUALSHOCK 3 Charging Station / Approx. 62.5 × 24.0 × 21.5 mm (2.5 × 1.0 × 0.9 in.) Éloigner l’unité du récepteur. ® Mass Charging station: Approx. 221 g (7.8 oz) Connecter l’appareil à une prise sur un autre circuit que celui auquel le récepteur est connecté. -
The Effects of Latency on Player Performance and Experience in A
The Effects of Latency on Player Performance and Experience in a Cloud Gaming System Robert Dabrowski, Christian Manuel, Robert Smieja May 7, 2014 An Interactive Qualifying Project Report: submitted to the Faculty of the WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the Degree of Bachelor of Science Approved by: Professor Mark Claypool, Advisor Professor David Finkel, Advisor This report represents the work of three WPI undergraduate students submitted to the faculty as evidence of completion of a degree requirement. WPI routinely publishes these reports on its web site without editorial or peer review. Abstract Due to the increasing popularity of thin client systems for gaming, it is important to un- derstand the effects of different network conditions on users. This paper describes our experiments to determine the effects of latency on player performance and quality of expe- rience (QoE). For our experiments, we collected player scores and subjective ratings from users as they played short game sessions with different amounts of additional latency. We found that QoE ratings and player scores decrease linearly as latency is added. For ev- ery 100 ms of added latency, players reduced their QoE ratings by 14% on average. This information may provide insight to game designers and network engineers on how latency affects the users, allowing them to optimize their systems while understanding the effects on their clients. This experiment design should also prove useful to thin client researchers looking to conduct user studies while controlling not only latency, but also other network conditions like packet loss. Contents 1 Introduction 1 2 Background Research 4 2.1 Thin Client Technology . -
Console Game Application Supported with Projection Mapping
Global Journal of Arts Education Volume 06, Issue 4, (2016) 120-125 www.gjae.eu New generation console game technologies; Console game application supported with projection mapping Seza Soylucicek*, Department of Graphic Design, Faculty of Fine Arts, Hacettepe University Ankara 06800, Turkey Suggested Citation: Soylucicek, S. (2016). New generation console game technologies; console game application supported with projection mapping. Global Journal of Arts Education. 6(4), 120-125 Received July 17, 2016 revised September 11, 2016; accepted November 7, 2016. Selection and peer review under responsibility of Prof. Dr. Ayse Cakir Ilhan, Ankara University, Turkey. ©2016 SciencePark Research, Organization & Counseling. All rights reserved Abstract Up to now the relationship between console games and gamers has been restricted by limitations in screen size. The gradual enlargement of these sizes has accommodated for a technological boom in the development of game software programs, some of which have been hugely successful and had broad repercussions across both the gaming and technological landscape. In 2010, Microsoft and their Kinect team released an advertisement using projection mapping technique, which gave users an exciting preview of the future of game technology and provided inspiration for aspiring young game developers. With the help of new techniques, developers had the chance to produce artistically unique projects by creating a variety of different game experiences. Additionally, the enhancement of digital games, their interactive features, and the enlargement of the screens enabled users to experience a completely new level of immersion in their games. Each new development within the industry allows for new avenues of exploration and provides the potential to further refine and enhance successful techniques. -
PS3 Videogames Put Players Into the Action 18 March 2011, by Glenn Chapman
PS3 videogames put players into the action 18 March 2011, by Glenn Chapman Sony is certain that console videogame lovers assistant producer for product development Victor want to be more immersed than ever in big, bold Harris showed off play in an "Uncharted 3: Drake's on-screen adventures. Deception" title featuring an Indiana Jones-style action hero. The Japanese electronics and entertainment giant is backing its belief with blockbuster 3D titles, The videogame was slated for release in motion-based controls, and a Sharp Shooter faux November. assault rifle which players can use to pick off in- game enemies. In-game protagonist Nathan Drake climbed, jumped, brawled, and shot his way out of a burning "We see it as the holy grail of gaming," Sony chateau in vivid 3D. spokesman Al de Leon told AFP in a PlayStation Lounge set up at the South By Southwest Glowing embers, flickering dust, and gray smoke Interactive festival this week in Texas. swirled in the air around the character as he leapt for handholds that seemed to jut from flame-licked "To be completely immersed in the gaming walls. Running up to ledges triggered touches of experience whether it is visually with the addition of vertigo in a player. 3D or physically with PlayStation Move you are getting a realistic experience." "We are always striving for more cinematic experiences," Harris said. Sony has sold more than 4.1 million Move accessories for PlayStation 3 (PS3) consoles since "People don't want to feel like they are playing a the motion-sensing controls hit the market in game," he added. -
Programming the IBM Cell
Bruno Pereira Evangelista 2 Introduction The multi-core era Playstation3 Architecture Cell Broadband Engine Processor Cell Architecture How games are using SPUs Cell SDK RSX Graphics Processor PSGL Cg COLLADA Playstation Edge 3 Developing games for consoles Restrict to professional certificated developers Development kits are expensive Nintento Wii ~US$ 2.000,00 Playstation 3 ~ US$ 30.000,00 Development kits are necessary Development kits contains software and hardware You need the hardware to deploy and test your games 4 In this lecture we will focus on The SDKs, APIs and Tools used by professional developers to create games for the Playstation 3 But almost all the SDKs, APIs and Tools used on the Playstation 3 are based on open standarts Cell Processor, OpenGL ES, Cg, COLLADA Everything is also available to you! 5 Microprocessors are approaching the physical limits of semiconductors Small gains in processor performance from frequency scaling One possible solution Increase the number of cores We are in the multi-core era!!! Intel Core2 Duo, AMD X2, IBM Cell Quad cores are comming Single core processors are vanishing 6 Playstation 3 9 cores (Cell Processor) Xbox 360 3 cores (PowerPC based) In the next generation all consoles should be multi-core!!! 7 CPU: Cell Processor PowerPC-base Core @3.2GHz 6 x accessible SPEs @3.2GHz 1 SPE runs in a special mode (OS) 1 of 8 SPEs disabled to improve production yields GPU: RSX @550MHz (based on GeForce 7 series) Full HD (up to 1080p) x 2 channels Multi-way programmable parallel floating point shader -
Annual Report 2017 Iab Annual Report 2017
ANNUAL REPORT 2017 IAB ANNUAL REPORT 2017 dynamic creative powerhouses apply their storytelling expertise to build marketers’ brands. Similarly, the 2017 IAB Leadership Dialogues were a first-ever Building 21st Century Brands: series of discussions with transformative leaders in business, politics, economics, and technology to gain The Race to the New Economy insights from and debate critical industry, political, and economic issues with each other. A cross-screen economy requires new standards and ife in America in 2017 was lived inside a series a time. These direct brands—as well as the incumbents guidelines to grow the marketplace, and IAB and the of paradoxes, all of them balanced on one side that join their club—are the growth engine of the new L IAB Tech Lab introduced the completely revamped by the ongoing economic boom, characterized by brand economy. IAB Standard Ad Unit Portfolio, featuring dynamic a bull market now in its 10th year. We had political more than 14,800 digital media professionals Adapting to this new landscape is not optional either: ads that allow for flexible creative on a multitude turmoil … and economic boom. Populist revolt … have advanced through the IAB Certification Two-thirds of consumers now expect direct brand of screen sizes and resolution capabilities and that and economic boom. Immigration mania … and Programs and Professional Development initiatives. connectivity. puts user experience front and center. Another major economic boom. Media disruption … and economic accelerator for growth is a trustworthy supply chain. An emerging economy and fast-changing media boom. Retail apocalypse … and economic boom. THE WORLD HAS SHIFTED FROM AN A major initiative for the Tech Lab in this area was INDIRECT BRAND ECONOMY TO A landscape also requires an active eye on policy, and In the digital media and marketing industries, we DIRECT BRAND ECONOMY.