Initial Usability Assessment of Off-The-Shelf Video Game Consoles for Clinical Game-Based Motor Rehabilitation
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Cámara Eyetoy® USB
Cámara EyeToy® USB Disponible: Ahora Género: Entretenimiento Accesorios: Nº de referencia: SCUS-97600 Público: Para todo público Cámara EyeToy® USB (para PlayStation®2) UPC: 7-11719-76000-9 Cámara EyeToy® USB Sé la estrella del juego ¿Qué es EyeToy? EyeToy es una tecnología exclusiva de PlayStation®2 que brinda una manera sencilla, intuitiva y divertida de controlar los juegos, interactuar con amigos, etc. La tecnología EyeToy de la cámara EyeToy USB (para PlayStation®2) tiene rastreo de movimientos, sensores de luz y un micrófono incorporado para grabar y detectar audio. Puede usarse como cámara para tomar fotos, grabar video y mostrar a los jugadores en la TV**. Conecta la cámara EyeToy USB (para PlayStation®2) al sistema PlayStation® 2 por medio de uno de los puertos USB y pon un juego compatible con EyeToy para comenzar a divertirte. EyeToy® incluye: Características claves • La exclusiva cámara EyeToy® USB, • La revolucionaria cámara EyeToy® USB te transforma en la estrella del juego que cuenta con rastreo de movimiento y tecnología de • Tecnología de rastreo de movimiento: El movimiento corporal se traduce detección de luz y un micrófono inmediatamente en interacción en la pantalla incorporado • Amplio atractivo: La jugada es tan intuitiva y sencilla que EyeToy® resulta atractivo para todo público ¿Cómo funciona? • Jugada intuitiva: No es necesario usar un control; todos pueden divertirse La cámara EyeToy® USB simplemente con EyeToy®. No es necesario contar con experiencia previa en videojuegos se conecta a uno de los dos puertos • Mensajes de video: Graba hasta 60 segundos de mensajes de video USB en la parte frontal de la consola personalizados en tu tarjeta de memoria (8MB) (para PlayStation®2)* para PlayStation®2. -
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. -
Du Mutisme Au Dialogue
École Nationale Supérieure Louis Lumière Promotion Son 2015 Du mutisme au dialogue Les interactions vocales dans le jeu vidéo Partie pratique : v0x Mémoire de fin d'étude Rédacteur : Charles MEYER Directeur interne: Thierry CODUYS Directrice externe : Isabelle BALLET Rapporteur : Claude GAZEAU Année universitaire 2014-2015 Mémoire soutenu le 15 juin 2015 Remerciements : Je tiens à remercier chaleureusement mes deux directeurs de mémoire pour leur implication, leur confiance et leur exigence. Je remercie tout particulièrement Nicolas GIDON, sans qui la réalisation de la partie pratique de ce mémoire aurait été plus chronophage et complexe.. Je remercie et salue Nicolas FOURNIER et Baptiste PALACIN, dont les travaux et la gentillesse ont été une source d'inspiration et de détermination. Je remercie également ma mère, ma tante, Jordy, Julien et Julien (n'en déplaise à Julien), Timothée et mes amis pour leur soutien indéfectible. Merci à madame VALOUR, monsieur COLLET, monsieur FARBRÈGES ainsi qu'à leurs élèves. Enfin, merci à From Software et à NetherRealm Studios pour leur jeux, qui auront été un défouloir bienvenu. Page 2 Résumé Ce mémoire de master a pour objet d'étude les interactions vocales dans le jeu vidéo. Cependant, il ne se limite pas à une étude historique de l'évolution de la vocalité au sein des jeux vidéo mais en propose une formalisation théorique autour de trois concepts essentiels : Mécanique, Narration et Immersion. De ces trois concepts découlent trois types de voix : les voix système, les voix narratives (linéaires et non- linéaires) et les voix d'ambiance. Dans le prolongement de cette étude et en s'appuyant sur les travaux menés dans le cadre des parties expérimentale et pratique de ce mémoire, ayant abouti à la réalisation d'un jeu vidéo basé sur l'analyse spectrale de la voix du joueur, v0x, nous proposons une extension de cette théorie de la vocalité vidéo-ludique afin d'intégrer l'inclusion de la voix du joueur au sein de ce cadre d'étude. -
SONY COMPUTER ENTERTAINMENT JAPAN LAUNCHES PLAYSTATION®2 in a NEW COLOR Th Playstation®2 “Ceramic White” to Become Available on May 26 in Japan
SONY COMPUTER ENTERTAINMENT JAPAN LAUNCHES PLAYSTATION®2 IN A NEW COLOR th PlayStation®2 “Ceramic White” to Become Available on May 26 in Japan Tokyo, May 9, 2005 – Sony Computer Entertainment Japan (SCEJ), a division of Sony Computer Entertainment Inc. (SCEI) responsible for business operations in Japan, announced today that PlayStation®2 will become available in a new color, “Ceramic White”, beginning Thursday, May 26th 2005, at an open price. Given the numerous requests and strong popularity of the color “Ceramic White” in Japan, SCEJ decided to launch PlayStation 2 in this color. The new hardcover size PlayStation 2 will now become available at a stylish color making it a fashionable item to enjoy coordination with interior decorations and audio-visual products. Since the release of the new slim line model (in “Charcoal Black” color) in November 2004, PlayStation 2 has enjoyed strong sales with active demand from first time buyers as well as repurchasing users, and with this, it has reached cumulative shipments of 20 million units in Japan (including Asia) as of end of March this year. This remarkable achievement of 20 million units comes within a little more than 5 years since PlayStation 2 was made available for the first time in March 2000, which is approximately 3 years faster than the original PlayStation®, launched in 1994. Software shipments also hit an all-time record of 42 million units in fiscal year 2004, indicating that the PlayStation platform is still growing strong. -more- 1/3 2-2-2-2 SCEJ Launches PlayStation 2 in a New Color “Ceramic White” for the new PlayStation 2 will become available as a standard color along with the existing “Charcoal Black”. -
The Sony Playstation 2 Case
The Sony PlayStation 2 case THE SONY PLAYSTATION 2 The video games industry comprises both hardware (games consoles) and games software, much of it dedicated. This case discusses the rapid growth of Sony’s first video games machine in the mid-late 1990s - and which quickly became a major contributor to Sony’s profits - and the launch of its successor, PlayStation 2, in 2000. The launch was affected by temporary supply chain problems. This case looks at the possible impact of the Nintendo GameCube and Microsoft’s X-Box, both due for launch in November 2001. This case was written by John L Thompson in 2001 from a variety of published sources for the purposes of class discussion. It should not be taken to reflect either effective or ineffective management. INTRODUCTION Late in 2000 Sony was unable to satisfy the early demand in both the US and Europe for its new PlayStation 2 video games console. It was experiencing internal supply problems of critical components, a real setback in the run-up to Christmas, the peak sales period. The innovative Sony has typically striven to bring its new products to market as quickly as possible, laying it open to criticism that it will not get things 100% right. One rival, Sega, seized the opportunity this created to promote its newest model, the Dreamcast. The other main competitor, Nintendo, planned a new model launch in 2001. Microsoft was also planning to enter this market for the first time in 2001. In 1994 Sony had been a ‘non-entity’ in the video games market - but by 1996 it was the world leader of this fast growth market. -
Find MAC Address for Game Console
Find MAC address for game console Please follow the instruction below to find the MAC address of your game console. Nintendo DS To obtain the MAC Address from a Nintendo DS, you must first insert a Nintendo Wi-Fi Connection compatible game and access the WFC Setup Utility. Please note that the exact steps to access the setup utility varies by game. However, the setup utility is a standard menu, included with all WFC-compatible games. After accessing the utility, tap "Options," then "System Information." The MAC Address and Nintendo WFC ID will be listed on the screen. Unless the game player has successfully connected with Nintendo Wi-Fi Connection, the WFC ID will be blank. Nintendo Wii To Locate the MAC address of wired and wireless cards on a Wii: 1) Click on the Wii button in the bottom left of the main channel screen 2) Click on Wii Settings 3) Go to "Internet" on page 2 4) Click on "Console Information" PlayStation 2 To find the MAC address of your Sony PlayStation 2 you will need the Network Adaptor connected to the PS2 and you will need the disc that came with the Network Adaptor. Then follow these steps: 1. Power up the PlayStation 2 and load the Network Adaptor Startup Disc. 2. Once it has loaded, select "ISP Setup" and press X on your controller. 3. The ISP Setup will begin to load, and you will be presented with a license agreement. Select Agree and press X to continue. 4. For connection type, choose "Local Area Network (LAN)" and press X to continue. -
CS4803DGC Design Game Consoles
Spring 2010 Prof. Hyesoon Kim • MIPS (Microprocessor without interlocked pipeline stages) • MIPS Computer Systems Inc. • MIPS architecture usages • 1990’s – R2000, R3000, R4000, Motorola 68000 family • Playstation, Playstation 2, Sony PSP handheld, Nintendo 64 console • Android http://en.wikipedia.org/wiki/MIPS_architecture • MIPS R4000 CPU core • Floating point and vector floating point co-processors • 3D-CG extended instruction sets • Graphics – 3D curved surface and other 3D functionality – Hardware clipping, compressed texture handling • R4300 (embedded version) – Nintendo-64 http://www.digitaltrends.com/gaming/sony- announces-playstation-portable-specs/ • Started from 32-bit • Later 64-bit • 16-bit compression version (similar to ARM thumb) • SIMD additions-64 bit floating points http://www.spiritus-temporis.com/mips-architecture/ • Conditionally move one CPU general register to another • Limited form of predicated execution. – Difference between fully predicated execution and conditional move? • 32-bit fixed format inst (3 formats) • 31 32-bit GPR (R0 contains zero) and 32 FP registers (and HI LO) • partitioned by software convention • 3-address, reg-reg arithmetic instr. • Single address mode for load/store: base+displacement • Simple branch conditions • compare one register against zero or two registers for =, • no condition codes for integer operations The Mips R4000 Processor, Mirapuri, S.; Woodacre, M.; Vasseghi, N.; Micro, IEEE Volume: 12 , Issue: 2 Publication Year: 1992 , Page(s): 10 - 22 P-cache: Primary cache S-cache: Secondary cache The Mips R4000 Processor, Mirapuri, Woodacre,Vasseghi, N., ‘92 • Q: Tag check stage, why is it at the end of load access? • A: virtual indexed physically tagged (VIPT) Virtual Cache Address Data Cache Physical Tag Tags = Hit? TLB Physical Address R2000 load has a delay slot LW ra --- Addi ra rb rc See old Ra value ( before load) Addi ra rb rc Good idea? Bad Idea? R4000 does not have load delay slots. -
PLAYSTATION® ACHIEVES CUMULATIVE WORLDWIDE SHIPMENTS of MORE THAN 100 MILLION UNITS Reaching a Significant Milestone in the History of Game Consoles
PLAYSTATION® ACHIEVES CUMULATIVE WORLDWIDE SHIPMENTS OF MORE THAN 100 MILLION UNITS Reaching a Significant Milestone in the History of Game Consoles Tokyo, May 19, 2004 – Sony Computer Entertainment Inc. (SCEI) announced today that for the first time ever in the game console history, PlayStation® and PS one® hardware achieved a remarkable cumulative worldwide shipments of more than 100 million units as of May 18th, 2004. Since its launch in Japan on December 3rd, 1994, PlayStation is now being sold in more than 120 countries and regions around the world, including North America, Europe, Africa, Middle East, Oceania, South-east Asia, South Korea and Central and South Americas. Along with the rich and attractive software title lineup, it has become widely popular to a broad range of users as the standard gaming platform in homes. With the introduction of the compact and lightweight model PS one in 2000, the platform continues to spread further throughout the global market and this important milestone came within 9 years and 6 months after the release of the product. On the software front, PlayStation title lineup boasts over 7300 titles as of end of March 2004, with cumulative software shipments reaching over 949 million units around the world. Recent figures show yet strong PS one sales with more than 3.31 million hardware and 32 million software shipments during the fiscal year 2003. PlayStation has broken all records of conventional game consoles in homes, not only with the first 100 million hardware shipment record, but also with a long platform lifecycle and broad expansion within the worldwide market. -
[SCPH-50000MB/NH](Playstation®2)取扱説明書
かくぶ もくじ 各部のなまえ 目次 14 せ 設 っ 置 ち と じ 準 ゅ ん 備 び メモリー カード さしこみぐち MEMORY CARD差込口 とりあつかいせつめいしょ ピーエス 取扱説明書 " " ファミリーエンブレム SCPH-50000 MB/NH 32 ディスクトレイ ゲ 1(オン/スタンバイ)/ ー リセット ム RESETボタン、 を 1(オン/スタンバイ)ランプ す じゅこうぶ る 受光部 A(オープン)ボタン、 A(オープン)ランプ たんし コントローラ端子 37 お ん 音 が L2ボタン、R2ボタン く 楽 シ ー L1ボタン、R1ボタン C デ ィ D ー ほうこう うえ した ひだり みぎ を 方向キー上、下、左、右 聞 き く △ボタン、○ボタン、 ×ボタン、□ボタン スタート STARTボタン 39 アナログ ANALOGモードスイッチ デ ィ D ー セレクト ブ V イ SELECTボタン デ D ィ ビ ー ひだり みぎ 左スティック、右スティック デ オ L3ボタン、R3ボタン を み かあ 見 お買い上げいただきありがとうございます。 る ほんき プレイステーション ツー きかく ディーブイディー・ロム シーディー・ロム プレイステーション きかく シーディー・ロム 本機では、"PlayStation 2"規格DVD-ROMおよびCD-ROM、"PlayStation"規格CD-ROM、 おんがくシーディー ディーブイディー ディーブイディーアールダブリュー ブイアール さいせい たの 音楽CD、DVDビデオ、DVD-RW(VRモード)の再生をお楽しみいただけます。 57 でんきせいひん あんぜん ちゅういじこう まも かさい じんしんじこ お 電気製品は安全のための注意事項を守らないと、火災や人身事故を起こすことが そ あります。 の とりあつかいせつめいしょ じこ ふせ じゅうよう ちゅういじこう せいひん と あつか しめ た この取扱説明書には、事故を防ぐための重要な注意事項と製品の取り扱いかたを示していま 他 とりあつかいせつめいしょ よ せいひん あんぜん つか とく あんぜん す。この取扱説明書をよくお読みのうえ、製品を安全にお使いください。特に「安全のため かなら らん に」(2ページ)は必ずご覧ください。 よみかなら ほかん お読みになったあとは、いつでも見られるところに必ず保管してください。 ちい こ ほごしゃ かた よ あんぜん つか 小さなお子さまには、保護者の方がお読みのうえ、安全にお使いください。 3-086-446-01(2) あんぜん 安全のために けいこくひょうじ いみ ほんき あんぜん じゅうぶんはいりょ せっけい 警告表示の意味 本機は安全に充分配慮して設計されています。しかし、 とりあつかいせつめいしょ せいひん つぎ でんき せいひん まちが つか かさい 取扱説明書および製品では、次のような ひょうじ ひょうじ ないよう 電気製品はすべて、間違った使いかたをすると、火災や 表示をしています。表示の内容をよく かんでん じんしんじこ お きけん りかい ほんぶん よ 感電などにより人身事故が起こることがあり危険です。 理解してから本文をお読みください。 じこ ふせ つぎ かなら まも 事故を防ぐために次のことを必ずお守りください。 ひょうじ ちゅういじこう まも かさい v この表示の注意事項を守らないと、火災 かんでん しぼう おお や感電などによる死亡や大けがなど、 あんぜん ちゅういじこう まも じんしん じこ げんいん 安全のための注意事項を守る 人身事故の原因となります。 -
Terms & Conditions for Warranty Service for Playstation Selected
Terms & Conditions for Warranty Service for PlayStation selected Peripherals* This Warranty is valid for PlayStation selected Peripherals* (“the Product”) as specified here excluding PlayStation software. 1. Sony Computer Entertainment Hong Kong Limited ("SCEH") shall subject to the Terms and Conditions for Warranty Service, cause Telecom Service One Limited ("TSO") to provide warranty to the Product for a period of one (1) year from the original purchase date of the Product. TSO shall at its discretion, either repair or replace the Product with the equivalent Product free of charge, where the Product is faulty due to defective materials or workmanship. Any defective or additional parts of the Product which are replaced /removed by TSO in the course of repairing, if any, shall be the property of TSO. Even if TSO repairs or replaces the Product, its original one (1) year warranty term is not extended. 2. This Warranty is only valid: a) in Hong Kong (all peripherals) and Macau ( peripherals of PlayStation®Portable only ) and cannot be exchanged for a Manufacturer's Limited Warranty (Tourist Warranty); b) provided that the original purchase receipt or invoice indicating the date of purchase and retailer's name (and has not been altered or defaced since the date of original purchase) and the complete package of the Product bearing the complete warranty label, are presented together with the faulty Product; and c) when the factory-applied model number has not been altered, defaced or removed from the Product. 3. This Warranty does not cover -
SLEH-00448 Solución De Problemas
Sugerencias • Compruebe que el fondo detrás de usted esté lo más estático posible, ya que el movimiento en el fondo puede impedir el juego. • Compruebe que tiene suficiente espacio para jugar. Tenga cuidado con estantes, puertas, paredes, Cámara PlayStation®Eye / Câmera PlayStation®Eye animales y, sobre todo, otras personas. Para más información acerca de la función de conversación de voz/video de la cámara PlayStation®Eye, Manual de instrucciones / Manual de Instruções consulte la guía del usuario de la consola PS3™. SLEH-00448 Solución de problemas ESPAÑOL ® Consulte esta sección si tiene algún problema al utilizar este producto. Si el problema persiste, visite Componentes PlayStation Move nuestra página www.latam.playstation.com o llame a la línea de servicio al cliente de su respectivo país, la cual se lista en la póliza de garantía que acompaña a éste. ® ® La cámara PlayStation Eye no reconoce sus movimientos. Cámara PlayStation Eye • Compruebe que no haya luces parpadeando y que esté iluminado uniformemente por una luz frontal. • Es posible que exista un problema con la luz de su cuarto. • De ser posible, evite el uso de focos de bajo consumo energético y tubos fluorescentes y encienda cualquier otra luz adicional. Los botones en pantalla se activan solos. • Es posible que haya movimientos de fondo detrás de usted. Compruebe que el fondo detrás de usted Consola PlayStation®3 Mando de movimiento PlayStation®Move esté lo más estático posible. • Si hay alguna ventana en el fondo, considere cerrar las persianas y usar luz artificial. Su imagen en pantalla aparece demasiado brillante u oscura. • La luz de su cuarto no es la ideal. -
Case 11 Rivalry in Video Games
CTAC11 4/17/07 14:01 Page 185 case 11 Rivalry in Video Games At the beginning of 2007, the world video games industry was entering a new and unusual stage of its development. For 11 years the industry had been domin- ated by Sony, whose PlayStation had accounted for well over half of world console sales during the previous two product generations. However, in the new generation of video game consoles, an entirely new situation was emerging. As a result of its own missteps, Sony’s iron grip on the industry had been broken and the seventh generation of video consoles was shaping up into a three-way battle between Sony, Microsoft, and Nintendo. The stakes were high. With each new generation of consoles, the industry had surpassed its previous sales peak (see figure 11.1). Industry forecasts suggested that the seventh generation machines would be no exception – worldwide sales of video games hardware (consoles and handheld players) and software was estimated at around $24 billion in 2006, of which software accounted for around 60%. The market was expected to be bigger in 2007 – especially for hardware. For the three main players in the industry, the key issue was how revenues and profits would be split among them. The evidence of the past was that the video game consoles tended to be a “winner-take-all” industry where customers gravi- tated towards the market leader. The result was that one company tended to establish a market share of over 60% of the market and scooped the major part of the industry profit pool (see table 11.1).