Playstation®5 Quick Start Guide
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Anywhere, Anydevice Gaming Siddharth Singh
Anywhere, Anydevice Gaming Siddharth Singh, Soh Chor Kiong Ricky, Adrian David Cheok Human Interface Technology Laboratory Department of Electrical & Computer Engineering National University of Singapore, Singapore fg0202382,eng00673,[email protected] ABSTRACT This poster describes a multi-player networked Pong game that can be played in real-time on mobile devices and sta- tionary PCs. Through this game we intend to explore the realm of the next generation of games which, we believe, will incorporate elements of mobility, multiple connectiv- ity methods and playability on different types of devices. The system comprises the Sony-Ericsson P800 phone, a cen- tral game server, and personal computers. The client-server model has been used so that all interaction is done through the game server. The server can host multiple games at the same time. Each game has two players and a number of spectators who can view the game. The spectators can in- teract with each other using text messages. The Pong game is not the end to itself. This work is the core of an ongo- ing research project on multiple platform, multiple player mobile entertainment. Figure 1: Anywhere Gaming system Categories and Subject Descriptors H.4 [Information Systems Applications]: Miscellaneous; Corporation released the PocketStation for its highly popu- C.2.4 [Distributed Systems]: Distributed Applications; lar game console Sony Playstation [5] in 1999. PocketStation K.8.0 [General]: Games allows users to save their game data from the PlayStation and play the game on the portable PocketStation. These Keywords devices enable players to continue the same game on two Mobile gaming, cross-device gaming, network gaming different devices, and thus are a step forward towards any- where gaming. -
SIXAXIS Quadcopter George Allen, Mark Alitawi, Cory Gordinier {Geoallen, Malitawi, Cgordini}@Umich.Edu
Electrical Engineering and Computer Science EECS373 - Design of Microprocessor-Based Systems SIXAXIS Quadcopter George Allen, Mark Alitawi, Cory Gordinier {geoallen, malitawi, cgordini}@umich.edu Introduction: Quad-motor vehicle controlled with PlayStation SIXAXIS controller • Quadcopter: Rotorcraft propelled by four rotors • SIXAXIS: PS3 controller with built-in single-axis gyroscope and three-axis accelerometer, analog and digital buttons. Communicates over Bluetooth or USB. • Combined: Non-autonomous quadcopter controlled with Bluetooth radio Problem Description: Making vehicles fly is hard!! • Flight controls are very difficult to implement • Over-compensated feedback from PID controller can lead to crashing • PS3 controller solely designed for communicating with a PS3 console Proposed Solution: Open source flight controls Hardware: • Pololu MinIMU-9 v2 • Inertial Measurement Unit • Provides aircraft data for maintaining stable flight • Bosch BMP085 • Barometric pressure sensor • Provides altitude readings • ArduPilot Mega v1 • Arduino microcontroller • Programmed to manage stabilization and navigation of aircraft Software: • Supplied Code: Pololu MinIMU-9 v2 Bosch BMP085 • Ardupilot flight controls • 3 Axis Gyroscope • Barometric Pressure Sensor http://code.google.com/p/arducopter/ • 3 Axis Accelerometer • Temperature Sensor • 3 Axis Magnetometer • I2C Interface • I2C Interface • Our Code: • AP_InertialSensor_MinIMU9 • AP_Compass ArduPilot Mega • 16MHz ATMega 2560 • Altered configuration files to allow for operation • ATMega 328 with our sensors • 16 Analog Inputs (ADC on each) • 40 Digital Inputs/Outputs • 256K Flash Conclusion: Issues integrating our sensors • 8K SRAM • 4k EEPROM • Supplied ArduPilot flight controls are pre-configured to work with specific components • Difficulty in integrating our code into existing program to operate with our devices . -
Sparking a Steam Revolution: Examining the Evolution and Impact of Digital Distribution in Gaming
Sparking a Steam Revolution: Examining the Evolution and Impact of Digital Distribution in Gaming by Robert C. Hoile At this moment there’s a Renaissance taking place in games, in the breadth of genres and the range of emotional territory they cover. I’d hate to see this wither on the vine because the cultural conversation never caught up to what was going on. We need to be able to talk about art games and ‘indie’ games the ways we do about art and indie film. (Isbister xvii) The thought of a videogame Renaissance, as suggested by Katherine Isbister, is both appealing and reasonable, yet she uses the term Renaissance rather casually in her introduction to How Games Move Us (2016). She is right to assert that there is diversity in the genres being covered and invented and to point out the effectiveness of games to reach substantive emotional levels in players. As a revival of something in the past, a Renaissance signifies change based on revision, revitalization, and rediscovery. For this term to apply to games then, there would need to be a radical change based not necessarily on rediscovery of, but inspired/incited by something perceived to be from a better time. In this regard the videogame industry shows signs of being in a Renaissance. Videogame developers have been attempting to innovate and push the industry forward for years, yet people still widely regard classics, like Nintendo’s Legend of Zelda: Ocarina of Time (1998), as the best games of all time. As with the infatuation with sequels in contemporary Hollywood cinema, game companies are often perceived as producing content only for the money while neglecting quality. -
The Distribution and Marketing of the Sony Playstation
Bringing the Sony Playstation to Japan: A Case of Business Fitting the Technology Zhong-Min Hu SUID: 04836359 STS 145 Case History March 16, 2003 A Decisive Day in Console History: December 3, 1994 will be remembered as a decisive day in the history of console gaming. It was on this day that Ken Kutaragi’s technological brainchild, the Sony Playstation, shown below in Figure 1, stormed Japan, selling 100,000 of its initial 300,000 units in a single day. Hundreds of Japanese lined outside game stores everywhere in Japan, gobbling up the precious machines with no attention given to their price. (Asakura 52) By 1998, the Playstation had sold more than 40 million units worldwide. (Lowood) It effectively dethroned the Nintendo kingdom, at one point prompting Nintendo’s proud patriarch, Hiroshi Yamauchi to admit, “Sony is dominating the market, and Nintendo has fallen behind in the race. When I go to Akihabara, I get the Figure 1: More than one third of the initial 300,000 Playstation units were sold in the first day alone. impression that the Nintendo 64 is going to be obliterated.” (Asakura 139) The story behind the rise of the Playstation phoenix from the ashes of a humiliating rejection at the hands of Nintendo is indeed complex. To be sure, the technology brought to life by Kutaragi was historically unprecedented in that the Playstation outperformed every console that had previously existed. And it is true that all successes begin with good technology, but the Playstation had the added advantage of a business model that was well suited to the technology. -
Playstation 3 (PS3)
Parental controls guide Playstation 3 (PS3) Parental Controls information Type of guide Gaming consoles and platforms Features and Benefits The PS3 Parental Controls allow you to restrict games and DVDs with mature content, use of the internet browser and how your child can chat and interact on the PlayStation Network. What specific content can I restrict? Browser Access Chatting Game Ratings Inappropriate content Online games Privacy and identity theft Purchasing What do I need? Access to the PlayStation 3 console. Playstation 3 (PS3) Step by step guide 1 From the main menu navigate left/right to select “Settings” and then scroll down to “Security Settings” and press the X button. Playstation 3 (PS3) Step by step guide 2 Select “Change Password”. Playstation 3 (PS3) Step by step guide 3 Enter your current password (the default passcode is 0000). Playstation 3 (PS3) Step by step guide 4 Enter your new 4 digit passcode and then confirm that you want to change the passcode. Playstation 3 (PS3) Step by step guide 5 Scroll down to “BD – Parental Control” and press the X button. When prompted enter your PIN. Playstation 3 (PS3) Step by step guide 6 On the “BD – Parental Control” screen you are able to restrict Blue-Ray Disc playback by age on supporting Blue-Ray Discs. Confirm your selection. Playstation 3 (PS3) Step by step guide 7 Scroll down to “BD/DVD – Parental Control Region Code” and press the X button. When prompted enter your PIN. Playstation 3 (PS3) Step by step guide 8 On the “BD/DVD – Parental Control Region Code” page you are required to set the region you are in which will allow the system to use age ratings relevant to your region. -
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]. -
ACCESSORIES for PLAYSTATION®3 BECOME AVAILABLE Wireless Controller (SIXAXIS™), Memory Card Adaptor and BD Remote Control
ACCESSORIES FOR PLAYSTATION®3 BECOME AVAILABLE Wireless Controller (SIXAXIS™), Memory Card Adaptor and BD Remote Control Tokyo, October 3, 2006 – Sony Computer Entertainment Inc. (SCEI) today announced that Wireless Controller (SIXAXIS™) and Memory Card Adaptor would become available simultaneously with the launch of PLAYSTATION®3 (PS3) computer entertainment system on November 11th, 2006, in Japan, at a recommended retail price of 5,000 yen (tax included) and 1,500 yen (tax included) respectively. BD Remote Control will also become available on December 7th 2006, at a recommended retail price of 3,600 yen (tax included). Wireless Controller (SIXAXIS) for PS3 employs a high-precision, highly sensitive six-axis sensing system, which detects natural and intuitive movements of hands for real-time interactive play. With the adoption of Bluetooth® wireless technology, it allows up to 7 players to play at the same time, without having to attach any other external device such as a multitap. In addition, by simply plugging a USB cable to the controller, users can seamlessly switch from wireless to wired connection and automatically charge its battery while the controller is in use. Controller battery lasts up to 30 hours when fully charged *1). The new Memory Card Adaptor enables users to transfer data saved on Memory Cards for PlayStation® and PlayStation®2 onto the hard disk drive of PS3. To transfer data, users need to simply insert their Memory Cards to the Memory Card Adaptor connected to PS3 via a USB port. In December, BD Remote Control will also become available, which enables users to easily operate movies and music content on BD (Blu-ray Disc) and DVD on PS3. -
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. -
Will Sony Win the Console War by Default?
Will Sony Win the Console War by Default? September 18, 2020 On September 16, Sony Interactive Entertainment gave an online presentation that revealed the launch date and price for the PlayStation 5. There were no major surprises. However, the event underlined how much of an advantage the PlayStation 5 has over the Xbox Series X/S. As expected, the PlayStation 5 will be priced at $500 for the Blu-ray version and $400 for the digital only version. The system will launch November 12 in North America, Australia/New Zealand, Japan and South Korea. It will launch in Europe and the rest of the world November 19. Unlike the Xbox Series X/S both PlayStation 5 versions will have the same core hardware specs. The only difference is the lack of the Ultra HD Blu-ray drive in the digital edition (and a slight difference in size). In contrast, the Xbox Series X and Xbox Series S are two very different systems. The latest DFC Intelligence brief compares the PlayStation 5, Xbox Series X and Xbox Series S. The digital only Xbox Series S not only lacks a Blu-ray drive, but its specs are significantly lower than the Xbox Series X. This is a baffling choice on the part of Microsoft. In early 2020, Microsoft was pitching the Xbox Series X as the most powerful game system ever. However, the Xbox Series S adds a great deal of confusion to the mix. The Nintendo Switch Lite has recently shown that consumers are reluctant to buy watered down systems. This is likely to be especially true of initial console purchasers. -
Shadow 6 Wireless CUSTOM ANALOG STICKS Wireless Controller with Rumble and Sixaxis™ Compatibility ITEM No
Shadow 6 Wireless CUSTOM ANALOG STICKS Wireless controller with rumble and Sixaxis™ compatibility ITEM No. - DGPS3-1370 UPC - 8 45620 01370 8 COLOR - Camouflage PRODUCT DESCRIPTION The Shadow 6 Wireless Controller sets a new standard for PS3 gaming. The customized layout of the analog sticks delivers more comfort and precision to PS3 gamers. It features enhanced L2 and R2 triggers that help prevent your fingers from slipping during game play. Shadow 6 is also compatible with SIXAXIS™ motion sensing technology and includes 2.4 GHz latency free wireless technology, dual rumble motors, a built-in rechargeable battery, mini USB charge cable and rubberized grips. PRODUCT FEATURES • Custom Analog Stick Positioning TouchSense® Technology When we designed the Shadow Wireless, we swapped the locations of Licensed from the left analog stick and directional pad while fine-tuning their location for Immersion Corporation ultimate comfort and precision. This arrangement is similar to that of XBOX 360 controllers, and is the preferred layout of serious gamers everywhere. The Shadow Wireless is the first PS3 controller of its kind, and is sure to set a new standard for controllers of the future. • Compatible with Sixaxis™ Motion Technology The Shadow 6 Wireless is fully compatible with Sixaxis compatible games and touts a highly sensitive motion technology. • Dual rumble motors The Shadow Wireless is an Officially Licensed Immersion Corporation product, and is built with TouchSense®, Immersion’s next-generation rumble technology. TouchSense® provides gamers with the strongest, most detailed rumble feedback on the market. • Built-in rechargeable battery The Shadow Wireless features a rechargeable, 3.7V Li-ion battery for hours of uninterrupted gameplay and excellent charging time. -
Ps4 Architecture
PS4 ARCHITECTURE JERRY AFFRICOT OVERVIEW • Evolution of game consoles • PlayStation History • CPU Architecture • GPU architecture • System Memory • Future of the PlayStation EVOLUTION OF GAME CONSOLES • 1967 • First video game console with two attached controllers • Invented by Ralph Baer • Only six simple games: ping-pong, tennis, handball, volleyball, chase games, light-gun games • 1975-1977 • Magnavox Odyssey consoles • Same games with better graphics, controllers. EVOLUTION OF GAME CONSOLES (continued) • 1978-1980 • First Nintendo video gaming consoles • First color TV game series sold only in Japan • 1981-1985 • Development of games like fighting, platform, adventure and RPG • Classic games: • Pac-man, Mario Bros, the Legend of Zelda etc. EVOLUTION OF GAMES CONSOLES (continued) • 1986-1990 • Mega Drive/Genesis • Super Nintendo Entertainment System (SNES) • 1991-1993 • Compact discs • Transition of 2D graphics to that of 3D graphics • First CD console launched by Philips (1991) EVOLUTION OF GAME CONSOLES (continued) • 1994-1997 • PlayStation release • Nintendo 64 (still using cartridges) • 1998-2004 • PlayStation 2 • GameCube • Xbox featuring Xbox Live HISTORY OF THE PLAYSTATION • PlayStation (1994) • PS1 (2000) • Smaller version of the PlayStation • PS2 (2000) • Backward compatible with most PS1 games • PS2 Slim line (2004) • Smaller version of the PS2 HISTORY OF THE PLAYSTATION (continued) • PSP (2004) • PS3 (2006) • First console to introduce use of motion sensing technology • Slimmer model released in 2009 • PSP Go (2009) • PS -
Sony Computer Entertainment Inc. Introduces Playstation®4 (Ps4™)
FOR IMMEDIATE RELEASE SONY COMPUTER ENTERTAINMENT INC. INTRODUCES PLAYSTATION®4 (PS4™) PS4’s Powerful System Architecture, Social Integration and Intelligent Personalization, Combined with PlayStation Network with Cloud Technology, Delivers Breakthrough Gaming Experiences and Completely New Ways to Play New York City, New York, February 20, 2013 –Sony Computer Entertainment Inc. (SCEI) today introduced PlayStation®4 (PS4™), its next generation computer entertainment system that redefines rich and immersive gameplay with powerful graphics and speed, intelligent personalization, deeply integrated social capabilities, and innovative second-screen features. Combined with PlayStation®Network with cloud technology, PS4 offers an expansive gaming ecosystem that is centered on gamers, enabling them to play when, where and how they want. PS4 will be available this holiday season. Gamer Focused, Developer Inspired PS4 was designed from the ground up to ensure that the very best games and the most immersive experiences reach PlayStation gamers. PS4 accomplishes this by enabling the greatest game developers in the world to unlock their creativity and push the boundaries of play through a system that is tuned specifically to their needs. PS4 also fluidly connects players to the larger world of experiences offered by PlayStation, across the console and mobile spaces, and PlayStation® Network (PSN). The PS4 system architecture is distinguished by its high performance and ease of development. PS4 is centered around a powerful custom chip that contains eight x86-64 cores and a state of the art graphics processor. The Graphics Processing Unit (GPU) has been enhanced in a number of ways, principally to allow for easier use of the GPU for general purpose computing (GPGPU) such as physics simulation.