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    by Published on May 10th, 2010 19:58

    A number of industry figures have expressed their belief that the games industry will not see another major new generation of consoles.
    Their hypothesis is that the future of console hardware lies in steady evolutionary footsteps and increasingly open platforms rather than the large-scale proprietary technological leaps that have periodically punctuated the last 30 years.
    They often argue that the investment required by Microsoft and Sony in competing at the cutting edge is simply too onerous and no longer economically viable.
    They also often highlight the rapid rise of server-based gaming and its lower client-side hardware requirements.
    Should such a change take place, it would have a truly profound impact on the games industry. Developers would be forced to reappraise their approach to content, tools and middleware development. Publishers’ financials – and share prices – would no longer be slaves to cyclicality.


    Consumers’ buying patterns would be profoundly altered. Given that console software sales represent over $25 billion per annum, there is much at stake. But how likely is this game-changing prediction to take place?
    Clearly, only the console manufacturers and their close industry confidantes know at this stage. However, I believe that we will see a major new generation of hardware launched in the next two-to-four years and that proprietary consoles will still be on sale in ten, even 15 year’s time. Here’s why.
    Self control
    Console manufacturers invest in proprietary hardware for one overriding reason: control. Having complete technical and legal control over their own platforms allows them to justify levying fees for every disc manufactured and unit distributed digitally. These fees typically subsidise lower hardware retail prices, driving demand for both hardware and software.
    They are acceptable to publishers as a result and make the console manufacturing business model viable. It is difficult therefore to envisage Nintendo, Sony or Microsoft relinquishing control over their own hardware, and easy to see continued investment in proprietary technology and closed platforms to maintain their fee justification.
    While Nintendo has opened up the casual console games market, the bedrock of both Sony and Microsoft’s strategy remains the hardcore gamer, a species that is fewer in number but considerably more valuable per player. These gamers’ purchasing decisions are driven by various factors, but they are unique in expecting continual improvements in game technology sophistication. For Sony or Microsoft to drop out of the technology arms race that feeds this consumer demand would be to retreat from the hardcore market.
    This would represent a huge strategic risk for the exiting company and give the survivor a monopolistic market dominance. Microsoft and Sony are tied together in this arms race, whether they like it or not.
    But could console manufacturers simply move to smaller, iterative but still proprietary and cutting-edge hardware releases every one to two years rather than $2 to $3 billion blown on a single platform every four to six years?
    Superficial features and interface innovations have been used for generations to extend platform longevity but these are not really console iterations; they do not fundamentally improve the specification and performance of the underlying platforms.
    As Sega found with the Mega CD, the idea of iterating platforms gradually is flawed in three critical ways: player fragmentation, development resistance and consumer confusion.

    Irritating iterations
    While the installed base of consoles only ever increases, the active player base follows a parabolic growth curve which, after many years and at its peak, can reach up to 50-to-60 million players for a single console (c.50 per cent of PS2’s installed base).
    Games publishers tend to experience their greatest individual and collective software sales during this period usually recording their best financial results too. In contrast, they often go into loss during the platform transition years when the active user bases bottom out.
    Developers make significant up-front investments with the advent of a new platform to build best-of-breed technology and amortise this cost over as many titles and for as long as possible.
    Moving to iterative hardware could severely disrupt this – developers would have to make those up-front investments on a more regular basis and be less able to get to grips with the new technology.
    They would end up having to create multiple versions of the same game and would likely end up prioritising the lowest common denominator, the original platform, as it will have the largest installed base.
    This would contribute to the inevitable player confusion and annoyance when faced with multiple hardware requirements to access different functionality within the same game as well as the marketing challenge of highlighting what those requirements are.
    The console hardware market is undoubtedly ...
    by Published on May 10th, 2010 19:57

    Entertainment giant Sony has been sued for over $5 Million by a disgruntled gamers after removing the "install other OS" feature from their PlayStation 3 console.

    The feature allowed users of the console to install the widely used and very popular Linux operating system, which could effectively turn the PS3 into a home computer rather than an entertainment system, a feature which was touted prominently in Sony's marketing when the console was launched in 2007.

    Following the removal of the feature due to security concerns earlier this month, California resident Anthony Ventura has launched a class action claim against Sony on behalf of "a nationwide class of all persons who purchased a PS3 during the period November 17, 2006 and March 27, 2010 and who did not resell their PS3", describing the removal of the feature as "based on its own interest and made at the expense of its customers".



    Many gamers may not have noticed the removal of the feature, but to the hardcore PS3 user who intends to use the console beyond its obvious gaming and entertainment capabilities, the move was extremely controversial.

    However, it was probably only a matter of time before Sony took this step as a part of their ongoing efforts to curb piracy through digital rights management.

    The use of Linux as an operating system effectively allowed PS3 users to modify the console as and when they saw fit.

    Amazon in the UK have already made a number of refunds to disgruntled customers who have complained that it no longer works in the same way it was advertised when purchased, although Sony have already ruled out such a move.

    Under UK Law (the Sale of Goods Act 1979), consumers are fairly well-protected and sellers must provide goods which meet certain minimum standards, the main being that what is being sold must "correspond with their description", be "fit for purpose" and "of satisfactory quality" at the time of purchase.

    Consumers expecting a certain functionality from the PS3 may well have valid claims, although there may well be an equally valid defence on the basis that the PS3 remains fit for purpose on the basis for which it is commonly supplied (i.e. as a gaming console rather than a home computer) and that it was of satisfactory quality in terms of "all relevant circumstances", again to be used as a games console.

    It's probably fair to say that this claim would be dealt with differently in the EU than the US and it is worth noting that the feature is only removed through a downloadable firmware update.

    Although any user refusing to update their console could still use Linux, they would not be able to use other features, such as playback of certain Blu-Ray discs.

    It may well be that Sony is willing to risk a flood of similar claims against the potentially huge amount it could lose through the use of modified consoles; to circumvent their DRM system in the wake of the announcement of an available "hack" for the system in January this year by the same user who successfully cracked the iPhone.

    In the battle for copyright protection, it may well be the informed gamer who ends up as the loser.

    Steve Kuncewicz is an assistant solicitor in the IPCT team at law firm Halliwells LLP. Email him on: [email protected]

    http://www.computerandvideogames.com...VG-General-RSS ...
    by Published on May 10th, 2010 17:56

    It is becoming increasingly more likely that Nintendo is using Sharp's parallax 3D tech for its upcoming handheld, the Nintendo 3DS.
    The 3D display tech allegedly used in Nintendo’s new DS system has been researched by tech firm Sharp for nearly twenty years, official documents show.
    Key to Sharp's parallax 3D system is how the technology can be turned on and off at the flick of a switch - a core feature which Nintendo president Satoru Iwata has now confirmed will be used in the upcoming 3DS handheld.
    In a recent interview Iwata said that the 3DS “will be easy to turn off the 3-D function on the new machine, allowing people to play games, with or without 3D.”
    The quote effectively shows that Sharp's parallax 3D tech has been chosen for the device.

    Develop recently published documents outlining Sharp’s parallax 3D tech. The illuminating research paper on 3D parallax barrier displays – republished here – says that the 3D technology can be used in a number of applications “including 3D games, amusements and image capture”.
    The 3DS is set to be shown at next month’s E3 in Los Angeles, before going on sale sometime in the fiscal year “through March 2011.”
    In an interview with Forbes, Iwata did not go into details about other functions - such as anti-piracy tech - that will be implemented in the new handheld, but confirmed that the device will fight against a more piracy-tolerant market.
    "We fear a kind of thinking is become widespread that paying for software is meaningless," he said. "We have a strong sense of crisis about this problem."

    http://www.develop-online.net/news/3...irmed-by-Iwata ...
    by Published on May 10th, 2010 17:53

    Mouse and keyboard support also confirmed for Media Molecule’s PS3 sequel

    LittleBigPlanet 2 will offer limited support for the PlayStation Move controller at launch with fuller, expanded support planned for later down the line.
    “We’re really excited by giving the Move controller to the community,” Media Molecule co-founder Mark Healy told VG247.
    “We’re totally going to go to town on supporting that, but I don’t think we will have the full functionality at launch. There will be a taster, but it is something we are planning to do.”
    In addition, Healey added to NowGamer that the game will also support mouse and keyboard:
    “The funny thing is that the PC tools we were using were quite crap, to be honest, a pain in the arse, and it got to the point where the pop-it in Create mode was actually much better.

    “We’ve really embraced that now, and from scratch. Which is the obvious thing to do really because it forces us to make the improvements that mean you can do things better and faster, so it’s real-time playtesting of it, if you like. We’ve also added is keyboard and mouse support for the PS3, so you can draw things and navigate Pop-it with a mouse and stuff.”

    http://www.mcvuk.com/news/38909/LBP2...t-a-later-date ...
    by Published on May 10th, 2010 17:52

    Devices powered by Google's Android OS accounted for 28 per cent of US smartphone sales in 1Q10, eclipsing Apple to take the number-two position behind RIM (36 per cent), according to market tracker NPD.
    The figures, garnered from online consumer surveys (and excluding corporate/enterprise sales), place Apple's OSX (i.e. iPhone) in third place on 21 per cent.
    NPD says Android's share has been boosted by increased operator support, particularly from Verizon Wireless, which has been pushing Motorola's Droid and Droid Eris devices.
    Devices sold through AT&T comprised nearly a third of the US smartphone market during the quarter (32 per cent), followed by Verizon Wireless (30 per cent), T-Mobile (17 per cent) and Sprint (15 per cent).

    http://www.mobile-ent.biz/news/37068...selling-iPhone ...
    by Published on May 10th, 2010 17:49

    The release of the iPad has impacted sales of a range of mobile devices in the US, most heavily the netbook segment, according to data from Morgan Stanley Research.
    According to the findings, the netbook segment has fallen from a growth rate of 641 per cent in July 2009, to just five per cent in April this year – the month that the iPad was released.
    However, the interpretation of these results has found some controversy, with the Windows Supersite Blog citing IDC results that suggest that the netbook segment slowdown was “as a result of stronger-than-expected sales of larger, full-featured (and more expensive) Windows 7 notebooks.”
    “IDC is now forecasting that ‘mininotebooks’ will sell 45.6 million units in 2011 and 60.3 million in 2013,” wrote Windows Supersite’s Paul Thurrott.
    “If I remember the numbers from 2009, they were 10 percent of all PCs, or about 30 million units. Explain again how the iPad will beat that. Please. Even the craziest iPad sales predictions are a small percentage of that.”

    http://www.pcr-online.biz/news/33529...etbook-segment ...
    by Published on May 10th, 2010 17:47

    Apple may have a rival for Flash in the pipeline, after it has been revealed that the company is already using its Gianduia framework for a number of web applications.
    According to AppleInsider, the software, which was unveiled last year, has been used to create web app clients, Apple’s One-to-One program, the iPhone reservation system and the Concierge service for Genius Bar reservations.
    These utilisations demonstrate that the Gianduia framework does not require HTML5 for implementation and can work alongside existing web standards.
    It has been speculated that Apple may push Giandula, under the pretext that it is tested and ready, whereas HTML5 isnt.

    http://www.pcr-online.biz/news/33531...n-the-pipeline ...
    by Published on May 10th, 2010 15:10

    As you know, Blind Assistant is a software aiming to help visually impaired people through
    a set of technologies like voice recognition, voice synthesis, algorithms for artificial vision,
    all running in a single homebrew.

    The application, developed at Visilab Research Center of the University of Messina, doesn't
    require a complex and expensive hardware to work, but it can be executed on a simple
    PSP-2000 with 64 Mb of ram.

    The last Blind Assistant CFW0005, released a year ago, surprised the world for its great
    complexity. In the meantime, Visilab was working on the weak points of the software
    in order to make it more reliable and powerful.

    The result is Blind Assistant CFW0006: probably the most complex homebrew ever
    released. You can download the homebrew here:

    http://visilab.unime.it/~filippo/Bli...dAssistant.htm

    We have created some videos about what Blind Assistant can actually do:

    http://www.youtube.com/watch?v=bDSW7RaCixs

    http://www.youtube.com/watch?v=584mAXwd4dQ

    http://www.youtube.com/watch?v=zMGGySlbDeo

    http://www.youtube.com/watch?v=omFylu5jdFY


    At the actual stage, Blind Assistant provides seven functionalities:

    1) Voice clock and calendar Pressing the START key, the blind can obtain the
    date and the time by the console

    2) Face recognition The system uses the PentLand Component Analysis (PCA),
    algorithm, speeded up by the use of Sony VFPU, for recognizing the names and the position
    of the people that are present in that moment in the room. In this release, it has
    been implemented a new memory manager that manages dinamically the available
    ram, allowing to obtain better performances.

    3) Position recognition Using the SIFT (Scalar Image Feature Transform) algorithm,
    Blind Assistant is able to recognize the room where the blind is. As the SIFT algorithm
    is too computationally expensive for the small processor of PSP, the image is sent via
    wi-fi to a server, called BlindServer, that runs on a x86 PC. The SIFT analysis is done inside
    the server and the answer is returned via wi-fi. In this new version of Blind Assistant,
    the client tries to connect to the server everytime it is necessary, and not only at
    startup like in the previous releases.

    4) Optical char recognition Blind Assistant is able to read a text in a frame grabbed
    by the camera. For this new release, a new technology has been implemented: ndTesseract
    (it replaces the old ndOcrad engine for the internal scanning method).
    ndTesseract is a version of the OCR originally developed by Google, that is able to run,
    for the first time in the world, on the small MIPS processor of the Sony console. The result is
    of extra-ordinary importance, because Tesseract is actually the OCR, among the open-
    source solutions, that provides the best recognition rate. The execution of a complex
    software like Tesseract inside an homebrew has been made possible using the
    Varangozov memory manager, a new technology that will be released in the next
    Nanodesktop 0.5 and that will make the nd applications up to three times faster than
    now.

    5) Data matrix scanner Blind Assistant is able to recognize the data matrix labels,
    compatible with standard ISO/IEC 16022:2006 (http://en.wikipedia.org/wiki/Data_matrix_(computer)).
    This new functionality is very important, because the data matrix labels
    can be used for object recognition, collision avoidance, for reading the content of
    different boxes, for reading the labels of the drugs etc. The scanner operates at a
    frequency of 1 Hz and it is able to recognize the labels independently from rotations,
    scaling or variation in pose. The content is read to the blind through the integrated
    voice synthesizer

    6) Mail reader. Blind Assistant integrates a small mail reader. Thanks to the
    introduction of the ndVMIME library, the software is able to manage both HTML or
    plain text mails now. Furthermore, during the other operations of the system,
    a daemon is run in background: it checks, every nn minutes, if new mails have
    arrived. In this case, a voice advice is emitted and the blind is invited to read the
    new messages that have arrived.

    7) Fixer tools When Blind Assistant encounters some error conditions, like errors
    in the database stored in the memory stick, it executes automatically some routines that
    fix the problem without any necessity of operations by the user.


    Blind Assistant requires a PSP-2000 and a Sony GoCam camera. A reduced version ...
    by Published on May 10th, 2010 09:47

    Hi Guys,
    I have made a little demo video of my embedded web server that allows
    a user to open my garage door using a web browser.
    The web browser can be running on a PC, or mobile device such as a mobile phone,
    or in the case of this video, a Sony PSP.

    YouTube - Embedded Web Server Controlling Garage Door

    Quite a lot had to come together to make this happen,
    but it is not a permanent setup.
    This particular application was setup for the demo video only.

    Cheers, Art. ...
    by Published on May 9th, 2010 23:31

    Bugiin 1.4 released by brunette_redhead

    If you have ever played Mario Paint for the SNES, then you have probably played the Gnat Attack game (also known as Coffee Break). My game is a spinoff of this, created for the Wii. I took many creative liberties with it, including redoing all of the sound effects with my brother and my girlfriend, and switching up the game modes just a bit.

    There are two main game modes, the "Classic" mode, which is level based much like the original. There is also a "Swarm" mode which features endless enemies.

    V1.4 - 05/09/10

    Changed the menus
    Better hit detection
    Different game over and level complete screens
    Improved stability.

    http://wiibrew.org/wiki/Bugiin ...
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