Sunday 11 March 2012

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Platform and Distribution
A Report on Sony Computer Entertainment
By Sarah Fletcher 1001685

This report shall explore a Sony Computer Entertainment (SCE) product: the PlayStation Move.Me and the potential this technology has. The PlayStation Move.me is a development kit that utilises the PlayStation Move. The kit allows developers to create motion senor games and applications by tracking the users’ movement through the PlayStation Eye Camera and the Move Controllers. Along with discussing the potential of the Move.Me, the Author will look further at what the PlayStation, the PlayStation Move and SCE essentially are.

The History of Sony and Sony Computer Entertainment, Inc.
Starting off as Tokyo Tsushin Kogyo (TTK) in the late 1940s, the Sony Corporation was founded by Masaru Ibuka and Akio Morita. The war had recently ended, leaving Japans economy in a crippled state and these two men were making their living by repairing radios. Wanting to develop their future in designing and manufacturing, they worked on new ideas for electronic appliances. Their first innovation was far from the radios and voltmeters they started out with and was instead an appliance for home cooking: an automatic rice cooker. It wasn’t a perfect product as it’s inconsistency to cook rice resulted in limited success. However it was a beginning to the household electronics company which continued, to this day, producing innovating electronics such as the World’s first portable Televisions and the World’s first portable audio player, the Sony Walkman.
In 1950 Ibuka and Morita’s ability to look beyond, lead them to expanding TTK abroad to the US and eventually Europe. However, TTK needed to change its name as it was already being used by another company and so in 1955, a near 10 years after Ibuka and Morita formed TTK, the company was renamed: Sony Corporation, a change which didn’t become official until 3 years later. It took another 10 years for Sony Corporation to set up in the United Kingdom. In London, 1968, Sony United Kingdom was founded, becoming the first major Japanese Company to open a factory in the UK.
As a further part of the expanding Sony Corporation, SCEI was established in 1993 as the division for the Sony Electronic Publishing subsidiary which would cater to the video game industry with the launch of the PlayStation following soon after. Led by Ken Kutaragi, Sony developed the PlayStation after an unfavourable turn of events with Nintendo partnering with Phillips. Initially, Nintendo had partnered with Sony to create an add-on for the next gen console from Nintendo, the Super Nintendo. This add-on would allow reading from CDs instead of cartridges and would be called the Super Disk. However, Nintendo went behind Sony’s back and partnered with Phillips, a rival company to Sony in producing home electronics. Initially, Sony wasn’t interested in entering the gaming industry and very few had faith in Sony’s ability to succeed, the President of Sony (Norio Oga) included. However, Nintendo’s betrayal left Norio Oga infuriated and humiliated. The result was that Oga appointed Ken Kutaragi (one of the few with the drive and vision to see Sony a success in the games industry) the responsibility of developing the PlayStation Project, using the Super Disk technology.
There was a time when the continuation of the project was at jeopardy, due to the lack of belief in Sony as a gaming company. However, at the meeting to decide the fate of Project PlayStation, Ken Kutaragi reminded the board of how they found themselves in the situation; Nintendo’s humiliating actions.
 Since then, SCEI has released a number of consoles under the PlayStation brand and earned its place as a solid home gaming enterprise. The most recent release from PlayStation is the PlayStation Vita. On release date, there were over 30 games released a long with it. When the Nintendo 3DS was released, only 9 (8 in Japan) games were released alongside it.

Competition and Rival Consoles
Nintendo isn’t the only company SCEI was competing with in the video game industry. Sega, a company already established in the video game world had been developing the Sega Saturn, a console similar to the PlayStation. Six weeks before the PlayStation was to be released, Sega rushed the release of the Saturn in Japan and sold out all the original units. The hype from the release of the Saturn put a bit of a blanket over the release of the PlayStation as some of the original release units of the PlayStation remained on the shelves.
Fortunately, Sony was able to raise their head above Sega when it came to the Western release. Wanting to throw off the PlayStation’s release in America as well, Sega falsified the release dates of the Saturn in America. Sega announced that the Saturn would be released on “Saturnday” (Saturday, September 2). Sony then announced that the PlayStation would see its American release the following week.
Once again, Sega made a ploy to release the Saturn long before the PlayStation. At the first Electronic Entertainment Expo (E3), it was announced that the previous stated launch date was a ruse. Instead of being released in September, the Saturn was to be released immediately and available only at a few select retailers. This would give Sega a 4 month advantage on sales against the PlayStation. However, Sega soon realised that their plan backfired. Not only was the PlayStation selling 100USD less than the Saturn, the Saturn was releasing with very few games. Because of the surprise early launch, third-party developers were not ready for the launch and so the majority of the games released with the Saturn were what Sega were developing.
Because of the choice to limit the retailers for the Saturn, there was little support for the sale of the console and some retailers even supported Sega’s rivals more so because of Sega’s actions. By the time the 4 months was over and Sony launched the PlayStation, the Saturn had only sold approximately 80,000 systems whereas within the one weekend of the launch, over 100,000 PlayStations had sold.
With the successful release of the PlayStation and the Nintendo 64, Sega was struggling to keep its name in the game. In an attempt to improve their situation, Sega sought out the help of Microsoft to develop a new generation of gaming consoles. The result was the Sega Dreamcast. Being able to including online gaming, it was a first if its kind and led the way to the massive console online gaming culture we see today. While initially the Sega did well, especially in Japan, it still did not out match the PlayStation and when Microsoft, having finally gaining some experience in video game hardware development, released the successful Xbox, Sega knew it was time to call it quits, realising that there wasn’t the space in the market four consoles as the UK Christmas sales of the Dreamcast showed. However, they have remained in the games industry as software developers, now aiding their former rivals.
Today Microsoft, Nintendo and Sony are manufacturing consoles and all three companies are making use of motion sensors in their most currently consoles. First was PlayStation with the PlayStation 2 EyeToy: a camera accessory which used gesture recognition to allow players to interact with the games through motion. A few years later Nintendo launched the Nintendo Wii with an infrared sensor that tracked the Wii controllers, removing the need for an analogue stick or directional pad to navigate the screen. Sony then released the PlayStation 3 with the Move Controllers and the PlayStation eye that worked in the same way as the Wii (the camera capturing and tracking the light at the tip of the Move controller). Finally, Xbox released the Xbox 360 along with the Xbox Kinect; a camera sensor accessory which worked in a similar manner to the original PlayStation Eye toy but with more advanced software and capabilities.

Move.Me
Sitting between the Nintendo Wii and the Xbox Kinect, the PlayStation Move is an accessory kit for the PlayStation 3 which enhances and expands the users gaming experience. It brings into people’s homes the feeling of being at an Arcade with games such as the rail shooter: The Shoot, which plays similar to games like Time Splitters and House of the Dead (but with a more casual tone).


With games like this, players have more control of their actions and their aim instead of dealing with an array of buttons and analogue sticks.
Also, with already immersive games like Heavy Rain the user gets to experience a little more involvement with the game beyond making a choice and pressing a button. They get to perform small expressions and actions which add another challenge to the gameplay.


The move works by a camera (which is situated in front of the TV facing the user) tracking the movements of the light emitting Move controller. The camera  records your movement and image and feeds it into the system to be displayed on the application but your body movements don’t affect the sensor beyond the movement its tracking from the controller.
The Move.Me utilises this technology to provide software for developers and programmers to create applications on the PlayStation and computers that can take advantage of these tools outside of gaming.
SCEI want to see how this software can be used beyond traditional gaming such as:

·         “Games and tools that support kids' physical fitness and nutrition.
  • Kid-friendly programming interfaces for computer/technology classes or individual learning.
  • Physical therapy and rehabilitation.
  • Sports physiology or fitness training.
  • Music and the creative arts.
  • Augmented reality, 3-D, and other leading-edge technologies.
  • Addressing physically-challenged or special education needs.

In particular, Sony wanted to see how it could be used on the PC/Mac

Practical Research and Testing
Sony provided a code for the downloading and use of Move.me to allow for practical research. During the primary research not much was able to be ascertained beyond what had already been presented due to being unfamiliar with coding and not being able to explore the system completely. It was highlighted, however, how well not only the sensor of the camera responded to movement (even when hidden behind a person) but also how well the image on screen corresponded to the movement.

Secondary Research
In order to fully understand and appreciate the software, it was necessary to view videos by those who have already worked with the Move.Me and developed applications for it.
A rehabilitation and learning development application particularly stood out:


The idea that users were instantly seeing a result to their actions and having a feeling of being more hands on to their learning was interesting.
The same can be said for the painting application. Although it may not be suited for more advanced artists, as a child’s learning application, it works well.

Potential and Possible Applications
While it’s hard to clearly judge how much a success it may be, once again due to the lack of coding knowledge, the secondary research prompted an idea for further child and student development using the move.me.
Similar to a typing training game like The Typing of The Dead



With the Move.Me users would mimic the actions of skill developing exercises. Potential for it can be seen already in the Sports Champions games with the accuracy based sports like Archery. Using two controllers, even young children can work on their balancing skills by, for example, mimicking walking on a balancing beam.
Wall climbing can help develop upper body strength in the way the rehabilitation application worked, as well as the student’s logical skills by them needing to determine the most convenient route up the wall and working out where to reach for next.
Similarly, an application allowing the users to step into the virtual world and complete tasks which wouldn’t be safe or practical in reality can be beneficial in a classroom. An example would be for a science class. The student, in a sense, has the experience of completing an experiment as though they were actually holding the beakers or equipment as they would be in a real life situation.
This could be applied to adult learning and job training too. For example, someone wanting to get a licence for operating a Cherry Picker could make use of this application when practising the controls and being in the cockpit.

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