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  • PlayStation Move requires 1-2 MB of system memory

    by 
    Andrew Yoon
    Andrew Yoon
    03.11.2010

    Sony's GDC panel "Introducing the PlayStation Motion Controller was exactly that: An introduction to the newly named Move peripheral. David Coombes, Kirk Bender and Anton Mikhailov showcased a number of impressive tech demos, many of which demonstrated the Move's incredible precision and low latency. One of the most impressive demos showcased full body tracking using an on-screen body puppet, not unlike one of Project Natal's tech demos. Body tracking is made possible by combining the Move and PS3's head tracking capability. According to the presentation, the PS3 can also detect faces, going so far as to identify individuals through face contour and feature detection. The software will be able to recognize gender, age, smiles and when eyes open and close. Coombes explained that all the calculations necessary to handle image processing are done by the Cell CPU, which apparently excels at the doing floating point calculations. The raw data can be processed incredibly quickly by the PS3, taking "under a frame" to translate to a game experience. And while Mikhailov didn't reveal how much of the CPU's overall power the Move controller requires, he did reveal that the memory demands are truly "insignificant" -- 1-2 MB of system memory.

  • MotionPlus co-developer shows off with LiveMove 2 video

    by 
    Darren Murph
    Darren Murph
    08.01.2008

    Nintendo may not have been totally forthcoming with third-party devs about its MotionPlus add-on, but no secrets (okay, maybe a few) were withheld from AiLive. As it turns out, said outfit actually collaborated with Nintendo in order to create the MotionPlus hardware, and it's extra kindly offering up LiveMove 2 "to help game developers take full advantage of its capabilities." According to the company, LiveMove 2 can slash up to half a year off of the time required to tie basic functionality of the device into a game, though we're obviously in no position to confirm / deny. For the small minority that cares more about how MotionPlus works rather than just accepting the fact that it does, check out the read link for a few geektastic vids.[Via NintendoWiiFanboy]

  • Wii MotionPlus co-dev demonstrates the tech

    by 
    David Hinkle
    David Hinkle
    07.31.2008

    Ever since Wii MotionPlus was revealed, we've all been hopeful about what it can do for games. Sure, it's been revealed to be utilized in Red Steel 2 and is already used pretty effectively in Wii Sports Resort, but what about other things? Well, above, you can see the tech's co-developer, AiLive, demonstrate it through a "laser sword" game. Looks pretty sweet, if we may say so.[Via Joystiq]

  • Wii MotionPlus co-developer demos tech in new video

    by 
    Randy Nelson
    Randy Nelson
    07.30.2008

    Now that E3 is over and the secret's out, middleware maker and Wii MotionPlus co-developer AiLive is openly touting what its LiveMove 2 toolset is capable of when paired with Nintendo's upcoming add-on. The above video is meant to encourage developers to adopt LiveMove 2 for creating their MotionPlus-enabled games (they can use all the help they can get, considering they didn't find out about the Wii remote upgrade until we did) but, more than anything, it's encouraging us to dream of a 1:1 lightsaber fighting game.We bring that up because a good chunk of the video is devoted to showing one of AiLive's staff playing around with a "laser sword," demonstrating how it captures every subtle movement of the remote – the footage even shows how an on-screen "dummy" can be clocked with the sword's hilt. Impressive stuff, and we desperately hope LucasArts is taking notice.

  • LiveMove Pro to help Wii developers make livelier motion

    by 
    JC Fletcher
    JC Fletcher
    10.29.2007

    AILive has announced the next version of their LiveMove software, called LiveMove Pro, a motion recognition tool for Wii development. According to AILive chairman Wei Yen, developers are flocking to the new software, apparently showing an interest in good controls for their dang games: "We expect most existing LiveMove 1.x users to license LiveMove Pro as well as a significant number of new users," he told Gamasutra.LiveMove Pro will allow developers to make games "that let players perform complicated motions tightly coupled to on-screen animations," if the completely unbiased AILive representative is to be believed. Anything to improve the occasionally iffy motion controls in Wii games is a-okay with us.

  • Wii's LiveMove could be building block for industry's future

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    10.25.2006

    We were skeptical about AiLive's motion-making development tool when it was announced earlier this month, but after seeing a tech demo of LiveMotion in action, we're convinced it can produce novel work. The problem is the price. At $2,500, LiveMotion is only attractive to a select crowd and excludes smaller parties who will likely turn to Microsoft's XNA project for a more affordable creative outlet.Nintendo should consider setting up a program, like XNA, that would invite indie game makers and hobbyists to explore Wii's ingenuity. The DS's success has shown that there's an interest, a market, for small quirky games -- it's what Jaffe was getting at; an era of churn'em-out hits. With Wii, Nintendo could p0wn this niche.

  • AiLive Live Motion in action

    by 
    David Hinkle
    David Hinkle
    10.20.2006

    When we first reported on AiLive, we didn't very much know what to expect. Sure, on paper it looked as it would blow the lid off of this mother, so when we were tipped off to this fine video, we were happy to see some of the appealing aspects of the tool set utilized so easily. Creating gesture movements for games looks so easy!As usual, the video is embedded into the post after the break.[Thanks DkNy2kX!]

  • Wiimote + AI = Skynet?

    by 
    David Hinkle
    David Hinkle
    10.12.2006

    AiLive, a company that focuses on developing artificial intelligence algorithms and software packages for games, has recently scored a partnership with Nintendo to develop the tool LiveMove. LiveMove is a development tool focused on making the Wiimote "learn" from player's movements. The goal is to make the development easier by allowing developers to program the Wiimote for more natural movements.According to the official site for LiveMove, the program, while using less than 5% of the Wii's CPU, can recognize up to forty different motions on up to eight Wiimotes at once. Pretty soon, we imagine through the use of this tool, the Wiimote will know how much salt we enjoy on our french fries and, even sooner, how much pressure to apply to human craniums for massive damage. Is Judgment Day coming?[Via 4cr]