eyetoy

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  • Sony patents 'Eyepad,' a Move-enabled PS3 tablet controller

    by 
    Jordan Mallory
    Jordan Mallory
    02.16.2013

    It's important to remember, especially in situations like this, that the existence of a patent does not necessarily correlate to the existence of a product, or even a company's desire to build what it has patented. So, with that in mind, let's take a look at Sony's ridiculously named PlayStation 3 tablet controller patent.The device Sony refers to as an "EyePad" in its patent application, seen in the sketch above, would theoretically come equipped with the usual trappings you'd expect from a PS3 controller: D-Pad, buttons, analog stick, SIXAXIS motion sensors, etc. The more interesting bits, however, are a bit harder to pick out from the drawing. First of all, those shaded stripes on the edge are not a creamy nougat center, as we had originally surmised, but rather illuminated strips of LEDs or comparable light source. This would allow the EyePad, in conjunction with an EyeToy camera, to function as a PlayStation Move controller.Secondly, those dots on either corner of the apparent display (which could actually be a normal display, touchscreen or Vita-esque touchpad, according to the filing) are paired stereoscopic cameras. The cameras are arranged in such as way that their respective fields of vision provide a full, 360-degree view of any object placed onto the surface of the EyePad's screen, allowing for objects to be fully scanned in three dimensions and then rendered in game. Theoretically the player could also place their face within this field, allowing for face mapping in character customization applications, for instance.Again, we doubt this patent represents anything more than a combination of day-dreaming and butt-covering on the parts of Sony's engineers and legal department, respectively, but the ideas presented here are definitely interesting.

  • Sony brings the Holodeck to life, throws in giant sea monsters for free (video)

    by 
    Chris Barylick
    Chris Barylick
    12.03.2011

    The Holodeck is real and there's no Lt. Barclay to make things awkward. Using a combination of a Steadicam, multiple EyeToy cameras, PlayStation Move controllers, projection mapping, motion tracking, spandex-clad actors and giant rubber sea monster tentacles, Sony Europe, Studio Output and Marshmallow Laser Feast shot three web videos to highlight the immersiveness of movies rented or purchased from the PlayStation Store. Impressively, the shots rely exclusively on visual tricks, with zero editing or postproduction work. Is this the future? See for yourself after the break and relive the joy of the Holodeck without having to interrupt Worf from one of his weird workout routines.

  • Harmonix interested in branching out beyond music with Kinect

    by 
    Ben Gilbert
    Ben Gilbert
    09.18.2011

    Many years ago, before Harmonix was the dev house that birthed Guitar Hero, Rock Band, and Dance Central, the company created EyeToy: AntiGrav -- a motion-controlled game for Sony's PlayStation 2 "EyeToy" camera peripheral. Despite strong sales, that was the last time that the Massachusetts-based developer created a project not steeped in music. But it seems that the studio may not have abandoned its one-time interest in non-music motion-based games. "I think we're always open-minded about new opportunities," Harmonix CEO Alex Rigopulos told me in an interview this week at the Tokyo Game Show. "Certainly our focus always has been and probably always will be on music-themed games," he added, but his company's involvement with Dance Central has rekindled the studio's interest in other types of motion-based gaming. "A perfect example is the Kinect, which I think that through our work on Dance Central we've developed an affinity for -- towards motion gaming." Though Rigopulos wouldn't speak to specifics, he would say that, "It wouldn't be surprising if in the future we took some steps outside of our wheelhouse in music to try some new things in non-music focused motion gaming." Harmonix' latest release, VidRhythm for iOS devices, may also be on the cards for some type of Kinect-based adaptation. "Of course our hope is to keep improving it and expanding it, including bringing it to other platforms, such as possibly Kinect," Rigopulos explained. That said, with VidRhythm having just launched in the past few weeks, he's not even sure of initial sales reports just yet, so it may be a few before we hear more about the application headed to other devices.

  • 150m PlayStation 2 consoles shipped, over 1.5b units of PS2 software

    by 
    Christopher Grant
    Christopher Grant
    02.14.2011

    So just how much is 150 million? If Sony was limited to shipping only one PlayStation 2 per minute, it would've taken over 285 years to reach the milestone it announced today; instead, it took only 10 years and 11 months since the console debuted in Japan in early 2000 to ship 150 million units. Curiously, nearly 30% of the press release is dedicated to the EyeToy camera, which (get this!) "tracks the users' hands or body movement through the camera" – if only Sony paid that much attention to the promising peripheral when it was released! Other fun facts: The PlayStation 2 library is a whopping 10,828 titles deep (that's nearly three titles released every day since the console was released!) with more than 1.52 billion units of software sold. Let's put it another way, if a Tyrannosaurus Rex bought one piece of PS2 software every ... hey, where are you going?

  • Ogmento secures $3.5 million for augmented reality game development and publishing

    by 
    Ben Gilbert
    Ben Gilbert
    05.26.2010

    Augmented reality game developer and publisher Ogmento this morning announced that it has secured the first $3.5 million of venture capital funding for development. The exciting news? That means the company is hiring. "The key thing is really we're looking to partner, and hire folks, so we'd love to get that word out," Ogmento co-founder Ori Inbar told us in a phone interview earlier today. "What we do is we go after people that we've either known for many years or people that have passion about augmented reality, and have good experience in game design or art. It's a lot about passion." But that first round of funding won't just go to expanding the still nascent company's New York (R&D) and LA (development) offices with passionate people -- Inbar told us Ogmento plans on using part to release a few titles this year, "leading on mobile." That said, he was also happy to talk about possible console developments in the future. "Sony's EyeToy camera is basically enabling a whole set of augmented reality games ... and Project Natal will enable something similar. Then of course there is the DSi/3DSi and PSP platforms which are already embracing AR. When you see a game like LittleBigPlanet include AR into its development, you know this is a technology with some serious potential." Ogmento is currently composed of eight employees, including industry veterans Brian Selzer ("he's heading up the creative in the company," former senior director of Marvel properties at Hands-On Mobile) and Brad Foxhoven (former strategic consultant for ... everything). As far as announcements with game developers or publishers attached, Inbar says we'll "hear more soon."

  • Sega does what Nintendon't: make prototypes for Project Natal games

    by 
    JC Fletcher
    JC Fletcher
    03.18.2010

    Sega Super Stars (PS2) Sega is hard at work on software for both Project Natal and PlayStation Move. And to prove it (at least the first one), Sega America/Europe president Mike Hayes told Eurogamer that a "prototype" Natal game will be on display at E3. "We asked our Japanese studio to create something for [Natal] which we'll show off at E3," Hayes said. "They had a brilliant prototype up and running within six weeks. I mean a genuinely entertaining prototype you could just play." Of course, Sonic Team created what could be seen as a prototype Move/Natal game in 2004. Sega Super Stars was a minigame collection that paired modified "lite" versions of classic Sega games like Space Channel 5, Virtua Fighter and Samba de Amigo with motion sensing from the EyeToy, which happens to be a direct ancestor of the Move's PlayStation Eye camera. Our guess is that this "prototype" will bear some resemblance to Sega Super Stars. Not that that will necessarily translate directly into a new retail product, of course. The fact that Hayes sees these motion controllers as best-served by "things that are more about multi, party gaming" only reinforces the idea that Sega plans to revisit Super Stars.

  • Former EyeToy exec warns of the difficulties facing Natal, 'Arc'

    by 
    Griffin McElroy
    Griffin McElroy
    02.08.2010

    In a recent interview with GamesIndustry.biz, Jamie MacDonald, former Vice President of Sony Worldwide Studios (the company responsible for EyeToy), gave out a few pointers to Sony and Microsoft regarding their respective motion controllers. MacDonald warned that gamers are expecting more from the 360 and PS3's motion gaming than they do from the Wii, due to both consoles' beefier hardware. However, he also warned about implementing "traditional long-form gameplay," lengthy sessions of which would leave players "completely knackered." MacDonald's wisest words came when speaking about pricing the two pieces of hardware. He suggested they follow Sony's strategy with EyeToy, where the peripheral and a piece of software came bundled for the price of a normal game, which kept consumers from "paying a premium for the hardware." That's a sweet thought, but it's a little presumptive -- after all, we've yet to hear a price for the two devices. (Hell, we haven't even heard a name for one of them.)

  • PS3 motion games: Dual wanding not required

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    08.25.2009

    Did Dirty Harry ever need a second Model 29 to mop up the streets? No sir. Likewise, you'll get by just fine with one PS3 motion controller on your person. "We are approaching the launch [of the PlayStation motion controller] by making sure that all games that we create can be played with one controller and the camera," Sony boss Shuhei Yoshida assured penny-pinching purchasers during a recent interview with Eurogamer.Of course, adding a second motion controller to your loadout could really make the magic happen: "It's like putting your arms into the TV, like a gaming space, and you have total control of the 3D space in front of you," Yoshida described of the experience of dual wanding.Woah. Did anyone else just feel that? For a second there we were totally transported into the fourth dimension.

  • EyePet bundled with camera for 50 euros

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    08.18.2009

    Those looking to introduce a pet into the household without worrying about all the feeding, grooming, and post-pee castigation will be pleased to hear that Sony has announced a European bundle deal for its inescapably adorable EyePet game. While the company has confirmed that the camera-enabled carefest will arrive in North America this year, it has yet to establish a price for that region. EyePet will launch for €49.99 (roughly $70), camera included, in Europe this holiday. We'll let you know as soon as we hear more or if we somehow manage to use the phrase "post-pee castigation" ever again.Update: Retailers are currently accepting pre-orders for the standalone game (sans PlayStation Eye camera), with a UK price set at £19.99.

  • Creepy, laughter-tracking PS3 patent has us rethinking Sony's whole PlayStation Eye strategy

    by 
    Paul Miller
    Paul Miller
    08.15.2009

    Don't they know people look at these things? A recently awarded PS3 patent includes this harrowing "FIG. 2," which portrays a fictional idiot laughing at some "Crazy Inventors" programming, while the PS3 tracks Mr. Laugh's every movement and sound through the PlayStation Eye. The brooding, spiteful console could theoretically pick up on different moods like sadness, excitement, joy and boredom -- before presumably changing up action onscreen to quell that pesky uprising of "emotion" in the subject. [Via Joystiq]

  • Doc Marks discusses evolution of the PlayStation motion controller

    by 
    Xav de Matos
    Xav de Matos
    07.31.2009

    Doctor Richard Marks, known among gamers as the PhD behind the EyeToy, discussed the evolution of the Playstation motion controller technology -- revealed by Sony during E3 2009 -- with PC World. Marks said that experience with the EyeToy, along with other data, showed Sony that, while gamers did have fun experiences with the physical movement of the original peripheral, they still desired the precision and complete control in a fast, effective way. Upon this realization, Sony opted to leave the concept of control-free gaming behind and advanced to the dual-wand prototype showcased at E3 2009. "We designed our new control system to accomplish all of this. We believe the path we have chosen is an ideal combination of both spatial and action/button input," Marks told PC World.When prodded about comments made by Shigeru Miyamoto, who said he was "flattered" by Sony and Microsoft's motion-control direction, Marks respectfully agreed that -- while the EyeToy predates Nintendo's new console -- the Ninendo Wii was an important advancement that "broadened the gaming market and enabled new experiences." As for camera-only control, Marks says the tech can work but it's difficult to resonate with players who get more gratification out of using a tactile device. Attempts to uncover release details or the price-point of PlayStation's yet-to-be officially named motion controllers proved futile, but Marks promises the device to hit stores by Spring 2010.

  • Sony's EyePet beta hands-on: it's probably the most adorable thing ever

    by 
    Paul Miller
    Paul Miller
    07.28.2009

    We just got a brief glimpse at the new PlayStation Eye-based augmented reality EyePet game from Sony, which is on track for a holiday release on the PS3. It's no Project Natal, but what the game lacks in gesture-based interaction (though we were able to pet and play with the little guy pretty intuitively) it makes up for in extensive adorability. You can naturally play, feed, groom and customize your pet -- even teach the thing to draw shapes and bring them to life in a sense -- but it's surprisingly fun to just watch the little dude scamper around in seemingly real space. The title will be available both as a standalone game and as a bundle with the PlayStation Eye. Check out a video of the game in an early beta state after the break, and you can find Joystiq's E3 impressions of the game here.

  • Then and now: Sony's motion-sensing, 'magic wand' controller tech

    by 
    Randy Nelson
    Randy Nelson
    06.17.2009

    Sony's motion-controller technology for PS3 isn't new; in fact, it dates back to the dawn of the PS2's EyeToy. Well before PS3 was ever announced, Dr. Richard Marks, EyeToy / PlayStation Eye creator, was demoing gesture-based, motion-tracking gameplay on PS2 -- using a colored ball and a camera. Sound familiar?In the video after the break, you can watch Marks using a "wand" topped with a brightly-hued sphere to draw symbols in the air, which are translated into in-game spells -- the effects of which match the movement of the ball. It's very simple -- there's no tracking of depth and it's definitely not 1:1 by any stretch of the imagination -- but it's still interesting to see how far the idea has come since last-gen. Who knows what improvements can (or will) be made before the PlayStation Motion Controller is supposed to launch in 2010? We've placed this year's press conference demo video after the break for comparison's sake.[Thanks, dgonchild!]

  • London Studio boss to leave Sony

    by 
    Justin McElroy
    Justin McElroy
    05.14.2009

    Sony will say goodbye to Jamie MacDonald, London Studio chief and VP of the company's World Wide Studios on May 29, according to Develop. Neither the company nor MacDonald was willing to provide any further comment.You probably don't recognize the name, but MacDonald was leading London Studio when it launched franchises like EyeToy, SingStar, The Getaway and absolutely not Eight Days. He will also be remembered for his pioneering work in being responsible for a heated, groundless fanboy and girl argument in beloved Joystiq post "London Studio boss to leave Sony."

  • Sony, Harmonix show support for UK's National Videogame Archive

    by 
    Jason Dobson
    Jason Dobson
    11.25.2008

    As difficult as it is for us to get motivated to show support for saving the yellow-tailed woolly monkey, a UK effort to preserve video game history is one that managed to get us to stop pounding away at the keyboard and give a second look. Apparently both Sony Europe and Harmonix agree, and during the recent GameCity festival in Nottingham both made donations to the UK's newly founded National Videogame Archive, including the first ever EyeToy prototype and a prototype drum kit and guitar from Rock Band. A collaborative effort between the National Media Museum and Nottingham Trent University, the National Videogame Archive promises to keep the dust from settling on important pieces of gaming history while documenting the "full life of games." First announced last September, the archive's organizers are currently debating the scope of the project, which currently is expected to preserve everything from early development art to advertising media. Even fan art and community activities will be on display, and we cannot wait to hear the screams of horror echoing from the fan fiction wing of the museum.

  • SCEE's Maguire explains why LBP, EyeToy can only be from first-party dev

    by 
    Andrew Yoon
    Andrew Yoon
    11.11.2008

    Games development is expensive. No wonder third party publishers are avoiding exclusives, working on as many multiplatform titles as possible. However, SCEE's Ray Maguire argues that the most innovative creative risks cannot come from third-party ventures. Speaking to GI.biz, he explains that it's the responsibility of first-party studios like Sony Computer Entertainment to make the most innovative (and perhaps, risky) gaming ventures."It's really important, because if anybody has a responsibility to take a risk, to take a chance on development - and this is a huge expense - then it has to be us as a first party. There are many people who have said that everything from the original EyeToy all the way through to LittleBigPlanet wouldn't have happened from a third party publisher, because the risk is too difficult, or too much to take when you've got a potential multi-platform strategy in front of you."Certainly, adapting LBP to multiple platforms would've created a far different experience for Media Molecule. In a gaming era where it's even more important to differentiate your platform from competitors, first-party successes like LBP can really cement a platform's position. "So we take those risks - some of them come off, and some of them don't. We've been reasonably lucky in that most of them have been okay. With SingStar, Buzz!, EyeToy and now with LittleBigPlanet we think that's typical of overall investing in something, taking a risk, but when it comes right? My God, it comes right."

  • Revolutionary: Gun Sights

    by 
    Mike sylvester
    Mike sylvester
    11.06.2008

    Zombies. It seems like you can't stroll through a secluded eastern European village, tour a bioengineering facility, or attend a Kenny G concert without coming into contact with their kind. "Brains" this and "moan" that is all you ever hear from them, but chances are you've smelled them long before they come into earshot. I, for one, am sick of 'em and if you feel as strongly as I do, I urge you to take up arms.It's amusing to take them apart piece by piece, but as they shamble ever closer, you'll ultimately have to spread a little gray matter and put them to bed for a final dirt nap. At times like that, you'll need to know that you can rely on your sidearm to do the job. Zombie killin' is no turkey shoot, so a blunderbuss ain't gonna cut it. In this week's Revolutionary, we'll be testing out how straight a shooter the Wii Remote can be.

  • PlayStation Eye gets utility boost, hacked to work as webcam

    by 
    Darren Murph
    Darren Murph
    10.01.2008

    Remember that PlayStation Eye you purchased way back when? You know, that PS peripheral you used for all of 12 minutes before shelving indefinitely? It's time to break that bad boy back out, as a detailed hack from the NUI Group shows how to convert it into a working webcam within Windows. Make no mistake, this isn't the simplest hack in the whole wide world, but the long-winded instructions ought to guide you right through. What are you waiting for? Head on down and get to work![Via PS3 Fanboy]

  • Philosony: Who let the - uh - simian out?

    by 
    kylie prymus
    kylie prymus
    09.13.2008

    Pet simulators have come a long way since our English teachers were giving us detention for trying to feed our pathetic, whimpering beeping Tamagotchi in class. Now we've got simulated dogs for our handhelds and virtual animals to keep our virtual people company on our PC. With the development of better robotics we've even seen geek's best friend jump through the LCD and follow us into tangible world. By this time next year (hopefully!) we should have a new kind of digital cuteness to keep us amused when no one is watching - the EyePet. I recently wrote about some of the difficulties beyond realistic rendering that developers face when trying to make us emotionally attached to a character. Human behaviors and emotions are so much more difficult to mimic than those of animals, no matter how abstract. You'd find me silently weeping for the destruction of little Metal Gear Mk. II long before I'd be shedding tears for Solid Snake. Why is it easier to evoke a nurturing and protective instinct in a virtual pet than in a virtual human?

  • Toshiba's Cambridge Research Lab shows off gesture-controlled TVs, image recognition

    by 
    Paul Miller
    Paul Miller
    08.29.2008

    Toshiba is pulling an EyeToy, minus a diabolical plan to actually sell the thing and make a killing off of collectable elemental decks. The company's Cambridge-based Research Lab has some new video camera-based feature they're prototyping for possible eventual TV implementation. The real highlight is a fist-based cursor control -- just stick out your hand, make a fist, and control a cursor on-screen for navigating the TV's functions. You can also put up your palm to stop the madness, and even rotate 3D images on-screen, but it's all a little shaky for now. Another thing we saw was picture recognition: hold up a cue card to the TV with an image on it and the TV recognizes it and performs a pre-assigned function. Tosh is also working on speech recognition and some other things; not really changing the world, but some fun stuff all the same.%Gallery-30760%