Skip to main content

Currently Skimming:

Moving Innovative Game Technology from the Lab to the Living Room--Richard Marks
Pages 97-104

The Chapter Skim interface presents what we've algorithmically identified as the most significant single chunk of text within every page in the chapter.
Select key terms on the right to highlight them within pages of the chapter.


From page 97...
... In the same time frame, Nintendo released the Nintendo 64 "Reality" 3D coprocessor, touted as the equivalent of "a high-end Silicon Graphics workstation in your home." Several years later, Sony created the PlayStation 2 Graphics Synthesizer, which achieved enormous polygon fill rate due to its 2,560-bit width bus to embedded RAM. Games continue to be the driving force in real-time graphics 97
From page 98...
... Input Recently, video games have pushed the boundaries of input technology beyond the joystick, gamepad, keyboard, and mouse. A primary reason for this innovation is that earlier advances in graphics and display technology (output)
From page 99...
... The P ­ layStation Eye camera improved on EyeToy, enabling new marker-based augmented reality experiences such as Eye of Judgment and EyePet. The Microsoft Kinect camera extended video sensing to capture depth information at every pixel, enabling the Xbox to compute the dynamic pose of the player (i.e., skeleton tracking)
From page 100...
... Source: Courtesy of Sony Computer Entertainment.
From page 101...
... Source: Courtesy of Sony Computer Entertainment.
From page 102...
... PlayStation Move The high specifications of the PlayStation Eye enabled the creation of P ­ layStation Move (Figure 5) , a one-handed motion controller for PlayStation 3 that incorporates a combination of optical and inertial sensing to provide complete six-degree-of-freedom tracking.
From page 103...
... FIGURE 5  The PlayStation Move motion controller: initial prototype and final product. Source: Courtesy of Sony Computer Entertainment.
From page 104...
... Advances in graphics, processing, display, and input technologies have both improved existing experiences and enabled new ones that appeal to a wider audience. Looking forward, there is every indication that the video game industry will continue to leverage new technology to help push the boundaries of play.


This material may be derived from roughly machine-read images, and so is provided only to facilitate research.
More information on Chapter Skim is available.