Operation Creature Feature PSN
Since the successful launch of the original PlayStation console in 1994, the company has been developing the PlayStation lineup of home video game consoles and accessories. Expanding into North America and other countries, the company quickly became Sony's main resource for research and development in video games and interactive entertainment. In April 2016, SCE and Sony Network Entertainment International was restructured and reorganized into Sony Interactive Entertainment, carrying over the operations and primary objectives from both companies. The same year, SIE moved its headquarters from Tokyo to San Mateo, California.
Operation Creature Feature PSN
Sony Computer Entertainment, Inc. (SCEI) was jointly established by Sony and its subsidiary Sony Music Entertainment Japan in 1993 to handle the company's ventures into the video game industry. The original PlayStation console was released on December 3, 1994, in Japan. The company's North American operations, Sony Computer Entertainment of America (SCEA), were originally established in May 1995 as a division of Sony Electronic Publishing. Located in Foster City, California, the North American office was originally headed by Steve Race.
In the months prior to the release of the PlayStation in Western markets, the operations were restructured: All video game marketing from Sony Imagesoft was folded into SCEA in July 1995, with most affected employees transferred from Santa Monica to Foster City. On August 7, 1995, Race unexpectedly resigned and was named CEO of Spectrum HoloByte three days later. He was replaced by Sony Electronics veteran Martin Homlish. This proved to be the beginning of a run of exceptional managerial turnover, with SCEA going through four presidents in a single year. The PS console was released in the United States on September 9, 1995. As part of a worldwide restructuring at the beginning of 1997, SCEA and Sony Computer Entertainment Europe (SCEE) were both re-established as wholly owned subsidiaries of SCEI.
On January 26, 2016, Sony announced that effective April 1, 2016, Sony Computer Entertainment and Sony Network Entertainment International would be re-organized and combined into a new company, Sony Interactive Entertainment (SIE). Unlike the former SCE, SIE is based in San Mateo, California, and represents the entire PlayStation brand, regional subsidiaries, and its content operations. On March 24, 2016, Sony announced the establishment of ForwardWorks, a new studio dedicated to producing "full-fledged" games based on Sony intellectual properties for mobile platforms such as smartphones.
It was reported in December 2016 by multiple news outlets that Sony was considering restructuring its U.S. operations by merging its TV and film business with SIE. According to the reports, such a restructuring would have placed Sony Pictures under Sony Interactive's CEO, Andrew House, though House wouldn't have taken over day-to-day operations of the film studio. According to one report, Sony was set to make a final decision on the possibility of the merger of the TV, film, and gaming businesses by the end of its fiscal year in March of the following year (2017). However, judging by Sony's activity in 2017, the rumored merger never materialized.
SIE currently has three main headquarters around the world: the global and Americas region headquarters in San Mateo, California, United States (Sony Interactive Entertainment LLC); Kōnan, Minato, Tokyo, Japan (Sony Interactive Entertainment Inc. and Sony Interactive Entertainment Japan Asia) which control operations in Asia and was also formerly the headquarters for Sony Computer Entertainment; and London, United Kingdom (Sony Interactive Entertainment Europe) which controls operations in Europe and Oceania. SIE also has smaller offices and distribution centers in Hollywood, Los Angeles, California, San Diego, California U.S.; Toronto, Ontario, Canada; Melbourne, Australia; and Seocho-gu, Seoul, South Korea and Liverpool, England, UK.
The PlayStation Portable (PSP) was SCEI's first foray into the small handheld console market. Its development was first announced during SCE's E3 conference in 2003, and it was officially unveiled during their E3 conference on May 11, 2004. The system was released in Japan on December 12, 2004, in North America on March 24, 2005, and in Europe and Australia on September 1, 2005. The console has since seen two major redesigns, with new features including a smaller size, more internal memory, a better quality LCD screen and a lighter weight.
Internally, the Vita features a 4-core ARM Cortex-A9 MPCore processor and a 4-core SGX543MP4+ graphics processing unit, as well as LiveArea software as its main user interface, which succeeds the XrossMediaBar.
Described by Sony as a "next generation" console, the PS4 included features such as enhanced social capabilities, second-screen options involving devices like the handheld PlayStation Vita, a membership service and compatibility with the Twitch live streaming platform.
The PlayStation Eye also has "two times the sensitivity" of the EyeToy, with Sony collaborating with sensor chip partner OmniVision Technologies on a sensor chip design using larger sensor pixels, allowing more effective low-light operation. Sony states that the PlayStation Eye can produce "reasonable quality video" under the illumination provided by a television set.
The camera features a two-setting adjustable fixed-focus zoom lens. Selected manually by rotating the lens barrel, the PlayStation Eye can be set to a 56 field of view (red dot) similar to that of the EyeToy, for close-up framing in chat applications, or a 75 field of view (blue dot) for long-shot framing in interactive physical gaming applications.
The PlayStation Eye features a built-in four-capsule microphone array, with which the PlayStation 3 can employ technologies for multi-directional voice location tracking, echo cancellation, and background noise suppression. This allows the peripheral to be used for speech recognition and audio chat in noisy environments without the use of a headset. The PlayStation Eye microphone array operates with each channel processing 16-bit samples at a sampling rate of 48 kilohertz, and a signal-to-noise ratio of 90 decibels.
Like its predecessor, the EyeToy, the PlayStation Eye enables natural user interface and mixed reality video game applications through the use of computer vision (CV) and gesture recognition technologies implemented in the software. Though initial PlayStation Eye software has mostly been based on the same general techniques as the EyeToy (e.g. simple edge detection and color tracking, Digimask face mapping),[fn 1] since the announcement of the forthcoming camera-based PlayStation Move and Kinect (then known as "Project Natal") control systems at the 2009 Electronic Entertainment Expo, Sony has been promoting a number of other technologies available for the PlayStation Eye. Among these are the Vision Library, which can perform advanced facial recognition/analysis and CV-based head tracking, and PSVR (PlayStation Voice Recognition), a speech recognition library intended to support about 20 different languages. According to Sony; the facial technology can identify features such as eyes, mouth, eyebrows, nose, and eyeglasses; read the shape of the mouth and detect a smile;[fn 2] determine the position and orientation of the subject's head; and estimate the age and gender of the face.
In addition to gaming-oriented uses, Sony has stated that the PlayStation Eye will also feature applications for tasks such as interactive communication and content creation (e.g. movie-making and video blogging). An AV Chat feature allows for audio-visual chat with anyone on a user's PlayStation Network friends list (up to six at once). Additional free content and activities are planned for release via the PlayStation Network.
The PlayStation Eye features free EyeCreate video editing software, which enables users to capture pictures, video, and audio clips directly to the hard drive of the PlayStation 3 console. EyeCreate features a variety of different capturing modes, including stop motion and time-lapse. Through the software, users can edit, save, and share their own custom images, movies, and audio content.
PS3 Home is another fun feature which allows you to a create 3D avatar of yourself and use that to walk through a virtual world with cinemas and bowling alleys etc. Users can decorate their avatar's personal apartment ("HomeSpace") with default, bought, or won items. Users can travel throughout the Home world (except cross region) which is constantly updated by Sony and partners. Interact with friends on a different level - a 3D level - reach out and touch each other level.
BTW ALL subversion of product at the Fab stage is probably done by motivated enterprising individuals without any cooperation from fab management. WHY would this be any different at a fab that you own?
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