In Disneyland in Tokyo, they have 3-D "Alladin", and in Florida, they have the movie "Captain EO" staring Michael Jackson.
In the games world, 3-D hasn't caught on that much yet, but back in the 80s, SQUARE actually experiented with 3-D for the NES/Famicom, using red-blue glasses. There were at least 2 titles I remember, 3-D Worldrunner and Rad Racer which used this (albeit primitive) 3-D technology.
There seems to be some use of 3-D in the scientific world. SGI and several other companies have LCD glasses which are synchrnoized to a monitor/projector, displaying alternating left-right eye images. I've been in SGI's RealityCenters which are basically rooms surrounded by wall-sized screens on all sides, and are used for visualizing extremely large data sets, such as large molecules in the pharmaceutical industry or geologic data in the petroleum industry. With 3-D glasses used, the experience in one of those places can literally cause some people to vomit (and I've seen it happen)!
At several of the most recent SIGGRAPHs, there was a very interesting panel debate between prominent figures in academia, and people in the game industry.
Basically, the academics think the game developers are focusing too much on the here and now, and not really focusing on long-term research, and they are concerned that the increasing popularity of games will lead to less funding for their more long-term research programs. Whereas the developers always think that the academics are too stuck-up and fail to appreciate how they are being used in the real world, and want to see less of a disconnect between theory and applications.
As someone from both backgrounds, having made the switch from one to the other, I personally find them hilarious. I do agree that academia and the gaming world should work more closely together. Indeed, you are starting to see more and more papers in venues like SIGGRAPH being authored by games people from EA and the like, and the Game Development conferences are in many ways being more and more like SIGGRAPH, with paper presentations, etc.
There is no doubt that games, and related fields like movie animation, rather than stifling the state of the art, are fueling it. It's probably safe to say, that without games and gamers demanding more and more, SGI-quality graphics hardware on the PC would have nowhere been so cheap and ubiquitous as they are now. And, in many areas such as physical modelling, simulation, and interactive real-time rendering, there would have not been so many state of the art innovations as there have been now.
Game programmers, I dare say, are often the BEST at what they do -- writing efficient code, both space and time-wise -- VERY much true for the consoles, and even so for the PCs! Despite advances in hardware, game programming is probably the most difficult and more demanding field of software, and one that will continue to insipire future generations of programmers to do their best, rather than being complacent and writing inefficient "bloatware".
In short, the making of games has grown up from a backwater area of programming to a serious factory of intellectual progress. I look forward to innovation coming from both those in the ivory towers and those in the game studios, working hand in hand and side by side.
In Europe, as well as Japan, phone calls, even for local numbers, are charged by the minute, in constrast to the practice in the US where you get unlimited local calling. Therefore, traditionally, without broadband, dialup Internet users here have been very concientious about the time they spend online. Many studies have shown that this has caused the growth of ecommerce and (more of interest to me) online gaming to be slower in those parts of the world.
With broadband, and unlimited usage, it was a quantum leap for many Internet users here in Japan and I'm sure such was the case in England as well, to be able to have UNLIMITED usage.
I would say that, compared to the US where broadband was just an evolution in speed, it was, from a marketing standpoint much more of a compelling sell in these countries, because of the UNLIMITED aspect of it, causing people to use/overuse it even more than in the US.
Much of global Internet traffic on the intercontinental level is routed through the USA, even though the origin or destination may be totally outside the USA. For instance, traffic between Asia-Europe, or South America-Australia will almost always pass through the US, because most of those "hubs" are, as the article mentions, in the USA.
I believe more work should also be done on interconteninental links that do not go through the USA as well.
I have nothing againt the USA, but the Internet is critical to more than just the USA now, and were the unthinkable to happen again in the USA, there should be redundancy. Also, it would be much more efficent in terms of latency (eg, Europe-Asia instead of Europe-USA-Asia).
I predict two emerging paradims in MMORPG game design will create interesting interactions and facilitate global play to a greater extent than is now.
1. Nintendo, et al. are doing some work with real-time language translation on the fly -- some early results can be seen in the GameCube title "Phantasy Star Online" where you can select from a menu of sentence patterns, subjects, objects, etc. We're trying to get it to the point where you can translate free text, without the awkward results that stuff like Babelfish, et al. yield.
2. Also, the ability to create objects on the fly, extending the game world, etc, much like the OO muds from the text based MUD era, would be very interesting to see (eg, being able to create a new item of furniture, etc. and make it available online to all players, rather than having a limited palette which inherently reflects the cultural milieu of the game's designers)
I am really looking forward to the time where international players freely interact -- it will be an interesting sociology experiement to see how national and cultural means, norms and paradigms manifest themselves in a virtual world.
Sir, you obviously have no life other than to post FOUR rebuttals on here.
As to whether or not you believe me, I could care less.
I have not given any inside information about Nintendo R&D whatsoever that is not available elswhere. As for your other concerns, I work for a more secretive internal R&D organization within the company, apart from R&D1 and R&D2. This organization is a black one, much like the "Skunk Works" of your Lockheed Aircraft in the USA. Here, we work on technologies that lie beyond the 2-4 year time horizon that the other R&D groups focus on. We are looking at technologies now that are at least 1-2 generations beyond GameCube. That's about all I can share.
As for Japan, even they are opening up their traditional closedness of their society, and you will find many non-Japanese in Nintendo, and Sony, and many other corporations, still a minority, but definitely extant.
As for your assinine citation of my modchip enquiry, I was enquiring about Xbox mod chips. Last I checked, Xbox is not a Nintendo product, hence, we would not have too much concern over it.
I won't even entertain your attacks on my academic credentials, but if you read my bio and do some arithmetic, you will find I started graduate studies at MIT five years before I got my first degree.
Anyhow, I will not lose sleep about what someone on/. thinks of me. I shall entertain no further correspondence with the boorish likes of you. Good day.
I presume that they work on the superheterodyne principle which 99% of commercial radios out there use. Basically, when picking up radio waves off the air, a radio will remodulate the radio waves to an intermediate frequency inbetween the carrier frequency, and the final output which is sent to the amplifier. This intermediate frequency is emitted by the oscillators (ie, your radio receiver is also a transmitter, which is why radio "receivers" are banned on commercial airliners like cell phones are) and can be picked up and detected just like any other radio wave.
Based on the frequency of the IF wave, the billboard can presumably tell what the majority of the radios in the near vicinity are tuned into.
I will let you in a dirty secret -- off the record, Nintendo, et al. aren't too concerned about importing of games (and DVDs, etc), compared to piracy. That's why it's relatively simple to region hack game consoles and DVD players, and we've turned a blind eye to them.
Were modchips only to solve the region issue, we wouldn't have TOO much issue with them.
We just have the region locks to keep the suits happy, but we know true fans/otaku will defeat the hacks easily.
We had developed a special proprietary media for the GameCube, which makes piracy all but impossible. There is also no internal hard drive to act as storage, either. Therefore, you don't see much GameCube warez or modchips floating about, compared to the PS2 and Xbox scene.
MS and Sony, with their resources, should have invested time and money to develop proprietary media as well.
The idea of allowing portable games to be played on the big screen is not new. Nintendo has had a device called Super Game Boy which allowed you to play Game Boy games on the Super NES/Famicom. Some Game Boy games even could take advantage of Super Game Boy features such as limited color ability, etc.
SEGA also had a handheld system called Game Gear, which had an adapter to allow its games to be played on the Genesis/MegaDrive.
How would they detect the presence of the chip remotely? I could think of several general ways, but I'm not familiar with XBOX mod chip workings.
Is cygwin an emulator?
on
Fun With Wine
·
· Score: 1
I thought that cygwin was just an implementation of the UNIX command line tools for Win32, not a full emulator or virtual machine (like VMWare, for instance.) How would they 'run' WINE under Cygwin?
Why don't they use a standard principle of distributed systems: just send out the same work unit to multiple machines and teams, and use some cross-comparison scheme to detect anamolies? Work units that disagree with the majority are flagged as invalid.
What if someone hacked into the MD5 database and changed the entries? :-)
In Disneyland in Tokyo, they have 3-D "Alladin", and in Florida, they have the movie "Captain EO" staring Michael Jackson.
In the games world, 3-D hasn't caught on that much yet, but back in the 80s, SQUARE actually experiented with 3-D for the NES/Famicom, using red-blue glasses. There were at least 2 titles I remember, 3-D Worldrunner and Rad Racer which used this (albeit primitive) 3-D technology.
There seems to be some use of 3-D in the scientific world. SGI and several other companies have LCD glasses which are synchrnoized to a monitor/projector, displaying alternating left-right eye images. I've been in SGI's RealityCenters which are basically rooms surrounded by wall-sized screens on all sides, and are used for visualizing extremely large data sets, such as large molecules in the pharmaceutical industry or geologic data in the petroleum industry. With 3-D glasses used, the experience in one of those places can literally cause some people to vomit (and I've seen it happen)!
At several of the most recent SIGGRAPHs, there was a very interesting panel debate between prominent figures in academia, and people in the game industry.
Basically, the academics think the game developers are focusing too much on the here and now, and not really focusing on long-term research, and they are concerned that the increasing popularity of games will lead to less funding for their more long-term research programs. Whereas the developers always think that the academics are too stuck-up and fail to appreciate how they are being used in the real world, and want to see less of a disconnect between theory and applications.
As someone from both backgrounds, having made the switch from one to the other, I personally find them hilarious. I do agree that academia and the gaming world should work more closely together. Indeed, you are starting to see more and more papers in venues like SIGGRAPH being authored by games people from EA and the like, and the Game Development conferences are in many ways being more and more like SIGGRAPH, with paper presentations, etc.
There is no doubt that games, and related fields like movie animation, rather than stifling the state of the art, are fueling it. It's probably safe to say, that without games and gamers demanding more and more, SGI-quality graphics hardware on the PC would have nowhere been so cheap and ubiquitous as they are now. And, in many areas such as physical modelling, simulation, and interactive real-time rendering, there would have not been so many state of the art innovations as there have been now.
Game programmers, I dare say, are often the BEST at what they do -- writing efficient code, both space and time-wise -- VERY much true for the consoles, and even so for the PCs! Despite advances in hardware, game programming is probably the most difficult and more demanding field of software, and one that will continue to insipire future generations of programmers to do their best, rather than being complacent and writing inefficient "bloatware".
In short, the making of games has grown up from a backwater area of programming to a serious factory of intellectual progress. I look forward to innovation coming from both those in the ivory towers and those in the game studios, working hand in hand and side by side.
In Europe, as well as Japan, phone calls, even for local numbers, are charged by the minute, in constrast to the practice in the US where you get unlimited local calling. Therefore, traditionally, without broadband, dialup Internet users here have been very concientious about the time they spend online. Many studies have shown that this has caused the growth of ecommerce and (more of interest to me) online gaming to be slower in those parts of the world. With broadband, and unlimited usage, it was a quantum leap for many Internet users here in Japan and I'm sure such was the case in England as well, to be able to have UNLIMITED usage. I would say that, compared to the US where broadband was just an evolution in speed, it was, from a marketing standpoint much more of a compelling sell in these countries, because of the UNLIMITED aspect of it, causing people to use/overuse it even more than in the US.
Much of global Internet traffic on the intercontinental level is routed through the USA, even though the origin or destination may be totally outside the USA. For instance, traffic between Asia-Europe, or South America-Australia will almost always pass through the US, because most of those "hubs" are, as the article mentions, in the USA.
I believe more work should also be done on interconteninental links that do not go through the USA as well.
I have nothing againt the USA, but the Internet is critical to more than just the USA now, and were the unthinkable to happen again in the USA, there should be redundancy. Also, it would be much more efficent in terms of latency (eg, Europe-Asia instead of Europe-USA-Asia).
I predict two emerging paradims in MMORPG game design will create interesting interactions and facilitate global play to a greater extent than is now.
1. Nintendo, et al. are doing some work with real-time language translation on the fly -- some early results can be seen in the GameCube title "Phantasy Star Online" where you can select from a menu of sentence patterns, subjects, objects, etc. We're trying to get it to the point where you can translate free text, without the awkward results that stuff like Babelfish, et al. yield.
2. Also, the ability to create objects on the fly, extending the game world, etc, much like the OO muds from the text based MUD era, would be very interesting to see (eg, being able to create a new item of furniture, etc. and make it available online to all players, rather than having a limited palette which inherently reflects the cultural milieu of the game's designers)
I am really looking forward to the time where international players freely interact -- it will be an interesting sociology experiement to see how national and cultural means, norms and paradigms manifest themselves in a virtual world.
Sir, you obviously have no life other than to post FOUR rebuttals on here.
/. thinks of me. I shall entertain no further correspondence with the boorish likes of you. Good day.
As to whether or not you believe me, I could care less.
I have not given any inside information about Nintendo R&D whatsoever that is not available elswhere. As for your other concerns, I work for a more secretive internal R&D organization within the company, apart from R&D1 and R&D2. This organization is a black one, much like the "Skunk Works" of your Lockheed Aircraft in the USA. Here, we work on technologies that lie beyond the 2-4 year time horizon that the other R&D groups focus on. We are looking at technologies now that are at least 1-2 generations beyond GameCube. That's about all I can share.
As for Japan, even they are opening up their traditional closedness of their society, and you will find many non-Japanese in Nintendo, and Sony, and many other corporations, still a minority, but definitely extant.
As for your assinine citation of my modchip enquiry, I was enquiring about Xbox mod chips. Last I checked, Xbox is not a Nintendo product, hence, we would not have too much concern over it.
I won't even entertain your attacks on my academic credentials, but if you read my bio and do some arithmetic, you will find I started graduate studies at MIT five years before I got my first degree.
Anyhow, I will not lose sleep about what someone on
Pls see my previous reply elsewhere in the comments.
I presume that they work on the superheterodyne principle which 99% of commercial radios out there use. Basically, when picking up radio waves off the air, a radio will remodulate the radio waves to an intermediate frequency inbetween the carrier frequency, and the final output which is sent to the amplifier. This intermediate frequency is emitted by the oscillators (ie, your radio receiver is also a transmitter, which is why radio "receivers" are banned on commercial airliners like cell phones are) and can be picked up and detected just like any other radio wave.
Based on the frequency of the IF wave, the billboard can presumably tell what the majority of the radios in the near vicinity are tuned into.
I will let you in a dirty secret -- off the record, Nintendo, et al. aren't too concerned about importing of games (and DVDs, etc), compared to piracy. That's why it's relatively simple to region hack game consoles and DVD players, and we've turned a blind eye to them.
Were modchips only to solve the region issue, we wouldn't have TOO much issue with them.
We just have the region locks to keep the suits happy, but we know true fans/otaku will defeat the hacks easily.
We had developed a special proprietary media for the GameCube, which makes piracy all but impossible. There is also no internal hard drive to act as storage, either. Therefore, you don't see much GameCube warez or modchips floating about, compared to the PS2 and Xbox scene.
MS and Sony, with their resources, should have invested time and money to develop proprietary media as well.
The idea of allowing portable games to be played on the big screen is not new. Nintendo has had a device called Super Game Boy which allowed you to play Game Boy games on the Super NES/Famicom. Some Game Boy games even could take advantage of Super Game Boy features such as limited color ability, etc. SEGA also had a handheld system called Game Gear, which had an adapter to allow its games to be played on the Genesis/MegaDrive.
How would they detect the presence of the chip remotely? I could think of several general ways, but I'm not familiar with XBOX mod chip workings.
I thought that cygwin was just an implementation of the UNIX command line tools for Win32, not a full emulator or virtual machine (like VMWare, for instance.) How would they 'run' WINE under Cygwin?
Why don't they use a standard principle of distributed systems: just send out the same work unit to multiple machines and teams, and use some cross-comparison scheme to detect anamolies? Work units that disagree with the majority are flagged as invalid.