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Play. Station Home - Wikipedia, the free encyclopedia. Play. Station Home (which was also marketed and referred to as Home) was a virtual 3. D social gaming platform developed by Sony Computer Entertainment's London Studio for the Play. Station 3 (PS3) on the Play. Station Network (PSN).
It was accessible from the PS3's Xross. Media. Bar (XMB). Membership was free but required a PSN account.
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Upon installation, users could choose how much hard disk space they wished to reserve for Home. Development of the service began in early 2. December 1. 1, 2. Home remained as a perpetual beta until its closure on March 3. Home allowed users to create a custom avatar, which could be groomed realistically. Each avatar was given a personal apartment that users could decorate with free, bought, or won items. Users could travel throughout the Home world, which was frequently updated by Sony and its partners.
Public spaces were made for display, entertainment, advertising, and networking. Home's primary forms of advertising included spaces themselves, video screens, posters, and mini- games.
Home also featured many single and multiplayer mini- games, and hosted a variety of special events, some of which provided prizes to players. Users could use won items to further customise their avatar or apartments.
PlayStation Home (which was also marketed and referred to as Home) was a virtual 3D social gaming platform developed by Sony Computer Entertainment's London Studio. AIR Graffiti Wall: unique hardware & software by Foto Master that allow the interactive creation of virtual graffiti on a digital wall - projection screen. STAR WARS 360/VR – Hunting of the Fallen
History. The initial . However, the online userbase for the Play.
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Station 2 was too narrow and the project was soon ported to the Play. Station Network for the Play. Station 3. Phil Harrison, then president of Sony Computer Entertainment Worldwide Studios at the time, liked the idea of having a virtual 3. D community hub for Play. Station gamers, and transferred the project to what would become Play. Station Home. In March 2. Xi proved popular after it was released by n.
Dreams for Home. In June 2. Peter Edwards, Director of Home for SCEE, reported that the number of users exceeded 7 million and that 8. The first part was Sodium One.
This beta test was for feedback on certain changes suggested by the Home community. This space was called the Feva. Arena Global Pitch Area, which was dedicated to the 2. FIFA World Cup. The Arena allowed all of Home's users to participate in events and mini- games to celebrate the 2. FIFA World Cup. In addition, Sony's E3 press conference was streamed live in Play. Station Home in a special virtual theatre, as well as other live interviews that occurred during the week of E3 2. Finishing the quest granted access to the VIP section previewing upcoming Play.
Station Home games and content, including the upcoming massively multiplayer online racing game. Mercia, as well as Hell Fire Games' upcoming Home Tycoon. Play. Station Home did not feature a virtual E3 booth in 2.
On April 2. 0, 2. Home released version 1. Stalker Trainer Free Download here. The Hub also featured an .
Surrounding the Hub were districts based on game genres to suit users' moods. The movies were available on all Loot Entertainment on Demand (EOD) screens throughout Play. Station Home. New content ceased to be published after November 1.
December 3 to purchase content, after which, users could no longer purchase content. The official closure of Home occurred on March 3. Upon entering Home, users were greeted with the . During loading screens, users were presented with help tips on how to use Home. User interface. Play. Station Home had no on- screen interface during exploration; however, all of Home's features were available from the controller. Sony originally planned to allow users to play videos and music stored on their hard drives on virtual screens and stereos.
However, these features were never implemented, as Sony was not able to resolve potential licensing issues. There were seven categories on the menu, which were Navigator, Personal, Social, Wardrobe, Redecorate, Options, and Help.
The Personal category featured an inventory, which contained a user's portable objects, as well as any companions that could follow the user around (such as a pet dog). The Personal category also let users see their purchased items, rewards, downloads, and their PSN profile. The Social category let users see their friends' locations, group activities, game launching events, the message of the day, and news. Users could take screenshots of Home in either first or third person view and save them to their PS3's hard drive.
With the use of Loot's Active Duty Camera (a premium item), users could also record videos in Home while in personal spaces or clubs.
Virtual reality - Wikipedia, the free encyclopedia. Virtual reality (VR) typically refers to computer technologies that use software to generate realistic images, sounds and other sensations that replicate a real environment (or create an imaginary setting), and simulate a user's physical presence in this environment, by enabling the user to interact with this space and any objects depicted therein using specialized display screens or projectors and other devices. VR has been defined as .
Virtual realities artificially create sensory experiences, which can include sight, touch, hearing, and, less commonly, smell. Most 2. 01. 6- era virtual realities are displayed either on a computer monitor, a projector screen, or with a virtual reality headset (also called head- mounted display or HMD). HMDs typically take the form of head- mounted goggles with a screen in front of the eyes. Some simulations include additional sensory information and provide sounds through speakers or headphones.
Some advanced haptic systems in the 2. Some VR systems used in video games can transmit vibrations and other sensations to the user via the game controller. Virtual reality also refers to remote communication environments which provide a virtual presence of users with through telepresence and telexistence or the use of a virtual artifact (VA), either through the use of standard input devices such as a keyboard and mouse, or through multimodal devices such as a wired glove or omnidirectional treadmills. The immersive environment can be similar to the real world in order to create a lifelike experience. Furthermore, a pixel persistence lower than 3 ms is required, because if not, users will feel sick when moving their head around. In 1. 93. 8, Antonin Artaud described the illusory nature of characters and objects in the theatre as .
The English translation of this book, published in 1. The Theater and its Double. The Oxford English Dictionary cites a 1. A dictionary definition for . Weinbaum's 1. 93. He built a prototype of his vision dubbed the Sensorama in 1. Predating digital computing, the Sensorama was a mechanical device.
Atari founded a research lab for virtual reality in 1. Atari Shock (North American video game crash of 1. However, its hired employees, such as Tom Zimmerman, Scott Fisher, Jaron Lanier and Brenda Laurel, kept their research and development on VR- related technologies. By the 1. 98. 0s the term . Lanier had founded the company VPL Research in 1.
VPL Research has developed several VR devices like the Data Glove, the Eye Phone, and the Audio Sphere. VPL licensed the Data Glove technology to Mattel, which used it to make an accessory known as the Power Glove.
While the Power Glove was hard to use and not popular, at US$7. VR device. During this time, virtual reality was not well known, though it did receive media coverage in the late 1. Most of its popularity came from marginal cultures, like cyberpunks, who viewed the technology as a potential means for social change, and the recreational drug subculture, who praised virtual reality not only as a new art form, but as an entirely new frontier. The VR research boom of the 1. Virtual Reality (1. Howard Rheingold.
This new system was an arcade machine that would use a virtual reality headset to immerse players. Cyber. Edge and PCVR, two VR industry magazines, started to publish in the early 1. However, most ideas about VR remained theoretical due to the limited computing power available at the time.
The extremely high cost of the technology made it impossible for consumers to adopt. When the Internet became widely available, this became the technology focus for most people.