is a motion game controller developed by Sony Interactive Entertainment. Initially released in 2010 for use with the PlayStation 3 home video game console, its compatibility was later expanded to its successor, the PlayStation 4 in 2013, its PlayStation VR platform in 2016 and the PlayStation 5 in 2020 (2nd generation CECH-ZCM2 with microUSB is not backwards-compatible with PS3). Conceptually similar to Nintendo's Wii Remote and Microsoft's Kinect, its function is based around controller input in games stemming from the actual physical movement of the player. The Move uses inertial sensors in the wand to detect motion while the wand's position is tracked using a PlayStation Eye or PlayStation Camera. The device was generally well received by critics, but has not quite met Sony's goals for integration into the market.
As with the standard PlayStation 3 wireless controllers (Sixaxis, DualShock 3), both the main PlayStation Move motion controller and the PlayStation Move navigation controller use Bluetooth 2.0 and an internal lithium-ion battery charged via a USB Mini-B port on the controller. On the PlayStation 3, up to four Move controllers can be used at once (four Move motion controllers, or two Move motion controllers and two Move navigation controllers).
The primary component of PlayStation Move, the PlayStation Move motion controller, is a wand controller which allows the user to interact with the console through motion and position in front of a PlayStation camera. It functions similarly to the Wii Remote.
The PlayStation Move motion controller features an orb at the head which can glow in any of a full range of colors using RGB light-emitting diodes (LEDs). Based on the colors in the user environment captured by the camera, the system dynamically selects an orb color that can be distinguished from the rest of the scene. The colored light serves as an active marker, the position of which can be tracked along the by the camera.
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The PlayStation 4 (PS4) is a home video game console developed by Sony Interactive Entertainment. Announced as the successor to the PlayStation 3 in February 2013, it was launched on November 15, 2013, in North America, November 29, 2013 in Europe, South America and Australia, and on February 22, 2014 in Japan. A console of the eighth generation, it competes with Microsoft's Xbox One and Nintendo's Wii U and Switch.
The EyeToy is a color webcam for use with the PlayStation 2. Supported games use computer vision and gesture recognition to process images taken by the EyeToy. This allows players to interact with the games using motion, color detection, and also sound, through its built-in microphone. It was released in 2003. The camera was manufactured by Logitech, although newer EyeToys were manufactured by Namtai. The camera is mainly used for playing EyeToy games developed by Sony and other companies.
The eighth generation of video game consoles began in 2012, and consists of four home video game consoles: the Wii U released in 2012, the PlayStation 4 family in 2013, the Xbox One family in 2013, and the Nintendo Switch family in 2017. The generation offered few signature hardware innovations. Sony and Microsoft continued to produce new systems with similar designs and capabilities as their predecessors, but with improved performance (processing speed, higher-resolution graphics, and increased storage capacity) that further moved consoles into confluence with personal computers, and furthering support for digital distribution and games as a service.
The course will cover different aspects of multimodal processing (complementarity vs redundancy; alignment and synchrony; fusion), with an emphasis on the analysis of people, behaviors and interaction
Delves into training and applications of Vision-Language-Action models, emphasizing large language models' role in robotic control and the transfer of web knowledge. Results from experiments and future research directions are highlighted.
Delves into the Space Shuttle's attitude and translation control systems, highlighting the design and functionality of the controls in both the forward and aft flight decks.
The primary objective of this doctoral thesis is the design and development of hierarchical control schemes for the overall operation and control of Islanded mGs (ImGs) with flexible structuresâor, with no reference topologies.The control methodologies ...
Simultaneous prediction of wrist and hand motions is essential for the natural interaction with hand prostheses. In this paper, we propose a novel multi-out Gaussian process (MOGP) model and a multi-task deep learning (MTDL) algorithm to achieve simultaneo ...
Background Many lower-limb exoskeletons have been developed to assist gait, exhibiting a large range of control methods. The goal of this paper is to review and classify these control strategies, that determine how these devices interact with the user. Met ...