N'Gai Croal
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Apr 30, 2007 02:15 PM

Playstation Eye
Ever since we first saw back in 1999 or 2000 what would later become
the EyeToy, we were intrigued by its possibilities. That interest was
further piqued during a subsequent visit to Sony Computer Entertainment
America R&D a couple of years later, where Dr. Richard Marks, aka
the Father of the EyeToy, demonstrated the possibilities of a future
EyeToy with depth perception. Imagine being able to do everything that
the Wii remote's gestural controls can do--without requiring the
remote--with a healthy dash of "Minority Report" on top, and you'll
have an idea of where Playstation would like to go. Nevertheless, one
must first take baby steps; these are represented by the EyeToy's no
longer toy-like successor: Playstation Eye, which was announced last
week. To get the inside dope on the PS3's newest accessory, we
conducted an interview with the always-affable Dr. Marks. Here's what
he had to say.
What was the philosophy behind the PlayStation Eye? How did you and Sony decide on its feature set?
This is the LONG version.... :)
The
basic idea for Playstation Eye was to create a device for interactive
gaming and enhanced communication. It was designed specifically to be
used with PS3.
We learned a lot of things from our experience with EyeToy. The initial
design meeting for what would become Playstation Eye was called by Phil
Harrison. It included myself and key designers and engineers from the
EyeToy game teams of SCEE [Sony Computer Entertainment Europe.] We sought to address some of the issues of
EyeToy, but also add some new capabilities as well, keeping in mind all
along the PS3 as the intended platform.
For designing the camera portion, there were many, many, agonizing
trade-offs. Resolution vs. light sensitivity vs. framerate vs. dynamic
range. There are also field of view and bandwidth and compression
issues. To guide us through this, we created several usage scenarios
and scored the importance of each design criteria for that scenario.
For the final design, the interactive gameplay and communication
scenarios were weighted as the most important for PS3.
As I mentioned already, our previous experience with EyeToy was
invaluable. Low-light performance was viewed as a key issue. Also, we
felt a big factor of EyeToy's success was the responsiveness imparted
by its 60 frames per second framerate, so we made that a minimum requirement.
The compression block artifacts of EyeToy are visually unappealing, and
they also limit some of our algorithms, so we pushed for uncompressed
video. And finally, the many game ideas put forth by the designers
suggested the need for two different fields of view.
What about the microphone?
For the microphone portion, we knew that to truly make a useful
communication device, we needed a very good voice input solution. Also,
speech recognition is a technology more and more games are
incorporating, and this requires clean voice input. Following the
EyeToy tradition, our primary consideration was ease of use; it should
just work. My U.S. R&D colleague, Crusoe Mao, had already been
working on research for voice input using microphone arrays, so his
work was merged into the design. The hands-free voice input this
enables may be the single most important feature of Playstation Eye.
But throughout all this, we universally agreed on one underlying design
criterion: cost. Just as with EyeToy, we wanted to create an affordable
device that could be accessible to all players and gain widespread
popularity. We understood this was the key to allowing people to enjoy
the many new experiences we were planning to create.
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