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PlayStation当地时间7月1日发布声明称,2028年1月起,所有在PlayStation主机上发售的新游戏将不再推出实体光盘版本,将仅以数字版形式在PlayStation商店和零售商处发售
We propose a new benchmark environment for evaluating Reinforcement Learning (RL) algorithms: the PlayStation Learning Environment (PSXLE), a PlayStation emulator modified to expose a simple control API that enables rich game-state representations. We argue that the PlayStation serves as a suitable progression for agent evaluation and propose a framework for such an evaluation. We build an action-driven abstraction for a PlayStation game with support for the OpenAI Gym interface and demonstrate its use by running OpenAI Baselines.
Is PlayStation about to make the same mistake Microsoft made with Xbox One
The firm said future games would still be sold in shops, but they would come with a digital code only
“We will own nothing, it's truly sad
The popularity of electronic games has grown steadily in recent years, attracting a broad audience across age groups. With this growth comes a large volume of related data, prompting efforts like the PlayMyData to compile and share structured datasets for academic use. This study utilizes such a dataset to compare user review ratings across four current-generation gaming systems: Nintendo, Xbox, PlayStation, and PC. Statistical methods, including analysis of variance (ANOVA), were applied to identify differences in average scores among these platforms. The findings indicate that PC titles tend to receive the most favorable user feedback, followed by Xbox and PlayStation, while Nintendo games showed the lowest average ratings. These patterns suggest that the platform on which a game is released may influence how players evaluate their experience. Such results may be valuable to developers and industry stakeholders in making informed decisions about future investments and development priorities.
Building the optical setup for investigating biological questions comes with challenges. A major such challenge is setting up and synchronizing the control of multiple hardware components such as stages, cameras and lasers. With UC2-ESP we present a compact electronics system powered by the ESP32 microcontroller, designed to provide general-purpose control for various components in microscopy setups. Our system can interface with stepper motors, directed current (DC) motors, lasers (transistor-transistor logics, TTL or pulse width modulation, PWM), light emitting diodes (LEDs), and analog voltage outputs (galvo mirrors, led current control), allowing precise control over microscopy hardware. The platform is highly flexible, supporting custom pin configurations and multiple communication interfaces such as Bluetooth, universal serial bus (USB-serial), and HTTP via a built-in Webserver. A PlayStation controller can be used for haptic hardware manipulation, while commands are transmitted in a human-readable JSON format to ensure modularity and extensibility. The firmware is designed to receive parameters and execute actions dynamically, supporting complex control loops such as motor h
Being predominant in digital entertainment for decades, video games have been recognized as valuable software artifacts by the software engineering (SE) community just recently. Such an acknowledgment has unveiled several research opportunities, spanning from empirical studies to the application of AI techniques for classification tasks. In this respect, several curated game datasets have been disclosed for research purposes even though the collected data are insufficient to support the application of advanced models or to enable interdisciplinary studies. Moreover, the majority of those are limited to PC games, thus excluding notorious gaming platforms, e.g., PlayStation, Xbox, and Nintendo. In this paper, we propose PlayMyData, a curated dataset composed of 99,864 multi-platform games gathered by IGDB website. By exploiting a dedicated API, we collect relevant metadata for each game, e.g., description, genre, rating, gameplay video URLs, and screenshots. Furthermore, we enrich PlayMyData with the timing needed to complete each game by mining the HLTB website. To the best of our knowledge, this is the most comprehensive dataset in the domain that can be used to support different a
We introduce LumiNet, a novel architecture that leverages generative models and latent intrinsic representations for effective lighting transfer. Given a source image and a target lighting image, LumiNet synthesizes a relit version of the source scene that captures the target's lighting. Our approach makes two key contributions: a data curation strategy from the StyleGAN-based relighting model for our training, and a modified diffusion-based ControlNet that processes both latent intrinsic properties from the source image and latent extrinsic properties from the target image. We further improve lighting transfer through a learned adaptor (MLP) that injects the target's latent extrinsic properties via cross-attention and fine-tuning. Unlike traditional ControlNet, which generates images with conditional maps from a single scene, LumiNet processes latent representations from two different images - preserving geometry and albedo from the source while transferring lighting characteristics from the target. Experiments demonstrate that our method successfully transfers complex lighting phenomena including specular highlights and indirect illumination across scenes with varying spatial lay
This paper investigates video game identification through single screenshots, utilizing ten convolutional neural network (CNN) architectures (VGG16, ResNet50, ResNet152, MobileNet, DenseNet169, DenseNet201, EfficientNetB0, EfficientNetB2, EfficientNetB3, and EfficientNetV2S) and three transformers architectures (ViT-B16, ViT-L32, and SwinT) across 22 home console systems, spanning from Atari 2600 to PlayStation 5, totalling 8,796 games and 170,881 screenshots. Except for VGG16, all CNNs outperformed the transformers in this task. Using ImageNet pre-trained weights as initial weights, EfficientNetV2S achieves the highest average accuracy (77.44%) and the highest accuracy in 16 of the 22 systems. DenseNet201 is the best in four systems and EfficientNetB3 is the best in the remaining two systems. Employing alternative initial weights fine-tuned in an arcade screenshots dataset boosts accuracy for EfficientNet architectures, with the EfficientNetV2S reaching a peak accuracy of 77.63% and demonstrating reduced convergence epochs from 26.9 to 24.5 on average. Overall, the combination of optimal architecture and weights attains 78.79% accuracy, primarily led by EfficientNetV2S in 15 syste
Achievement systems have been actively adopted in gaming platforms to maintain players' interests. Among them, trophies in PlayStation games are one of the most successful achievement systems. While the importance of trophy design has been casually discussed in many game developers' forums, there has been no systematic study of the historical dataset of trophies yet. In this work, we construct a complete dataset of PlayStation games and their trophies and investigate them from both the developers' and players' perspectives.
Recently, there has been a remarkable amount of research being done in both, the fields of Blockchain and Internet of Things (IoT). Blockchain technology synergises well with IoT, solving key problems such as privacy, concerns with interoperability and security. However, the consensus mechanisms that allows trustless parties to maintain an agreement, the same algorithms that underpins cryptocurrency mining, are usually extremely computationally expensive, making implementation on low-power IoT devices difficult. More importantly, mining requires downloading and synchronizing hundred of gigabytes worth of blocks which is far beyond the capabilities of most IoT devices. In this paper, we present an efficient, portable and platform-agnostic cryptocurrency mining algorithm using the Stratum protocol to avoid downloading the entire blockchain. We implement the algorithm in four different platforms- PC, ESP32, an emulator and an old PlayStation Portable (PSP) to demonstrate that it is indeed possible for any device to mine cryptocurrencies with no assumptions except the ability to connect to the internet. To make sure of ease of portability on any platform and for reproducibility of the
In recent years the game industry has had a huge growth. We've seen new game consoles, great looking games and an increase in the number of people playing them. We are presently in the seventh generation of video games which focuses on consoles released since 2004. For home consoles,the seventh generation began on November 22, 2005 with the release of Xbox 360 and continued with the release of PlayStation 3 on November 11, 2006, and Wii on November 19, 2006. The current generation is having a console battle between Nintendo's Wii, Microsoft's Xbox 360, and Sony's PlayStation 3.The appearance of the three new consoles not only offers various purchase choices, but also greatly affects economy and culture.
Parkinson's disease (PD) is a progressive neurodegenerative movement disorder where motor dysfunction gradually increases as the disease progress. In addition to administering dopaminergic PD-specific drugs, attending neurologists strongly recommend regular exercise combined with physiotherapy. However, because of the long-term nature of the disease, patients following traditional rehabilitation programs may get bored, lose interest and eventually drop out as a direct result of the repeatability and predictability of the prescribed exercises. Technology supported opportunities to liven up a daily exercise schedule have appeared in the form of character-based, virtual reality games which promote physical training in a non-linear and looser fashion and provide an experience that varies from one game loop the next. Such "exergames", a word that results from the amalgamation of the words "exercise" and "game" challenge patients into performing movements of varying complexity in a playful and immersive virtual environment. Today's game consoles such as Nintendo's Wii, Sony PlayStation Eye and Microsoft's Kinect sensor present new opportunities to infuse motivation and variety to an othe
QPACE is a novel parallel computer which has been developed to be primarily used for lattice QCD simulations. The compute power is provided by the IBM PowerXCell 8i processor, an enhanced version of the Cell processor that is used in the Playstation 3. The QPACE nodes are interconnected by a custom, application optimized 3-dimensional torus network implemented on an FPGA. To achieve the very high packaging density of 26 TFlops per rack a new water cooling concept has been developed and successfully realized. In this paper we give an overview of the architecture and highlight some important technical details of the system. Furthermore, we provide initial performance results and report on the installation of 8 QPACE racks providing an aggregate peak performance of 200 TFlops.
The video game industry is larger than both the film and music industries combined. Recommender systems for video games have received relatively scant academic attention, despite the uniqueness of the medium and its data. In this paper, we introduce a graph-based recommender system that makes use of interactivity, arguably the most significant feature of video gaming. We show that the use of implicit data that tracks user-game interactions and levels of attainment (e.g. Sony Playstation Trophies, Microsoft Xbox Achievements) has high predictive value when making recommendations. Furthermore, we argue that the characteristics of the video gaming hobby (low cost, high duration, socially relevant) make clear the necessity of personalized, individual recommendations that can incorporate social networking information. We demonstrate the natural suitability of graph-query based recommendation for this purpose.
New Fire Stick OS helps Amazon block third-party homepage launchers, ad blockers
Astronomers have finally cracked the mystery of the famous “Pink Planet,” a strange world 57 light-years away that has puzzled scientists for more than a decade。 Using the James Webb Space Telescope, researchers discovered that its atmosphere contains water vapor, methane, carbon dioxide, ammonia, and something never directly confirmed before in su
Tenor still connects to Google apps, but other platforms must look elsewhere for GIFs