Friday, August 22, 2008

Citation Final Draft Essay #2

Work Citation

Benjamin J. Romano. "Nintendo hopes to snag new audience with Wii Fit. " McClatchy - Tribune Business News 19 May 2008. ABI/INFORM Dateline. ProQuest. David L. Rice Library, Evansville, IN. 22 Aug. 2008

Kato, Matthew, and Bryan Vore. "Wii Fit." Game Informer June 2008: 100-00.

Michael Zitz. "The Free Lance-Star, Fredericksburg, Va., Michael Zitz column: Wii Fit helps boost son's confidence. " McClatchy - Tribune Business News 24 May 2008. ABI/INFORM Dateline. ProQuest. David L. Rice Library, Evansville, IN. 22 Aug. 2008

Paul Taylor. "Video gamers get older. " Financial Times [London (UK)] 19 Aug. 2008,4. ABI/INFORM Global. ProQuest. David L. Rice Library, Evansville, IN. 22 Aug. 2008

"Textronics, Inc.; NuMetrex Puts Wii Fit to Heart Rate Monitor Test. " Cardiovascular Week 9 Jun 2008: 479. ProQuest Health and Medical Complete. ProQuest. David L. Rice Library, Evansville, IN. 22 Aug. 2008 http://www.proquest.com/

Thursday, August 21, 2008

Essay #2 Final

Garth Deangelis once said “Our vision is to enable gamers to connect even further with avatars like Cloud by stepping into their shoes and reaping the physical benefits.” Who knew that his vision would become true? Today’s video gaming industry top selling system is based solely around that exact idea. The Nintendo Wii which introduces active motion as a source of control over the characters on the screen is the revolutionary new way to play today’s most popular video games. The Wii system is set up with a small program known as the Mii World. The player before doing anything else is forced to create an avatar, a cartoon gaming look-a-like, for their control and saving abilities on the console. As for stepping into the shoes and experiencing physical benefits of games nothing comes closer than the Wii Fit. The game does exactly that step aerobics and physical activates to benefit the user in ways that games have never been able to do before.

The concept of the game is fairly unique to the gaming world. Most games are played using a controller that was a set number of buttons and a joystick or D-pad. The Wii Fit on the other hand uses a balancing board and the Wii controller to simulate game play. The game is basically a workout program and outdoor activity simulator that can also evaluate a person’s BMI and center of balance. The idea came from Nintendo’s Wii developer Shigeru Miyamoto. He had always wanted to release the game before the Wii console was even thought up. He was having problems with figuring out how a scale to read movements. He even tried to integrate the Wii remote with a scale but to no success. In Japan sumo wrestlers are too heavy for one scale alone so they use two scales to weight them in; this was the inspiration that solved the problem. Not only could Miyamoto receive a better reading but he could also detect movement from one pad to the other. This is now the balancing board for the Wii Fit knows exactly what foot you are moving and at what exact pressure of weight you are applying (Romano). The Wii Fit can also detect your BMI (Body Mass Index) and will give you a daily planner of how you are doing once you set a goal. If you are shy about your BMI the game will let you set up a privacy setting so no other Mii can see your ranking or level. The game doesn’t come fully complete out of the package though. The game tracks how long you play and how consistently you play as well as your usual routine. The longer you play and the more you play while doing different activities almost each time the game will start to unlock more mini-games for users to participate in together (Kato, 100).

Even though the game is set up for and advertised as an exercise utility it comes with more entertaining activities as well. The game focuses on four basic areas: yoga, strength, aerobics and balance. Each part of the game comes with entraining activities as well as more serious fat burning exercise moves. From what I personally have observed of the game there seem to be two modes created one which utilizes the Mii characters to do the actions which tend to be more fun than serious and the exercise mode which uses a human-shaped avatar to present movements. When the game is in the more serious fat burning mode it has an instructor to help you with each move through verbal commands and since the board is so sensitive it will actually be able to detect if you are performing the motion in correctly. The other mode which is packed full of mini-games uses the users Mii character to perform more entertaining exercises. There is even a jogging game that you don’t need the board for instead you just stick the controller in your pocket and start to follow a Mii instructor on a mile long adventure which even includes cliff-jumping. Other games include skiing, hula hooping, soccer ball heading, tightrope walking, and boxing most of which are multi-player. As far as a party game the Wii Fit is not recommended due to the inability to get an extra board and not all of the games work in multi-player (Bryan, 100). “The training portion of the software includes 15 yoga poses, 15 strength-training activities, nine aerobics activities and nine balance games. It also allows a player to continue a Wii Fit aerobics routine while watching TV. Instructions come through the speaker on the Wii remote. The software gives instruction and provides feedback -- evaluating a player's performance through the sensitivity of the balance board. It can detect weight shifts to the tens of grams, recognizing when you're flailing an arm to try to hold that tree pose.” (Romano).

The new concept of active motion gaming has put a permanent mark of the gaming industry and its consumers. With today’s market expanding into new age groups and different types of people the Wii just fits right in. More and more elderly and young children are starting to play video games but not the type that come to most people’s mind first. Women make of 38 per cent of US gamers, up from 33 per cent five years ago, and the average player is 35 years old, according to the study prepared by IbisWorld, a market research company. "The average American gamer has been playing for 12 years," says George Van Horn at IbisWorld. He also notes that almost a quarter of gamers are aged over 50 (Taylor). With the Wii Fit now being distributed throughout the world and sales of these systems constantly rising one must think exactly what is this going to do to the people involved with the game. One study has shown that the Wii Fit is almost deadly accurate at calculating a person’s heart rate. This shows that the Fit is could actually replace some outdoor activities that most health magazines advertise as a healthy choice. The results showed the Wii Fit workouts did elevate Burich's heart rate beyond its normal ambient rate of 60 beats per minute, ranging between 90-100 on the step exercise, 90-110 for the hula hoop, and up to a maximum of 130 during the running program. Comparatively, Burich's heart rate measured between 145 and 155 during her running of the Philadelphia Marathon in November 2007 (Anonymous). The Wii Fit has now proven itself to be a more useful exercise tool than a conditional gym membership. Most people who were not willing or able to work out in gyms due to the fear of being in front of other people now are able to get off the couch and get active while enjoying the comfort and privacy of their own home living rooms. These now active people a becoming more self-confident which is helping more and more people interact than ever before. Children in today’s schools are able to feel a more accepted by their peers. One success story was based on a 7 year old who was suffering from dyspraxia, also known as developmental coordination disorder, and had started out shy and was not willing to build relationships with his classmates. After using the Wii Fit and some of the group activities he was able to break out of that shell and become come involved with his new friends (Zitz).

The Nintendo Wii Fit vastly expanded the video game industry and the users allow with it. It introduced new ways to have fun gaming by getting off the couch and on the board. From the fun activities of hula hooping, heading a soccer ball, or skiing down a snowy hill to the more serious yoga training and strength build programs the Wii Fit has got it covered in a compact highly sophisticated balance board. The technology inside is so evolved that it can be used by anyone at any age to help them better understand the way their body moves to an exact pin point pressure of the foot. The game has changed how people act and react to others in public as well as how to help them boost their self-confidence through the little work out they can receive without leaving the house. With technology so advanced and a community of people becoming more diverse with each system sold the future is still a mystery to what the gaming community will include. The next step in the gaming world is virtually limitless with new technologies increasing a twice the speed each as the past five years tomorrow could just be the day the development of the newest a greatest thing to help us become more active in our video games.

Wednesday, August 20, 2008

8/20

I am basically rewriting paper from the ground up basing it solely on the Nintendo Wii Fit. I plan to address key points such as how the game is played, what activities are involved, experiences with the game through the eyes of some fortune players, and infomation on the development of how this balance board can actually do so much (if i can find a source). I have contacted Nintendo and Prima Strategy Guides with no luck but I have also contacted my corporate emplyor's head of PR with hopes that she has some information or can point me in the right direction. With an uninformed adudience it should be easy to right the full paper over this one game using description and/or comparrison. I am currently looking for as many sources as I possibly can on the Wii Fit. I have my current sources listed below. Most of them consist of magazine articles or newspaper articles but not factual scientific evidence which I am still trying to find, through either studies or development reports from the manufacter. I have also come up with a catchy title, Bored Game Nation. It is a play on words in two ways first becuase the game is anything but boring and second cuz it is played on a board.


"Nintendo's New Wii Fit Makes Fitness Fun. " Business Wire 19 May 2008 ABI/INFORM Dateline. ProQuest. David L. Rice Library, Evansville, IN. 20 Aug. 2008 http://www.proquest.com/

"Nintendo gets physical. " FT.com 23 May 2008 ABI/INFORM Global. ProQuest. David L. Rice Library, Evansville, IN. 20 Aug. 2008 http://www.proquest.com/

"NuMetrex Puts Wii Fit to Heart Rate Monitor Test. " Business Wire 23 May 2008 ABI/INFORM Dateline. ProQuest. David L. Rice Library, Evansville, IN. 20 Aug. 2008 http://www.proquest.com/

Michael Zitz. "The Free Lance-Star, Fredericksburg, Va., Michael Zitz column: Wii Fit helps boost son's confidence. " McClatchy - Tribune Business News 24 May 2008 ABI/INFORM Dateline. ProQuest. David L. Rice Library, Evansville, IN. 20 Aug. 2008 http://www.proquest.com/

"'Wii Fit' everything you wanted. " Spartanburg Herald - Journal [Spartanburg, S.C.] 5 Jun 2008, ABI/INFORM Dateline. ProQuest. David L. Rice Library, Evansville, IN. 20 Aug. 2008 http://www.proquest.com/

Caleb Sheaffer. "Six centers are introducing seniors to the video game age. " McClatchy - Tribune Business News 22 June 2008 ABI/INFORM Dateline. ProQuest. David L. Rice Library, Evansville, IN. 20 Aug. 2008 http://www.proquest.com/

"Princess Passengers Are First Cruisers to Experience Nintendo's Hugely Popular Wii Fit(TM) Game System :Innovative Fitness Program Debuts This Week Fleetwide; Makes Exercise Fun for the Whole Family. " PR Newswire 24 June 2008 ABI/INFORM Dateline. ProQuest. David L. Rice Library, Evansville, IN. 20 Aug. 2008 http://www.proquest.com/

Colleen Evans. "Are Wii having fun yet?: You bet! The Nintendo game has motivated some area families to get off the couch and on the balance board. " McClatchy - Tribune Business News 6 July 2008 ABI/INFORM Dateline. ProQuest. David L. Rice Library, Evansville, IN. 20 Aug. 2008 http://www.proquest.com/

Alan Simmer. "Board games. " McClatchy - Tribune Business News 26 July 2008 ABI/INFORM Dateline. ProQuest. David L. Rice Library, Evansville, IN. 20 Aug. 2008 http://www.proquest.com/

Paul Taylor. "Video gamers get older. " Financial Times [London (UK)] 19 Aug. 2008,4. ABI/INFORM Global. ProQuest. David L. Rice Library, Evansville, IN. 20 Aug. 2008 http://www.proquest.com/

Monday, August 18, 2008

Essay #2 Citation

Work Citation

Berghammer, Billy. "The Revolution Gets A Name: Wii." Game Informer 4 May 2006.

"Wii Fit." Wii Fit. 15 Aug. 2008. 15 Aug. 2008 .

Essay #2

Generation In Motion

The generation of today’s young children is excelling faster than any other generation before it. Kids are becoming more involved with technology and globalization each day. Technology is now almost doubling every year compare to the last ten years. Along with technological advances in communication and learning, the entertainment industry is getting a significant face lift. Video games have been growing in popularity for a few generations now but recently in the past couple years they have become more and more popular with children. With games out now such as Brain Age, My Word Coach, and Flash Focus that play on the portable Nintendo DS learning has turned into an enjoyable past time that can be accessed anywhere. Although some games are based around learning other new games as well as systems are focusing on ways to get children up and interacting compared to sitting and vegetating. The new games and systems that are forcing kids to become more active by illustrating the origin and the future of the active motion gaming industry can all be summed up as the generation in motion.

Active motion video games are not new to the gaming world in fact they have been for almost a decade now. We first start to see these games arrive and boom in the U.S. by 1999. The development of music and dance games started in Japan with Konami, a global video game developing company, in 1998. According to www.gamessages.com, Konami has produced and released 17 different forms of Dance Dance Revolution (DDR) into the arcades and 19 versions to the console systems. DDR was one of the first games to involve active motion controls. The control is set up as a dance pad that has an up, down, left, and right arrow along the diagonal arrows and start and select buttons. The pad would be placed on the ground then the player would select a song to which they would like to “dance” to also what level of difficultly they would like the song to be presented to them. Once the song would start a series of directional arrows would scroll up the screen from bottom to top and once the arrow reached a box of the same direction the player was to press the correlating directional arrow on the pad with their foot. If the user hit the button at the exact moment the arrows were lined up they would receive a perfect but if they were off slightly they would receive a tanking of “great” or “ok”. Depending on what ranking the user received they would accumulate points that were assigned to that ranking the addition of the points would then result in an overall final score. The player with the higher score would win the game. So active motion gaming was born and eye to movement coordination was introduced to the gaming world.

In today’s society however the movements are more advanced and involved the hands rather than the feet. The newest gaming system to integrate this technology is the Nintendo Wii. The Wii was developed by Nintendo in 2006. Originally called the Revolution during development by May, 2006 Nintendo revealed the new name and tried to answer some of the developing question around the system in a press release presented by Matt Atwood, the public relations manager for Nintendo at the time. As he explained “Wii sounds like “we,” which emphasizes this console is for everyone.” He continued to state that “Wii, as a name and a console, brings something revolutionary to the world of video games that sets it apart from the crowd” (Berghammer). Once the Wii released in November of 2006 it did in fact revolution the way people gamed. The Nintendo Wii is a small rectangle box that can support Wii software which is shaped like a simple computer CD or GameCube software which is a small CD. The console then has a receiver that is connected through the back of the box that picks up the movements of the controller(s). The controller is a wireless frequency emitting device that is shaped like an “I” to emphasize the “I” in Wii. The player moves the controller around to control the motions of the Mii, an avatar created by the user to represent the user, during activities such as golf, tennis, baseball, boxing, and bowling. Other games use a controller attachment known as the “Nunchuck” this attachment has a joystick and two buttons but it can also sense movements like the controller. This new style of control has forced people to actually stand and move around while playing the games that come on the Nintendo Wii which makes the people playing this system more active than other gamers who can simply control their games by sitting down and moving a joystick.

Only a few years ago a “Gamer” was considered someone who sat around and did nothing but beat levels and posted all the secrets to the newest video games just released. Today a gamer could be anyone from your grandma to your five year old sister. The Nintendo Wii is the cause for all of this new profiling. Now there are two different types of gamers: casual and hardcore. The casual gamers are the ones that play an average of six to eight hours a week this group usually the families, small children, elderly, and occasionally college students. These new gamers have been transformed by the gaming industry with the new generation active motion technology consoles. With games such as Super Smash Brothers and Mario Kart hitting the Wii gaming console parents are finding themselves having more time spent with their children doing actives that they both find enjoyable. This bringing more families closer together and helping parents connect with their children without spending hours of time together or even leaving their living rooms. Super Smash Brothers has become the leading game in the Wii collection so far according to numerous blogs and gaming websites. The game lets you take classic Mario and other fictional characters from old school games and duke it out. With the innovation of the Wii Fit more and more people are even able to get their daily dose of exercise. The game includes a balancing board that simulates strength training, yoga, balance training, and aerobics. This not only helps people stay in shape but also helps rehabilitation centers get people up and moving in much more enjoyable activities. The fit has proven to help people better balance their overwhelming concern with body fat index. The game has a systematic way of figuring out exactly how much body fat a person has to them and it devises a schedule to help them better maintain or lose weight depending on what section of activates they enjoy most of the game.

Whatever is in store for the future of gaming it seems only our children will be able to tell but with the way technology is going it won’t be long till we see entire virtual worlds being created. With the games that are out now which help children to learn numbers and mathematical equations before they have ever seen a classroom; along with the video game systems that let you control a uniquely defined character creation by just waving your hands who knows exactly what will come of our ever growing gaming community.

Tuesday, August 12, 2008

Proposal

The main reason I would like to research the active motion video gaming industry is because I am a gamer myself. I usually stick to the more controller pad consoles but with the recent rise in availability of the new active motion games I have found myself starting to play more games that forces gamers, like myself, to get off the couch and into the game. I have been playing video games since I was really young around the age of 2. I started with the gaming systems of the 80s dating back to the Atari Video System Console and the 8 inch floppy drives which would be played on the computers of that time period. I now have a XBOX 360 gaming console and a gaming computer I built myself the graphics are a huge step up from what I grew up on and the controls are immensely more complex. I also currently work at GameStop which is the world’s largest video game retailer. The company’s slogan is “power to the players” which is my view on gaming as well because I have been part of the Major League Gaming association since 2004. I have been a part of the association since they started a team based solely around the game “Need for Speed Underground 2” since I was ranked 8th in the nation on “Need for Speed Underground”. I am now part of beta testing team for the new generation racing games that hit market at a later date. I will learn a great deal about the up and coming new technology that is estimated to revolution the gaming industry. I don’t expect my instructor or classmates to know anything about gaming and video games systems which means I will have to do a lot explanation and description so they can better understand or get a general idea of what I am talking about.

I do not plan to go over all the new technologies in the gaming industry instead I plan to limit how much I am actually able to talk about by sticking with only a small section of the gaming world. I also plan to focus my paper around only one video game system and the items that compliment and combined with the gaming system which will limit my discussion even more and narrows down exactly what video game technology I describe. I plan to discuss only a company that is established in the U.S. or plans to release exclusively to the U.S. even though technology is so globalized today it will limit the amount of content that I can discuss. The main limitation is that some of the future products have not reached the mass production level of productivity making information scarce and usually based upon a prototype or earlier version of the new product meaning the final production could change some in information or characteristics of the product. The main importance to this new technology is the entertainment benefit that it will proved to young people as well as the health benefits it could provide for the elderly and the rehabilitation centers. I hope to answer the questions of what’s to come in the gaming world and how is it going to affect the rest of society. I also hope to answer the questions of what the same new technology that we find in video games can also help the rest of the modern world through safety and other aspects of human concerns dealing with weight issues and staying in shape.

Most of my sources come from technology magazine articles because they are the only ones that currently have an interest in the new developments. Most gaming publications will not take a concern with the future technology till it becomes available to the public but are currently involved with the one system that is out. I have found that some investment and money publications such as The Wall Street Journal have started to take an interest mainly due to the fact that the gaming industry is one of the only industries to produce a profit and growing during this time of national economic recession. Some of my other sources come from Game Informer magazine that talks more about the gaming system that is currently out as well as the games and accessories that are available for it. It also comes some of the new technology that is planned to be released in the near future as well as the goals of the company for future plans in gaming.

Monday, August 11, 2008

Sources

"3DV Systems ZCam(TM) Named a Finalist in the "Best of CES" Awards at the 2008 International Consumer Electronics Show." Buiness Wire 8 Jan. 2008.


Abstract (Summary)The ten categories include digital photo and video; car tech and GPS; cell phones and smart phones; computers and hardware; emerging technologies; gaming; home audio; home video; MP3 and portable video players; and televisions.
The article goes over the functions of the camera as well as the gaming experience it is estimated to deliver to the consumer.

“3DV Systems Announces ZCam(TM), Low Cost Real-Time Depth Sensing Camera." Business Wire 10 Dec. 2007. UMI. Proquest. Rice Library, Evansville. 8 Aug. 2008. Keyword: 3DV.


Abstract (Summary)
3D Video Camera to Revolutionize User Interface for Games and Consumer Electronics with True Natural Gesture-Based Input fortyseven communications Sibel Sunar, 323-658-1200 sibel@fortyseven.com or Laura Klang-Glienna, 323-658-1200 lkg@fortyseven.com 3DV Systems, an Israel based technology firm focused on sophisticated imaging technologies, has announced ZCam(TM), a low cost 3D PC camera that senses depth in real-time. 3DV's new camera has the potential to radically change human-machine interfaces with its fine gesture recognition capability, in industries such as computing, consumer electronics, video games, automotive and robotics.
The article goes over how the camera will affect the computer and CPU as well as discussing the how the company plans to incorporate software to the technology.


Dorschner, John. "Can 'Crazy Taxi' keep granny mentally sharp?" McClatchy - Tribune Business News 30 May 2008. UMI. Proquest. Rice Library, Evansville. 8 Aug. 2008. Keyword: Research & development.

Abstract (Summary)
The UF research "is based on pilot work we have conducted, as well as the work of others, that has shown that playing action video games, even for as little as 10 hours in total, can significantly improve visual attention and provide positive mental benefits for adults age 65 and older," said Patricia Belchior, the UF study's lead investigator.
This article focuses on the whether or not video games are good for improving mental capabilities.

"MASTERS OF REALITY. " Inc 1 Jun 2008: 106-107. ABI/INFORM Global. ProQuest. David L. Rice Library, Evansville, IN. 11 Aug. 2008

Abstract (Summary)
Brain-wave-reading headsets are about to hit the market. Devices that project virtual worlds onto the real world around you are less than five years out. 3DV Systems, a start-up in Yokneam, Israel, has developed a camera that observes a player's motions and translates them into commands in a video game so that the game responds to gestures and body language. Several start-ups, including EmSense in San Francisco and NeuroSky in San Jose, CA, are working on head-mounted devices that detect brain waves. Conduit Labs, a start-up in Cambridge, MA, is working on a hybrid social networking and gaming environment -- think Facebook meets World of Warcraft. Emotiv Systems, a start-up in San Francisco, plans to introduce its brain-wave-reading headset at the end of this year.
This article discusses the possible add-ons that could come with the new 3DV systems. It also covers a small bit on the 3DV system itself.

"Nintendo's New Wii Fit Makes Fitness Fun. " Business Wire 19 May 2008 ABI/INFORM Dateline. ProQuest. David L. Rice Library, Evansville, IN. 11 Aug. 2008

Abstract (Summary)
Wii is the first video game system ever included in the President's Challenge, a program of the President's Council on Physical Fitness and Sports that encourages all Americans to make physical activity a part of their daily lives.
Discussion and report on how the Wii Fit has made an impact on America’s youth.

Soble, Jonathan. "Wii console's popularity keeps Nintendo ahead of the game." Financial Times 31 July 2008: 16-16. UMI. Proquest. Rice Library, Evansville. 9 Aug. 2008. Keyword: Wii.


Abstract (Summary)
The Japanese group sold 5.2m Wii machines in the first quarter to the end of June, up 51 per cent from the same period last year and almost double the combined sales of Sony's PlayStation 3 and Microsoft's Xbox 360. Nintendo has outmanoeuvred its rivals by appealing to casual gamers with the Wii's lower price, simpler games and distinctive motion-sensitive controller. Although the Wii lost ground to a new cut-price PlayStation model in the second half of last year, the introduction of products such as Wii Fit and Wii Sports - exercise games that use a pressure-sensitive balance board - has reignited sales.
This article discusses how the Wii is performing on the market and also some of the games that helped boost sales of the Wii.


"Super Smash Bros. Brawl Smashes Nintendo Sales Records :Wii Game Sells at a Rate of More than 120 per Minute. " PR Newswire 17 March 2008 ABI/INFORM Dateline. ProQuest. David L. Rice Library, Evansville, IN. 11 Aug. 2008 http://www.proquest.com/


Abstract (Summary)
Brawl has made the leap from video game to cultural phenomenon, said Cammie Dunaway, Nintendo of America's executive vice president of Sales & Marketing. The worldwide innovator in the creation of interactive entertainment, Nintendo Co., Ltd., of Kyoto, Japan, manufactures and markets hardware and software for its Wii(TM), Nintendo DS(TM), Game Boy(R) Advance and Nintendo GameCube(TM) systems.
The publication talks about the increase in sales of the video game “Super Smash Bros. Brawl” which hit the Wii as well as other game console and focuses around the game play and content of the game.

"There's No Magic Needed to Cure Zombies. " Wall Street Journal [New York, N.Y.] 10 Jan. 2008, Eastern edition: A.13. ABI/INFORM Global. ProQuest. David L. Rice Library, Evansville, IN. 11 Aug. 2008

Abstract (Summary)
Again it's not the games that are at fault when children spend too much time in front of the screen, it's the parents who leave them alone in the digital jungle. Instead of blaming videogames for his family's problems, Mr. Moore should ask himself whether he's really made an effort to understand why his sons play as much as they do.
This article discusses why most parents do not understand why so many children and teenagers spend hours in front of the TV playing video games. The argument is presented from the teenagers’ point of view.


Wingfield, Nick, and Yukari I. Kane. "New Videogames Set Their Sights On Mainstream." Wall Street Journal 15 July 2008: D1-D1. UMI. Proquest. Rice Library, Evansville. 9 Aug. 2008. Keyword: Video Games.


Abstract (Summary)
A factor in the moves by Sony and Microsoft is the stunning commercial success of rival Nintendo Co. That game maker turned industry convention on its head over the past two years by going after casual game players with its Wii gaming system from the day the console went on sale.
This article has content about the new Wii attachment that involves the motion technology that is currently being developed for the 3DV system as well.

"Video games aren't so bad." Harvard Health Letter 31 (2006): 7-7. UMI. Proquest. Rice Library, Evansville. 9 Aug. 2008 http://at4rn6hm3f.search.serialssolutions.com.lib-proxy.usi.edu/directlink?&atitle=video%20games%20aren.


Abstract (Summary)
Television and video games are often blamed for the obesity trends in children. However, researchers say grouping these two forms of entertainment together is unfair as some video games appear to be better for children than the passivity of "pure" television viewing.
This article talks about how video games are healthier solution than some other common past time activates.

"Vision Sciences to Acquire 3-D Imaging Technology, and Negotiates $7.O Million Investment by Asahi Optical and Capital Research. " PR Newswire 4 June 1998 1. ABI/INFORM Dateline. ProQuest. David L. Rice Library, Evansville, IN. 11 Aug. 2008

Abstract (Summary)
NATICK, Mass., June 4 /PRNewswire/ -- Vision-Sciences, Inc., (Nasdaq: VSCI) today announced that it has signed a letter of intent and term sheet with 3DV Systems Ltd., an Israeli company which is a subsidiary of Rafael Development Corporation Ltd., granting Vision-Sciences exclusive worldwide rights to exploit technology developed by 3DV Systems in the area of 3-Dimensional video imaging for certain markets. Under the terms of the letter of intent, Vision-Sciences would make an investment in 3DV Systems, and would have the right to acquire 3DV Systems at a future date under certain conditions.
The article lays the fundamental goals of the 3DV company when they first started development and the plans for the future production of the new camera.

"Vision Sciences Announces Developments by 3DV Systems." PR Newswire 8 May 2001: 1-1. UMI. Proquest. Rice Library, Evansville. 8 Aug. 2008. Keyword: 3DV.

Abstract (Summary)
ZCAM(TM) Released for U.S. Market: 3DV Systems announced at the recent National Association of Broadcasters (NAB) convention in Las Vegas, that its ZCAM system is now available as a component of a production service offering. The ZCAM is the first color studio camera add-on which can extract objects from the scene and separate the foreground and background without a blue- screen. For use in TV studios or on location the ZCAM technology enables real- time broadcasts of video enhancements and special effects that could previously only be created during post production. JVC Demonstrates ZCAM at NAB: Also at the NAB, JVC Professional Products Company exhibited state-of-the-art camera technologies integrating JVC's new prototype professional camera and 3DV's, ZCAM - the never-before possible real-time production enhancement capabilities in a live camera demonstration. The new camera product exhibition is the result of the integration of 3DV's ZCAM object camera add-on with a JVC digital signal processing camera. Configured as an add-on to JVC's renowned KY-D29 studio camera, the ZCAM object camera enables operators to capture and manipulate 3D data in real time. The new 3D camera delivers an impressive range of advanced features that opens up a new realm of creative possibilities for field and studio production and post-production.
This article covers the demonstration put on by JVC about the camera. It also covers 3DV’s company work and the specific developments the company creates.