Search results for: “iPlayer”

  • Pixel Ads; gWiFi; WoW Plague – Teenage Tech News Review

    Million Dollar HomepageNeat Idea!
    A UK student has thought up a unique way of financing his way through university: Selling online advertising space. That on its own isn’t unique, but the twist he has applied to it is: He is selling it by the pixel on his “Million Dollar Homepage”.

    This guy is getting so much media attention as a result of the novelty value of his site that a lot of companies are getting interested in buying pixels from him. The going rate is $1/pixel, and there are 1,000,000 up for grabs… I wonder if he can make it to a million bucks?

    This revenue concept started me thinking about what I could do to finance my way through University… I have just under 3 years to come up with something, and it better be good! It seems that finding a niche in the market for something unique and not actually that useful, and then attracting a load of media attention to give it artificial value is a good way of making cash on the Internet. Look out for me following suit in a few year’s time!

    WifiThey’ve done it again
    Done what? I hear you ask. Google have launched a Beta version of their Wi-Fi service following a host of rumours since an article mentioning a possible Google Wi-Fi appeared in Business 2.0 back in August.

    The service is only available in selected parts of San Francisco Bay (well two locations) for now, but knowing Google I am sure that it will spread relatively quickly.

    Part of the evidence is a new product, for free download, that basically works as a VPN client and encrypts all data sent over the Google Wi-Fi hotspots to secure it. Only downside with this is that this application could cause privacy concerns, as Google will apparently record data about people’s Web-browsing habits. Still, it has to be paid for somehow and recording the sites people visit fits in with their analysis of the Web so as to aid its online advertising business, Ad-sense. A link to Google’s FAQ about their Secure Access product can be found here.

    From the point of view of a teenager like me, this sort of service is very good: I don’t personally mind giving up a small amount of my privacy to be able to use a service that I could no way afford if it wasn’t free. Hell, at 16 I’m not even legally allowed a credit card with which to pay for commercial Wi-Fi services!

    As regular readers, Mike caught this story earlier on in the week.

    World of WarcraftIt’s like the Middle Ages all over again!
    This story is quite apt as I am currently suffering from the current real-life equivalent of the virtual plague documented by The Register. Yes, that’s right, I’ve caught the flu :-(

    Anyway, according to The Register, World of Warcraft, a popular massively multiplayer online role playing game (MMORPG), has been hit by a plague. Blizzard, the company behind the hugely succesful game, introduced a new god character to their game called Hakkar. What’s special about him is that he carries some sort of disease, similar to HIV, that spreads to some of the people that he attacks. These people then spread the disease further and further, which has resulted in a large quantity of the World of Warcraft servers becoming infected by it.

    It’s a new concept and just brings us even closer to where we start blurring the line between reality and virtual reality. It also shows that virtual reality can have all the nasties that the real world does too.

    Anyway, I am off to bed, forget World of Warcraft, I’m ill and need to go to school tomorrow. Just hope I don’t spread the “plague”>

  • Star Trek Special Edition Phone Announced

    Star Trek Special Edition Phone AnnouncedViacom have announced that they will be launching a special super-spoddy edition Star Trek Communicator Phone, in association with Sona Mobile.

    Cool as a heatwave, only twice as hot, the special phone will serve up an intergalactic feast of Star Trek related guff so that Trekkers will feel that the Enterprise is never far away.

    The phone will let Sci-Fi nutjobs enjoy a multi-player online Star Trek game or stream video clips while simultaneously text messaging a friend or accessing information on the Internet.

    Naturally, Borg buffs, Ferengi fans, Cardassian connoisseurs and Delta Quadrant devotees will be able gorge themselves on a planet full of downloadable Star Trek ring tones, wallpapers as well as access news, information, and other fan activities.

    As if all these Spock-tastic goodies weren’t enough, The Star Trek Communicator Phone will also come equipped with a custom Star Trek faceplate and other themed features.

    Naturally, there are more tie-ins than a Houdini convention at work here as Viacom own Paramount Pictures who own the Star Trek brand.

    Sandi Isaacs, VP of Interactive at Viacom Consumer Products set his phaser to ‘gush’ and enthused, “There is a tremendous opportunity to tap into Star Trek fans around the world and offer them a device to interact, connect and download Star Trek entertainment. This not only promotes the Star Trek spirit but creates a new paradigm for the wireless community.”

    Star Trek Special Edition Phone AnnouncedWe couldn’t find a picture of the actual phone anywhere, although one poster on a Star Trek site claimed it was a re-branded Motorola V3 phone, while another frothed enthusiastically about a “multiplayer, persistent game universe, that uses location based / GPS information to alert you when an ‘enemy player’ is within range so you can do battle!”

    Whatever it looks like, I’d imagine Trekkers would be most disappointed if it doesn’t make that funny noise when you flip it open.

    A Star Trek themed phone isn’t the kind of thing that warms our warp drives, but if someone designed a phone based on Tribbles, we’d say, “bring it on!”

    The phone will be available beginning 30, September, 2005.

    Sona mobile

  • Holographic TV Created By Scientists

    Scientists Create Holographic TVUS scientists have created imaging technology that lets viewers enjoy what they claim to be the first truly three-dimensional holographic movies.

    Sadly, the chief boffin of the “holographic television” project, Dr Harold ‘Skip’ Garner, has admitted that the technology will “not be coming soon to a theatre near you”.

    Looking into his holographic crystal ball, Garner, professor of biochemistry and internal medicine at the University of Texas Southwestern Medical Center in Dallas, said that he could see the technology being used for entertainment applications like 3D multiplayer games, theme parks, holographic cinema and holographic TV.

    Another of the developers, Dr Michael Huebschman, a postdoctoral researcher in Garner’s lab predicted that we’ll all be floating about on hover-boots watching holographic TV in our homes by 2020 (OK, I made the bit up about the boots).

    Naturally, the inner gubbins of this device are unfathomably complex, but we can tell you that it’s based on complex optics principles, outrageously clever computer programs, and a small chip covered in more mirrors than Fatty Arbuckle had hot dinners. We’re talking thousands of the things.

    Lurking in the heart of the system is a digital light processing micro-mirror chip.

    Scientists Create Holographic TV Made by Texas Instruments, these clever puppies are currently used in television, video and movie projectors and incorporate a computer that processes an incoming digital signal several thousand times a second.

    This changes the angle of each micro-mirror to reflect light from a regular light bulb and projects the resulting two-dimensional video onto a screen.

    By replacing this light with a laser light and opening up his Big Box Of Clever Ideas, Garner set about creating different wavelengths that were out of phase with each other to create the holographic effect.

    The signal created is a sequence of two-dimensional interference patterns, called interferograms, which can be cooked up from scratch or from data gathered from 3-D imaging applications, such as sonograms, CAT scans, magnetic resonance imaging, radar, sonar or computer-aided drafting.

    “This technology is potentially powerful for medical applications,” commented Garner. “We could easily take data from existing 3-D imaging technologies and feed that into our computer algorithms to generate two-dimensional interferograms.”

    Scientists Create Holographic TV If you look at interferograms on a PC screen, all you get is a series of random black dots creating an effect that looks a bit like a telly on the blink.

    But feed them into the digital light processing micro-mirror chip, blast them at the tiny mirrors and reflect laser light off them and you’re presented with a Star Wars-esque 3-D moving image suspended in air, captured in a special material called agarose gel, or on a stack of liquid crystal plates like computer screens.

    Naturally, there’s a ton of really useful applications for this technology that could really benefit mankind: holographic visualisations of human organs, dental and bone development, surgeon training and all that kind of stuff.

    But all we want to know is when can we play a holographic shoot-em-up or watch the mighty Cardiff City in glorious surround-o-vision?

    Garner and his colleagues whizzed up the technology with students at the Southern Methodist University’s Cox School of Business. The objective was to develop a tentative business plan exploring the possible commercialisation of the technology, with a sensible focus on medical applications and not a desire to see Dot Cotton in 3D.

    “An important next step is to take our proof of principle technology that we have now and move it into a commercial entity,” teased Garner before going off to admire a holographic heart.

    Harold “Skip” Garner, Jr., Ph.D.
    Garnering Innovation

  • V600i 3G UMTS Phone From Sony Ericsson and Vodafone

    V600i 3G UMTS Phone From Sony Ericsson and VodafoneRather immodestly self-declared as ‘beautifully designed’, Sony Ericsson and Vodafone have announced their new V600i 3G phone.

    Designed to take advantage of Vodafone’s live content streaming, the none-more-black phone ships with a veritable bucketload of multimedia features to keep even the most attention-deficient consumers entertained.

    The phone sports a ‘direct video telephony button’ for quick access to the movie/video calling applications, with the 1.8 inch – 262.000 colour TFD screen acting as a viewfinder.

    Naturally, there’s a camera on board, with Sony Ericsson bolting on a 1.3 MegaPixel jobbie with an active lens cover for quick snapping and protection

    The V600i offers full 3G functionality, with Vodafone hoping that users will form a crack-like addiction to downloading the audio, video, gaming and other lucrative mobile wares for sale on the Vodafone live! portal.

    V600i 3G UMTS Phone From Sony Ericsson and VodafoneSubscribers can also take advantage of the content streamed from the Vodafone live! site, including live sports and music videos.

    As is de rigeur these days, the phone can be customised with downloadable wallpapers, with the 32MB internal memory capable of storing a whole symphony of irritating ‘individual’ ring tones.

    There’s also a built in FM radio with a 3D Java gaming engine offering multiplayer gaming via Bluetooth.

    But – hey! – life’s not all about fun and games for time-poor, cash rich execs, so there’s a suite of business applications onboard which can be synchronised with PCs via USB.

    V600i 3G UMTS Phone From Sony Ericsson and VodafoneCutting edge office hipsters keen to perfect that Nathan Barely look can also take advantage of the V600i’s Bluetooth support and strap one – or, what the heck, maybe even two – daft Bluetooth hands-free units to their ears.

    The V600i will be available in Vodafone stores from early Q3 2005 onwards.

    Sony Ericsson
    Vodafone

  • Log On Through The Lord

    Log On To The LordCardiff vicar Reverend Kimber is hoping that by introducing wireless broadband access from the pews of his city centre church, more people will be encouraged to join his flock at St John’s Church.

    The decision was made after the tech-savvy Reverend discovered that the thick walls of the 1473 church blocked his own wireless signal as he used his laptop to write sermons and create orders of service.

    The Welsh capital is awash with Wi-Fi after a joint project between Cardiff council and BT Openzone resulted in more than 100 wireless broadband points being created around Cardiff city centre and parts of Cardiff Bay.

    With the streets full of wired Welsh business folks looking for a fix, Kimber realised that they might appreciate a quieter place to do business.

    “The church is a sanctuary for everyone, including business people with laptops and mobiles who may want to find a quiet area without lots of noise and loud music to sit in peace and do some work or just send an e-mail,” Kimber told the BBC.

    The laptop-toting vicar added, “I couldn’t do my job without one and it has made me more aware of other people’s needs.”

    Log On To The LordAfter Kimber approached BT, the company agreed to fill in the gap in Cardiff’s wireless broadband network and fitted the church with its own Openzone node, providing access to surfers sitting in the corner of the north aisle at St John’s.

    Hopeful to convert Skype surfers into Bible-troublers, the Rev Kimber said: “This church has a strong commitment to be open for people in the city, and of course, if this will encourage more new people into the church, the project will have been a success.

    Fearful of mass sessions of multiplayer shoot-em-ups and virtual battles breaking out in the aisles, Kimber added, “All we ask is that they respect the church environment and do not to use loud mobile ring tones or play music on their computers, especially when a service is in progress.”

    It wouldn’t be the first time the church has seen battle – the original medieval church was severely damaged during the revolt of Owain Glyndwr in the early 15th century.

    According to Ann Beynon, BT’s director Wales, when it comes to wireless connectivity, Cardiff is now one of the most connected in the UK.

    St John’s church, Cardiff
    Wireless broadband goes to church

  • XBox 360 Launched on US MTV. UK Tonight

    XBox 360 Launched on US MTV, UK TonightXbox 360, Microsoft’s successor to their popular Xbox gaming console, will be “unleashed” tonight at a celebrity-packed launch broadcast on MTV, which shows at 8pm in the UK. It was launched on US MTV last night.

    With a press release positively hyperventilating with hyperbole, Microsoft breathlessly extols the virtues of their new games machine, dramatically waffling on about “a dawn of a new era in entertainment.”

    Unlike the manly, chunky lines of the first-generation Xbox, the 360 has been given the ladyboy treatment, with smooth, concave lines covering the rippling muscle lurking below.

    And there certainly is a beast in the box, with the unit powered by a custom-made IBM PowerPC-based three-core chip running at 3.2GHz, supported by 512MB of GDDR3 RAM – enough beefy brawn to keep up with even the nippiest modern PCs.

    Graphics performance should be speedier than a rocket-assisted rabbit too, with an ATI GPU running at 500MHz, backed up by 10MB of embedded DRAM.

    XBox 360 Launched on US MTV, UK TonightThe Xbox will ship with a 12X dual-layer DVD-ROM drive – supporting progressive-scan DVD movies and a host of DVD and CD formats – three USB 2.0 ports, two memory unit slots and support for four wireless game controllers.

    Users will also be able to stream media from portable devices or Windows XP PCs, as well as rip music to the Xbox’s detachable (and upgradeable) 20GB hard drive.

    Networking needs are catered for with a built-in Ethernet port and support for 802.11a, b, and g Wi-Fi protocols.

    “With the first generation of Xbox, our ambition was to change the way people think about video games,” said Robbie Bach, chief Xbox officer at Microsoft. “Starting today with Xbox 360, our ambition is to transform the way people play games and have fun.”

    Microsoft – never one to understate their case – are claiming that they will “unleash the greatest game lineup in the history of video games” when the Xbox launches in North America, Europe and Japan over Christmas.

    They’ve certainly persuaded a gaggle of major league gaming companies to come onboard, with initial releases including NBA 2K6, Call of Duty 2, QUAKE 4, Madden NFL 06, Need for Speed Most Wanted and Tiger Woods PGA TOUR 06.

    XBox 360 Launched on US MTV, UK Tonight“Xbox 360 marks the beginning of a renaissance in video games,” whooped Don Mattrick, president of Worldwide Studios for Electronic Arts. “The unbelievable Xbox 360 games in development at Electronic Arts will accelerate the industry’s mission to make video games the pre-eminent form of all entertainment.”

    All the games are designed for high-definition, wide-screen televisions, although they’ll work on regular TVs.

    Players will be able to access Microsoft’s free Xbox Live online service, which allows them to connect with friends through Xbox Live voice chat, send and receive text and voice messages and stuff their detachable Xbox 360 hard drive full of downloadable demos, trailers, new game levels, maps, weapons, vehicles, skins and community-created content

    Gamers who shell out for the premium service, Xbox Live Gold, can join multiplayer online games and enjoy enhanced options for online game matchmaking and a greater ability to provide feedback on opponents.

    XBox 360 Launched on US MTV, UK TonightNaturally, gamers love to customise their experience, so there’s a camera option to let vain players add their mugshots into games or even see their friends onscreen as they frag them to an inch of their worthless lives.

    As is the current vogue, the appearance of the actual Xbox can be customised too, with a range of interchangeable Xbox Faces on offer.

    Although the system is aimed at mad-for-it gamers, the Xbox is also a full entertainment system offering DVD movie, CD music and photo playback support.

    So long as they’re equipped with a USB 2.0 port, MP3 players, digital cameras and Windows XP-based PC port can all plug into an Xbox 360 system to stream music and photos.

    XBox 360 Launched on US MTV, UK TonightXbox 360 players can also access recorded TV and digital movies, music, video and photos stored on Windows XP Media Center Edition 2005-based PCs through any Xbox 360 system in the house.

    We’ve yet to get our greasy paws on a machine, but Microsoft have certainly raised the stakes with their new Xbox, although arch rivals Sony have yet to, err, unleash their PlayStation 3, a potentially more powerful box offering support for new high-capacity Blu-ray discs.

    With both units enjoying enthusiastic support from game makers and gamers, some of the real bloody battles could soon be taking place off-screen.

    Promo video for Xbox 360 (Windows Media)
    If you thought Xbox 360 was just about gaming, skip to 3 minutes into the video to see how they’re transforming it into a media centre.
    XBox

  • Sales in Virtual Goods Surpasses $100m

    Real-world trading based on virtual items is at least three years old, but it’s only now that researchers have estimated that online trading already rivals the gross domestic product of some small countries. According to an article publishing on NewScientist.com, the real figures are likely to be much higher, where virtual worlds are booming in China and Japan

    The technology of real-world economies is based on the value of persistent world game characters and items. For example, you can buy Ultima Online and EverQuest characters on eBay, exchanging actual money for ‘imaginary’ game items, such as clothing and weaponry. Nevertheless, trade in these digital goods continues to grow, and it has already gone from being a pastime pursued only by a handful of hardcore gamers, to being a fledgling industry in its own right.

    There’s even an online service to help players of online games trade their commodities more easily and freely. The Gaming Online Market (GOM) is a Canada-based online venture founded by Jamie Hale and Tom Merrall that aims to be the first true stock brokerage for online worlds. GOM currently allows players of online games to pay in US dollars, or exchange currency from one game to another at the current going rate. Before now, these have been trades restricted mainly to eBay auctions, along with all the risks associated with such transactions. Having said that, eBay facilitated the selling of $9 million in trades for Internet games last year (excluding Sony’s Everquest).

    The coming together of real and online worlds has a far more widespread reach than games. For instance, virtual spaces will increasingly be used as assembly points to carry out business meetings and as physics simulators to experiment with building physical objects. Some companies are also using virtual worlds to try out design products, such as clothes, before attempting to market them in the real world.

  • Mobile vs Web gaming

    Games on mobiles are not new, neither are multiplayer games, but Macrospace have teamed up with Certus to go a step further, by allowing players to compete in real-time using their mobile phones with not only other mobile users, but also PC users via their web browser.

    Global mobile to mobile, Web to mobile gaming creates a whole new multiplayer dynamic. Designed for the more casual gamers, Macrospace hopes to attract a broad range of people who are already familiar with web-based games, but who may not yet appreciate the gaming potential of their mobile phone. The new games, developed in partnership with Denmark’s Certus, use powerful server-side technologies to create a robust multiplayer platform that is simple for even novice users, and three have been launched for openers.
     
    Multiplayer Four-in-a-row challenges you to get four counters in a row before your opponent, while the multiplayer version of the timeless game of strategy, Multiplayer Reversi, allows you to challenge your friends anytime, anywhere in real-time.  Finally, Multiplayer Battle Ocean encourages you to sink your opponents’ fleet of ships before he sinks yours. Players can also chat to each other seamlessly between mobile and Web.

    The games can be played across any Java-enabled mobile or Web platform, and they have been specifically designed to work across 2G, 2.5G and 3G technology, using turn-based gameplay that suits the technical limitations of existing handsets and networks.

    Most importantly, for player kudos, Macrospace multiplayer games utilise global ranking and high scores, allowing users to view other players’ scores and select opponents of a similar skill level. They can also create a permanent username, circumventing the need to create a new one for every game they purchase. It’s a real virtual community affair as Certus’ technology allows operators and portals to run tournaments and create competition leagues.

    People used to miss bus and train stops because they fell asleep or were engrossed in a good book, now it will be because they are preoccupied with multiplayer global intrigue on the tiny screen.

    Macrospace
    Certus

  • Exclusive: Mobile Gaming Goes 3D

    Mobile gaming, that is playing games on your mobile phone, is growing rapidly. Advances in phones, displays and networks mean that the handset in your jacket pocket is a considerably more powerful games console than that NES you sat in front of just a few years ago playing Mario Kart. In fact, phones have grown in sophistication so quickly that it’s quite shocking to think that just five years ago our most immersive mobile gaming experience was a quick bout of Snake.

    The success of mobile gaming can attributed to Java – Sun’s environment means that games can be written in Java and will run on any phone that has a J2ME (Java 2, Micro Edition) virtual machine embedded in its operating system.

    Additionally, Gamers are now used to seeing graphics made out of millions of polygons on their GameCubes and PlayStation 2s and expect the same thing from their mobile gaming. Memory and processor advances now mean that games developers can now meet this demand, and so the JSR184 standard (now known as M3G) came into being, to provide a platform for developers to produce immersive 3D games.

    As phones incorporate more memory, faster processors, dedicated graphics chips, stereo sound and 3D graphics, it means that games too require more resources to produce. As the games get more complex they require a multi-disciplined approach, with artists, coders, level designers and musicians all contributing to the final product.

    This rapid increase in sophistication means that it’s now impossible to produce a decent game for modern phones without a suite of development tools, and as 3D graphics creep out onto our phones, tools are appearing that deal specifically with the unique problems of throwing around shaded, textured polygons on tiny screens with limited resources.

    A new breed of tools, specifically designed to enable developers to squeeze the best performance out of M3G is appearing, and you’ll be playing games created with these tools on your phone in the very near future.

    I had a chat with Stephan Groud from Superscape – one of the companies behind the M3G standard – and product manager for the first 3D toolkit for mobile phones, Swerve. We talked about the benefits of 3D and what’s up next for mobile phone gaming.


    Tell me a little how Superscape got into 3D on phones, and how Swerve came into being.

    Superscape is 3D company – we’ve done 3D for 18 years now. We’ve always worked in the 3D field, either around 3D games or tools. In short, the company has always been focussed on 3D for low processing power or low bandwidth.

    We looked at the mobile market and decided that we had the expertise to take our experience and provide 3D for constrained devices and constrained networks, which is exactly what the mobile market is about.

    We set out to develop this technology, Swerve, which is basically suited for 3D on mobile devices. To make it a success, we went to companies like ARM and Vodaphone – and came to the conclusion that unless there was a standard to do 3D on mobile phones, then it wouldn’t be a viable proposition.

    We then went to Nokia and Sun and helped set up the JSR 184 standard, which basically states how you do 3D, in Java, on a mobile phone. The exact remit of the standard was to deliver 3D experiences on mobile platforms, over the air. The standard had to be generic enough to do not only games, but menus, user interfaces and potentially location-based services. It also needed to be a standard that could output content small enough to downloaded over the air.

    The standard was ratified in November 2003, and since Swerve had been in the making for about three years, it was the first commercial implementation of that standard, both in terms of engine and tools.

    What exactly is the Swerve platform?

    The Swerve solution is an engine, compliant with JSR 184, that sits on your phone, within the Java architecture. We worked with companies such as Siemens and Motorola to embed our technology in handsets to make them JSR 184 compliant, or M3G compliant which is the new name for the standard. A M3G phone can run any JSR184 piece of content.

    On top of releasing the engine on the day the standard was ratified, we announced the second generation of our tools, SwerveStudio. This allows you to export 3D scenes from 3dsMax – we took the most popular 3D package and built in every function that would be required to author or develop content for the M3G platform, without having to recreate everything from scratch. If you know 3dsMax and you have an understanding of the M3G API, you can use SwerveStudio because it’s basically the same thing, but with tools for optimising the scene for mobile phones, to preview the scene as it would look on a handset, to script behaviours, and to export the scene as a M3G file.

    If you have SwerveStudio and you have 3dsMax you have an environment that allows you to create a good chunk of what a game is. The rest is done by a coder through a regular Java IDE [integrated development environment].

    By integrating your toolkit in 3dsMax and using the Java VM on phones, that gives you a huge installed base of artists and coders that can use Swerve straight away – and a huge installed base of consumers that can run the content.

    We’re working with mobile phone manufacturers to get the M3G API embedded onto handsets shipped from this summer onwards.

    We’re not the only people to come up with a product based on the M3G standard, and there are other people announcing phones and tools based upon it, so that’s basically growing the market for games that are based on our tools.

    What are the main titles coming out that use Swerve?

    We realised quickly that it was all well and good to have a tool set, but the manufacturers and operators want games. What we’ve done over the past six to eight months is to create a catalogue of games – and most of those games are based on famous intellectual properties from Sony, Disney and 20th Century Fox, Universal, and Activision. We either developed those games in house or worked with external developers. The games are Independence Day, based on the 20th Cenutry Fox movie; Van Helsing, Universal’s blockbuster this summer; SWAT from Sony Pictures; and Evel Knievel – we have the rights for mobile platforms to develop games based on his brand; we’re working with Disney on TRON2.0, which will be focussed on Light Cycles, so we’re not cramming too much into a game that has to be downloaded over the air.

    Big brands, big studios, big companies are all working with us because they’ve had a look at our technology and said “Hey, this is the best way to take our brand into the mobile space.”

    M3G as a technology gives a truer representation of your brand. If you look at other technologies, even 2D, it’s sometimes difficult to recognise the brand you’re using.

    We’re working with the guys behind the brands and studios to improve our tools, improve the engine and tackling IP holders, game developers, network operators, handset manufacturers and technology guys to make sure the whole system works together.

    When will the first Swerve-developed titles be available for download?

    That’ll be with the release of the first M3G handsets, in Q3 2004.

    What do you think of handsets like the N-Gage QD that use dedicated games on memory cards, and attempt to be more of a games console rather than a phone? Do you think they’re a kind of stopgap, or that this will be a common way for distributing titles?

    There are two ways to do mobile 3D games. One way is the N-Gage route, which is basically native games, megabytes of data, you buy a cartridge in a shop and you plug it into your handset. That’s something that has been proven in the past with the GameBoy and GameBoy Advance, there’s clearly a market for it. Whether there is room for a mobile phone player to create a market for it is another question.

    The other way is what M3G is exactly about: It’s not native, it’s Java with none of the benefits of native because the engine is partly Java, partly native to keep performance up. It’s sub-250 kilobyte games, to be downloadable over the air, and you don’t have to go into a shop and buy it. You can be on a train or a taxi, you didn’t know you wanted to play a game, but you’ve got fifteen minutes in front of you and no newspaper at hand. You can download a game on impulse.

    These are two very different propositions. If you’re talking about platforms like the N-Gage right now, the volumes are fairly limited, because of the price point, because of the market it targets, as opposed to Java handsets – there are going to be millions of those over the coming years. Java handsets are a cheaper proposition and are more accessible. A handset can have the M3G API embedded in it and still look like a professional handset.

    We’ve chosen the M3G way because we believe that mobile handsets are inherently connected devices and, in the same way that add-on camera accessories for handsets never took off, potentially the same thing could happen to platforms like the N-Gage. If you have to think about what you’re going to be doing with the phone over the day, you lose the immediate satisfaction of downloading a game on impulse and being able to play it.

    What N-Gage has done though, is to put mobile gaming on the map for a lot of people. Nokia is a big company and the fact that they’ve pushed this platform so much and invested so much money in it has raised a few heads around the industry and also around the console industry.

    Our proposition is downloadable content and we’re sticking to that right now, because our technology can do it.

    What’s next for Swerve?

    We’ll be looking at how well customers react to 3D on mobile phones, and looking at the uplift that 3D on phones causes, in the same way that 3D on consoles caused such a big market.

    We’ll also be growing the catalogue of games that we have in house, or that we develop with partners. We have about 25 right now – we’re going to need a lot more than that when there are several different handsets in the market.

    Also, Swerve as a 3D technology can also run in BREW and native environments, as well as J2ME. Swerve BREW applications can be run on BREW handsets such as the recently announced Kyocera Koi, thanks to a downloadable BREW extension provided by Superscape to BREW network operators. Swerve Native applications can run on the same engine as Swerve J2ME applications as it is a dual language 3D engine. This makes the business case for embedding the engine on an upcoming handset even more attractive, especially as Swerve is a generic 3D engine.

    The next challenge will be hardware graphics acceleration, and the M3G standard was built with hardware acceleration in mind. The hardware acceleration does the grunt work in terms of rendering polygons, shading and anti-aliasing and M3G gives the developers a nice API to work with to develop games quickly.

    M3G is a high level API, with a scene tree with nodes for each object in the scene – what that means for an animator or a programmer that you move a car or an actor rather than move every single polygon that makes up the car. It’s object based.

    M3G has a long life in front of itself, even when hardware acceleration comes along because it gives an entry point for developers and designers that is very easy to use without losing the benefits of hardware acceleration.

    What do you think are the most important types of game for mobile phones? Will the connectivity change the types of games people play?

    We’re developing a variety of games, single player games. Given the interface on mobile phones, we have racing games, first person shooters, sports games. These are quite well-suited because most handsets today have some form of joystick so it’s quite easy to navigate a car around.

    In terms of multiplayer, you have to be concious that networks have latency and so turn-based games are the ideal target for the moment. Golf is a great example of a game that is quite interactive and visual, benefits from being in 3D and at the same time is simple to implement in multiplayer because you can actually play in turns.

    I suppose bandwidth is less of an issue with golf because you’re only transmitting a vector?

    The interesting thing with golf in 3D is that if you both have the same game and you’re playing with each other you don’t have to send that much data across the network because you’re not replicating that much data: the power of the shot, the swing. The game engine can understand this and replay it like a movie on your opponent’s handset.

    There are a lot of tricks with 3D implementations of games, like being able to download new levels, new guns that we’re looking at also.

    Do you think there is much of a market for selling add-ons to games like levels, skins and equipment?

    If you look at ringtones and wallpapers, well who would have thought that people would be willing to pay millions of dollars to just have a different ringing sound on their phone?

    We hope there is a market for game add-ons, and it depends on the way that a campaign is organised. In Formula One, for example a developer could release a game on the first day of the season, with the first track — and subsequently produce new tracks for every race available for download.

    This makes a lot of sense because they can charge a little for each new track, but in terms of network usage it’s nothing. The data they need to send to recreate a new 3D track if the game is well built is minimal. The less data they send over the network, the better it is for them economically. The value for the user is extreme, because they have a new track and they can actually play the race that’s being run that weekend.

    It’s a whole industry in the making!

    3D brings a lot more. If you need to send a 2D track, then you’re in for a big download. You’re looking at sprites as opposed to rearranging pieces of track. You can have green trees in England and yellow trees in Spain, but in 3D it’s the same tree, it’s already on the phone – you’re just saying “this.tree = yellow”, rather than downloading an image of a new tree.

    We’re learning every day – it’s exciting times. When you think about convergence, this really gives some meaning to the word: you have people from the PC world, such as developers, hardware and 3D guys, mobile phone operators, cinema studios – everybody is coming together.

    It does seem that you need many different skills to produce a game these days – you need proper artists, programmers, musicians, you need to get the intellectual property from somewhere…

    It’s not easy, but the results are quite impressive!

    The JSR 184 Standard

    Swerve

    Superscape

  • Busy Times for Vivendi

    Vivendi Universal Games has announced a restructuring that will mean the loss of 350 jobs.

    Blizzard, VUG’s key games developer, is said to not be affected, which is just as well as the studio’s forthcoming Worlds of Warcraft MMORPG (repeat after me: massively multiplayer online role-playing game) has many gamers in an absolute froth of goblin-smashing anticipation. If WoW doesn’t revive the parent company’s flagging fortunes, then nothing will.

    If you think that’s bad, it gets Messier.

    The former Vivendi Universal chairman Jean-Marie Messier was arrested on Monday for his part in a massive share buyback scheme. It’s alleged that the company spent at least €1 billion (UK£1.5 billion) propping up its share price in 2001, buying back 21 million shares in September 2001, just 15 days before publishing its financial results.

    Messier has been taken into custody in Paris and is expected to cool his heels there for a couple of days before being charged.

    Messier’s woes began around the time he was booted out of Vivendi in July 2002 after the billions of euros of acquisitions he made nearly destroyed the company.

    Vivendi Universal