Assassin’s Creed: Bloodlines PSP Entertainment Pack Coming In November

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Assassin’s Creed: Bloodlines is one of the latest upcoming games from the Assassin’s Creed franchise, available only for the PlayStation Portable. It has been confirmed by publisher Ubisoft for release on November 10, 2009. On the Playstation Blog, Sony has confirmed that Assassin’s Creed will also be released in the form of an entertainment pack for $199 that includes White PSP-3000, Assassin’s Creed: Bloodlines PSP game, UMD Movie (to be announced), and a 2GB Memory Stick PRO Duo. Here’s a trailer:

The game takes place after the events of Assassin’s Creed and before Assassin’s Creed II. The playable character in Bloodlines is Altaïr. The game will explain the link between three characters of the series: Desmond Miles, Altaïr Ibn La-Ahad and Ezio Auditore de Firenze. Playstation Blog took the time to do a Q&A with Frederic Lefrancois, a producer on Assassin’s Creed: Bloodlines, that is quite interesting.

16
Jul 2009
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Hardware, Playstation, PSP

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Sony Ericsson Posts Fourth Consecutive Quarterly Loss, Down $299 Million

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Sony Ericsson said Thursday it booked another loss in the second quarter as the global economic crisis continued to weigh on mobile phone sales. The joint venture recorded a loss of 213 million Euro ($299 million), which isn’t as big as the loss last quarter but is still far from the profit of 6 million Euro a year ago. The result was the fourth consecutive quarterly loss for Sony Ericsson. The company shipped 13.8 million units in the quarter, down 43 percent year-on-year. Sales for the period fell by 39 percent to 1.7 billion Euro from 2.8 billion in the second quarter of 2008. Sony Ericsson estimates its market share was over 5 percent in the second quarter compared with about 6 percent in the first quarter. It also reiterated its outlook for the global handset market to fall at a rate of around 10 percent in 2009.

“As expected, the second quarter was challenging and we still believe the remainder of the year will be difficult for Sony Ericsson,” President Dick Komiyama said in a statement. “Our focus remains on bringing the company back to profitability and growth as quickly as possible, and our performance is starting to improve due to our cost reduction activities.”

During the quarter Sony Ericsson expanded on its strategy of transforming into the Communication Entertainment brand with the announcement of three new mobile phones; Aino, Satio and Yari. These phones integrate communications features with entertainment content and social media applications. In addition, Sony Ericsson announced the expansion of its content delivery platform, PlayNow arena, to include an application store and downloadable movies via PC. This new hardware and software ambition is a radical move from the usual Sony Ericsson we’ve observed for the last several years, and may be the driving factor to resuscitate the company.

16
Jul 2009
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Amazon Bringing WiFi/MVNO Kindle To UK Will Hurt Sony Reader Sales

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According to Mobile Today, “Amazon is understood to be frantically working on having the Kindle ready for launch before Christmas 2009 and has already secured agreements with a carrier and book publishers. It is also in the process of negotiating with news and magazine publishers.” What’s more stunning is the fact that this version of the Kindle will include Wifi. However, it is not clear which of the biggest carriers will carry the MVNO connection for the device, e.g. Vodafone, Orange and 3. Apparently Amazon was in talks with said carriers months ago but no announcements were made at the time and many had speculated that the discussions fizzled out; some have pointed towards T-Mobile as being a possible partner. Some have commented that Amazon should just release the thing with a sim-card slot that allows “pay as you go” access.

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The Sony Reader has enjoyed an aura of exclusivity in the UK and some of Europe of being the only major electronic book device. The Reader is popular, but I have seen chatter on twitter from several UK consumers that groan about defaulting to it because the Kindle isn’t available there. It’s no secret that the Kindle is faring better in the USA than the Sony Reader, so we are really left to wonder what kind of impact this will have on UK (and eventually European) sales of the Reader when the Kindle arrives this holiday. Fortunately, Sony has gone on record and stated the next version of the Sony Reader will have connectivity options. It would be very interesting to see a wireless Sony Reader vs. a wireless Amazon Kindle in the UK, or even USA. If Amazon is bringing a WiFi Kindle to the UK, then you can be sure it will arrive in the USA.

Via engadget.

15
Jul 2009
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Hardware, Reader

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A Year After Its Debut, AT&T Brings Sony Ericsson C905 To USA

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In a rather confusing move, Sony Ericsson and AT&T brought the 8.1 megapixel C905 Cyber-Shot along with the W518a Walkman to its already very full line-up of cell phones. The reason why this move is confusing to me along with other tech writers and avid consumers is the fact that the C905 debuted more than a year ago. Sony Ericsson a year ago is a completely different Sony Ericsson than the one that exists today. You must remember that the company just came out with the delicious Satio and Aino phones, which make the C905 seem like ancient history. Even the memory card in each phone tells the tale – the C905 has Sony’s proprietary Memory Stick Micro (M2), while newer Sony Ericsson phones are arriving with MicroSD slots.

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Don’t let me come off as negative here, though; it’s good to see another Ericsson that has some real features in AT&T’s lineup. The 8.1 megapixel C905 is the highest resolution camera phone that the carrier provides. It looks sharp, has an acccelerometer, WiFi (802.11b/g), and camera features such as xenon flash, Geo-tagging, face and smile detection, and image stabilization. Consumers will enjoy the FM radio and GPS as well, and the 9 hour (2G) / Up to 4 hour (3G) talk time is pretty decent. Standby time is up to 380 hours (2G) / Up to 360 hours (3G).

Here is an awesome video of the silver C905 by MobileBurn:

Both the C905a Cyber-shot will be available in AT&T stores or at www.wireless.att.com beginning July 19. The Sony Ericsson C905a will be available for $179.99, after mail-in rebate with a two-year service agreement. (For the C905a, pay $ 229.99 and after mail-in rebate receive $50 AT&T Promotion Card.)

You can read more about the C905 at AT&T’s press release, or Sony Ericsson‘s blurb.

15
Jul 2009
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Five Minutes Of Battlefield 1943 On The Playstation 3

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Battlefield 1943 is an online multiplayer World War II first-person shooter video game developed by EA Digital Illusions CE and published by Electronic Arts for Microsoft Windows, Xbox 360, and PlayStation 3 via digital download only (similar to Battlefield Heroes). Unlike Battlefield 1942 this game takes place only in the Pacific Theater of Operations of World War II.Battlefield 1943 has players playing as either the United States Marine Corps or the Imperial Japanese Navy with up to 24 players on mainly three classic Battlefield maps: Wake Island, Guadalcanal, and Iwo Jima; but after 43 million kills upon both PlayStation 3 and Xbox 360, an additional Dogfight only map called Coral Sea will be unlocked, while the PC version will be accessible during its release. The Xbox 360 has already unlocked the extra map, but Playstation 3 users have yet to do so (we are close).

Here is a five minute unedited view of opening the game, logging in, and playing by yours truly (please have sound enabled):

Like Battlefield: Bad Company, 1943 features the Frostbite Engine for its environmental damage. For example, if you shoot a grenade at a building, the wall will blow up and expose people inside. The game only features the series’ signature Conquest mode when released. Similar to Battlefield Heroes, 1943 only features three classes – infantryman, rifleman, and scout. The game also features a regenerating health system similar to the Call of Duty or Halo series. It is currently available now on the Playstation Store for $14.99.

14
Jul 2009
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Sony Europe Shows Off New Entry-Level E Series Video Walkman

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Sony Europe undid the wrapper on a new 9.3mm thin E-Series Walkman today that is an interesting update to the line of low-cost drag and drop MP3/video/photo players – especially since it is going to be available in 4GB NWZ-E443), 8GB (NWZ-E444), and now 16GB (NWZ-E445) flavors. The slim, lightweight E-Series will be available in black or red and offer a 2 inch QVGA screen with up to 30 hours of battery life (listening to music at 128kbps) for audio, and 6 hours (watching movies at 384kbps) video. That’s a little strange since last year’s E-Series Walkman touted 8 hours video and 45 hours of audio at the same bitrates. A 5-band equalizer, FM radio (recording abilities and up to 30 presets), dynamic normalizer compliment the audio experience. Clear Stereo and Clear Bass are being introduced in this generation as well – a feature usually found in S-series and higher models. Unfortunately, this unit also has a WM-Port, which is fine as it provides compatibility with numerous Walkman accessories, but I long for Mini-USB.

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In a Walkman first, there’s now support for video file format conversion via the supplied Content Transfer software, which should be a big help for consumers who have had difficulties in the past converting videos. Codec support includes MP3, AAC, WMA (DRM) and L-PCM for music, and H264/AVC, MP4, WMV (DRM) for video.

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14
Jul 2009
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Audio, Hardware

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In A Race Against Time, Sony’s PS3 Blu-ray Laser Development Caused Great Frustration

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Blue-violet semiconductor lasers are used to read digital signals from Blu-ray discs, and the commercial development of Blu-ray products that have enabled millions of consumers to enjoy true HD in their homes would not have been possible without this core component device. Thanks to determined efforts by its engineers racing against time, Sony was able to complete development of the laser within a very tight schedule in time to start the mass-production of millions of PLAYSTATION 3 consoles, the first product to incorporate Blu-ray technology. In this interview with Masao Ikeda of Sony Advanced Materials Labratories, we learn about the numerous failures with deadlines looming in the development of the first 3 in 1 laser (CD, DVD, and BD) for the Playstation 3, and how Masao thought it would never happen.

Masao: During my time with Sony, I have been involved in the development of semiconductor lasers for optical discs, including CD, DVD and BD systems. For me the most exciting achievement, and one that required enormous effort, was the development of the blue-violet semiconductor laser.

A semiconductor laser is to an optical disc what a needle is to an analog record. The surface of an optical disc is covered with minute pits (concave areas) and ridges (convex areas). By bouncing laser beams off these areas and reading information contained in the reflected light, we can play back the content recorded on the disc. If we reduce the wavelength of the laser beam, the spot diameter of the laser is also reduced, allowing us to use smaller pits and ridges on the disc. By recording data using a laser with a short wavelength, we can store more information within the same disc area. The development of semiconductor lasers with progressively shorter wavelengths has driven the evolution of optical discs, from CDs to DVDs, and now to BDs. The laser used when playing a music CD has a wavelength of 780nm (nm=nanometer), while a DVD requires a 650nm red laser. Because the red laser used to write DVDs has a shorter wavelength, the capacity of DVDs is correspondingly greater. To create the BD, which has around five times more recording capacity than a DVD, we needed to develop a blue-violet laser capable of producing light with an even shorter wavelength.

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Masao: The development of blue lasers began in the 1980s. Despite the efforts of engineers in many countries, the development of suitable materials was a slow process. Semiconductor lasers emit light when an electrical current is passed through the semiconductor used. To discover suitable materials for semiconductor lasers, we need to find combinations of substances that will produce laser light with the desired wavelength when current passes through them.

Initially Sony tried to develop a semiconductor laser using materials based on zinc selenide, and in 1996 we succeeded in maintaining continuous oscillation for 100 hours. However, Sony changed its development strategy after Nichia Corporation succeeded in developing a gallium nitride semiconductor laser with a shorter wavelength. It was a difficult decision to abandon development of the materials that we had previously been researching. However, we wanted Sony to maintain its leading role in the advancement of optical disc technology, and we saw this as the best decision in terms of ensuring that Sony would be the first to develop next-generation products based on BD technology.

Yet at this stage, we had simply selected the material that we would use. There were still many challenges to overcome before we could turn this into a semiconductor laser that could be used in commercial products. The first of these was the solution of problems surrounding Nichia Corporation’s patents relating to gallium nitride. In the second half of the 1990s, there was a patent lawsuit between Nichia Corporation and Toyoda Gosei Co., Ltd. concerning a blue LED made using gallium nitride. There was extensive media coverage about the blue LED that couldn’t be marketed because of the patent dispute. Urgent steps were needed to resolve this problem so that Sony could introduce its blue-violet semiconductor laser. However, Nichia Corporation took the position that it would sell products but not the technology, and that it would opt for licensing if there were complementing technologies. Fortunately, Sony had laser manufacturing patents, expertise and commercialization experience dating back to the CD era. We also had manufacturing facilities with world-class technology, including Sony Shiroishi Semiconductor Inc. (Sony Shiroishi), the Sony’s Group’s semiconductor laser manufacturer.

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Masao: We negotiated persistently with Nichia Corporation for four-and-a-half years, with strong backing from the Patent Department and other units. This hard work eventually paid off, and we reached the conclusion that the quickest way to bring commercial products to market was to link Sony’s semiconductor laser manufacturing technology with Nichia Corporation’s basic patents for gallium nitride. In late 2002, the two companies began to collaborate on the development of a blue-violet semiconductor laser for use in optical disc applications. In April 2004, we signed a cross-licensing agreement relating to patents for a blue-violet semiconductor laser.

I was absolutely determined to develop a semiconductor laser for use in BD products. We had an unbroken history of involvement in the optical disc business. That heritage began with basic research carried out in the 1960s by a previous generation of Sony engineers and continued through to the commercialization of the CD products in the 1980s, and then to the DVD era. I could not allow that history to end, and I had to keep working until we ultimately achieved success. Both the product engineers and the device (parts) engineers were also determined to ensure that Sony would lead the development of a next-generation optical disc to succeed the DVD.

My commitment to the development project became even stronger because of the presence of another standard that was competing with Blu-ray for dominance in the next-generation optical disc market. Our determination to popularize BD technology as quickly as possible drove us to overcome the many obstacles that lay in our path.

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Masao: The biggest challenge during the development project was the decision to incorporate BD capabilities into PLAYSTATION 3. The Sony Group had helped to expand the DVD market by building a DVD player into PlayStation 2. When PlayStation 2 went on sale, the DVD market was still small. The availability of a game console that could be used to play popular games and watch DVDs made DVD technology familiar to people throughout the world. Semiconductor laser technology also played a key role in the addition of CD/DVD playback capabilities to PlayStation 2. In PlayStation 2, we used a dual-wavelength semiconductor laser capable of emitting two types of lasers for CDs and DVDs. The result was a compact console that could playback both CDs and DVDs. Without doubt, the inclusion of BD playback capabilities in PLAYSTATION 3 would help popularize BD technology. However, DVD products had already been on the market for some time when PlayStation 2 was developed, and we had a little more time to develop the semiconductor laser.

The situation with PLAYSTATION 3 was totally different. When the product was under development, we only had a BD recorder capable of writing to BDs. The semiconductor laser in a BD recorder requires powerful output and is designed differently from the laser used in a player. Furthermore, we had to develop a 3-wavelength semiconductor laser capable of playing three types of optical discs–CDs, DVDs, and BDs. And because people everywhere were eagerly awaiting the launch of PLAYSTATION 3, we also needed to prepare for mass-production on a far bigger scale than for existing BD recorders. Production of the new console would be measured in millions.

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Masao: In addition to developing a new semiconductor laser, we also had to design and develop equipment to mass-produce it. When I first heard about the development schedule, I thought it would be impossible. There are always problems with research and development relating to materials and devices. The conditions may be wrong, or a device fails to work properly. Progress is achieved through repeated efforts to overcome these setbacks. However, I began to think that Sony could probably succeed. I based that view on Sony’s culture of accepting difficult challenges, on the wide-ranging talents of our engineers, and on the resources of technology and experience built by our predecessors.

To take the lead in the establishment of a new optical disc format, Sony needed to succeed in mass-producing PLAYSTATION 3. The successful introduction of PLAYSTATION 3 would result in the rapid establishment of a BD market and was therefore extremely important not only to Sony, but to the entire Blu-ray industry.

Normally technology is transferred from research facilities to the Business Groups that design new products, and from there to manufacturing facilities. To minimize the time required for development, I decided to skip the transfer of technology to the Business Groups by relocating our development operations to Sony Shiroishi. I moved to Shiroishi with an elite task force of seven of our younger research workers.

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Semiconductor lasers are manufactured using the metal organic chemical vapor deposition (MOCVD) method. Substrates made from gallium nitride are placed in a special kiln, in which the vaporized substances are deposited in layers to create the semiconductors. Although MOCVD is the normal method used to fabricate semiconductor lasers, this was the first time that anyone had attempted to mass-produce semiconductor lasers using materials that emit blue-violet light. Initially we experienced one failure after another. We had to identify the many conditions required to form semiconductor crystals, including precise temperature control and heating times. Each failure resulted in a delay of several weeks before we could procure new parts. The development team was close to the limit of its ability to cope with the resulting panic and pressure. Staff from Sony Shiroishi helped us by carrying out the scientific tests needed to identify the causes of key phenomena and problems. They also struggled to set up to production and testing lines in readiness for the start of mass-production. We were all locked in a relentless struggle to develop the world’s first semiconductor laser for use in a BD player. To make our task even more difficult, the laser had to be capable of emitting three different wavelengths.

As the deadline loomed ever closer, the development team was supported by the efforts of Sony engineers. The Shiroishi facility was soon crowded with semiconductor fabrication experts from Sony Semiconductor Kyushu, and research personnel working in various fields at Sony research centers. As a result of this experience, I formed a profound awareness of the bonds that exist among Sony engineers.

Engineers who choose to continue their research at universities never enjoy the satisfaction of linking research results to business through the creation of products that bring pleasure to ordinary consumers. I have experienced that satisfaction because of my involvement in Sony’s optical disc business. Once we were on track to the start of mass-production, we left Shiroishi and returned to Sony headquarters. I wanted to escape, in part because our development work had fallen behind schedule. However, when I got back to headquarters, I was greeted with applause, and everyone congratulated me for my hard work. It was in that moment that I realized how fortunate I was to have been involved in this project, and to work for Sony. The development of the BD semiconductor laser was a difficult project. I feel strongly that our success not only helped to improve our technology and knowledge, but also resulted in stronger human relationships. Perhaps it is this emotional dimension that motivates engineers to accept new challenges, regardless of the hard work required.

13
Jul 2009
DISCUSSION 5 Comments

Sony Wonder Technology Lab In NYC Gets Multi-Million Dollar Facelift

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This summer, experience 14 new interactive exhibits at the Sony Wonder Technology Lab (SWTL), a state-of-the-art technology and entertainment museum open free to the public. The new exhibits are the result of extensive collaboration between Sony’s electronics and entertainment companies and more than a year of development and construction. SWTL is located at Sony’s U.S. headquarters in downtown Manhattan at 550 Madison Avenue in New York City. The multi-million dollar renovation features two floors and 6,200 square feet of innovative new exhibits designed to inspire young visitors to think about how technology enables them to create, communicate and collaborate with one another. Many of the exhibits also provide historical context for the technological evolution that is rapidly transforming today’s society.

“The multi-million dollar investment we’ve made in this facility reflects Sony’s ongoing commitment to education and the communities we serve,” said Sir Howard Stringer, Chairman, CEO and President of Sony Corporation. “The Sony Wonder Technology Lab is a manifestation of ‘Sony United’ in every sense. Bringing our content and technology together in this educational environment has enabled us to create a compelling and engaging experience for visitors of all ages.”

Visitors can design a unique digital profile at Log In; and explore the inner workings of digital devices at How Devices Work. They can learn tricks of the trade, create an animated character or design a computer-generated world in the Animation Studio. They can see their very own dance moves performed by their favorite Sony-animated characters in Dance Motion Capture. They can program a robot in the Robot Zone. And they can use haptic technology to “feel” what it is like to perform open heart surgery in the Lab’s Virtual Surgery experience. They can even become a part of a broadcast production team at WSWL, the Lab’s HDTV Production Studio, and learn about digital signals, nanotechnology and much, much more. All of the interactive exhibits are activated using Sony’s FeliCa contactless IC (integrated circuit) cards provided to visitors at the entrance to the Lab.

As part of Sony Corporation’s ongoing commitment to environmental sustainability, the Sony Wonder Technology Lab is pursuing LEED (Leadership in Energy and Environmental Design) Silver certification from the U.S. Green Buildings Council. In addition to taking an environmentally conscious approach to construction, Sony has also worked hard to incorporate content into its exhibits that helps raise awareness of global environmental concerns while providing a glimpse of how technology is being used to help solve global challenges.

The Sony Wonder Technology Lab occupies 14,000 square feet and is fully funded by Sony Corporation of America. Its exhibits are targeted primarily to visitors aged 8 to 14. The renovated third and fourth floor exhibits are a result of a multi-year collaboration between Lee H. Skolnick Architecture + Design Partnership/Big Show Construction Management Joint Venture, Unified Field, and the following Sony companies and joint ventures: Sony Corporation; Sony Computer Entertainment America; Sony Electronics Inc.; Sony Ericsson Mobile Communications; Sony Music Entertainment; Sony Online Entertainment; and Sony Pictures Entertainment (including Sony Pictures Animation and Sony Pictures Imageworks). Media hardware systems were designed and implemented in conjunction with Scharff-Weisberg, Inc. and Three Byte Intermedia, and lighting was developed in consultation with Available Light.

Over 200,000 people visit the Sony Wonder Technology Lab each year, and nearly 3 million have visited the space since it first opened in May 1994. Additionally, the Lab offers various educational programs consistent with New York City and State learning standards, as well as community-based events for diverse audiences to complement its permanent exhibits.

All exhibits are ADA compliant, and SWTL accommodates those with special needs, offering sign language tours and wheelchair accessibility.

13
Jul 2009
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1960′s Black And White Video – The Sony CV Series Videocorder

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In 1964, a team led by Nobutoshi Kihara developed the CV-2000, the world’s first Videocorder intended for home use. The CV in the model number stood for “Consumer Video” and would be a proprietary Sony standard format for half a decade. This was the first step toward realizing Masaru Ibuka’s dream of creating a video player that would be suitable for home use in terms of both size and price. The CV-2000 was roughly the same size as an audio tape recorder of that time, and cost way less than professional alternatives. This VCR, which had two rotary heads, was a reel-to-reel type unit and it reproduced fantastic black and white images. The machine’s key feature was the use of rotary heads, which cost more than static heads. This disproved the commonly held view of many in the industry that rotary heads employed for broadcast and institutional-use models could not be adapted for a home-use VCR.

The world gasped in wonder at the picture quality of the new machine, and Kihara could proudly answer previous skeptics by saying, “Technology does not abide by common sense. Our goal is to break down ideas people have come to accept as common sense.”

I’d love to see Sony start saying things like that again.

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The CV-2000 was preceded in the market place by the TCV-2010 (pictured above) and TCV-2020 which was introduced in September of 1965. The CV format was based upon 1/2″ tape on a two head, alpha wrap helical scan system using the skip field method. The linear tape speed was 7.5 IPS, giving a respectable 1 hour running time with 2400′ tapes on 7″ reels. A specially modified video monitor was usually required to view the playback of the CV VTR’s. The monitor was designed to tolerate the distortions introduced into the vertical sync interval by the skip field recording process. Some models included this monitor as a built in feature. In total, there were 10 models in the CV series. They were: CV-2000, TCV-2010, TCV-2020, CV-2100, TCV-2110, TCV-2120, CV-2200, DV-2400, CV-2600 and the CV-5100. The TCV’s were chest models with a built in 9″ TV receiver / video monitor, weighing in around 75 pounds. You can learn alot more about the CV series at the Southwest Museum, LabGuy’s World, and Video History Project. The above pictures are courtesy of Life.

Here are some incredible advertisements we came across for the various CV units. Click for full size:

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Here’s a cool ready reference card that was included with early models:

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13
Jul 2009
DISCUSSION No Comments

32 GB Memory Stick Officially Out In Fall

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Wow….Memory Stick has reached 32 GB! There was some sarcasm in that statement, mind you. Somehow Memory Stick capacity growth has been stalled, as one would imagine by this time people would have higher capacity storage. But again judging by 8 Mb concealed in a violet Memory Stick they started with and threw it in with their early Cybershots cameras, it is some progress!

We have seen an interesting naming scheme with MS as well. By the time we will see MS with 128GB, it will be called Memory Stick Pro Duo HG HiDef 4K Super HQ Xtreme. But we digress, the new MS that was announced in Europe and also mentioned in one of our posts, will not be a super fast beast as you would expect with transfer rates and it is marketed for the use with Cybershot, Handycam and DSLR cameras. No mentioning of VAIO for some reason….or PSP and PS3? Maybe a new family of Memory Stick will be hosting terabytes of storage as it has been stated by the company before, that would be some quantum leap!

If you are still interested in learning more, read the full press release:

• Highest available capacity – 32GB comes to Memory Stick HX family
• Super-fast 20MB/second data transfer significantly shortens the wait
• Perfect for High Definition camcorders – or anyone handling large volumes of images

Sony has launched the largest-ever capacity Memory Stick PRO-HG Duo HX, crowning the range with a massive 32GB model. Memory Stick HX already delivers impressive speed, so the introduction of a 32GB version makes it the perfect choice for handling the very large files created when filming in High Definition video. The huge amount of space is also ideal for still photography, whether you are using a sophisticated DSLR like the Sony α, or a compact, go-anywhere Cybershot.

Camcorder users can shoot in Full HD mode (1920 x 1080) for an impressive 225 minutes using a single 32GB Memory Stick PRO-HG Duo HX, virtually eliminating the nagging worry about how much space is left.

Freedom to concentrate on creating outstanding HD video is matched by trademark Memory Stick HX performance. Using the included USB adaptor, read speeds of 20MB/s and write speeds of 15MB/s are achievable, so you spend a lot less time waiting for your video to transfer to your PC.

This potent combination of size and speed is equally good news for owners of technically advanced DSLRs like the Sony α with its continuous shooting capability. Alternatively, anyone with a compact digital camera who simply never wants to worry about filling up the memory now has the ideal solution.

The Memory Stick PRO-HG Duo HX range also includes 4GB, 8GB and 16GB models, and all versions are supplied with the free USB adaptor for optimum performance and easy connection to a huge range of hardware.

*This speed is based on tests with optimised host compliant devices. Actual data transfer speed is dependent on host hardware. Memory Stick PRO-HG Duo HX achieves 20*MB/s in reading mode, 15MB/s in writing mode in combination with supplied USB adaptor MSAC-UAH1.

MS32GB

13
Jul 2009
POSTED BY Stan M
DISCUSSION 6 Comments