DocumentCode
2566329
Title
Toward Future Computer Entertainment Systems
Author
Kutaragi, K.
Author_Institution
Sony Comput. Entertainment, Tokyo
fYear
2006
fDate
6-9 Feb. 2006
Firstpage
40
Lastpage
56
Abstract
There are two elements in real-timeliness that a human being can intuitively sense. One is the continuity of motion that a human being can cognitively feel to be natural, and the other is response time between action and reaction. Correspondingly, of the applications that have advanced the concept of real-time computing is computer entertainment systems which originally started as computer games. Real-timeliness of computer entertainment systems must be quick enough to match the speed of the response time of the player. Lack of both processing power and data-transfer rate in achieving this level of real-timeliness using general-purpose microprocessors have motivated the development of a new breed of more-powerful processors built on a new architecture. In computer entertainment systems, since the hardware is normally fixed for several years, once its specifications are determined, there is an inclination to seek the most-advanced technology within the future roadmap, typically that of three years ahead, and one generation ahead in the semiconductor-fabrication process. As a consequence, a system must start off by utilizing large-size chipsets at launch, but, during its life cycle, it goes through two generations of semiconductor fabrication processes for downsizing, as well as progressive integration of chips to reduce manufacturing costs, and to enable mass production. Today, more than 40 million computer entertainment systems are shipped in a year, and are becoming a strong leading power in spearheading advancement in semiconductor technology and in creating demand. In the future of real-time computing, massive assembly of "Parallel computing over the network" to execute vast amounts of computation, and "Vision System" that recognize the real world, in real-time, from a vast number of sensors over the network, will lead the next era in real-time computing
Keywords
computer games; entertainment; microprocessor chips; parallel processing; real-time systems; computer entertainment systems; computer games; data transfer rate; large size chipsets; parallel computing; progressive integration; real time computing; response time; semiconductor fabrication; vision system; Application software; Computer architecture; Computer networks; Computer vision; Concurrent computing; Delay; Hardware; Humans; Microprocessors; Real time systems;
fLanguage
English
Publisher
ieee
Conference_Titel
Solid-State Circuits Conference, 2006. ISSCC 2006. Digest of Technical Papers. IEEE International
Conference_Location
San Francisco, CA
ISSN
0193-6530
Print_ISBN
1-4244-0079-1
Type
conf
DOI
10.1109/ISSCC.2006.1696032
Filename
1696032
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