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title: PlayStation Move Tech Demo | TIME
description: Techland gets a sneak peek at the demos PlayStation has sent to developers to get games ready for Move when it comes out this fall.
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twitter:description: Techland gets a sneak peek at the demos PlayStation has sent to developers to get games ready for Move when it comes out this fall.
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# PlayStation Move Tech Demo

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<!-- video src="https://cdn.jwplayer.com/manifests/u7KsnsJS.m3u8" -->
## Video: PlayStation Move Tech Demo

[Watch (HLS stream): PlayStation Move Tech Demo](https://cdn.jwplayer.com/manifests/u7KsnsJS.m3u8) (13:00)

![PlayStation Move Tech Demo](https://cdn.jwplayer.com/v2/media/u7KsnsJS/poster.jpg?width=720)

_Published 2010-06-15. Techland gets a sneak peek at the demos PlayStation has sent to developers to get games ready for Move when it comes out this fall._


---

Jul 27, 2023 2:17 PM UTC

---

## More From This Series

[All Videos](https://time.com/video/)

[Introducing PlayStation Flow](/video/ps02ZQHF/)

### Introducing PlayStation Flow

[Taking PlayStation Move for a Test Drive](/video/uhF5fQJQ/)

### Taking PlayStation Move for a Test Drive

[Techland Tests Out PlayStation Move](/video/fbF8SF24/)

### Techland Tests Out PlayStation Move

---


## Transcript

>> Hi, I'm Peter Ha, the technology editor for TIME and we're at Sony Playstation head core here in Foster City, California and I'm about to check out and move with Anton, so I'm holding this.

>> Yeah. It's so nice. And this is the small demo that we showed that kinda give you a picture of how the system is working.

>> Okay.

>> So, we have the Playstation Eye, which is looking for the glowing spheres.

>> Okay.

>> Which is nice and squishy.

>> Oh!

>> So, that's-- that's how we actually trying to control this so the camera is looking for the sphere and you can find it in 3D space and then put it right into your hands. So, when you see the video, you see the object in your hands.

>> Okay.

>> You know, some full 3Ds as you get closer, you know, the object is bigger and of course have all the different rotations, etc.

>> Oh, cool.

>> So you can do this kind of augmented reality games where you're-- you know, you're mixed in with the video and you can put also some objects in your hands.

>> Okay.

>> If you press the-- to move on top, you can switch the objects in your hand.

>> But, you know, of course, we don't have to do a video. We can actually go to the center view, which is a first person view. This is more like we're having a game setting.

>> Right. So this, you know, you have a pingpong and you kinda again have a sword.

>> Although we are not to see myself, but looking on that.

>> You'll get used to it. So, yeah, for-- if you were to do a gladiator game, this is kinda, you'll have like a sword and shield on the other hand so we show the games that are similar to this, but these are actually demos we give out to our developers so they can understand how the technology works and also kind of, you know, take that software code and then put it into their game kind of an agree that quickly.

>> Okay.

>> So, this is a simple painting demo where we kinda show the precise tracking. I'm using the pressure- sensitive T- button on the back to control the thickness of the paint so I can make like a very thick brush stroke or, you know, a very fine line, you know. It's very much accurate enough to write your name or whatever else-- You know what--

>> So, you've done this before?

>> Give me a word, I will write it first time right now.

>> Techland.

>> Techland, all right.

>> You're not doing it backwards, right?

>> No, no. Still, it took your time out. Let me pass it on to you.

>> Okay.

>> You can actually deep into the color bar down there and change your color and that will change the sphere color.

>> How do I do? Wait a minute.

>> So, your sphere color is actually changing right now. So, it will match the color of the painting--

>> Oh, it's crazy.

>> Yeah, so you can kinda-- Kids really have been on this stuff--

>> Yeah.

>> because you know, they-- it's very intuitive interface. You can imagine of being used in a game for something else, not necessarily painting. You know, it could not a really game like experience maybe, but--

>> Right.

>> you can use it to maybe define as sports play.

>> Okay.

>> So you can imagine like drawing the path for like you wanna see where to follow, so--

>> Oh, interesting. Okay.

>> So, you know, it's a-- it's not necessarily like just painting as an application, but anything that in real life also resembles paintings or strategy games where you maybe define where your troops go, you know, sports games.

>> Right.

>> All sorts of this paint- like activities. So, really, when developers see this thing, they go, " Oh, okay, this is not really just for that ." It's really showing how the marketing in 2D spaces.

>> Okay.

>> So, this next demo is also kind of a user interface demo. This is sort of multitouch--

>> Oh, that's crazy.

>> window management [ unk ] system unit can pick this up.

>> Uh huh.

>> Again, this is all in full 3D, right?

>> Right.

>> So, I could move this, toss the windows around. You've probably seen stuff like this before where you have like [ unk ] or you can do like multitouch [ unk ] something similar a bit. You know, we're actually working this in 3D, so we can actually do it with all sets of angles involved as well.

>> Now, what's your applications--

>> What uses for?

>> Yeah.

>> So, if you're-- You know, if you wanna say make windows screenshots, this one is kinda need. This one really shows all the flexibility and, again, you know I have the full 3D, but we also have the rotation and the translation involved.

>> Oh, well.

>> And again, you don't have to do this in 3D. We can go or surf with video.

>> Right.

>> We can do less video. But if you want video, we can still have it so we kinda put the video through that. So, you know, you're asking what kind of thing uses for so maybe we'd have like a video chat, but they've also been playing a video here and, you know, maybe watching, you know, internet or whatever in here.

>> Wow!

>> It doesn't have to all be video, but the PS3 is really good at the analog videos or stuff like Blu- rays, you know, internet, all that stuff. You know, it doesn't have trouble kinda making a bunch of these.

>> Yeah. Wow!

>> So, you can kinda-- you can go crazy. Now, I'll show you a little bit more or so. You know, you can have a web page for example up in the corner.

>> Uh huh.

>> You can have, you know, Playstation store.

>> I can have like a map of the world. This is kind of new effects. You can roll that up, plays that up, you know. And you know-- so you can kind of lay out your work space.

>> Uh huh.

>> But the new thing about this is this is all in 3D and, you know, right now, it's still kinda feels like it's a 2D image. But we have this other ability where we can actually look down from the viewpoint of the controller so it's like a camera. So, when I press this button, you're gonna see what you see from the point of that controller.

>> Wow.

>> So, this way you could really see the full 3D aspect of this. You can kinda knocking dock under and look-- look closer at some of the things that, you know, we've placed around here.

>> Uh huh.

>> And you know, if you have like a real- time strategy game, you can imagine serving a map--

>> Right.

>> and looking around for like--

>> Live points here.

>> Live points again and you have your other hand. So, again, during this whole time, I could be using my other hand to manipulate this world having gotten around--

>> You can think of a lot of things, a lot of different applications.

>> One of the things I really like about this is because once you start tracking the user's hands precisely, this kinda no limit to what you can come up with. You just think of stuff you would do in the real world that would be cool and then you just write it out.

>> Right.

>> So, I mean, this demo took us basically like data write because all the work has been done for the developers.

>> Uh huh.

>> The tracking data coming out of the system is very easy to use. They don't have to do any development on top of that.

>> Okay.

>> They just use that data. So if they have those concepts, well, pragmatically, it's not very difficult. You know, you just make some windows and etc.

>> Yeah.

>> In most cases, they already have this in place. So, this is the demo that we actually didn't-- didn't show you guys when you worked here many people so far. This is a modeling demo. This demo really kinda-- This demo showcases more user-- kinda user created stuffs.

>> Okay.

>> So, in one hand, I have liked a piece of marble and on the other hand I have a tool so I can use this to kind of scoop the marble to many different shapes. So again, it's all in 3D. In this particular piece of marble, it's actually designed to be-- to be carved so we need to have another shot of the sculpting stone.

>> It looks like a sausage-- the marble software.

>> Yeah, it's part of the shape. Yeah, these are just the very general one that would-- What this meant to do is actually for a pottery so we can change to a carving tool and I can spin it and now I can carve pieces away from it--

>> Wow.

>> that can kinda make a buzz. And I can also take pieces so I can pull them out.

>> So, I can reenact that scene from Ghost?

>> No ghost allowed in downloads.

>> No? That's okay. All right. I'm just starting it out there-- starting out there.

>> Possibility of--

>> Thinking about it. Thinking about it.

>> Definitely yeah.

>> That's crazy. So, where exactly are you using to cut away and add to--

>> Yeah. So, I'm using the T- button in the back. The nice about this, you know, we really designed this with these kinds of applications in mind because it's-- as you express, it's an analog button.

>> Right.

>> It's got like a very nice long throw.

>> Uh huh.

>> So, it's very easy one to be used to it to get kind of precise control.

>> Right.

>> So, what I'm doing here is on the left hand, I'm using that button to spin at varying speed so I can spin it slowly or I can spin it quickly.

>> Okay.

>> So an analog input is very important. And on this hand, I'm using it sort of to determine how much I'm pressing so I can kind of poked it. If I'm not spinning it, obviously, it's gonna mess it up.

>> Yeah.

>> We wanna see augmented reality. And this one, you know we have a face.

>> Uh huh.

>> This is another popular favorite. We can take this face and sort of mosh it around and--

>> Yeah.

>> All in it create custom Avatar and you know you make them angry or--

>> Alien like?

>> where you can kinda--

>> Better be your face.

>> I can-- yeah, maybe better be your face.

>> or an elf.

>> or some sort. Yeah, I like it.

>> Give him a little bit to like--

>> You can give him some--

>> Yeah.

>> Oh, that's perfect.

>> Yeah, that's pretty good.

>> I like that.

>> Of course I like it. I can go into here and then I can paint a model and I can kinda give some makeup of rosy cheek.

>> Wow.

>> You know, now, we have these same tools developers have in the hands of users--

>> Uh huh.

>> so they can make much more powerful user content creation tools available to the users.

>> Right.

>> I think that's gonna be a huge explosion of that.

>> Oh, absolutely. Okay.

>> So, we have a bunch of other stock object so you can play list, so you can get go, you can paint sponge on it. You can change different colors so that we can make a psychedelic [ unk ]

>> You know, this would have been perfect for something like spoor, right?

>> Look at that. I mean, it was like 5 seconds.

>> Crazy.

>> You can make all that stuff and the cool thing about it is because people are used to this because they're used to moving their hands.

>> Uh huh.

>> You can do it in clay and it's definitely more stuff you can do with this so--

>> Wow.

>> And you have this giant octopus thing.

>> Oh, wow!

>> This guy is cool so you can give him like a [ unk ] the small ones.

>> Can we make her something happier?

>> Happier? It looks a little creepy, a little crazy.

>> It was good, that was good for a little of bit happiness.

>> Oh.

>> That's nice.

>> It's frightening. It's scary.

>> Matthew looks frightened. I'm not sure if I can be happy with this kind of huge ice. I'm also, you know, creating custom animations. You know, right now we have the pre- baked kinda of wave and-- whatever.

>> Yeah.

>> So, the demo I wanna fire up-- I think I have it on this one. You know, I never like thought about it what you guys could actually do with this. I'm just sort of really blown away by it by even just the demo.

>> So, this is the demo showing sort of more Avatar tracking.

>> Uh huh.

>> So, here, we're using the move controllers to track the hands. And again, I'm using the T button on the back to kind of show, you know, have this flying control over the fingers.

>> Okay.

>> And we're using face tracking to move this whole thing around so I can kinda that can be even whatever.

>> Uh huh.

>> So, it's like for a boxing game.

>> Oh, wow! Okay.

>> I'll even recite it to you if you wanna try that out, but, this is still kind of a development; actually, let me borrow for a second.

>> Okay.

>> I'll show the data features first. It is still in the development process so that's why they didn't decide which phase to choose so this is the one on the left. But I can go on to this first portion. As you lean left and right, my viewpoint changes so you get this very 3D- like effect where, you know, I kind of look under and above things.

>> Yeah.

>> And again, I have, you know, my hands to do things and I can actually change the kind of hand gesture that I have so I kind have this long point of the finger, I have this giant crush hand--

>> Oh no.

>> The developers for the fight, is it safe to assume that there is-- this is sort of have their own [ unk ] the game.

>> Baseline model. I think-- So, they definitely have this. I think they-- For that particular game, they're making different choices for--

>> Right.

>> how to interpret this data.

>> Okay.

>> So, the thing is we have this one- to- one player data, but if you mock that directly to a game, sometimes it's hard for now these players to do certain motions 'cause not everybody is a professional boxer.

>> Right.

>> So, I think they're leaning towards more gestural approach so that, you know, they analyze the motions you do and then they play a corresponding motion of like a professional that would-- so you feel like it's doing what you wanna do rather than what you're doing. But I think they were also looking into like an expert mode where they unlock all that stuff and they let you do--

>> Okay.

>> bite on your own; in which case, you would have-- you know, it have a more one- to- one experience, which is doing a platform in expert people.

>> Okay. Can you guys just release the demo like you're showing me as a game 'cause I would probably play that for a few hours? Just saying.

>> The important thing that we try to show with these demos is kind of the breath of possibilities. We really think-- The reason we did the move is, you know, we really want a device that can propel games forward. And for that kind of device, it has to be general, you know, like we have great peripherals like Singstar, like i2 originally and like they do grade in the peripheral space because they're tailored to the game they're playing like nobody would deny that playing Singstar is fun because it's a microphone.

>> Right.

>> You wouldn't-- You wouldn't want a microphone on the Dualshock and sing into the Dualshock.

>> Yeah.

>> And also like technology is not always everything so then the idea here is that, okay, well, we wanna make a device that have general as a Dualshock, but in the motion space. So, the Dualshock is very good for search additional games. You got a lot of buttons. You have a lot like analog sticks.

>> Yeah.

>> But if you wanna make like a special game, game where you have to move objects around, things you have to punch or whatever--

>> Yeah.

>> this is the controller we wanna make and we're hoping that the game developers, you know, things they've done with the Dualshocker are amazing. So, the same kind of extrapolation we wanna do for this device 'cause there's so much different kinds of possibilities. So, that's why it's important there's like a platform launch. It's not peripheral launch. It's really like a secondary user interface device.

>> Okay.

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