Kuo Zhong-kuan's Sharing the Meal is technologically clever. The piece consists of an (interactive lazy Susan) covered with dishes of Chinese food molded from plastic. When the dishes are touched by the viewer, animated images automatically appear and run across the table. Technologically, the work is perfect, but what often happens with high-tech art is that the focus is on the wizardry of the gadgetry rather than any deeper message. So touching the acrylic-glazed fish will cause a pixilated fish to wiggle and jiggle, but the absence of metaphors leaves the viewer with little to ponder.
moJo iCuisine is the firstly realized (interactive restaurant) in Taiwan. With creative western food, fusion and molecular gastronomy, moJo iCuisine approaches the fascinating dining experience with interactive service design. Each dining table in the restaurant is overlaid with interactive interfaces for restaurant consumers to browse menu, order dishes/drinks, play little games while waiting for the meals, viewing advertisements, fill out opinion forms, and checking/paying the bills. The colorful and flourishing landscape composed of these interactive dining tables is also a catalyst to empower a joyful experience in the restaurant.
In this project, we have not only designed the visual system for moJo iCuisine, including entrance image, name cards, and the delightful graphic interface of the interactive dining table, but also implemented a database system following the notion of service design. The interactive dining table which connected to the database, offers an opportunity to record and trace consumers’ preferences, and compiled statistics for the commercial operations of the restaurant.
moJo iCuisine's (Interactive Dining Table) is a modular table unit equipped with touch sensors. Each table can be seated with two diners. The visual interface is projected from the top installation, and is specially designed to be viewed and interacted with on two opposite orientations. Diners could touch and toss the circular menu to select dishes to see introduction of each.
SoniCoumn is an interactive sound installation that can be played by a person’s touch. The installation takes the form of a column-like cylinder, of a height that does not quite reach the ceiling but just high enough for one’s reach. Grids of LEDs installed inside the column light themselves on by the users’ touch and emit unique sounds. When a user cranks the handle, the column slowly rotates itself and plays the light patterns of the user’s touch.
SoniColumn is one of my series of works, The MusicBox Project, the reproduction of my experience with a small music box that I happened to play a long time ago. The lucid sounds coming from a simple play mechanism stirred me up with my old memory echoed with them. I am pleasantly and cautiously reproducing this happy experience with a small toy which was not sublime nor mysterious, but simple and easy.
Virtual reality is an environment which is produced by a computer and seems very like reality to the person experiencing it. 虛擬現實是一種藉著電腦做出類似現實環境的技術,大部分的人都非常喜歡體驗它。 virtual ['vɝtʃuəl] 1. 很接近的;幾乎…的;事實上的;實際上的;實質上的 2. (通過計算機軟件)模擬的,虛擬的
Internet Protocol television (IPTV) is a system through which digital television service is delivered using the architecture and networking methods of the Internet Protocol Suite over a packet-switched network infrastructure, e.g., the Internet and broadband Internet access networks, instead of being delivered through traditional radio frequency broadcast, satellite signal, and cable television (CATV) formats.
IPTV services may be classified into three main groups: live television, time-shifted programming, and content (or video) on demand. It is distinguished from general Internet-based or web-based multimedia services by its on-going standardizationprocess (e.g., ETSI) and preferential deployment scenarios in subscriber-based telecommunications networks with high-speed access channels into end-user premises via set-top boxes or other customer-premises equipment.
The Arduino programming language is based on Wiring and is essentially C/C++ (several simple transformations are performed before passing to avr-gcc). The goal of the Arduino project is to make tools available that are accessible, low-cost, low capital investment, flexible and easy-to-use for artists and hobbyists, particularly those who might not otherwise have access to more sophisticated controllers that require more complicated tools.
Arduino can be used to develop stand-alone interactive objects or it can be connected to a host computer. A typical Arduino board carries the controller, some digital and analogue I/O lines, and a serial or USB interface to the host. This host is used for both programming the board, and run-time interaction with the Arduino. Arduinos themselves generally do not have networking facilities, but it is common to combine one or more Arduinos with a networked host, using the Arduino as hardware controllers and the host as a network or user interface. Host interfacing is simple, since the host software may be written in a variety of languages. A popular language is Processing, but other languages that can access the serial connection are Max/MSP, Pure Data, SuperCollider, ActionScript, and Java
讓您可以快速使用 Arduino 語言與 Macromedia Flash, Processing, Max/MSP, Pure Data, SuperCollider…等軟體,作出互動作品。Arduino可以使用開發完成的電子元件例如Switch或感測器或其他控制器件、LED、步進馬達或其他輸出裝置。Arduino也可以獨立運作成為一個可以跟軟體溝通的介面,例如說: Macromedia Flash, Processing, Max/MSP, Pure Data, VVVV 或其他互動軟體…。Arduino開發IDE介面基於開放原始碼原,可以讓您免費下載使用開發出更多令人驚豔的互動作品。
The Reactable is a round translucent table, used in a darkened room, and appears as a backlit display. By placing blocks called tangibles on the table, and interfacing with the visual display via the tangibles or fingertips, a virtualmodular synthesizer is operated, creating music or sound effects.
Source:(IEEE Spectrum:Augmented Reality in a Contact Lens) (http://spectrum.ieee.org/biomedical/bionics/augmented-reality-in-a-contact-lens/0?t)
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BY Babak A. Parviz // September 2009
The human eye is a perceptual powerhouse. It can see millions of colors, adjust easily to shifting light conditions, and transmit information to the brain at a rate exceeding that of a high-speed Internet connection.
In the Terminator movies, Arnold Schwarzenegger’s character sees the world with data superimposed on his visual field—virtual captions that enhance the cyborg’s scan of a scene. In stories by the science fiction author Vernor Vinge, characters rely on electronic contact lenses, rather than smartphones or brain implants, for seamless access to information that appears right before their eyes.
These visions (if I may) might seem far-fetched, but a contact lens with simple built-in electronics is already within reach; in fact, my students and I are already producing such devices in small numbers in my laboratory at the University of Washington, in Seattle [see sidebar, "A Twinkle in the Eye"]. These lenses don’t give us the vision of an eagle or the benefit of running subtitles on our surroundings yet. But we have built a lens with one LED, which we’ve powered wirelessly with RF. What we’ve done so far barely hints at what will soon be possible with this technology.
Conventional contact lenses are polymers formed in specific shapes to correct faulty vision. To turn such a lens into a functional system, we integrate control circuits, communication circuits, and miniature antennas into the lens using custom-built optoelectronic components. Those components will eventually include hundreds of LEDs, which will form images in front of the eye, such as words, charts, and photographs. Much of the hardware is semitransparent so that wearers can navigate their surroundings without crashing into them or becoming disoriented. In all likelihood, a separate, portable device will relay displayable information to the lens’s control circuit, which will operate the optoelectronics in the lens.
These lenses don’t need to be very complex to be useful. Even a lens with a single pixel could aid people with impaired hearing or be incorporated as an indicator into computer games. With more colors and resolution, the repertoire could be expanded to include displaying text, translating speech into captions in real time, or offering visual cues from a navigation system. With basic image processing and Internet access, a contact-lens display could unlock whole new worlds of visual information, unfettered by the constraints of a physical display.
Besides visual enhancement, noninvasive monitoring of the wearer’s biomarkers and health indicators could be a huge future market. We’ve built several simple sensors that can detect the concentration of a molecule, such as glucose. Sensors built onto lenses would let diabetic wearers keep tabs on blood-sugar levels without needing to prick a finger. The glucose detectors we’re evaluating now are a mere glimmer of what will be possible in the next 5 to 10 years. Contact lenses are worn daily by more than a hundred million people, and they are one of the only disposable, mass-market products that remain in contact, through fluids, with the interior of the body for an extended period of time. When you get a blood test, your doctor is probably measuring many of the same biomarkers that are found in the live cells on the surface of your eye—and in concentrations that correlate closely with the levels in your bloodstream. An appropriately configured contact lens could monitor cholesterol, sodium, and potassium levels, to name a few potential targets. Coupled with a wireless data transmitter, the lens could relay information to medics or nurses instantly, without needles or laboratory chemistry, and with a much lower chance of mix-ups.
Multi-touch (or multitouch) denotes a set of interaction techniques which allow computer or mobile users to control graphical user interface with more than one finger at either application or system level. The term Multi-Touch is a trademark of Apple, Inc. [1]
Multi-touch consists of a touch screen (screen, overlay, table, wall, etc.) or touchpad, as well as software that recognizes multiple simultaneous touch points, as opposed to the single touchscreen (e.g. computer touchpad, ATM), which recognizes only one touch point. This effect is achieved through a variety of means, including: heat, finger pressure, high capture rate cameras, infrared light, optic capture, tuned electromagnetic induction, ultrasonic receivers, transducer microphones, laser rangefinders, and shadow capture.[2]
Hobbyists have developed extremely low cost touchscreen technologies using webcams, projection of image, and software that senses touch patterns via the webcam. Multi touch screens larger than 50" are possible at costs under $100 to $400 depending on the projector & equipment used. DIY multitouch screens of extremely large size(wall sized or larger) are also quite possible and very cheaply constructed and posted in numerous places on the web.
有些研發團隊已經能以極低的成本開發出應用於webcam、投影片、以及軟體上的觸控螢幕,一塊使用於投影設備、大約50吋的觸控螢幕,成本約為美金100~400元之間,而其他像是DIY的觸控螢幕尺寸多半都很大(差不多跟一面牆一樣,或者更大),其優點在於更價格便宜以及更能普及地使用在各種地方。 by 范峻瑋 96114145
History
Multi-touch technology dates back to 1982, when Nimish Mehta at the University of Toronto developed the first finger pressure multi-touch display.[3]
In 1983, Bell Labs at Murray Hill published a comprehensive discussion of touch-screen based interfaces. [4] In 1984 Bell Labs engineered a touch screen that could change images with more than one hand. The group at the University of Toronto stopped working on hardware and moved on to software and interfaces, expecting that they would have access to the Bell Labs work.[3]
A breakthrough occurred in 1991, when Pierre Wellner published a paper on his multi-touch “Digital Desk”, which supported multi-finger and pinching motions. [5][6]
Various companies expanded upon these discoveries in the beginning of the twenty-first century. Mainstream exposure to multi-touch technology occurred in the year 2007, when Apple unveiled the iPhone and Microsoft debuted surface computing. The iPhone in particular has spawned a wave of interest in multi-touch computing, since it permits greatly increased user interaction on a small scale. More robust and customizable multi-touch and gesture-based solutions are beginning to become available, among them TrueTouch, created by Cypress Semiconductor. The following is a compilation of notable uses of multi-touch technology in recent years.
The use of multi-touch technology is expected to rapidly become common place. For example, touch screen telephones are expected to increase from 200,000 shipped in 2006, to 21 million in 2012.[7]
多媒體觸控技術有望迅速普及。例如,觸控式電話預計將較2006年的21萬增加20萬出貨量在2012年。 by 96109237 歐人豪
Perceptive Pixel is a company founded by New York University consulting research scientist Jefferson Y. Han that creates wall displays and tables. The displays use infrared light emitting diodes along with an infrared camera to determine the point of contact. Han envisions large collaborative spaces that will allow multiple users to work and interact. Perceptive Pixel’s technology is currently being utilized, in the form of the Multi-Touch Collaboration Wall, by CNN and an unspecified government contractor.[8] But its 6-figure price[9] even scared most interested medium business away.
In 2001 Steve Bathiche and Andy Wilson of Microsoft began work on an idea for an interactive table that mixes both physical and virtual worlds. Research and Development expanded rapidly in 2004, once the idea caught the attention of Microsoft Chairman Bill Gates. In 2007 Microsoft introduced Microsoft Surface, a functional multi-touch table-top computer based on a standard PC platform including an Intel Core 2 Duo processor, Windows Vista, and 2 GB of RAM.[10]
Essentially, Microsoft Surface is a computer embedded in a table with a large, flat, touch-responsive display on the top. The table uses small cameras (as opposed to finger pressure or heat) that enable it to react to the touch of any object. The unit has eight different modes that allow users to perform an array of activities,ranging from organizing pictures and videos to ordering food at a restaurant. Multiple users have the ability to work on the table at one time. The preliminary launch was on April 17, 2008, when Surface became available for customer use in AT&T stores. Although the product is not available for widespread purchase, it can possibly be bought directly from Microsoft for $13,500.
3M is a company known for many innovations in the touch field, including overlays incorporated in other vendor's products. 3M provides a Multi-touch developer kit which includes a projected capacitive glass surfaced 19" monitor with stand and a software development kit which includes support for the upcoming Windows 7 operating system. The unique features at this price point are 10 finger multi-touch and 15ms touch response with full edge support and finger identification when both are touching. [12] However, as the points increase on the screen, the screen sampling rate dramatically goes down.
Tyco Electronics is an electronics component manufacturer which also sells touch technology through their Elo Touch Systems division. Elo Touch Systems provides integrator components, custom solutions, kits, and fully integrated touch monitors through resellers. Elo Touch Systems provides multiple technologies for single touch screens: Acoustic Pulse Recognition (APR); IntelliTouch Surface Acoustic Wave (SAW); and CarrollTouch InfraRed (IR). For Multi-touch they have been an early integrator working on Microsoft Windows 7, initially announcing support for 2 finger multi-touch support with IntelliTouch Surface Acoustic Wave and technology built on CarrollTouch IR touch technologies, in both 19" and 22" form factors.
Demand Evolution has released two multi-touch displays based on infrared vision sensing and open-source software. Its product, the LCD based Gecko, is one of the cross platform, high-resolution multitouch displays available directly for consumers. The interactive display utilizes a 30" LCD, and as opposed to the wall mount and table designs of many competitors the Gecko is designed for workstation and kiosk scenarios. Currently, such open source multi-touch units on the market are low cost, because no developer kit, business software, or OS can directly support. It is aimed only at the open-source developer community and early adopters hoping to get in early on the industry shift to multi-touch interaction.
Demand Evolution以紅外線視覺感測和開放原始碼軟體為基礎發布了兩個多點觸控顯示器。它的產品,LCD based Gecko,是一種跨平台,高清晰度多點觸控顯示器可以直接聯繫消費者。互動式顯示器採用了30吋LCD,而與許多競爭對手相對的交流式整流器和設計表Gecko是專為工作站級電腦和導覽系統方案設計。目前,這種開放原始碼的多點觸控單元在市場上成本低,因為沒有開發工具包,商業軟體,可以直接或操作系統支援。它的目的只是在開放原始碼開發程式族群和早期的使用者希望能在年初就產業轉移到多點觸控互動。
MultiTouch LCD Cell
MultiTouch LCD Cell.
In September 2008, MultiTouch Oy launched a large-scale LCD-based multitouch display, the MultiTouch Cell. This model was a 46-inch display with full-HD LCD panel. The central point of the LCD-based display is to handle the shortcomings of projector-based displays (poor contrast and resolution, frequent maintenance needs).
HP Touchsmart is an All-In-One PC introduced by computer giant Hewlett-Packard and was first released in 2007. It is HP's first "PC-In-A-Box" computer, quite similar to the iMac G3, released in 1998, although incorporating a multi-touch display. It is the first mass marketed 'touch screen' PC made commercially available. The technology behind the first generation TouchSmart, however, does not support the same class of multi-touch interaction as the previously mentioned products. Because of the nature of its optical touch sensors, the display can not effectively sense touches that fall within the same sensing beam. This shadowing problem makes the screens prohibitive for many of the multi-touch interaction scenarios that other options can support. Newer generation TouchSmart systems feature larger display sizes, up to 25.5", and improved touch technology. The improvements confine the "area of confusion" to a smaller footprint, inhibiting multi-touch by very small fingers immediately adjacent to each other.
HP Touchsmart是電腦名人Hewlett-Packard推出的一個全功能一台PC,並在2007年首次發布。這是HP第一個“PC-In-A-Box”電腦,非常相似發表於1998年的iMac G3號,雖然合併了多點觸控顯示器。這是第一個大量被銷售用於商業目的觸控螢幕PC。
這第一代的TouchSmart技術背後,然而,前面提到的產品不支援相同種類的多點觸控互動作用。由於其光學性質觸摸傳感器,顯示器不能有效地感覺按鍵也屬於同一個感應光束。這隱藏的問題使得螢幕禁止許多其他選項可以支援多點觸控互動場景。新一代的TouchSmart系統採用了大尺寸顯示器,高達25.5吋,還改善了觸控技術。這些改進局限於“區域混亂”,以較小的體積,抑制多觸點經由非常小的手指直接接觸。 by 96116163 鄭雅紋
Multi-touch pads(多點觸控板)
Fingerworks
In 1999, Fingerworks, a Newark-based company run by University of Delaware academics John Elias and Wayne Westerman, produced a line of multi-touch products including the iGesture Pad and the TouchStream keyboard.[3] Westerman published a dissertation in 1999 on the subject. In 2005, after years of maintaining a niche line of keyboards and touchpads, Fingerworks was acquired by Apple Inc.
Fingerworks(紐瓦克公司)
在1999年,Fingerworks(紐瓦克公司),和University of Delaware (特拉華大學)的學者約翰埃利亞斯和魯尼韋斯特曼,產生了多點觸控產品包括iGesturPad(觸控墊子)和TouchStream(觸控鍵盤)。韋斯特曼就在1999年發表他的論文。在2005年,利基線的鍵盤和多點觸控板經過多年保持,Fingerworks決定收購Apple Inc (蘋果公司)。
Apple products
In 2005, Apple acquired Fingerworks. In 2007 they introduced the iPhone, marking the first time multi-touch technology was used on a phone. The iPhone includes such components as a web browser, music player, video player, and a cell phone without the use of a hard keypad or stylus.
Following the release of the iPhone, Apple also expanded its use of multi-touch computing with the new iPod Touch, as well as the new MacBook Air. As of 2008, Multi-touch can be found on the MacBook and MacBook Pro line in the form of a trackpad.
The latest revisions of Apple's Unibody MacBook and MacBook Pro features a full glass multi-touch trackpad (whilst the MacBook Air features a standard multi-touch trackpad). These enable various gestures such as scrolling, "swiping" between pages or pictures as well as rotating pictures, and launching Expose.
Apple products(蘋果產品)
CUBIT and TouchKit
Addie Wagenknecht and Stefan Hechenberger of Nortd studio, based in New York and Vienna, created a scaled-down open-source version of Surface, called CUBIT and a screen based kit called TouchKit. According to the website of Technology Review magazine, "By sharing the Cubit's hardware schematics and software source code, the engineers are significantly reducing the cost of owning a multitouch table. But they're also fostering innovation by giving engineers an open platform on which to develop novel multitouch applications--something that they've previously lacked. It will cost anywhere between $1,000 to $1,580 depending on hardware used." [15]
CUBIT and TouchKit(腕尺和觸控屏幕)
Addie Wagenknecht(阿迪瓦根內克特)和Stefa黑興貝格爾的工作室總部Nortd,設在紐約和維也納,創建了一個按比例縮小的表面,稱為CUBIT(腕尺)和跟屏幕一起的套件稱為TouchKit(觸控屏幕)。根據這個網站提供的Technology Review(技術評論)雜誌,通過分享肘的硬件原理圖和軟件源代碼,工程師們利用觸控表大幅削減成本。但是他們也促進創新為工程師的開放平台上開發新的觸控應用-這是之前,他們所缺乏的。它的使用費是取決於硬件的使用1,000元至1,580元等。
Asus EEE PC
Asus has included a multi-touch touchpad in the 900 and 1000 series of their Eee PC netbooks, an Elantech Smart-Pad. Depending on the installed drivers, it can be used for scrolling, 3 button operation, dragging and resizing and rotating pictures.
Asus EEE PC(華碩易PC)
Asus (華碩)也利用了多點觸控板在900和1000系列的Eee PC(易PC)網路版本,是一個Elantech(智能驅動)。安裝驅動程序完後,它可以滾動,三鍵操作,拖動和縮放,旋轉圖片。
Dell Inspiron Mini
Dell has also included a multi-touch touchpad in the Dell Inspiron Mini Series. Provided with a driver from Elantech, it can be used for scrolling, 3 button operation, dragging, resizing, rotating pictures and system shortcuts as Start Menu and Explorer (on Windows), browser back and forward, minimizing and maximizing windows, window switching, desktop showing and hiding, and running custom commands.
Dell Inspiron Mini(戴爾Inspiron迷你小筆電)
Dell (戴爾) Dell Inspiron Mini Series (戴爾Inspiron迷你系列)包括多點觸控的觸控板。也有Elantech驅動程序的功能,它可以滾動,三鍵操作,拖動,縮放,旋轉圖片和系統快捷方式的開始菜單和瀏覽器(在Windows),瀏覽器的前進和後退,最大化最小化視窗,視窗切換,桌面顯示和隱藏,並運行自定命令。by 96116161 呂昱瑩
DJ Max Technika is an Arcade only music game published and developed by Pentavision in South Korea. This was the first game announced as part of the DJ Max METRO PROJECT. An international version of the game was released in North America by PM Studios.
DJ Max是一個在韓國Pentavision公司開發的下落式音樂遊戲系列,這是第一場比賽宣布DJ Max METRO PROJECT的一部分,在一個國際版本的遊戲發布於北美下午工作室。
The Arcade Cabinet consists of two screens, a bottom 22-inch touch screen where the game is played, and an upper 32-inch screen for spectators to view, both in Hi-Definition. There is a vibrating stage and game-based lights and speakers. There is an ID-Card Reader for people who have a Platinum Crew ID Card.
Lite Mixing - A tutorial and 3 songs can be played. The difficulty of songs is easier than latter modes, and unlike Popular Mixing mode, the result is not recorded on-line. This mode only contains a song pattern called Lite Pattern, and not all songs are playable in this mode. Popular Mixing - Normal gameplay mode where 3 songs can be played. Most of the songs that appear have the Popular Pattern note chart. Technical Mixing - 4 songs can be played. The player can select 3 songs from a disk set. The last song to be played is determined by the play result of previous 3 stages. Some of the songs on Technical Mixing mode may not be available in Popular Mixing mode. This mode contains a note chart called Technical Pattern, where songs have faster scroll speeds or different, harder notes in comparison to their Popular Pattern counterparts. Platinum Mixing - Only available to people who have a Platinum Crew ID Card, and the machine they're playing on has to be connected to the internet (something common in Korean arcades, but less than often seen in America, where arcades have lost popularity). This mode features a series of missions. Player may be rewarded by Max points and items. Some of the hidden songs, song patterns, and Technical Mixing Discs Sets can be unlocked only through missions (although, players only get to use them a certain amount of times and after that, they have to complete the mission again to get more uses, and uses can be stockpiled onto each other). Events and online tournaments are also held in this mode. This mode contains a note chart exclusive to it called Special Pattern, though only a handful of songs have it. The Special Pattern is arranged in sets of 3 and every month, a new set of 3 songs get special patterns (ex: February 2009 Special Patterns is Flea, Supersonic, then Oblivion) completing them gets rewards. 遊戲提供四遊戲類型: 簡易模式:有個別指導與三首歌可以玩,困難的歌曲也比中等的模式更容易,但是結果不會記錄在網路上。 中等模式:普通的遊戲模式,其中有3首歌曲可以玩,大多數出現的歌曲會圖片來說明此中等狀態。 困難模式:有四歌曲可以玩,玩家可以從裡面選擇3首歌,而最後一首歌是否能玩是由前三首的成績來決定的,有些歌曲會在困難模式出現而在中等模式是找不到的,此模式包含了一份專屬的圖片。其中的歌曲有乎快忽慢的效果來增加困難度,很難與普通模式對應。 白金模式:只適用於擁有白金會員的人們,若在機台上使用他們的白金會員,就必須連接到網路上(在韓國的一些商場,小於眾人皆知的美國,常在商場失去歡迎)。這就是此種模式的特點與他一系列的任務。玩家可以得到回報,玩家可以得到報酬在MAX的點數及項目,一些隱藏的歌曲,困難模式和中等模式機台有藉著通過任務來解鎖該設置(雖然,玩家只要花費他們一定的時間和數額就可以得到報酬,但是他們必須完成任務再次擁有更多的用途,並且能儲存對方)。事情和在線上比賽也是在此模式下舉行的,各個模式所包含的圖表說明它所謂獨有的特別模式,但只有極少數的歌曲有,特別模式是安排在3套,每月一組新的3首歌曲獲得特殊模式(例如:2009年2月特殊模式是跳蚤、超音速和淹沒)成功的就會得到報酬。
DJ Max Trilogy is a rhythm action game with 5 difficulty modes ranging from limited 4-key gameplay to a challenging 8-key setup. As notes are played with perfect rhythmic accuracy, a "fever gauge" will be charged. When it is fully charged, "Fever" can be activated. "Fever" acts as a multiplier to score and it varies between x2 and x5 depending on the combo count of each note.
DJ Max 三部曲是一個節奏動作遊戲模式難度5,從有限的4鍵遊戲到具有挑戰性8鍵設置。由於筆記發揮完美節奏準確,一個“熱計”將收取。當它完全充電後,“熱”可以被激活。 “熱”起倍增作用,它的得分之間不等X2和X5的根據組合計數每一個音符。
Also this game needs a high-secured USB profile key, which includes in the package of Djmax Trilogy, to run the game. It also needs to save profiles of player, the profiles of whole game saves in the USB profile key. It has a high security, so it is almost impossible to run DJMAX Trilogy by cracking or copying a USB profile key.
The game includes various enhancements and new features built on from DJ Max Portable 2 and the prequel game DJ Max Portable Clazziquai Edition. On September 2, 2008, game details and video footage was released. The original aim was to launch the game in November, however due to numerous bugs found in DJ Max Portable Clazziquai Edition , the release of DMP Black Square was postponed.
遊戲比先前DJ Max Portable 2(酷懶之味的版本),還增添了許多新的功能,遊戲的細節和影像於2008年9月2日發表,原本是要在11月的時候發行,但是因為前一個版本(酷懶之味)有發現許多錯誤,所以DJ Max Portable Black Square延遲發行。
Features: ·The same features as Clazziquai Edition, but with increased difficulty and an almost completely different song list. ·和酷懶之味版同樣的功能,但是增加了遊戲的難度和不同風格的歌曲列表。 ·The same interface as Clazziquai Edition, but with a "Bling Style" appearance. ·和酷懶之味版的曲風雷同,但是有“嬉哈風格”的曲風出現 ·Extended Club Tour Mode. ·俱樂部巡迴賽模式。 ·2B Mode has been removed, but 4BFX remains. ·2B模式已被刪除,但4BFX模式還在。 ·8B Mode has been re-introduced into the series as 6BFX. ·8B模式已重新引入6BFX系列。 ·song patterns: Some songs have a special pattern, called RD style, that appears in the place of MX patterns on the song selection screen. This pattern is a remixed version of the song, and is usually harder. ·歌曲模式:有些歌曲有特殊的模式,稱為RD風格,這種模式是混音版的歌曲,通常是在困難模式裡的歌曲。 ·The game includes anti-piracy mechanisms, such as the detection of the "ISO" folder in the memory stick, in which it subsequently will refuse to run, as well as deleting savegame data for DJ Max Portable Clazziquai Edition. Nevertheless, hackers have managed to circumvent the protection in question through a patch. ·遊戲包括反盜版的機制,拒絕執行“ISO”文件夾中的記憶,並刪除酷懶之味版的秘技。
* ROOKIE DJing:: 4 button mode. Uses ←, ↑, Triangle, Circle. * PRO DJing: 6 button mode. Uses ←, ↑, →, Square, Triangle, Circle. * MASTER DJing: 8 button mode. Uses ←, ↑, →, Square, Triangle, Circle, L, R buttons. * CLUB DJing: Play pre-made courses of different songs * FREESTYLE: Consists of all button modes and allow unlimited combos to be done. * Gallery: Various unlockable images can be seen. The images, depending on the game will be unlocked under certain conditions. * OST: Allows free listening to DJ Max Portable music while on the move. * Music Video: Allows free viewing of the BGA (Background Animation) without playing the song.
DJ Max Portable 2 (DJMAX Portable 2, DMP2)是由Pentavision公司在2007年3月30號推出的PlayStation Portable(PSP)音樂影音遊戲 。這是DJMAX Portable系列在PlayStation Portable(PSP)第二款遊戲。
Differences with DJ Max Portable This new version has new songs, new difficulties, new modes, as well as a few original soundtracks from DJ Max Portable. While the first installment, DJ Max Portable, never reached outside of South Korea until the release of DMPi, Japan got DJ Max Portable 2, along with English packaging and manuals.
Soundtrack across 4 discs—the "most DJs in the history of gaming"
Over 500 hidden items
Linkage with DJ Max Portable for owners of the first game—play the original songs using the new play systems, players can unlock the O.S.T track for the song in Portable 2's O.S.T. mode by completing the song once (EX: complete Never Say once to unlock its O.S.T. in Portable 2)
Korean, Japanese, and English interfaces
Remote control support—use DJ Max Portable 2's Soundtrack Mode to enjoy songs whenever and wherever
DJ Max Portable Clazziquai Edition (DJMAX Portable Clazziquai Edition, DMP:CE) is a music video game published and developed by Pentavision in South Korea for the PlayStation Portable which was released on October 20, 2008. This is the third title for the PlayStation Portable from in the DJ Max Portable series, after DJ Max Portable 2. As the game title suggests, it is a Clazziquai-themed DJ Max Portable and a prologue to DJ Max Portable Black Square; though it is considered by most as a major release in the DJ Max series.
DJ Max Portable Clazziquai Edition (DJMAX Portable Clazziquai Edition, DMP:CE) (酷懶之味版 以下簡稱CE) 是Pentavision於2008年10月20日在韓國出版和開發的一個在PSP遊戲機的music video game(MV遊戲)。 這是在DJ Max Portable 2 之後,DJ Max Portable系列中排PSP遊戲機的第三名。 因為遊戲標題顧名思義,它是以Clazziquai(酷懶之味)主題的DJ Max Portable和序幕DJ Max Portable Black Squar; 可是它在DJ Max系列被認為主要版本發行。
DJ Max is an action-rhythm video game created by the South Korean company Pentavision Entertainment. Online version was released in 2004, and single-player version of the game for the PSP DJ Max Portable has been released in January 2006. On March 30, 2007, Pentavision launched DJ Max Portable 2 (containing 60 songs, and more than 150 songs in OST mode) which includes disc link, fever mode, and new features such as items. In 2008, two new games in the series have been announced. The first is DJ Max Fever, a combination of both DJ Max Portable and DJ Max Portable 2, made for release in the United States of America for the PSP, and is the first in the series to do so. The second is DJ Max Technika, an arcade-only game that will have a top screen for spectators and a bottom touch screen and play like Osu! Tatakae! Ouendan (known in the US as Elite Beat Agents). This will also be the first DJ Max game to have songs with Music Videos that have fully rendered 3D graphics (excluding Whiteblue, the opening to DJ Max Portable 2 which has the song Your Own Miracle, and A.I.). DJMax was originally in service in Korea, Japan, and China. The three different versions included localized content (generally, popular songs of each country). Service in Korea ended on March 21, 2008[1], while the Japanese version was discontinued 10 days later on March 31 [2]. However, news came from GameCon saying that DJ MAX Online will come back as DJ MAX Trilogy. It will be an online based experience, which it will include patch updates, downloadable content, 120+ songs + exclusives, network battle and Regional War system and more.
Gameplay
The player must press their keys in time with the melody, rhythm or beat, as indicated by scrolling symbols. In this way it is similar to Beatmania, but most Korean players relate to the game more as "EZ2DJ" for most of its composers came from that game. There are two types of key patterns, 5-Key and 7-Key, and three basic difficulty levels: easy, normal and hard. There is a special difficulty level called "SC" (Super Crazy) for certain songs. DJMAX players can play by themselves in Training Mode, or challenge with other online players through the Battle Mode. Two default key layouts are provided for both 5-Key and 7-Key, but the player is also allowed to customized their own key layouts. In addition, players can customize their avatars and game skins(called 'Gear'). Avatars and gears have their unique stat modifiers. On the Playstation Portable versions, Players are presented with 2-Button, 4-Button, 6-Button, 8-Button and 4-Button FX [Included R and L Buttons] Each song is accompanied by a simple background animation. As an example here, "End of the Moonlight" includes scenes of a winged girl flying across a night sky. The latest PSP version DJ Max Fever mainly used the 2nd version skin. Introduced the new Entire Control System (DJ Max) and Auto Correction System from DJ Max Portable Black Square. The songs in this version are picked from 1st and 2nd versions with 1 new song. Due to some reasons, this version has a few bugs that may cause the game crash or freeze.