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Nintendo 3DS
The is a foldable handheld game console produced by Nintendo. The console was announced in March 2010 and unveiled at E3 2010 as the successor to the Nintendo DS. The system features backward compatibility with Nintendo DS video games. As an eighth-generation console, its primary competitor was Sony's PlayStation Vita. The most prominent feature of the 3DS is its ability to display stereoscopic 3D images without the use of 3D glasses or additional accessories. Other features of the 3DS include its StreetPass and SpotPass tag modes that are powered by Nintendo Network, augmented reality capabilities using its 3D cameras, and Virtual Console, which provides a method for users to download and play video games originally released for older video game systems. The Nintendo 3DS was released in Japan on February 26, 2011, and worldwide beginning in March 2011. Less than six months later on July 28, 2011, Nintendo announced a significant price reduction from US$249.99 to US ...
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Nintendo Research & Engineering
commonly abbreviated as Nintendo RED, was a Japanese hardware development department responsible for developing all of Nintendo's major handheld game consoles, and its associated peripherals, from its inception in 1996 all the way to 2012, when it was disbanded. The department was under Nintendo's manufacturing division, and was led by Satoru Okada. The department was created in 1996 following Nintendo Research & Development 1's (R&D1) general manager and ''Game & Watch'' and ''Game Boy'' creator, Gunpei Yokoi's departure from Nintendo. Most of the department's team originate from R&D1's hardware engineers. The department went on to create some of Nintendo's best-selling handheld game consoles such as the Game Boy Color, Game Boy Advance, Nintendo DS and Nintendo 3DS. Following the retirement of Okada in early 2012, the department was merged into the Nintendo Integrated Research & Development division, effectively merging Nintendo's handheld and home game console development tea ...
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VRAM
Video random access memory (VRAM) is dedicated computer memory used to store the pixels and other graphics data as a framebuffer to be rendered on a computer monitor. This is often different technology than other computer memory, to facilitate being read rapidly to draw the image. In some systems this memory cannot be read/written using the same methods as normal memory; it is not memory mapped. Description While a computer has system RAM, most contemporary graphics cards have access to a dedicated set of memory known as VRAM. In contrast, a GPU which shares system memory has a Unified Memory Architecture, or shared graphics memory. System RAM and VRAM has been segregated due to the bandwidth requirements of GPUs, and to achieve lower latency since VRAM is physically closer to the GPU die. Modern VRAM is found in a BGA package soldered onto the graphics card. Like the GPU itself, the VRAM is cooled by the GPU heatsink. Technologies * Video RAM (dual-ported DRAM), a s ...
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D-pad
A D-pad (short for directional pad or digital pad; officially referred to by Nintendo as a +Control Pad) is a flat, usually thumb-operated, often digital, four-way directional control with one button on each point, found on nearly all modern video game console gamepads, game controllers, on the remote control units of some television and DVD players, and smart phones. Like early video game joysticks, the vast majority of D-pads are digital; in other words, only the directions provided on the D-pad buttons can be used, with no intermediate values. However, combinations of two directions (up and left, for example) do provide diagonals and many modern D-pads can be used to provide eight-directional input if appropriate. Although D-pads offer less flexibility than analog sticks, they can easily be manipulated (requiring little movement of the thumb) with very high accuracy. They are also far less demanding in maintenance and do not protrude very far from the controller, making them ...
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Analog Stick
An analog stick (or analogue stick in British English), sometimes called a control stick or thumbstick, is an input device for a controller (often a game controller) that is used for two-dimensional input. An analog stick is a variation of a joystick, consisting of a protrusion from the controller; input is based on the position of this protrusion in relation to the default "center" position. While digital sticks rely on single electrical connections for movement (using internal digital electrical contacts for up, down, left and right), analog sticks use continuous electrical activity running through potentiometers to measure the exact position of the stick within its full range of motion. The analog stick has greatly overtaken the D-pad in both prominence and usage in console video games. Usage in video games The initial prevalence of analog sticks was as peripherals for flight simulator games, to better reflect the subtleties of control required for such titles. It was during ...
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Microphone
A microphone, colloquially called a mic or mike (), is a transducer that converts sound into an electrical signal. Microphones are used in many applications such as telephones, hearing aids, public address systems for concert halls and public events, motion picture production, live and recorded audio engineering, sound recording, two-way radios, megaphones, and radio and television broadcasting. They are also used in computers for recording voice, speech recognition, VoIP, and for other purposes such as ultrasonic sensors or knock sensors. Several types of microphone are used today, which employ different methods to convert the air pressure variations of a sound wave to an electrical signal. The most common are the dynamic microphone, which uses a coil of wire suspended in a magnetic field; the condenser microphone, which uses the vibrating diaphragm as a capacitor plate; and the contact microphone, which uses a crystal of piezoelectric material. Microphones typically n ...
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Dolby Pro Logic
Dolby Pro Logic is a surround sound processing technology developed by Dolby Laboratories, designed to decode soundtracks encoded with Dolby Surround. Dolby Stereo (also known as ''Dolby MP'' or ''Dolby SVA'') was developed by Dolby in 1976 for analog cinema sound systems. The format was adapted for home use in 1982 as Dolby Surround when HiFi capable consumer VCRs were introduced. It was further improved with the Dolby Pro Logic decoding system after 1987. The ''Dolby MP Matrix'' was the professional system that encoded four channels of film sound into two. This track used by the ''Dolby Stereo'' theater system on a 35mm optical stereo print and decoded back to the original 4.0 Surround. The same four-channel encoded stereo track was largely left unchanged and made available to consumers as ''"Dolby Surround"'' on home video. However, the original Dolby Surround decoders in 1982 were a simple passive matrix three-channel decoder: L/R and Mono Surround. The surround was limite ...
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Stereo Speakers
Stereophonic sound, or more commonly stereo, is a method of sound reproduction that recreates a multi-directional, 3-dimensional audible perspective. This is usually achieved by using two independent audio channels through a configuration of two loudspeakers (or stereo headphones) in such a way as to create the impression of sound heard from various directions, as in natural hearing. Because the multi-dimensional perspective is the crucial aspect, the term ''stereophonic'' also applies to systems with more than two channels or speakers such as quadraphonic and surround sound. Binaural sound systems are also ''stereophonic''. Stereo sound has been in common use since the 1970s in entertainment media such as broadcast radio, recorded music, television, video cameras, cinema, computer audio, and internet. Etymology The word ''stereophonic'' derives from the Greek (''stereós'', "firm, solid") + (''phōnḗ'', "sound, tone, voice") and it was coined in 1927 by Western Ele ...
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PICA200
PICA200 is a graphics processing unit (GPU) designed by Digital Media Professionals Inc. (DMP), a Japanese GPU design startup company, for use in embedded devices such as vehicle systems, mobile phones, cameras, and game consoles. The PICA200 is an IP Core which can be licensed to other companies to incorporate into their SOCs. It was most notably licensed for use in the Nintendo 3DS. It was announced at SIGGRAPH 2005, and an operational demo, "Mikage", was presented in collaboration with Futuremark at SIGGRAPH 2006. Overview The PICA200 is the successor to the ULTRAY2000, a proof of concept graphics workstation presented at SIGGRAPH 2005, created with the goal of testing DMP's attempts at a low power fixed-function "MAESTRO" GPU architecture. The PICA200 implements the "MAESTRO-2G" architecture and supports programmable vertex shaders and geometry shaders, with a fixed-function fragment stage. It is advertised as supporting OpenGL ES 1.1 with certain proprietary extensions. ...
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QVGA
The graphics display resolution is the width and height dimension of an electronic visual display device, measured in pixels. This information is used for electronic devices such as a computer monitor. Certain combinations of width and height are standardized (e.g. by VESA) and typically given a name and an initialism that is descriptive of its dimensions. A graphics display resolution can be used in tandem with the size of the graphics display to calculate pixel density. An increase in the pixel density often correlates with a decrease in the size of individual pixels on a display. Overview by vertical resolution and aspect ratio Aspect ratio The favored aspect ratio of mass-market display industry products has changed gradually from 4:3, then to 16:10, then to 16:9, and is now changing to 18:9 for smartphones. The 4:3 aspect ratio generally reflects older products, especially the era of the cathode ray tube (CRT). The 16:10 aspect ratio had its largest use in the 19 ...
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Resistive Touchscreen
In electrical engineering, a resistive touchscreen is a touch-sensitive computer display composed of two flexible sheets coated with a resistive material and separated by an air gap or microdots. Description and operation There are two different types of metallic layers. The first type is called ''matrix'', in which striped electrodes on substrates such as glass or plastic face each other. The second type is called ''analogue'' which consists of transparent electrodes without any patterning facing each other. As of 2011 analogue offered lowered production costs. When contact is made to the surface of the touchscreen, the two sheets are pressed together. On these two sheets there are horizontal and vertical lines that, when pushed together, register the precise location of the touch. Because the touchscreen senses input from contact with nearly any object (finger, stylus/pen, palm) resistive touchscreens are a type of "passive" technology. For example, during the operation of ...
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WQVGA
The graphics display resolution is the width and height dimension of an electronic visual display device, measured in pixels. This information is used for electronic devices such as a computer monitor. Certain combinations of width and height are standardized (e.g. by VESA) and typically given a name and an initialism that is descriptive of its dimensions. A graphics display resolution can be used in tandem with the size of the graphics display to calculate pixel density. An increase in the pixel density often correlates with a decrease in the size of individual pixels on a display. Overview by vertical resolution and aspect ratio Aspect ratio The favored aspect ratio of mass-market display industry products has changed gradually from 4:3, then to 16:10, then to 16:9, and is now changing to 18:9 for smartphones. The 4:3 aspect ratio generally reflects older products, especially the era of the cathode ray tube (CRT). The 16:10 aspect ratio had its largest use in the 19 ...
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Pixel
In digital imaging, a pixel (abbreviated px), pel, or picture element is the smallest addressable element in a raster image, or the smallest point in an all points addressable display device. In most digital display devices, pixels are the smallest element that can be manipulated through software. Each pixel is a sample of an original image; more samples typically provide more accurate representations of the original. The intensity of each pixel is variable. In color imaging systems, a color is typically represented by three or four component intensities such as red, green, and blue, or cyan, magenta, yellow, and black. In some contexts (such as descriptions of camera sensors), ''pixel'' refers to a single scalar element of a multi-component representation (called a ''photosite'' in the camera sensor context, although ''sensel'' is sometimes used), while in yet other contexts (like MRI) it may refer to a set of component intensities for a spatial position. Etymology The w ...
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