Video game maker Nintendo Co Ltd will develop a device to monitor a user’s fatigue and map their sleep, Chief Executive Satoru Iwata said on Thursday, the first offering from the company’s newly created healthcare division.
The device will be co-created with U.S. firm ResMed Inc, which currently makes products to treat sleep disorders, and will be available in the financial year ending March 2016.
“By using our know-how in gaming… to analyse sleep and fatigue, we can create something fun,” Iwata said.
Nintendo, better known for its Mario video game franchise and Wii and Wii U consoles, has said it expects its healthcare division to turn a profit in 2015/2016. The company already offers fitness games on its Wii console, played with a motion sensor controller.
According to an image Iwata shared at a media conference, the device will be about the size of a hand and can be placed on a user’s bedside table. It will use microwave transmission sensors to track sleep, with the data collected used to help users cultivate healthy sleeping habits.
Iwata refused to discuss the company’s sales expectations for the new device beyond saying that it may be offered via a subscription service rather than a one-off purchase.
“We only start something new if we think we will be able to create a big market, but as I’m not able to discuss pricing plans and other details today I don’t think there’s much point in giving a figure for our projected scale,” he said.
The device was launched a day after Nintendo reported an unexpected quarterly profit, after hit games gave a boost to sales of its Wii U console.
As the market for games has grown and diversified, it’s become increasingly important to take any headline figures you might read with a grain of salt. Every time an analyst or a research firm announces that the games business has reached such and such a size, or that monthly revenues compare thusly with previous figures, or that a certain product or company has over- or under-performed projections, their august pronouncement isn’t so much an answer as a source of more questions. What exactly are you defining as the “games business”? Which sectors have you included? How did you measure digital revenues? What about IAP? Are your figures global, regional, merely covering the increasingly unrepresentative US market or “global” for a narrow definition of “global” which means “markets we could find data for with a quick Google search, and to hell with the rest of them”? And as for projections, whose projections, arrived at through which logic and with which agenda?
In short: with a very, very few notable exceptions, most of the sector analysis and research conducted on this industry is awful. It’s under-informed, narrow and rarely exposes its methodology well enough to understand and account for its flaws. It’s also the best thing we’ve got, unfortunately, which is why sites (including this one) continue to publish this research as it becomes available, although all of it should probably carry a large flashing warning to remind readers that an infant let loose with coloured crayons and some graph paper would probably have a similar margin of error to their data.
Yet this is only when we’re talking about data about what’s going on right now. Start to project forward, into crystal-ball-gazing questions like “where will the market be in five years”, and you’re into the realms where the real nonsense starts. Models and figures are pulled out of analyst’s backsides with wild abandon. Rationales and factual grounds are nowhere to be found, but incredibly slick charts and graphs abound; it’s a little like astrology, except that rather than blathering about Saturn being in Capricorn and whatnot, analysts seek to bamboozle everyone with charts and then deeply, fervently hope that when the time period they’re predicting actually arrives nobody will remember how wrong they were.
Even so, when all of the world’s analysts start to point in the same direction – the good, the bad and the bluffing – it’s worth taking note. That’s the context in which the headline figures from research firm Newzoo’s latest report are interesting; headline figures which, in a nutshell, suggest that 2015 will be the tipping point at which revenues from mobile game software surpass revenues from console game software.
“What’s happened to consoles as mobiles have taken over? Not much, as it happens”
Newzoo, like most research firms focusing on this industry, doesn’t provide sufficient detail to back up or verify its sweeping and grandiose claims, because apparently a really pretty graph with a swish background ought to suffice. They would argue, no doubt, that all the juicy detail which would explain their peculiarly high figures is what they charge clients lots of money for, an argument which is entirely true and still leaves them in the position of peddling figures while failing to show their workings. Nevertheless, Newzoo is not alone in its prediction. It’s not even a particularly novel prediction, actually; research firms have been pointing at this tipping point for several years, although when exactly the graph lines would intersect has been a subject of some debate. With mobile growth still strong and the next-gen consoles performing excellently but remaining largely constrained within the core market (rather than seeing another Wii-style breakout success story), the lines are converging a little more evenly and the soothsayers are in accord; next year is the year.
So what happens then? Do burning stones rain from an angry sky to smash all our PlayStation 4s? Will a horde of rampant mobile gamers, driven to murderous insanity by Candy Crush Saga, rip the 3DS’ from our hands and beat us to death with them? Shall E3 be swallowed by a lake of fire, and every presentation at GDC be replaced by an ominous looping video of Zynga founder Mark Pincus laughing savagely at the audience?
Perhaps rather than stockpiling tinned foods, filling the bath with potable water and tearfully locking away your beloved RPGs and FPS games in a lead-lined safe, it might be instructive to take a look at a market where this transition has already happened. There is, you see, a place where revenues from mobile games overtook revenues from console games several years ago – as early as 2011, according to some figures, although the safe money is on 2012/13 being the tipping point. Now, in this market, mobile games are the unquestioned market leader in revenue.
The market in question is Japan, where a well-developed market for mobile gaming on existing “feature phone” devices was supercharged by the arrival of the smartphone. Now mobile game revenues have soared well clear of console games. Unlike in the 1990s, Japan’s mobile phones aren’t vastly advanced compared to those overseas – they queue up here for iPhones just like everywhere else, with Apple’s devices being by far the dominant player in the smartphone market, so it’s not that games they’re playing are technologically advanced compared to those in the west. Rather, it’s that the market itself was further down the path than the west, with a wider swathe of consumers familiar and comfortable with mobile gaming, F2P models and in-game transactions.
What’s happened to consoles as mobiles have taken over? Not much, as it happens. The softness of PS4′s sales in Japan since the stellar launch last spring has been well noted, but it’s not a meaningful indicator of an overall problem with the console market; anecdotally, I get the impression that PS4 is extremely desired but still lacks the killer apps which will actually drive Japanese gamers to go out and buy one. Indeed, the line-up of software that appeals to the local market is still weak; a few big titles will shift the needle significantly, just as Mario Kart 8 did for the Wii U (which is now back in a slump awaiting the arrival of Smash Bros; software sells hardware, as ever).
Handhelds, meanwhile, are what you’d expect to suffer most from the triumph of mobile, yet the 3DS is going gangbusters in Japan and the PS Vita is stronger in this market than anywhere else in the world. The rise of mobile to take the crown of most lucrative and expansive market hasn’t even impacted the ability of Japanese publishers to launch genuinely massive new franchises on handheld consoles; Yokai Watch may not have made it to the west yet, but if it’s half as pervasive over there once it launches, it’ll be the biggest new gaming franchise in years.
So the consoles are still pretty healthy, especially the handheld devices. They play to their strengths, for the most part; it’s notable that the biggest handheld games around at the moment, games like Smash Bros and Monster Hunter, really wouldn’t work on a mobile phone as they rely on accurate, pinpoint controls that couldn’t be replicated on a touchscreen to any degree of satisfaction. Other games that work well are those designed for long sessions of play; mobile devices still suffer badly from rapidly draining batteries when playing games, and while a dead battery in your 3DS is a little annoying, a dead battery in your mobile phone is a disaster, meaning few people are willing to put in significant play sessions in GPU-intensive mobile titles.
“If 2015 does see mobile overtaking console worldwide, it may be the best thing to happen to games in years; it won’t hurt console, at least not for a long while yet, and it’ll allow us to finally turn a corner towards mobile being seen as a platform for everyone”
What’s actually more interesting than what’s happened to console, though, is what’s happened to mobile itself. The mobile game market in Japan is nothing short of fascinating. Ever since its meteoric growth, it’s become a hugely expansive market that caters to an enormous range of tastes and demographics, as you’d expect – but the core demographic, the heart of the market for which every company seems to be competing… Well, that’s oddly familiar, as it happens.
Every time you see a commuter train festooned with ads for a new mobile title, or a lengthy TV commercial promoting the latest smartphone release, or even the huge screens at Shibuya’s scramble crossing taken over with a video of a mobile game, they always have something in common. Their visual language, their core mechanisms and their basic appeal is absolutely in tune with core gamers. Mobile’s new position on top of the heap has opened the door to games with higher production values and more depth, aimed at the market that has always played the most and paid the most; the core.
The results aren’t always appealing; mobile games launch fast and fail fast, and that’s fine. When things do work out, though, they create some pretty amazing hits. Puzzle & Dragons, as you probably know by now, was the biggest-grossing game on any platform in 2013 (probably; analyst figures, you know?), and it’s also incredibly deep, compelling and fun. Publisher GungHo advertises the game on trains and TV over here with videos showing advanced techniques for building chain combos in the game; just consider that for a moment, a game so successful that your advertising isn’t even “here’s why this game is great”, it’s “we know you already play, here’s a tip so you can play better”, displayed on evening TV across the nation. Puzzle & Dragons is far from being Japan’s only “mobile core” hit, though. RPGs have been rapidly rising in prominence on mobile platforms, and now appear to be even more popular than the collect ‘em up titles (mostly card battlers) which dominated up until this point; the latest big title is Mistwalker-developed RPG Terra Battle, a game which I’m resigned to installing on my phone this week because literally everyone around me doesn’t talk about anything else any more.
In short, the Japanese market may be peculiar by comparison with the rest of the world, but sometimes that’s simply because it’s still a couple of years ahead of the western market in a few regards. Not in every regard; Japan is a very retrograde nation in terms of certain tech advances (it’s worth noting that streaming video services like Netflix are an absolute disaster here, and let’s not even talk about online banking), but in gaming, the market if not the technology is a little in advance of most western countries. Japan crossed the line between console-as-number-one and mobile-as-number-one a couple of years ago, and the world did not end. Console and handheld are doing fine; mobile is doing better than fine, and most excitingly of all, the new titles coming to mobile are better than ever, driven by a strong desire to get the most lucrative market in gaming, the core gamers themselves, playing. If 2015 does see mobile overtaking console worldwide, it may be the best thing to happen to games in years; it won’t hurt console, at least not for a long while yet, and it’ll allow us to finally turn a corner towards mobile being seen as a platform for everyone – core, casual, and everyone in between.
Pandora Media Inc, owners of the leading Internet radio service, reported a lower-than-expected increase in listeners in the third quarter, sending the company’s shares down 6 percent in extended trading on Thursday.
Pandora said it had 76.5 million active listeners as of Sept. 30, an increase of 5.2 percent from a year earlier.
Analysts, on average, had expected 76.7 million, according to market research firm StreetAccount.
Total listener hours rose to 4.99 billion from 3.99 billion, but again fell short of the average estimate of 5.02 billion.
Pandora’s profit and revenue both beat market expectations, however, as more people listened to streamed music on their mobile phones.
Mobile revenue increased 52 percent to $188 million, while local advertising revenue rose 118 percent to $41.8 million.
Despite its huge user base, Pandora faces stiff competition from Spotify, Apple Inc’s Beats online streaming service, Google Inc, and Amazon.com Inc in the fast-growing music streaming business.
Nosey Google has updated its search engine algorithms in an attempt to restrict piracy web sites appearing high in its search rankings.
The update will mean piracy sites are less likely to appear when people search for music, films and other copyrighted content.
The decision to roll out the search changes was announced in a refreshed version of a How Google Fights Piracy report, which was originally published in September 2013.
However, this year’s updated report features a couple of developments, including changes to ad formats and an improved DMCA demotion search signal.
The move is likely to be a result of criticism received from the entertainment industry, which has argued that illegal sites should be “demoted” in search results because they enable people to find sites to download media illegally.
The biggest change in the Google search update will be new ad formats in search results on queries related to music and movies that help people find legitimate sources of media.
For example, for the relatively small number of queries for movies that include terms like ‘download’, ‘free’, or ‘watch’, Google has instead begun listing legal services such as Spotify and Netflix in a box at the top of the search results.
“We’re also testing other ways of pointing people to legitimate sources of music and movies, including in the right-hand panel on the results page,” Google added.
“These results show in the US only, but we plan to continue investing in this area and to expand it internationally.”
An improved DMCA demotion signal in Google search is also being rolled out as part of the refresh, which down-ranks sites for which Google has received a large number of valid DMCA notices.
“We’ve now refined the signal in ways we expect to visibly affect the rankings of some of the most notorious sites. This update will roll out globally starting next week,” Google said, adding that it will also be removing more terms from autocomplete, based on DMCA removal notices.
The new measures might be welcomed by the entertainment industry, but are likely to encourage more people to use legal alternatives such as Spotify and Netflix, rather than buying more physical media.
Twitter Inc will allow users to play podcasts, music and other audio clips direct from their timelines, or message feeds, by using a new feature designed in partnership with Berlin-based audio-streaming service SoundCloud.
The online messaging service introduced what it dubbed “Audio Card,” through which users can listen to a variety of content whilst browsing their timelines.
For starters, Twitter has promised audio from SoundCloud’s partners, which include such diverse sources as NASA, the Washington Post, CNN, David Guetta, Coldplay and Warner Music.
But it’s trying to snag more content partners in future, Twitter said in a recent blog posting.
Twitter didn’t say how Audio Card might evolve, except to stress that it offers musicians a chance to post exclusive clips.
“Many more musical artists and creators will be able to share exclusive, in-the-moment audio to millions of listeners on Twitter,” the company added.
Twitter’s new feature comes after rivals from Apple Inc to Google Inc have jumped into the business of music-streaming, considered the fastest-growing segment of a music market dominated by iTunes.
Twitter had reportedly been in discussions to acquire audio-sharing website SoundCloud, which has been called the Youtube of music, as far back as June.
Brian Krebs wrote on his blog that he found companies and organizations that failed to password protect WebEx meetings, which allowed “anyone to join daily meetings about apparently internal discussions and planning sessions.”
Meeting schedules for organizations were available through WebEx’s “Event Center,” he wrote.
Cisco has a variety of options for WebEx that are intended to accommodate sensitive meetings and ones intended for the public.
For example, Cisco requires a password to be set by default for a meeting, but that option can be turned off, wrote Aaron Lewis, who works in global social media marketing, on a company blog.
“The most secure meetings will always be protected by a complex password,” Lewis wrote.
Companies may publicly list a meeting for webinars that anyone can join, but “if your WebEx site administrator or IT department allows listed meetings, then we recommend listing your meeting only if there is a true business reason,” Lewis wrote.
Another tip is to disable the option “join before host,” which will then give the host visibility on who has joined. Also, setting the “host as presenter” prevents someone else form joining the meeting and sharing content, Lewis wrote.
Krebs wrote he found meetings not protected by a password from a host of companies and organizations, including Charles Schwab, CSC, CBS, CVS, The U.S. Department of Energy, Fannie Mae, Jones Day, Orbitz, Paychex Services and Union Pacific.
The feature, part of the Google+ Helpouts online collaboration video service that launched a year ago, allows healthcare workers to share expertise through live video and provide real-time advice from their computers or mobile devices.
“When you’re searching for basic health information — from conditions like insomnia or food poisoning — our goal is provide you with the most helpful information available. We’re trying this new feature to see if it’s useful to people,” a Google spokesperson said in an email response to Computerworld.
The new Helpouts feature offers a link to a video service that a physician or other healthcare worker has established for advising patients who’ve used a particular search query, such as “congestive heart failure” or “shoulder injury.”
Video chat services and other forms of remote communications with healthcare workers have increased 400% from 2012 levels.
This year in the U.S. and Canada, 75 million out of 600 million appointments with general practitioners will involve electronic visits, or eVisits, according to new research from Deloitte.
With an aging Baby Boomer population and broadband bandwidth improved a hundredfold from a decade ago, telemedicine is exploding as a convenient and less costly alternative to the traditional visit to the doctors’ office.
DELL is showing off ”enterprise class” security for small to medium businesses with the launch of a SuperMassive 9800 next-generation firewall, which it claims will protect against high-profile bugs such as Shellshock and Heartbleed.
Touted as the most powerful in the fresh 9000 line-up, and sounding a little like a gang of rappers, the SuperMassive 9800 offers services such as advanced Deep Packet Inspection with speeds up to 20Gbps, and Dell’s patented Reassembly-Free Deep Packet Inspection (RFDPI) single-pass threat prevention engine.
RFDPI scans multiple application types and protocols to spot internal and external attacks and application vulnerabilities, Dell said, making it better at detecting attacks.
The SuperMassive 9800 is also bundled with Dell’s Global Management System 8.0, a tool designed to manage systems and offer real-time event monitoring, analytics and reporting from a single centralised dashboard.
Dell claims that this makes it easier to meet compliance regulations while managing and monitoring network security processes.
The firm claimed that the SuperMassive 9800 provides 97.9 percent “security effectiveness” and helps to protect customers from Shellshock and Heartbleed-level vulnerabilities.
“The recent disclosures of the ShellShock and HeartBleed industry-wide vulnerabilities demonstrate that organisations are literally a few well-formed packets away from infrastructure disaster, proving the need for instant and automated security scaled to meet the needs of the network,” said executive director of Dell Security, Patrick Sweeney.
“The SuperMassive 9800 provides that level of instant security on a flexible, feature-rich platform.”
Shellshock was uncovered in September, and some experts claim that it could be more serious than the Heartbleed SSL bug uncovered in April.
The Bash bug, as implied by its name, is a vulnerability that allows unscrupulous users to take control of Bourne Again Shell (Bash), the software used to control the Unix command prompt on some Unix-like systems.
Researchers at FireEye and Trend Micro warned later in September that hackers were still mounting cyber attacks across the globe thanks to exploits of Bash bug vulnerabilities, made worse by an unsuccessful patch.
The terms of the settlement were not being disclosed, a spokeswoman for Bose said in an email, adding only that the dispute had been “resolved.”
Bose, which makes high-end sound systems and headphones, filed the case last July in federal court in Delaware, alleging Beats had willfully infringed upon five of its patents in its Studio and Studio Wireless line of headphones.
Privately held Bose said it had lost profits and sales as a result and was seeking unspecified damages from Beats, which Apple Inc acquired this year for $3 billion.
A document filed with the court on Friday said both sides would dismiss the case and bear their own costs and legal fees.
The two companies also asked the International Trade Commission to suspend its investigation into the matter. Bose had asked the commission to block the import of Beats’ noise-cancellation products from China, where they are manufactured.
Beats headphones have become popular with music fans since the company was founded by rap mogul Dr. Dre and music producer Jimmy Iovine in 2006. Besides headphones, Beats has also entered online music streaming, competing with the likes of Pandora and Spotify.
A representative from Beats was not immediately available for comment.
Redbox Instant, a streaming video service partnership between Verizon Communications Inc and Outerwall Inc’s Redbox, will cease to exist this week because the venture has not been as successful as hoped, the two companies jointly announced.
The service, which combined the Redbox DVD rental kiosk business with a streaming video offering from Verizon, was launched in 2013 to compete against online video company Netflix Inc but never caught on with consumers.
Redbox Instant will shut down on Oct. 7th, the companies said in a joint statement.
“The joint venture partners made this decision after careful consideration,” the statement said. “The service had not been as successful as either partner hoped it would be.”
Subscribers will receive an email notifying them of the termination of the service. A separate email will be sent on Oct. 10 with details on refunds, the statement said.
The alliance marked Verizon’s first foray into video streaming outside its network operating region, but it never gained a foothold against online rivals such as Netflix, Amazon.com Inc and Hulu Plus.
The telephone company had only offered Web video services to subscribers using its FiOS TV service, which competes with cable providers such as Comcast Corp and Time Warner Cable.
A notice on the IBM website confirms that there is to be no further support for the spreadsheet, database and diagram package that was first released to market 31 years ago.
The final supported edition, the Millennium Edition, reached end of life as on 30th September. It is unknown how many users, if any, it still had at that time.
Lotus Software, the original creators of Lotus 1-2-3 was the original dominant force in the PC productivity market. Its unique tiled interface (ring any bells?) was hugely popular and led to a $3.5bn takeover by IBM in 1995, as the company attempted to get a stranglehold on the email market with Lotus Notes, by integrating Lotus products as the default in IBM PCs.
At that time, Lotus 1-2-3 was so important that it was used as one of two compatibility benchmarks for IBM PC clones, the other being Microsoft Flight Simulator. But when version 3 was beset by technical hitches, it gave Microsoft’s young upstart Excel a chance to catch up.
Eventually, Lotus 1-2-3 became part of Smartsuite, a Windows ported package to rival Microsoft Office. Support for Smartsuite as a whole came to an end last year, and the end of Lotus 123 marks the effective end of the Lotus brand. It is survived by Lotus Notes, now branded IBM Notes, and several other productivity products, increasingly focused on cloud based productivity.
In 2011, IBM gave away Lotus Symphony, the nominal successor to Lotus 1-2-3 to the Apache Foundation for open sourcing.
Today, IBM’s ambitions lie in the cloud, with its supercomputer Watson recently rolled out to customers on a freemium basis for data analytics without the need for on premise hardware.
The carrier had announced in July it would extend a practice it calls network optimization to unlimited LTE subscribers starting in October. Network optimization targets the top 5 percent of data users on the network when a cell site is under the heaviest demand, and slows down those users’ network performance. Verizon had already applied the practice to the top users of its 3G network.
“We’ve greatly valued the ongoing dialogue over the past several months concerning network optimization and we’ve decided not to move forward with the planned implementation of network optimization for 4G LTE customers on unlimited plans,” the carrier said in a statement on Wednesday. “Exceptional network service will always be our priority and we remain committed to working closely with industry stakeholders to manage broadband issues so that American consumers get the world-class mobile service they expect and value.”
U.S. Federal Communications Commission Chairman Tom Wheeler attacked the plan in a letter to Verizon, suggesting it was a ploy to get customers to switch from their unlimited plans to ones with a cap on monthly data usage. Verizon no longer sells new unlimited plans but allows subscribers with those plans to keep them.
“I know of no past Commission statement that would treat as ‘reasonable network management’ a decision to slow traffic to a user who has paid, after all, for ‘unlimited’ service,” Wheeler wrote in the late July letter to Verizon Wireless President and CEO Dan Mead.
Digital rights group Public Knowledge also attacked so-called data throttling, as well as practices by AT&T, Sprint and T-Mobile USA.
The showdown demonstrated the tension over increasing demand for mobile data, which carriers say puts a strain on their networks. Among other things, that demand has led operators to seek ever more spectrum and apply network management techniques they say are necessary to keep serving all subscribers well. Though LTE makes much more efficient use of the airwaves than 3G does, LTE networks are serving a rapidly growing number of subscribers.
The second quarter of this year saw a number of firsts, Akamai noted in its 2014 State of the Internet Report.
For starters, the average global Internet connection speed rose above the arbitrary but noteworthy milestone of 4Mbps for the first time. The worldwide connection speed jumped 21% from the first to second quarter of the year, hitting 4.6Mbps, Akamai reported.
Despite seeing only a 4% quarterly increase, South Korea held onto its top spot in two key areas. It has the highest average bandwidth at 24.6Mbps, and it also has the highest percentage of its population on a broadband connection — 95%, which ties South Korea with Bulgaria.
Akamai also noted that an 18% quarterly growth for Hong Kong brought that country to an average connection speed of 15.7Mbps, pushing it ahead of Japan, which now matches Switzerland with an average connection speed of 14.9 Mbps.
The U.S. did not make the world’s top five or even the top 10 when it comes to Internet connection speed. Instead, the U.S. ranked #14 globally — behind East Asia and mixed among the Nordic countries — with an average connection speed of 11.4Mbps, an 8.9% increase over the first quarter of 2014.
Zeus Kerravala, an analyst with ZK Research, said he’s not surprised that global Internet connection speeds are up, saying it “just makes sense.
“There’s been an increase in fibre to the home and 4G mobile broadband. Technology has gotten better too, particularly with wireless speeds, and the carriers have had to increase bandwidth to meet the demand of the customers.”
Kerravala also is not surprised that the U.S. is not at the top of the pack when it comes to Internet connection speeds.
“The U.S. has been slow, primarily because it has a few carriers that dominate the market and that creates a lack of competitiveness,” he added. “I think the U.S. should be embarrassed about where they sit.”
Akamai also found that in the second quarter of this year online attacks originated from IP addresses in 161 different countries or regions. That’s 33 fewer than was found in the first quarter of this year.
By far the largest number of attacks (43%) came from China, according to the report, with Indonesia coming in second with 15%. The U.S. marked third place with 13% of all attacks, up slightly from 11% in the first quarter.
The price for a standalone PlayStation TV (PS TV) is $99.99, the company wrote in a blog. For $139.99, customers can get a wireless controller, an 8 GB memory card and “The Lego Movie” videogame along with the PS TV.
Around 700 games will be available to PS TV users, including “Metal Gear Solid” and the franchise “Killzone: Mercenary”.
PS TV was released in Japan and other Asian countries under the name “PlayStation Vita TV” last fall. Sony is trying to expand its entertainment network services to compete against players like Amazon.com Inc.
Sony did not say when it will launch its online TV service.
The company signed a deal earlier this month to carry 22 Viacom Inc channels, including Comedy Central and MTV, on its planned online TV.
PlayStation boss Shaun Layden told tech blog Re/code in June the company was “on track” to unveil its product some time this year.
Sony’s web TV service will join the ranks of an already crowded market with devices from Apple Inc, Amazon.com Inc and Roku.
The glasses can connect to Android smartphones via Bluetooth and project green monochrome text or basic graphics across a field within the lenses.
Sony said it will begin sales of the eyewear to developers by March 31, the end of its fiscal year. They will be sold in Japan, the U.S. and some European countries.
The Developer Preview SDK includes an emulator, tutorials, sample code and design guidelines to make the most of the device’s hardware and sensors including an accelerometer, gyroscope and brightness sensor.
The glasses, which weigh 77 grams, are more than 85 percent transparent and include a camera that can shoot 3-megapixel images and VGA video.
Sony has emphasized that the glasses project images to a user’s natural line of sight, which differs from the Google Glass display set in a corner.
“Sony’s competitive edge lies in our achievement of a thin lens with high transparency thanks to our unique holographic light guide plate technology, which enables us to provide a bright field of vision,” a Sony spokeswoman wrote in an email.
“Furthermore, the screen size is large, and images and text are displayed from the front for both eyes (not only one eye) to facilitate easier viewing and prevent eye fatigue.”
The price for the glasses as well as availability of a consumer version are still to be decided, she added.
Bulky prototype versions of the glasses were shown at the IFA and CES electronics shows earlier this year.
Potential applications include displaying cooking instructions for chefs, running time for joggers and messages from friends.
Augmented reality-style functions are also possible, such as displaying information when a user looks at a certain bottle of wine, facial recognition or navigation information in an unfamiliar city.