Cell is a multi-core microprocessor microarchitecture that combines a general-purpose PowerPC core of modest performance with streamlined coprocessing elements which accelerate multimedia and vector processing applications, as well as many other forms of dedicated computation. It was developed by Sony, IBM, an alliance known as "STI"; the architectural design and first implementation were carried out at the STI Design Center in Austin, Texas over a four-year period beginning March 2001 on a budget reported by Sony as approaching US$400 million. Cell is shorthand for Cell Broadband Engine Architecture abbreviated CBEA in full or Cell BE in part; the first major commercial application of Cell was in Sony's PlayStation 3 game console. Mercury Computer Systems has a dual Cell server, a dual Cell blade configuration, a rugged computer, a PCI Express accelerator board available in different stages of production. Toshiba had announced plans to incorporate Cell in high definition television sets, but seems to have abandoned the idea.
Exotic features such as the XDR memory subsystem and coherent Element Interconnect Bus interconnect appear to position Cell for future applications in the supercomputing space to exploit the Cell processor's prowess in floating point kernels. The Cell architecture includes a memory coherence architecture that emphasizes power efficiency, prioritizes bandwidth over low latency, favors peak computational throughput over simplicity of program code. For these reasons, Cell is regarded as a challenging environment for software development. IBM provides a Linux-based development platform to help developers program for Cell chips; the architecture will not be used unless it is adopted by the software development community. However, Cell's strengths may make it useful for scientific computing regardless of its mainstream success. In mid-2000, Sony Computer Entertainment, Toshiba Corporation, IBM formed an alliance known as "STI" to design and manufacture the processor; the STI Design Center opened in March 2001.
The Cell was designed over a period of four years, using enhanced versions of the design tools for the POWER4 processor. Over 400 engineers from the three companies worked together in Austin, with critical support from eleven of IBM's design centers. During this period, IBM filed many patents pertaining to the Cell architecture, manufacturing process, software environment. An early patent version of the Broadband Engine was shown to be a chip package comprising four "Processing Elements", the patent's description for what is now known as the Power Processing Element; each Processing Element contained 8 APUs, which are now referred to as SPEs on the current Broadband Engine chip. This chip package was regarded to run at a clock speed of 4 GHz and with 32 APUs providing 32 gigaFLOPS each, the Broadband Engine was shown to have 1 teraFLOPS of raw computing power; this design was fabricated using a 90 nm SOI process. In March 2007, IBM announced that the 65 nm version of Cell BE is in production at its plant in East Fishkill, New York.
Bandai Namco Entertainment used the cell processor for their 357 arcade board as well as the subsequent 369. In February 2008, IBM announced that it will begin to fabricate Cell processors with the 45 nm process. In May 2008, IBM introduced the high-performance double-precision floating-point version of the Cell processor, the PowerXCell 8i, at the 65 nm feature size. In May 2008, an Opteron- and PowerXCell 8i-based supercomputer, the IBM Roadrunner system, became the world's first system to achieve one petaFLOPS, was the fastest computer in the world until third quarter 2009; the world's three most energy efficient supercomputers, as represented by the Green500 list, are based on the PowerXCell 8i. The 45 nm Cell processor was introduced in concert with Sony's PlayStation 3 Slim in August 2009. By November 2009, IBM had discontinued the development of a Cell processor with 32 APUs but was still developing other Cell products. On May 17, 2005, Sony Computer Entertainment confirmed some specifications of the Cell processor that would be shipping in the then-forthcoming PlayStation 3 console.
This Cell configuration has one PPE on the core, with eight physical SPEs in silicon. In the PlayStation 3, one SPE is locked-out during the test process, a practice which helps to improve manufacturing yields, another one is reserved for the OS, leaving 6 free SPEs to be used by games' code; the target clock-frequency at introduction is 3.2 GHz. The introductory design is fabricated using a 90 nm SOI process, with initial volume production slated for IBM's facility in East Fishkill, New York; the relationship between cores and threads is a common source of confusion. The PPE core is dual threaded and manifests in software as two independent threads of execution while each active SPE manifests as a single thread. In the PlayStation 3 configuration as described by Sony, the Cell processor provides nine independent threads of execution. On June 28, 2005, IBM and Mercury Computer Systems announced a partnership agreement to build Cell-based computer systems for embedded applications such as medical imaging, industrial inspection and defense, seismic processing, telecommunications.
Mercury has since released blades, conventional rack servers and PCI Express accelerator boards with Cell processors. In the fall of 2006, IBM released the QS20 blade module using double Cell BE processors for tremendous performance in certain applications, reaching a peak of 410 gigaFLOPS in FP8 quarter precision per module; the QS22 based on the PowerXCell 8i processor was used for the IBM Roadrunner supercomputer. Mercury and IBM uses the utilized Cell processor with eight active SPEs. On April
3D television is television that conveys depth perception to the viewer by employing techniques such as stereoscopic display, multi-view display, 2D-plus-depth, or any other form of 3D display. Most modern 3D television sets use an active shutter 3D system or a polarized 3D system, some are autostereoscopic without the need of glasses; as of 2018, most 3D TV sets and services are no longer available. The stereoscope was first invented by Sir Charles Wheatstone in 1838, it showed that when two pictures are viewed stereoscopically, they are combined by the brain to produce 3D depth perception. The stereoscope was improved by Louis Jules Duboscq, a famous picture of Queen Victoria was displayed at The Great Exhibition in 1851. In 1855 the Kinematoscope was invented. In the late 1890s, the British film pioneer William Friese-Greene filed a patent for a 3D movie process. On 10 June 1915, former Edison Studios chief director Edwin S. Porter and William E. Waddell presented tests in red-green anaglyph to an audience at the Astor Theater in New York City and in 1922 the first public 3D movie The Power of Love was displayed.
Stereoscopic 3D television was demonstrated for the first time on 10 August 1928, by John Logie Baird in his company's premises at 133 Long Acre, London. Baird pioneered a variety of 3D television systems using electro-mechanical and cathode-ray tube techniques; the first 3D TV was produced in 1935, stereoscopic 3D still cameras for personal use had become common by the Second World War. Many 3D movies were produced for theatrical release in the US during the 1950s just when television started to become popular; the first such movie was Bwana Devil from United Artists that could be seen all across the US in 1952. One year in 1953, came the 3D movie House of Wax which featured stereophonic sound. Alfred Hitchcock produced his film Dial M for Murder in 3D, but for the purpose of maximizing profits the movie was released in 2D because not all cinemas were able to display 3D films. In 1946 the Soviet Union developed 3D films, with Robinzon Kruzo being its first full-length 3D movie. People were put off by their poor quality.
Because of this, their popularity declined quickly. There was another attempt in the 1970s and 1980s to make 3D movies more mainstream with the releases of Friday the 13th Part III and Jaws 3-D. 3D showings became more popular throughout the 2000s, culminating in the success of 3D presentations of Avatar in December 2009 and January 2010. Though 3D movies were well received by the public, 3D television did not become popular until after the CES 2010 trade show, when major manufacturers began selling a full lineup of 3D televisions. According to DisplaySearch, 3D television shipments totaled 41.45 million units in 2012, compared with 24.14 in 2011 and 2.26 in 2010. In late 2013, the number of 3D TV viewers started to decline, in 2016, development of 3D TV is limited to a few premium models. There are several techniques to display 3D moving pictures; the following are some of the technical details and methodologies employed in some of the more notable 3D movie systems that have been developed. The future of 3D television is emerging as time progresses.
New technology like WindowWalls and Visible light communication are being implemented into 3D television as the demand for 3D TV increases. Scott Birnbaum, vice president of Samsung's LCD business, said that the demand for 3D TV would skyrocket in the next couple of years, fueled by televised sports. One might be able to obtain information directly onto their television due to new technologies like the Visible Light Communication that allows for this to happen because the LED lights transmit information by flickering at high frequencies; the basic requirement is to display offset images that are filtered separately to the left and right eye. Two strategies have been used to accomplish this: have the viewer wear eyeglasses to filter the separately offset images to each eye, or have the light source split the images directionally into the viewer's eyes. Common 3D display technology for projecting stereoscopic image pairs to the viewer include: With filters/lenses: Anaglyph 3D – with passive color filters Polarized 3D system – with passive polarization filters Active shutter 3D system – with active shutters Head-mounted display – with a separate display positioned in front of each eye, lenses used to relax eye focus Without lenses: Autostereoscopic displays, sometimes referred to commercially as Auto 3D.
Others:In a CEATEC 2011 exhibition, Hitachi released glasses-free 3D projection systems that use a set of 24 projectors and translucent half mirrors to superimpose 3D images with a horizontal viewing angle of 60 degrees and a vertical viewing angle of 30 degrees. Besides Hitachi, Sony is working on similar technologies. Single-view displays project only one stereo pair at a time. Multi-view displays either use head tracking to change the view depending on the viewing angle, or simultaneous projection of multiple independent views of a scene for multiple viewers; such multiple views can be created on the fly using the 2D-plus-depth format. Various other display techniques have been described, such as holography, volumetric display, the Pulfrich effect. Stereoscopy is the most accepted method for capturing and delivering 3D video, it involves capturing stereo pairs in a two-view setup, with cameras mounted side by side and separated by the same distance as is between a person's pupils. If we imagine projecting an objec
Sony Interactive Entertainment
Sony Interactive Entertainment LLC is a multinational video game and digital entertainment company, a wholly owned subsidiary of Sony Corporation of America, the central hub for the American businesses under the Japanese conglomerate Sony Corporation. The company was founded in Tokyo and established on November 16, 1993, as Sony Computer Entertainment, to handle Sony's venture into video game development through its PlayStation brand. Since the successful launch of the original PlayStation console in 1994, the company has been developing the PlayStation lineup of home video game consoles and accessories. Expanding into North America and other countries, the company became Sony's main resource for research and development in video games and interactive entertainment. In April 2016, SCE and Sony Network Entertainment International was restructured and reorganized into Sony Interactive Entertainment, carrying over the operations and primary objectives from both companies; the same year, SIE moved its headquarters from Tokyo to California.
Sony Interactive Entertainment handles the research and development and sales of both hardware and software for the PlayStation video game systems. SIE is a developer and publisher of video game titles, operates several subsidiaries in Sony's largest markets: North America and Asia. By August 2018, the company had sold more than 525 million PlayStation consoles worldwide. Sony Computer Entertainment, Inc. was jointly established by Sony and its subsidiary Sony Music Entertainment Japan in 1993 to handle the company's ventures into the video game industry. The original PlayStation console was released on December 1994, in Japan; the company's North American operations, Sony Computer Entertainment of America, were established in May 1995 as a division of Sony Electronic Publishing. Located in Foster City, the North American office was headed by Steve Race. In the months prior to the release of the PlayStation in Western markets, the operations were restructured: All video game marketing from Sony Imagesoft was folded into SCEA in July 1995, with most affected employees transferred from Santa Monica to Foster City.
On August 7, 1995, Race unexpectedly resigned and was named CEO of Spectrum HoloByte three days later. He was replaced by Sony Electronics veteran Martin Homlish; this proved to be the beginning of a run of exceptional managerial turnover, with SCEA going through four presidents in a single year. The PS console was released in the United States on September 9, 1995; as part of a worldwide restructuring at the beginning of 1997, SCEA and Sony Computer Entertainment Europe were both re-established as wholly owned subsidiaries of SCEI. The launch of the second PS console, the PlayStation 2 was released in Japan on March 4, 2000, the U. S. on October 26, 2000. On July 1, 2002, chairman of SCEI, Shigeo Maruyama, was replaced by Tamotsu Iba as chairman. Jack Tretton and Phil Harrison were promoted to senior vice presidents of SCE; the PlayStation Portable was SCEI's first foray into the small handheld console market. Its development was first announced during SCE's E3 conference in 2003, it was unveiled during their E3 conference on May 11, 2004.
The system was released in Japan on December 12, 2004, in North America on March 24, 2005, in Europe and Australia on September 1, 2005. On September 14, 2005, SCEI formed Sony Computer Entertainment Worldwide Studios, a single internal entity to oversee all wholly owned development studios within SCEI, it became responsible for the creative and strategic direction of development and production of all computer entertainment software by all SCEI-owned studios—all software is produced for the PS family of consoles. Shuhei Yoshida was named as President of SCE WWS on May 16, 2008, replacing Kazuo Hirai, serving interim after Harrison left the company in early 2008. On December 8, 2005, video game developer Guerrilla Games, developers of the Killzone series, was acquired by Sony Computer Entertainment as part of its SCE WWS. On January 24, 2006, video game developer Zipper Interactive, developers of the Socom series, was acquired by Sony Computer Entertainment as part of its SCE WWS. In March 2006, Sony announced the online network for its forthcoming PlayStation 3 system at the 2006 PlayStation Business Briefing meeting in Tokyo, tentatively named "PlayStation Network Platform" and called just PlayStation Network.
Sony stated that the service would always be connected and include multiplayer support. The launch date for the PS3 was announced by Hirai at the pre-Electronic Entertainment Expo conference held at the Sony Pictures Studios in Los Angeles, California, on May 8, 2006; the PS3 was released in Japan on November 11, 2006, the U. S. date was November 17, 2006. The PSN was launched in November 2006. On November 30, 2006, president of SCEI, Ken Kutaragi, was appointed as chairman of SCEI, while Hirai president of SCEA, was promoted to president of SCEI. On April 26, 2007, Ken Kutaragi resigned from his position as chairman of SCEI and group CEO, passing on his duties to the appointed president of SCE, Hirai. On September 20, 2007, video game developers Evolution Studios and Bigbig Studios, creators of the MotorStorm series, were acquired by Sony Computer Entertainment as part of its SCE WWS. On April 15, 2009, David Reeves, president and CEO of SCE Europe, announced his forthcoming resignation from his post.
He had joined the company in 1995 and was appointed as chairman of SCEE in 2003, president in 2005. His role of president and CEO of SCEE would be taken over by Andrew House, who joined Sony Corporation in 1990; the PSP Go was released on October 1
Sony Pictures Entertainment Inc. is an American entertainment company that produces and distributes filmed entertainment through multiple platforms. Through an intermediate holding company called Sony Film Holding Inc. it is operated as a subsidiary of Sony Entertainment Inc., itself a subsidiary of Sony Corporation of America, a wholly owned subsidiary and the US headquarters of the Tokyo-based multinational technology and media conglomerate Sony Corporation. Based in Culver City, California, it encompasses Sony's motion picture, television production and distribution units, its group sales in the fiscal year 2017 has been reported to be $9.133 billion. SPE is the Motion Picture Association of America. Sony Pictures' film franchises include The Karate Kid, Spider-Man, Stuart Little, Men in Black, Robert Langdon, The Smurfs, Hotel Transylvania, Cloudy with a Chance of Meatballs, many more. On September 1, 1987, The Coca-Cola Company announced plans to spin off its assets of Columbia Pictures, which it had owned since 1982.
Under this arrangement, Coca-Cola would sell its entertainment assets to TriStar Pictures, of which it owned 39.6%. Tri-Star would be renamed to Columbia Pictures Entertainment, Inc. with Coca-Cola owning 49%, its shareholders owning 31%, Tri-Star's shareholders owning 20%. A new company was formed in early 1988 with the Tri-Star name to take over the studio's operations. On September 28, 1989, Sony obtained an option to purchase all of The Coca-Cola Company's stock in CPE for $27 per share; the next day, Sony announced that it reached an agreement with Guber-Peters Entertainment Company, Inc. to acquire CPE for $200 million when Sony hired Peter Guber and Jon Peters to be its co-chairmen. This was all led by Norio Ohga, the president and CEO of Sony during that time; the hiring of Guber and Peters by Sony to run Columbia was conflicted by a previous contract the producers had signed at Warner Bros. Time Warner's chairman, Steve Ross, threatened Sony with a lawsuit for breach of contract; the lawsuit would be subsequently dropped when Sony sold half-interest in Columbia House and cable distribution rights to Columbia's feature films, TV movies, miniseries to Warner Bros.
That same agreement saw Columbia sell its 35% interest in the Burbank Studios and acquired Lorimar Studios the MGM lot, from Warner Bros. On October 31, 1989, Sony completed a friendly takeover bid for the rest of shares of CPE, a public company listed on the New York Stock Exchange, acquired 99.3% of the common stock of the company. On November 8, 1989, Sony completed the acquisition by a "short-form" merger of its wholly owned subsidiary Sony Columbia Acquisition Corporation into CPE under Delaware law. Sony completed a tender offer for shares of common stock of the Guber-Peters Entertainment Company on November 6, 1989 and acquired the company 3 days later; the acquisition cost Sony $4.9 billion and was backed by five major Japanese banks Mitsui, Fuji and Industrial Bank of Japan. The company was renamed Sony Pictures Entertainment on August 7, 1991. Sony has since created numerous other film production and distribution units, such as creating Sony Pictures Classics for art-house fare, by forming Columbia TriStar Pictures by merging Columbia Pictures and TriStar Pictures in 1998, revitalizing Columbia's former television division Screen Gems.
It expanded its operations on April 8, 2005, when a Sony-led consortium acquired the legendary Hollywood studio Metro-Goldwyn-Mayer, in a US$4.8 billion leveraged buyout, through the holding company MGM Holdings Inc. This in effect re-united the MGM studio name, with the MGM main studio lot, although somewhat confusingly, the bulk of the pre-1986 original MGM library ended up at Warner Bros. via the Ted Turner-Kirk Kerkovian "Turner Entertainment Company" transactions. The post-1986 MGM library consists of acquisitions of various third-party libraries, such as the Orion Pictures catalogue, leading to the MGM version of "Robocop". On June 4, 2008, SPE's wholly owned group 2JS Productions B. V. acquired Dutch production company 2waytraffic N. V. famous for Who Wants to Be a Millionaire?, acquired from the original production company Celador, You Are What You Eat for £114.3 million. In 2011, the Sony Pictures computer network was breached and one million user accounts associated with the SonyPictures.com website were leaked.
On November 18, 2012, Sony Pictures announced it has passed $4 billion with the success of releases: Skyfall, The Amazing Spider-Man, 21 Jump Street, Men in Black 3, Hotel Transylvania, Underworld: Awakening, The Vow, Resident Evil: Retribution. On November 21, 2013, SPE and Sony Entertainment's CEO Michael Lynton announced that SPE will shift emphasis from movies to television by cutting its 2014 film slate, it was announced on the same day, that there will be more Spider-Man sequels and spin-offs, though in February 10, 2015, Sony Pictures signed a deal with Disney's Marvel Studios to allow Spider-Man to appear in the Marvel Cinematic Universe, beginning with Captain America: Civil War, before appearing in Spider-Man: Homecoming, released on July 7, 2017. The deal allowed Sony to distribute and have creative control on any MCU film where Spider-Man is the main chara
Memory Stick is a removable flash memory card format launched by Sony in late 1998. In addition to the original Memory Stick, this family includes the Memory Stick PRO, a revision that allows greater maximum storage capacity and faster file transfer speeds; as a proprietary format, Sony used Memory Stick on its products in the 2000s such as Cyber-shot digital cameras, Handycam digital camcorders, WEGA and Bravia TV sets, VAIO PCs and the PlayStation Portable handheld game console, with the format being licensed to a few other companies early in its lifetime. With increasing popularity of SD card, in 2010 Sony started to support the SD card format, seen as a Sony loss in the format war. Despite this, Sony continued to support Memory Stick on certain devices; the original Memory Stick, launched in October 1998, was available in sizes up to 128 MB. In October 1999 Sony licensed the technology to Fujitsu, Sanyo, Sharp and Kenwood, in a bid to avoid a repetition of the Betamax failure. Other companies were licensees to the format.
Some early examples of Memory Stick usage by third-party companies include Sharp's MP3 players, Alpine's in-dash players, Epson's printers. The format had a lukewarm reception, but it soon increased in popularity after the licensing deal. In spring 2001, Memory Stick attained 25% market share, up from 7% a year earlier. By May 2001, total shipment of Memory Stick units surpassed 10 million; however the SD card, jointly developed by Toshiba and SanDisk, became popular among companies and soon became the most popular flash format - by November 2003 it held 42% market share in the United States, ahead of CompactFlash's 26% and Memory Stick with 16%. Sony itself became the only company to support the format. Sony was criticized for the Memory Stick, as they were deemed to be expensive compared to other formats; as of January 2010, it appears that Sony is beginning to combine support for SD/SDHC and Memory Stick formats in their products. All digital cameras and camcorders announced by Sony at the 2010 Consumer Electronics Show can use SD and SDHC cards as well as Memory Sticks.
Furthermore, Sony is releasing its own line of SD cards. Many claim this development as the end of the format war between SD card. However, Sony did not abandon the format at this time, has indicated it will continue development of the format for the foreseeable future. A prime example is the development of WiFi transfers through a special Memory Stick Pro-Duo, still in development as of 2011. Memory Stick cards were entirely produced by Sony itself. SanDisk and Lexar were among few third-party Memory Stick producers. Memory Sticks are used as storage media for a portable device, in a form that can be removed for access by a personal computer. For example, Sony digital compact cameras use Memory Stick for storing image files. With a Memory Stick-capable Memory card reader a user can copy the pictures taken with the Sony digital camera to a computer. Sony included Memory Stick reader hardware in its first-party consumer electronics, such as digital cameras, digital music players, PDAs, cellular phones, the VAIO line of laptop computers, TV sets under the WEGA and Bravia names, Sony's handheld gaming device, the PlayStation Portable.
A special Memory Stick can be inserted in the hindquarters of Sony's AIBO robot pet, to enable the use of Aiboware—software intended for use on AIBOs. The Sticks include; these are referred to programming. Only 8 MB and 16 MB versions are available. Memory Sticks include a wide range including three different form factors; the original Memory Stick is the size and thickness of a stick of chewing gum. It was available in sizes from 4 MB to 128 MB, it was available both without MagicGate support. The MagicGate supporting memory sticks; the original Memory Stick is no longer manufactured. In response to the storage limitations of the original Memory Stick, Sony introduced the Memory Stick Select at CES 2003 on January 9; the Memory Stick Select was two separate 128 MB partitions which the user could switch between using a switch on the card. This solution was unpopular, but it did give users of older Memory Stick devices more capacity, its physical size was still the same as the original Memory Stick.
The Memory Stick PRO, introduced on January 9, 2003 as a joint effort between Sony and SanDisk, would be the longer-lasting solution to the space problem. Most devices that use the original Memory Sticks support both the original and PRO sticks since both formats have identical form factors; some readers that were not compatible could be upgraded to Memory Stick PRO support via a firmware update. Memory Stick PROs have a marginally higher transfer speed and a maximum theoretical capacity of 32 GB, although it appears capacities higher than 4 GB are only available in the PRO Duo form factor. High Speed Memory Stick PROs are available, newer devices support this high speed mode, allowing for faster file transfers. All Memory Stick PROs larger than 1 GB support this High Speed mode, High Speed Memory Stick Pros are backwards-compatible with devices that don't support the High Speed mode. High capacity memory Sticks such as the 4 GB versions are expensive compared to other types
Sony Music Entertainment Japan
Sony Music Entertainment Inc. abbreviated as SMEJ or SME, known as Sony Music Japan for short, is Sony's music arm in Japan. SMEJ is directly owned by Sony Corporation and independent from the United States-based Sony Music Entertainment due to its strength in the Japanese music industry, its subsidiaries including the Japanese animation production enterprise, established in September 1995 as a joint-venture between Sony Music Entertainment Japan and Sony Pictures Entertainment Japan, but which in 2001 became a wholly owned subsidiary of Sony Music Entertainment Japan. It was prominent in the early to mid'90s producing and licensing music for animated series such as Roujin Z from acclaimed Japanese comic artist Katsuhiro Otomo and Capcom's Street Fighter animated series; until March 2007, Sony Music Japan had its own North American sublabel, Tofu Records. Releases of Sony Music Japan now appear on Columbia Records and/or Epic Records in North America. Sony does not have the trademark rights to the Columbia name in Japan, so releases under Columbia Records from another country appears on Sony Records in Japan, but retains the usage of the "walking eye" logo.
The Columbia name and trademark is controlled by Nippon Columbia, which was, in fact, the licensee for the American Columbia Records up until 1968 though relations were severed as far back as World War II. Nippon Columbia does not have direct relations with the British Columbia Graphophone Company, so the licensee for the British Columbia Graphophone Company was Toshiba Musical Industries. With Sony Corporation of America's buyout of Bertelsmann's stake in Sony BMG, Sony Music Entertainment Japan stepped in to acquire outstanding shares of BMG Music Japan from Sony BMG, making it a wholly owned subsidiary of Sony Music Japan. Sony Music Entertainment Japan was incorporated in March 1968 as a Tokyo-based 50/50 joint venture between Sony Corporation and U. S. conglomerate CBS to distribute the latter's music releases in Japan. The company was incorporated with Sony co-founder Akio Morita as president. Norio Ohga was part of the management team from the formation of the company and served as president and representative director since April 1970.
In 1972, when CBS/Sony was generating robust profits, Ohga was named chairman and at the same time gained further responsibility and influence within Sony. He would continue to work for the music company one morning a week. In 1980, Toshio Ozawa succeeded Ohga as president. In 1983, the company was renamed CBS/Sony Group. In January 1988, after more than a year of negotiations, Sony acquired CBS Records and the 50% of CBS/Sony Group that it did not own. In March 1988, four wholly owned subsidiaries were folded into CBS/Sony Group: CBS/Sony Inc. Epic/Sony Records Inc. CBS/Sony Records Inc. and Sony Video Software International. The company was renamed Inc.. Shugo Matsuo was named new president in January 1992, replacing Toshio Ozawa, appointed to the post of chairman. Overall sales for the fiscal year ending March 31, 1991 were 83.8 billion yen with a pretax profit of 9.2 billion yen. In June 1996, Ryokichi Kunugi became the new president. Shugo Matsuo was named chairman. Shigeo Maruyama was appointed to the new post of CEO on October 1, 1997 and replaced Kunugi as president in February 1998.
As of 2007, Naoki Kitagawa is the current CEO of the group. In May 2018, SMEJ acquired a 39% stake in the Peanuts comic strip franchise from DHX Media. Sony Music Entertainment announced the launch of its first video game publishing label, Unties, in October 2017. Unties will publish indie games for the PlayStation 4, PlayStation VR, Nintendo Switch, PC; the name was selected by Sony as representative of helping to "unleash" the power of independent video game development and "unshackle" such developers from the traditional video game publishing process. Unties’ first release was Tiny Metal, a turn-based tactics video game developed by Area 35, for the Nintendo Switch, PS4, PC; the game was first premiered at PAX West Indie Megabooth. Published Azure Reflections, a side-scrolling bullet hell developed by Souvenir Circ. on May 15 2018 for the PS4. Published Touhou Gensou Wanderers Reloaded, a roguelike rpg developed by Aqua Style, for the PS4, Nintendo Switch, PC. Published Necrosphere, a platformer developed by Cat Nigiri, for the PS4, Nintendo Switch, PC, PSVita.
Published Midnight Sanctuary, a VR/3D Novel game developed by CAVYHOUSE, for the PS4, Nintendo Switch and PC. Published Tokyo Dark, a visual novel mystery adventure hybrid developed by Cherrymochi, for the PC. Published Chiki-Chiki Boxy Racers, an arcade racing game developed by Pocket, for the Nintendo Switch on August 30 2018. Scheduled to publish on Last Standard, a 3d action game developed by I From Japan, intended for PC. Scheduled to publish The Good Life, a daily-life rpg developed by White Owls Inc. for the PS4 and PC. Scheduled to publish Merkava Avalanche, a 3d cavalry warfare action game developed by WinterCrownWorks, for the PC. Scheduled to publish Olija, an action adventure game developed by Skeleton Crew Studio, for the PC. Scheduled to publish Deemo Reborn, a music rhythm and urban fantasy game developed by Taiwanese studio Rayak, for the PS4 with PSVR support. Scheduled to publish Giraffe and Anika, a 3d adventure game developed by Atelier Mimina, for the PS4, Nintendo Switch and PC.
Scheduled to publish 3rd Eye, a 2d horror exploration game, based on the Touhou franchise, for the PS4, Nintendo Switch, PC. Scheduled to publish Gensokyo Defenders, a tower-defense game developed by Neetpia, for the PS4 and Nintendo Switch; the company's leading role on the Ja
Sony Cyber-shot DSC-HX20V
The Sony Cyber-shot DSC-HX20V is a hyperzoom camera, released in 2012. Features of the camera include: Wide-angle lens 18.9 megapixel resolution Optical image stabilizer in the lens, reducing blurring by compensating for hand shake—10 fps continuous shooting 20x optical zoom range 1 cm minimum focusing distance Full HD 1080p movie mode in both normal and wide aspect ratio Panorama Still Image Size: Sweep Panorama:HR / Wide / Standard Optical SteadyShot™ with 3-way Active Mode Image Stabilization Background Defocus AVCHD 60i:28M PS/24M FX/17M FH/9M HQ,MP4:12M/6M/3M VGA Dust + push- sensitive objective Data sheet Official Promo- video