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  1. Sony Emotion Engine CPU. The Emotion Engine is a central processing unit developed and manufactured by Sony Computer Entertainment and Toshiba for use in the PlayStation 2 video game console. It was also used in early PlayStation 3 models sold in Japan and North America (Model Numbers CECHAxx & CECHBxx) to provide PlayStation 2 game support.

  2. Sentiment analysis. Sentiment analysis (also known as opinion mining or emotion AI) is the use of natural language processing, text analysis, computational linguistics, and biometrics to systematically identify, extract, quantify, and study affective states and subjective information.

  3. Also known as "EE", the Emotion Engine used in the Playstation 2 gaming console's hardware is a central processing unit developed and manufactured by Sony Computer Entertainment and Toshiba. It runs at the Clock speed of 294.912 MHz. It was also used in early PlayStation 3 models sold in Japan and North America (Model Numbers CECHAxx & CECHBxx ...

  4. Apr 8, 2020 · CPU. At the heart of this console, we find a powerful package called Emotion Engine or ‘EE’, a joint project by Toshiba and Sony [1] running at ~294.91 MHz [2]. The Emotion Engine, as seen on the first motherboard revision of this console. This chipset contains numerous components, one of them being the main CPU.

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  5. Feb 16, 2000 · It lets you do 3D digital sound using AC-3 and DTS. The Emotion Engine is sort of a combination CPU and DSP Processor, whose main function is simulating 3D worlds. So before we discuss the Emotion ...

  6. The Emotion Engine is the heart of the PS2, and the part that really makes it unique. The Emotion Engine handles two primary types of calculations and one secondary type: Geometry calculations: transforms, translations, etc. Behavior/World simulation: enemy AI, calculating the friction between two objects, calculating the height of a wave on a ...

  7. Since the Graphics Synthesizer eats display lists, the Emotion Engine's main job is to feed those lists to it. The Emotion Engine's various subunits can operate independently of each other in order to asynchronously generate multiple display lists to send to the GS. Since the Graphics Synth's interface unit, the GIF, handles, tracks and manages ...

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