CV-2000 was one of the world's first home video tape recorders (VTR), introduced by Sony in August, 1965.[1] The 'CV' in the model name stood for 'Consumer Video'. This was Sony's domestic format throughout the 1960s.[2][3] It was the first fully transistorized VCR.[4]
The CV-2000 was developed by Sony engineer Nobutoshi Kihara. On its release, the CV-2000D machine was listed for US$695 (while a portable version in a more durable case, the CV-2000, was listed for $730). It used 1⁄2-inch-wide (13 mm) video tape in a reel-to-reel format, meaning the tape had to be manually threaded around the helical scan video head drum. The CV-2000 was one-tenth the weight and price of other analog video recording products of its era.[5] It recorded television programs in black and white using the skip field process, which produced a maximum 200-lines resolution. The tape moved at a speed of 7.5 inches per second.[6] Two different reels were marketed: A reel of video tape listed for about US$22 had 30-minute playtime, and video-tape reel listed for about US$40 could hold one hour of video.[7] Although CV-2000 was aimed at the home market, it was mainly used in business and educational institutions.[1]
Ten models were developed in the CV series: CV-2000, TCV-2010, TCV-2020, CV-2100, TCV-2110, TCV-2120, CV-2200, DV-2400, CV-2600 and CV-5100.[2] Sony also sold an optional 'Video Camera Ensemble', known as the VCK-2000. This add-on kit contained a separate video camera, a microphone, and a tripod.[6]
One of its shortcomings as a format was the omission of the ability to adjust tracking, which made interchangeability of tapes between different machines almost impossible. Sony's later AV series machines included this feature.[8] The CV video recorders fell into disuse with the arrival of the EIAJ type 1 standard that was used by many companies, including Sony with their AV series machines.
This video recorder is from before the development of multichannel rotary air-gap transformers, which were commonly used for the spinning heads of VHS recorders, to pass analog video signals across the gap from the spinning upper half to the stationary lower half of the head assembly. This recorder instead uses an earlier slip-ring and brush contact system for the spinning heads, with two sets of brushes to increase signal reliability. However it can still experience video signal quality problems if the metal of the brushes or rings become oxidized / corroded, or coated with dust.
It is a single internal entity overseeing all wholly owned development studios within SIE. It is responsible for the creative and strategic direction of development and production of all computer entertainment software by all SIE–owned studios, all of which is typically produced exclusively for the PlayStation family of consoles.
With the launch of the PlayStation 5 in 2020, Worldwide Studios brands all releases be it internal or externally developed under the "PlayStation Studios" label.[3]
History
SCE Worldwide Studios (SCE Worldwide Studios) was established on September 14, 2005, with Phil Harrison being appointed as president.[4] On May 16, 2008, Shuhei Yoshida became president.[5] In April 2016, Sony's Sony Computer Entertainment (SCE) and Sony Network Entertainment International (SNEI) divisions merged, creating SIE Worldwide Studios.[5] Hermen Hulst succeeded Shuhei Yoshida as president of SIE Worldwide Studios on November 7, 2019, with Yoshida being delegated to lead Sony's indie development.[6]
Naughty Dog is home to the ICE Team, one of Sony's Worldwide Studios central technology groups. The term ICE originally stands for Initiative for a Common Engine which describes the original purpose of the group.[25] The ICE Team focuses on creating core graphics technologies for Sony's worldwide first party published titles, including low-level game engine components, graphics processing pipelines, supporting tools, and graphics profiling and debugging tools. The ICE Team also supports third party developers with a suite of engine components, and a graphics analysis, profiling, and debugging tool for the RSX. Both enable developers to get better performance out of PlayStation hardware.[26][27]
XDev
XDev Europe, established in 2000 and based in Liverpool, England,[7] collaborates with independent development studios across Europe and other PAL territories to publish content to PlayStation platforms all over the world. XDev has helped to create and publish, titles such as the LittleBigPlanet, Buzz!, MotorStorm and Invizimals series, Super Stardust HD, Heavenly Sword, Heavy Rain, Beyond, Tearaway and Resogun. Partners include independent developers such as Quantic Dream, Magenta Software, Climax Studios, Novarama, Supermassive Games and Sumo Digital, as well as SCE subsidiaries such as Media Molecule and Guerrilla Games. In addition to funding projects, XDev offer full production, project management and game design support. Titles are also supported with community management, online production and dedicated outsourcing management facilities. XDev work directly with Marketing and PR teams in all Sony territories to promote and publish games worldwide.[28][29]