PMS Microdesign, Inc.

Virtual Reality and Interactive Media Projects

04/15//07

PMS Microdesign, Inc created an interactive 3D tribute to Jean Baudrillard.

Using virtual reality and interactive 3D technology Phil Sauter has created a tribute simulation to mark the passing of Jean Baudrillard. Eneter a simulated world where we ask the question "What is Reality? "

04/01/07

PMS Microdesign, Inc develops Flash3D export tool for created interactive 3D Flash content.

Integrating 3D into Flash content can be achieved using a new innovative export tool developed in Adobe Director. Any 3D model or scene can be converted to Flash. Any 3D format can be converted using a development tool by Right Hemisphere.

03/01/07

PMS Microdesign, Inc leverages new Internet technologies to provide clients the latest in rich Internet applications (RIA).

Integrating 3D and interactive media technology into a comprehensive marketing plan improves sales and opens a wormhole to the Matrix. New emerging technologies such as Shockwave3D, Flash3D, Acrobat3D, Ajax3D, Java3D, Google3D and Second Life are featured.

02/01/07

PMS Microdesign, Inc. Produces a New Virtual Reality Simulation of Schizophrenia using New 3D Gaming Technology

Building on the success of the Virtual Schizophrenia Software and the influence of new 3D Gaming technology PMS Microdesign, Inc. has launched a new software development effort to expand the availability of virtual reality technology. A new Web based virtual reality application has been developed to push the envelope of virtual reality technology.

01/01/07

PMS Microdesign, Inc. Provides Google Earth, Virtual Earth and Second Life Development Services

Google Earth and Google Maps are enabling millions to find goods and services through their innovative multimedia and three-dimensional technology. Google Earth also enables developers a means to overlay 3D models to create realistic city environments. PMS Microdesign has created several interactive 3D models and environments in Pittsburgh, Pennsylvania: 12th Street on the Historic South Side, the Convention Center and the Cathedral of Learning at the University of Pittsburgh. All model environments can be utilized across multiple applications.

11/01/06

PMS Microdesign, Inc. Develops a 3D Rainforest Exploration Game for Phipps Conservatory and Botanical Gardens

Using KidsVR technology PMS Microdesign, Inc. has created a learning tool that uses 3D gaming technology to teach the layers of a Rainforest. Step one of the software is to drag-and-drop plants and animals onto the layers of a Rainforest. This two-dimensional interface provides immediate feedback and aides in the learning process. Step two is the select the "Make 3D" button that immerses the user in the real time 3D Rainforest environment that they are free to walk or fly through.

10/01/06

PMS Microdesign, Inc. Advances the Field of Real-Time 3D Generated Television

Internet Enabled Television or IPTV merges Television with the Internet. To illustrate the new merger PMS Microdesign, Inc. has created a Web-Based real-time 3D generated advertisement. A Quicktime version and a full High Definition 3D generated version were developed to illustrate this new technology.

09/01/06

PMS Microdesign, Inc. Leads Virtual Reality Development of Schizophrenia and Bipolar Disorder at UPMC's Western Psychiatric Institute.

PMS Microdesign, Inc. pioneered the use of virtual reality and Schizophrenia by creating a virtual reality simulation in 1999 for Janssen. ABC News 20/20 aired a show on Schizophrenia that spotlighted this new technology.

08/01/06

PMS Microdesign, Inc. Incorporates Philips Autostereoscopic Displays into Exhibit Design

PMS Microdesign, Inc. creates stereo 3D content for a wide variety of presentation hardware including autostereo displays, LCD and plasma displays, anaglyph and polarized glasses, head mounted displays, shutter glasses and CAVE™ environments. 3D content is developed using real time and rendered technology and can be delivered via the Web, DVD or CDROM.

07/01/06

PMS Microdesign, Inc. Publishes Chapter in Forensic Sciences Text Book Entitled "Introduction to Crime Scene Reconstruction using Real-Time Interactive 3D Technology".

To assist Forensic Science investigators PMS Microdesign, Inc. publishes "Introduction to Crime Scene Reconstruction using Real-Time Interactive 3D Technology".

04/01/06

PMS Microdesign, Inc. Helps Duquesne University Integrate Real Time 3D Crime Scene Reconstruction Technology into Curriculum.

With the rise of Game Based Learning and Serious Games, PMS Microdesign, Inc. has created a real time 3D investigative tool to aide educators in developing crime scenes for education and training.

01/01/06

PMS Microdesign, Inc. Replaces Guns with Cameras in 3D Gaming Environments

First person shooter games are very popular form of 3D game play. PMS Microdesign, Inc. has created a means to shoot pictures not bullets in 3D gaming environments.

11/01/05

PMS Microdesign, Inc. Launches 3D Web Realtor

PMS Microdesign provides virtual 3D office space on the Internet. All office space is located seconds from anywhere and has easy access to shopping and entertainment. A virtual 3D office makes the world truly a global village.

10/01/05

PMS Microdesign, Inc. Develops a New Method for Navigating the Web in Three Dimensions

Building on the research of how people remember, PMS Microdesign, Inc. has developed a new way of navigating the Web in three dimensions, where remembering PLACES is easier than remembering PAGES. The “Memory Place” system states if information is organized into 3D environments such as streets or buildings it is easier to remember. When you need to remember the information you mentally walk through the streets or buildings and remember each fact or idea. This new navigation system utilizes 3D environments such as rooms and buildings. Objects in these rooms are linked to existing HTML documents. By walking from room to room you can create a mental image of the environment. This will keep products in the minds of customers longer than traditional Web methods.

07/01/05

PMS Microdesign, Inc. Launches WebVR

PMS Microdesign, Inc. has created browser based virtual reality systems that drives stereoscopic head mounted displays and CAVE environments. Just log in and go.

06/01/05

Augmented Reality Viewer

The augmented reality viewer is mounted on a swivel base and can be easily rotated to view the entire exhibit area. Looking through the viewer you see a 3D representation of the exhibit hall in exact detail. The exhibit hall can now be modified or augmented with computer software.

05/05/05

External 3D Model Packs Added to VR2Go™

Linked external 3D model packs adds to the number of 3D models and scenes VR2Go™ can access. The VR2Go™ Asset Manager managers a large number of 3D assets including 3D models, 3D scenes, texture maps and sounds. 3D models can be purchased from Turbosquid with over 100,000 3D products to choose from.

04/20/05

New Easy-to-Use Path Editor Developed for VR2Go™

The new Path Editor is a technology transfer from the Accident Scene Reconstruction Software. Paths can be created by drawing two points, drawing freehand, or accessing external image files. Paths are generated from the image analysis software.

04/01/05

Accident and Crime Scene Reconstruction Software Created with VR2Go™

Using the VR2Go™ core, PMS Microdesign, Inc. has created a tool for reconstructing accident and crime scenes. The accident reconstruction tool enables a witness to draw the path of the vehicles and mark the location from which they viewed the accident while on the witness stand. An animation is generated in real time showing the accident. The crime scene reconstruction software utilizes the standard VR2Go™ tool set to create and investigate a crime scene.

02/01/05

Rapid Design of LED Rotary Dial Interface

Utilizing a Motorola MC68HC12 microcontroller, PMS Microdesign, Inc was able to produce a complete working prototype in 1 week. The design utilized a microcontroller, 24 red and blue LED's, rotary encoder and LCD display to demonstrate a new interface product.

01/13/05

Stereo3D Driver added to VR2Go™

VR2Go™ now utilizes a new video driver for Anaglyph (red/blue glasses) and DDC (Dynamic Depth Cueing) stereo 3D. The Anaglyph (red/blue glasses) is an inexpensive method to achieve real time stereo 3D visualization. DDC (Dynamic Depth Cueing) enables VR2Go™ to utilize inexpensive stereo 3D head mounted displays and stereo 3D shutter glasses.

08/31/04

Natural Language Artificial Intelligence Integrated into VR2Go™ Technology

VR2Go™ uses artificial intelligence natural language processing to generate 3D environments from text. Now 3D virtual reality environments can be generated directly from stories and written descriptions.

07/30/04

Virtual Reality Rental Systems Utilize Branded 3D Experiences

Each rental system is self-contained and includes a high performance gaming PC, virtual reality head mounted display and vibrating base. Just plug it in and turn it on for a true virtual reality experience. Virtual reality experiences integrate marketing images placed on information panels beneath the streets and erupt from underground as the viewer approaches.

06/24/04

Multiplayer Capability Integrated into VR2Go™ Technology

VR2Go™ integrated a multiplayer structure for multiple participants to inhabit the same world at the same time. From doll houses to future worlds environments created with VR2Go™ technology can now be a meeting place for everyone.

05/10/04

Artificial Intelligent Agents Integrated into VR2Go™ Technology

VR2Go™ uses artificial intelligence agents for building game play. Each agent has a profile that describes the agent’s objectives. Attaching an agent to a model adds programming elements to the game without requiring any technical knowledge. Artificial intelligence agents are under development. This demo version of the software has a simple stocker agent included.

02/01/04

“Make a Call” Interactive NCAA Exhibit for the Carnegie Science Center

“Make a Call” is an interactive exhibit integrating five pods of two lighted pushbuttons each and a plasma display. Up too five players can make a call after viewing an NCAA video. The system includes a PC with software, imbedded controller with firmware, cabling and ten lighted pushbuttons.

01/01/04

VR2GoPro™ Combines CAVE® Technology, Stereoscopic Visualization and KidsVR™

VR2GoPro™ is a the first virtual reality tool for everyone. Virtual reality is no longer only for engineers and computer scientists. A 3D virtual reality scenes can be created and viewed on the web, on the screen, in a CAVE® environment and stereoscopic head mounted displays. The application runs on the Internet and works with mixed Macintosh and Windows computers.

11/01/03

Created “Powerful Relief Through the 24th Hour” Exhibit for Schering Plough’s Clarinex.

Developed an interactive that incorporated 3D animation and a real time 3D adventure. Using VR goggles and a walking sensor you walk through a virtual city and jump over allergens. Sounds and vibration fill this world and uses VR2Go™ technology.

07/01/03

KidsVRcars™ is the first virtual reality game built with KidsVR™

KidsVRcars™ is an interactive tool for building bumper car games. "Build your own Bumper Cars" as it is called, was exhibited in the Art Institute booth at SIGGRAPH 2003 in San Diego 29 – 31 July 2003. Based on the KidsVR engine, the introductory version features a minimum tool set for building 3D bumper car games. The full version features VR glasses (stereo & mono), CAVE® environment (stereo & mono), and additions game building features such as 3D sound builder, particle builder, path builder, Artificial Intelligence engine, and many more.

02/01/03

VR2Go™, “A New Method for Virtual Reality Development” published in ACM SIGGRAPH Computer Graphics

VR2Go™ is a new technology for developing virtual reality content that expands the virtual reality market by reducing the costs and enabling all creative developers including children to develop content.

01/01/03

KidsVR™, “A Virtual Reality Scene Development Tool for Kids” utilizes VR2Go™ Technology

Now children can create Virtual Reality and Three-Dimensional environments using this revolutionary new software. KidsVR™ empowers kids of all ages to build and inhabit their creations. Children can develop their virtual worlds and view them on the screen, with virtual reality glasses and CAVE® environments. Imagination is the only requirement.

12/01/02

Virtual Reality Project to Develop a CAVE® Environment of the Secret Annex using VR2Go™ Technology

The Anne Frank Experience will educate a new generation on the Holocaust. Virtual reality technology will aide in bringing this new education experience into the 21st century. A generation brought up on video games, home computers and television will learn in an environment they are accustomed. The delivery mechanism is new the message is universal.

09/01/02

Created “Road to Powerful Relief” Exhibit for Schering Plough’s Clarinex.

Developed an interactive that incorporated 3D animation and a real time 3D adventure. Using VR goggles and a joystick you pilot your ship into planets which explode and shake you upon impact. This impact triggers a question to be answered.

05/01/02

Real Time Interactive 3D Stereoscopic Virtual Reality used VR2Go™ Technology

Developed a method for creating high-resolution stereoscopic virtual reality for head mounted displays. The active passive system utilizes 3D scenes created in KidsVR™, Lightwave™, Maya™ or 3D Studio Max™.

02/01/02

CD/Web Music Training with MIDI Keyboard

Developing a music eTraining system utilizing a real MIDI keyboard connected through the PC/MAC to a interactive web site. The training utilizes a teacher avatar (live and virtual), real time interaction and web grading.

12/01/01

Augmented Reality Head Mounted Display System

Developed a wearable computer system utilizing a Head Mounted Display, Apple PowerBook Computer, and Human Interface controller. The HMD incorporates three-axis ultrasonic ranging for environment analysis, sound sensor for audio sensing and head tracker. The system places artificial objects into real scenes.

12/01/01

Virtual Reality Software Methodology for CAVE® Systems (VR2Go™)

Developed a new methodology for CAVE® content creation that greatly reduces development time. Now there is a way to develop scenes using a 3D animation package and play them back using PMS Microdesign’s CAVE® 3D software. Any number of screens can utilize a single scene to create a CAVE® environment.

10/01/01

Interactive CD Conferencing

Now the interactive CD and your telephone are your most powerful sales tools. This interactive application allows a person at a distant location to control a CDROM interactive in another location. Example: A 10 AM board meeting assembles in a conference room. The conference speakerphone is activated and the CD inserted into the PC. The phone rings, the sales person on the other end starts their sales presentation. As they speak the screen on the PC reflects their thoughts in images and sound. Verbal exchanges help guide the presentation. Converting the application to a web player allows for web based conferences.

09/11/01

Antique Radio Exhibit with VibroBass

Step back in time to the Golden Age of Radio. The authentic 1928 radio has the look and feel of the past with a you-are-there sound experience of the future. The whole body is immersed with sound you can feel with a stereo sound dome above and a vibrating base below. The antique radio is retrofitted with a tuning control, white tuning LED and microcontroller. As the the tuning knob is turned the microcontroller analyzes it’s position and plays radio show sound files. Return to the present by exchanging the antique radio kiosk with an iMac™ kiosk.

06/01/01

Jackson Pollock Simulation

This project incorporates Nerf™ Sensing Screen technology into a painting experience. The first phase required upgrading the microcontroller to a faster processor and optimizing the code. The next phase was to develop the on-screen interactivity. Like Jackson Pollock who was known to hurl paint at the canvas, this system incorporates the throwing of Nerf™ balls at the screen to simulate paint. When the Nerf™ ball strikes the screen a paint splat will appear representing the real paint action. The paint splats characteristics (size, appearance and paint running down the screen) are controlled by the software. After the painting is created it can be printed.

05/10/01

Artificial Reality Experiences

This project incorporates Floor Sensing technology into an artificial reality experience. The first phase optimizing the microcontroller code. The next phase was to develop experiences based on the writings of Ray Bradbury and Philip K. Dick. The first artificial reality experience was Africa, a virtual environment based on Ray Bradbury’s short story “The Veldt” and Blades an artificial reality game based on Philip K. Dick’s short story “Second Variety”.

05/03/01

Video Make-Believe Vision System

The Make-Believe vision system utilizes an Apple iMac, firewire camera, Epson color printer and an easy to use photo software. First a foreground image is selected from knights to soldiers on horseback. Next a digital snapshot is taken of the individual in front of the camera whose head fills the opening in the foreground image. After the digital photo is taken it’s orientation can be adjusted then the color photograph can be printed. This photograph has your head inserted into, for example, a knight’s suit of armor.

05/01/01

Virtual Reality Hallucinations (Japanese)

Convert Janssen Pharmaceutical’s award winning virtual reality trade show experience (The Doctor’s Office) to Japanese.

01/23/01

Environmental Ambience Exhibit

The client created three sets, a doctors office, a bedroom and a park The park, for example, incorporated a large mural of a park scene, a park bench in front and on either side of the bench a newspaper dispenser and waste can. Mounted on top of the newspaper dispenser was a bar code scanner and above, a stereo sound dome. A park ambience sound track would play until the patient information form was placed under the bar code scanner. The software would then read the bar code and play the appropriate sound file.

09/15/00

Bubble Zone (Samsung, Summer Olympics 2000, Sydney, Australia)

Developed a balloon experience based on Andy Warhol’s “Clouds”. Large silver balloons are floating in a large room. They hover at arms reach ready to be grabbed by a visitor and carried to a scanning station. Scanning the bar code on the balloon activates the kiosk. Each balloon has a unique bar code that triggers the interactive in unique ways. Answer the questions and get a gift.

05/13/00

Virtual Reality Hallucinations (Pharmacy)

Project received national news coverage on the Discovery Channel. Created a photo realistic virtual reality engine that powered Janssen Pharmaceutical’s award winning trade show experience. Visitors could experience what it’s like to be a schizophrenic

12/1/99

Carnegie Science Center Aquarium Kiosks

The Carnegie Science Center's Aquarium contains a microcosm of sea life. But what draws people in is not the unique sea life but the two large strategically located Apple 21" monitors. This interactive identifies quickly all the life within the aquarium. The unique interface design allows for quick access and dynamic scrolling icons.

11/29/99

Carnegie Science Center Miniature Railroad QuicktimeVR Web Site

A new dimension in miniaturization was achieved in developing this web site. Using Quicktime VR and photographic techniques it is now possible to tour the Miniature Railroad and Village on the web as if you were shrunk to miniature proportions and placed within the environment. This educational experience teaches the history of Pittsburgh as if you were transported back in time. Web technologies supported are Quicktime VR, Flash, Director Shockwave, Perl, html, Java Script, mySQL and CGI.

05/15/99

Virtual Reality Hallucinations (Doctors Office)

Project received national news coverage on ABC News 20/20, New York Times, Fox News and WPXI. Created a revolutionary new photo realistic virtual reality engine that powered Janssen Pharmaceutical’s award winning trade show experience. Visitors could experience what it’s like to be a schizophrenic.

05/15/99

Ultrasonic Ranging System for Virtual Mirrors

The project was to develop a virtual mirror utilizing a digital video camera, 42” plasma display and ultrasonic ranging system. The ultrasonic ranging system was developed using a microcontroller, ultrasonic sensor and PC keyboard interface. When someone moved in front of the virtual mirror the ultrasonic controller would communicate the individual’s location to the video effects computer via the keyboard interface. The video effect processor would display the individual as if they had gained 40 pounds.

04/19/99

Assembly Line Vision System

Develop a parts rejection system using a high speed Motorola microcontroller, custom software and a low cost digital camera. This vision system recognized the orientation of parts moving down an assembly line. If a part was orientated incorrectly it would be removed from the line and returned to the new parts bin.

02/21/99

Traveling Robot Exhibit (Ultrasonic Ranging)

The Carnegie Science Center Traveling Robot Exhibit is touring the country. One of the exhibits was dedicated to an early Carnegie Mellon robot named "Interrogator" which utilized 24 ultrasonic sensor mounted around it’s circumference. To illustrate Interrogators vision system a scaled down exhibit was developed utilizing 9 ultrasonic sensors in three groups of three sensors. Each group of sensors had a TV monitor showing three icons which represents each of the sensors. As you moved in front of the sensors the icons on the TV monitors would move in reference to your position showing how the early vision systems

02/01/99

Camera Gesture Controller

This project utilized a low cost digital camera to analyze hand movement. The camera was connected to a high speed microcontroller which would determine the location of the hand under the camera and send it’s coordinates to the PC. This information was used to manipulate objects on the screen.

01/15/99

Sound Enabled Picture Frame

A 48” x 24” picture frame had 24 sensors placed under the picture. Touching the picture would activate a sound file. Inside the picture frame was a sensor controller and a sound playback computer.

06/08/98

Insect Explorer Interactive Kiosk

The Insect Explorer was developed for the Carnegie Museum of Natural History to educate kids about insects. The game utilizes scanned electron microscope images. A highly magnified scanned electron microscope image is displayed and the player must choose the insect that matches the image. If they get it right they get another image or the image is reduced in magnification and they can choose again.

05/14/98

Native American Interactive Kiosks

Two interactive kiosks were developed for the Native American Hall at the Carnegie Museum of Natural History. The first was a two monitor system with a touch screen as the human interface monitor and a 27” viewing monitor on top. This interactive provided addition information for the exhibit. The second kiosk was a Tlingit family tree interactive.

04/26/98

Kids Kingdom Interactive Kiosk

The Kids Kingdom at the Pittsburgh Zoo is the place where kids, animals and electronics come together. This was a unique opportunity to help educate and entertain kids in creative and entertaining ways. The three kiosks utilized two monitors, a 27" on the top and a 15" touchscreen on the bottom permitting all who gather to view and learn. The software was fun and informative. for example in the Meerkat "What they eat?" section you can drag a piece of pizza to the meerkat's mouth and the Meerkat says "yuck" or you can enter a cave with a flashlight and look for bats.

04/10/98

Catherization Simulation Game

A microcontroller sensor was developed to detect the presence of a catheter in a chamber. If the catheter was in the chamber it would make a heart beeping sound else it would make a buzz. A doctor inserts the catheter into the right side of the simulator guiding it's tip into the sensor area. During the procedure the tip must not move beyond or back from the sensor area.

09/10/97

Bard on the Green (Virtual Golf Simulator)

A golf fairway game was developed to challenge doctors at their skill at golf. A doctor would first see how far they could drive a ball down the fairway and then see how close to the pin they could get. The system utilized a golf ball speed measuring platform and a multimedia computer. After the ball is hit a simulated ball would fly down the fairway on the large rear projection monitor.

05/10/97

Rotating Lens Interface

An exciting promotional presentation was developed to assist Samsung in a new product release. The unique interface incorporated a transparent lens which zoomed in and out of focus as options were selected. Other animation effects and a driving sound track added to the success of this interactive.

10/15/96

Rotating Monitor Kiosk

Robots and humans share the ability to look around, to see their surroundings in 360 degrees and to break the bounds of fixed position. Designed like a periscope on a submarine, the rotating monitor can circulate in the horizontal plane with virtual elevation in the vertical plane. The uses range from a virtual laboratory for Bayer to controlling the cameras on a robot.

08/09/96

Harley Davidson Speedometer

A Harley Davidson after market manufacture needed a digital speedometer to replace the original analog one. A microcontroller based speedometer was developed using a Motorola microcontroller.

01/06/96

Team Sport Interface (Luminance Controller)

The Team Sport Interface allows a team to control an interactive presentation by raising and lowering reflective racquets. Using a luminance sensor, the microcontroller analyzes the reflective light and controls an interactive presentation.

12/20/95

Interactive Sign Controller (Neon Project)

The interactive sign controller is a small battery powered light sensor with audio and visual indicators. Placing the sign controller near a sign would alert a passerby to look at the sign.

12/15/95

Hands-on Insect & Plant Interactive Kiosks

Integrating a color monitor into traditional hands-on exhibits, add to the educational value of both the plant and insect exhibits. A key feature of the insect exhibit was the build your own insect which taught insect anatomy.

04/05/95

Ants Alive Artificial Reality Game

An artificial reality perceives human actions in terms of the body's relationship to a simulated world. It then generates sights, sounds, and other sensations that make the illusion of participating in that world convincing. Myron W. Krueger The Ants Alive system consists of a large floor pad (carpet over sensors) and full video wall. Ants are crawling on the ground looking for something to eat and you must step on them. A young girl was playing Ants Alive! at the Mindscape store. She was trying to squash the ants by pressing down and grinding her feet as if she were stepping on real ants.

11/01/94

Nerf™ Sensing Screen

Throwing is an age old method of interacting. Now the act of throwing has been captured in electronic interactivity. The Interactive Nerf™ Sensing Screen utilizes the latest in Nerf projectiles to create the coolest games anywhere. The Nerf™ Sensing Screen was the first interactive sensing system for determining where and how hard Nerf™ projectiles strike a video screen.

10/07/93

Handheld Gas Analyzer

The software for this gas analyzer was developed as part of a two-person team. The modular approach worked well to accelerate the software development. Each of the software modules added functionality to the system. The architecture utilized a Motorola 8-bit microcontroller with external memory and peripherals.

11/10/92

Reality Satellite Multimedia Peripheral

The Reality Satellite is the first truly versatile multimedia product. The Reality Satellite can act as a peripheral to the PC or as a standalone exhibit controller. It provides surround sound with audio input selection, sound level sensor for Kiosk sound control, light level sensor for proximity sensing, serial, MIDI and network ports for interfacing to other peripherals and IR remote control. A software handler package interfaces the PC/MAC to the Reality Satellite. This hardware is used in the Environmental Ambience systems.

10/31/89

Music Tracking Processor

The music tracking processor analyzes the pitch of the real time samples from the on-board microphone and outputs MIDI frequency and amplitude codes. For example, a trumpet player would play into the music tracking processor and the MIDI keyboard would play a piano to the music of the trumpet.

08/07/89

Serial to Parallel Converter

The serial to parallel converter converts a PC serial port to parallel or a PC parallel port to serial. These converters were mainly used to connect different types of printers to the PC.

07/20/89

Digital Audio Signal Processor

In the early days of digital audio, high quality 16-bit samplers were unavailable. This 16-bit signal processor utilized a 12.5 mhz Motorola MC68000 microprocessor, 16-bit ADC (analog to digital converter), 16-bit DAC (digital to analog converter), input and output low pass filters, and a high accuracy input sample and hold.

07/07/89

Interactive Fiction Multimedia

This software enabled writers to add interactivity and external sound and environmental control to their stories. The Dot Command Language provided an easy means to add program control to any text.

04/06/89

Portable Seismic Monitor

A portable ground insertion seismic monitor was developed to analyze ground vibrations during a blast. Several of the seismic monitors would be placed in the ground. The vibration analysis hardware and software would log all vibrations over a preset threshold. After the analysis cycle was complete, all the seismic monitors would be connected through their serial ports to a PC for interrogation.

05/25/88

Intelligent Handheld Communications Terminal

This communications terminal could be connected to any RS232 serial device. It featured a two-line, 32 character LCD display, 64-element, membrane keyboard and 32k of RAM.

12/06/87

Digital Musicbox

As a replacement for the traditional windup music box, this digital equivalent had it’s sound stored in digital memory.

 

(c) 2007 PMS Microdesign, Inc.

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