Our "Device solution" produces devices and products using KOTO-made semiconductors. KOTO handles all steps of the development; designing hardware devices, porting operating systems on to the hardware, developing drivers, libraries and application software for the devices. In addition, we are capable of supporting manufacturing process.
KOTO offers services for part or all of the above steps at our customers' request.
Flowchart of the device solution business
We offer manufacturing services working with contracted manufacture.
A unique learning device --- the "Kanji-Math Miracle Touch" has been introduced by Benesse Corporation for Japanese elementary-school third year students. "Kanji-Math Miracle Touch" works by touch controls. Similar to operating a smart phone, "Kanji-Math Miracle Touch" enables children to absorb abstract ideas through sensorial touches. Contents are designed for efficient-everyday-study in a casual manner, eventually supporting a smooth study habit at home throughout the year. Koto has contributed to the software planning and development and hardware design of the device.
A brand new English learning device --- the "English Smart Player" has been introduced by Benesse Corporation for Japanese junior high-school first year students who are to start their English study formally. "English Smart Player" includes around 700 words/phrases which students will learn in their first year in school. In addition to the built-in dictionary and rote learning vocabulary list, the voice recognition function included also enables users to brush up their English pronunciation by rating the articulation of its users when they repeat the native English speaker's pronunciation to the device. "English Smart Player" users will start their English study from a three-step-approach in the sequence of "reading" "listening" and then "speaking". The 3 different modes of "Class mode", "Exam mode" and "Conversation mode" will also help to keep up the motivation of the users. Koto has contributed to the software planning and development, hardware design as well as its manufacturing.
"Pengy and story book" started its distribution as one of Benesse Corporation's English learning kit materials for children in December 2009. "Pengy and story book" adopts a reading module system decoding data transformed as minute dot codes printed on paper. By touching the story book with a cartridge-inserted-device, which is designed in the form of a penguin-like pen, readers can listen to the sound data of the touched area. Unlike general English storybooks, "Pengy and story book" include verbal bilingual narrations in both English and Japanese, assisting readers to understand the story even when reading alone, motivating readers to listen repetitively to the story. The variety of games available alongside the story also enhances the joy and fun in learning English at home. Koto has contributed to the hardware design and manufacturing, software planning and development, as well as printing of the story book.
© Benesse Corporation 2009
The world's first TV connected world globe was launched by Epoch Co., Ltd. on the 18th of July 2009. This "TV globe" is designed to display information on screen about the country/area which is touched on the globe by an attached pen. The contents cover a wide range of topics from basic data about the earth like world heritage sites, to specific information like the natural habitats of ancient dinosaurs or stag beetles. It also has a variety of other functions; to search by a country's/city's name using a keyboard and to play audio data using a built-in speaker within the globe.
Koto has contributed to hardware design and manufacturing, and software programming for the TV globe.
© EPOCH CO.,LTD ©Watanabe kyogu Co., Ltd.
The successor version of "Let's! TV Play Dragon Ball Z" was launched by Bandai in 2008 with its most distinctive feature being the adoption of a voice-recognition system. This new feature enables users to control the game by their own voices in addition to the conventional light reflecting controllers attached to fingers. By utilizing these functions, users can enjoy a more realistic excitement through impersonating themselves as popular characters in well-known animations. Multimedia SoC "ZEVIO 1020" employed in the game machine makes it possible to achieve "compact body yet high quality contents", providing 3D graphics rivaling other higher performance TV game machines. In celebration of the 40th anniversary of "Shyonen Jump" publication, two of the most popular animations' characters, "Dragon Ball Z" and "ONE PIECE" appear together in this game. KOTO contributes to the hardware and software design and development, as well as the final manufacturing of the product.
© BIRD STUDIO/SHUEISHA, TOEI ANIMATION
© ODA EIICHIRO/SHUEISHA, Fuji Television Network, Inc., TOEI ANIMATION © BANDAI 2008
Images during game play.
"Bohgame" is a unique and entertaining product launched by Bandai in 2008 which people play by balancing a stick shape object on one's palm. The Bohgame is equipped with a sensor which reacts to tilting and an integrated circuit with time measuring functions so that people can compete how long they can keep balancing the object. In addition to this balancing game, there are four types of sub games which people can enjoy them by shaking the main body. By utilizing a variety of sounds, the "Bohgame" makes the rather simple contents more and more entertaining. KOTO worked together to design the hardware and software for the product, and cooperated in the production process.
© BANDAI 2008
"Let's! TV Play Dragon Ball Z", a TV-connected all-in-one video game machine, was released by Bandai Co., Ltd. in 2007. The main feature of this game is switched-controller free. Users can play the game not by using a controller lined with buttons, but rather with light reflectors attached to fingers, controlling
characters on screen through opening and closing of hands. Utilizing this technology, player will transform himself to be one of well-known Dragon Ball Z characters and battle with other characters in the story on TV screen. KOTO contributes its design and development of hardware and software as well as the final manufacturing of the product. By adopting Multimedia SoC "ZEVIO 1020", KOTO succeeded in reviving the characters of the story in 3D graphics with high-quality sound effects, achieving high processing speed with a 32bit CPU.
Above image may vary from final product.
© BIRD STUDIO/SHUEISHA, TOEI ANIMATION © BANDAI 2007
Images during game play.
POCKET CHALLENGE V2
POCKET CHALLENGE V2 is a mobile learning device sold by Benesse Corporation in the Japanese market since 2002. Benesse is one of the biggest educational corporations in Japan.
POCKET CHALLENGE V2 is based on the extensive knowledge of Benesse, in particular, the know-how of teaching methods. Our company, KOTO worked together to design the hardware and software for the product, and cooperated in the production.
WonderSwan is a well-known Japanese handheld game console released by Bandai in 1999. Its main features are as follows: low cost, superb energy efficient and slim shape.
Moreover, it can be played while holding the unit vertically or horizontally.
In cooperation with BANDAI, KOTO contributed to designing the hardware, developing environment and other elements.
The WonderSwan was later replaced by the WonderSwan Color and SwanCrystal. Its total sales volume reached more than 3.5 million and the software cassettes for WonderSwan series sold more than 10 million.
*1) "POCKET CHALLENGE V2" is a registered trademark of Benesse Corporation.
*2) WonderSwan, SwanCrystal are registered trademarks of Bandai Co., Ltd.