Kinect is a discontinued line of motion sensing input devices produced by Microsoft and first released in 2010. The devices generally contain RGB cameras, and infrared projectors and detectors that map depth through either structured light or time of flight calculations, which can in turn be used to perform real-time gesture recognition and body skeletal detection, among other capabilities. They also contain microphones that can be used for speech recognition and voice control.
Kinect was originally developed as a motion controller peripheral for Xbox video game consoles, distinguished from competitors (such as Nintendo's Wii Remote and Sony's PlayStation Move) by not requiring physical controllers. The first-generation Kinect was based on technology from Israeli company PrimeSense, and unveiled at E3 2009 as a peripheral for Xbox 360 codenamed "Project Natal". It was first released on November 4, 2010, and would go on to sell eight million units in its first 60 days of availability. The majority of the games developed for Kinect were casual, family-oriented titles, which helped to attract new audiences to Xbox 360, but did not result in wide adoption by the console's existing, overall userbase.
As part of the 2013 unveiling of Xbox 360's successor, Xbox One, Microsoft unveiled a second-generation version of Kinect with improved tracking capabilities. Microsoft also announced that Kinect would be a required component of the console, and that it would not function unless the peripheral is connected. The requirement proved controversial among users and critics due to privacy concerns, prompting Microsoft to backtrack on the decision. However, Microsoft still bundled the new Kinect with Xbox One consoles upon their launch in November 2013. A market for Kinect-based games still did not emerge after the Xbox One's launch; Microsoft would later offer Xbox One hardware bundles without Kinect included, and later revisions of the console removed the dedicated ports used to connect it (requiring a powered USB adapter instead). Microsoft ended production of Kinect for Xbox One in October 2017.
Kinect has also been used as part of non-game applications in academic and commercial environments, as it was cheaper and more robust than other depth-sensing technologies at the time. While Microsoft initially objected to such applications, it later released software development kits (SDKs) for the development of Microsoft Windows applications that use Kinect. In 2020, Microsoft released Azure Kinect as a continuation of the technology integrated with the Microsoft Azure cloud computing platform. Part of the Kinect technology was also used within Microsoft's HoloLens project. Microsoft discontinued the Azure Kinect developer kits in October 2023.[8][9]
History
Development
The origins of the Kinect started around 2005, at a point where technology vendors were starting to develop depth-sensing cameras. Microsoft had been interested in a 3D camera for the Xbox line earlier but because the technology had not been refined, had placed it in the "Boneyard", a collection of possible technology they could not immediately work on.[10]
In 2005, Israeli company PrimeSense was founded by mathematicians and engineers to develop the "next big thing" for video games, incorporating cameras that were capable of mapping a human body in front of them and sensing hand motions. They showed off their system at the 2006 Game Developers Conference, where Microsoft's Alex Kipman, the general manager of hardware incubation, saw the potential in PrimeSense's technology for the Xbox system. Microsoft began discussions with PrimeSense about what would need to be done to make their product more consumer-friendly: not only improvements in the capabilities of depth-sensing cameras, but a reduction in size and cost, and a means to manufacture the units at scale was required. PrimeSense spent the next few years working at these improvements.[10]
Technology
Fundamentals
The depth and motion sensing technology at the core of the Kinect is enabled through its depth-sensing. The original Kinect for Xbox 360 used structured light for this: the unit used a near-infrared pattern projected across the space in front of the Kinect, while an infrared sensor captured the reflected light pattern. The light pattern is deformed by the relative depth of the objects in front it, and mathematics can be used to estimate that depth based on several factors related to the hardware layout of the Kinect. While other structure light depth-sensing technologies used multiple light patterns, Kinect used as few as one as to achieve a high rate of 30 frames per second of depth sensing. Kinect for Xbox One switched over to using time of flight measurements. The infrared projector on the Kinect sends out modulated infrared light which is then captured by the sensor. Infrared light reflecting off closer objects will have a shorter time of flight than those more distant, so the infrared sensor captures how much the modulation pattern had been deformed from the time of flight, pixel-by-pixel. Time of flight measurements of depth can be more accurate and calculated in a shorter amount of time, allowing for more frames-per-second to be detected.[93]
Once Kinect has a pixel-by-pixel depth image, Kinect uses a type of edge detection here to delineate closer objects from the background of the shot, incorporating input from the regular visible light camera. The unit then attempts to track any moving objects from this, with the assumption that only people will be moving around in the image, and isolates the human shapes from the image.
Software
Kinect-enabled features on the Xbox operating system
Requiring at least 190 MB of available storage space,[143] Kinect system software allows users to operate Xbox 360 Dashboard console user interface through voice commands and hand gestures. Techniques such as voice recognition and facial recognition are employed to automatically identify users. Among the applications for Kinect is Video Kinect, which enables voice chat or video chat with other Xbox 360 users or users of Windows Live Messenger. The application can use Kinect's tracking functionality and Kinect sensor's motorized pivot to keep users in frame even as they move around. Other applications with Kinect support include ESPN, Zune Marketplace,[143] Netflix, Hulu Plus[144] and Last.fm.[145]
Reception
Kinect for Xbox 360
Upon its release, the Kinect garnered generally positive opinions from reviewers and critics. IGN gave the device 7.5 out of 10, saying that "Kinect can be a tremendous amount of fun for casual players, and the creative, controller-free concept is undeniably appealing", though adding that for "$149.99, a motion-tracking camera add-on for Xbox 360 is a tough sell, especially considering that the entry level variation of Xbox 360 itself is only $199.99".[182] Game Informer rated Kinect 8 out of 10, praising the technology but noting that the experience takes a while to get used to and that the spatial requirement may pose a barrier.[183] Computer and Video Games called the device a technological gem and applauded the gesture and voice controls, while criticizing the launch lineup and Kinect Hub.[184]
CNET's review pointed out how Kinect keeps players active with its full-body motion sensing but criticized the learning curve, the additional power supply needed for older Xbox 360 consoles and the space requirements.[185]
Sales
While announcing Kinect's discontinuation in an interview with Fast Co. Design on October 25, 2017, Microsoft stated that 35 million units had been sold since its release.[6] 24 million units of Kinect had been shipped by February 2013.[197] Having sold 8 million units in its first 60 days on the market, Kinect claimed the Guinness World Record of being the "fastest selling consumer electronics device".[198][199][200][201] According to Wedbush analyst Michael Pachter, Kinect bundles accounted for about half of all Xbox 360 console sales in December 2010 and for more than two-thirds in February 2011.[202]
Other motion controllers
Kinect competed with several motion controllers on other home consoles, such as Wii Remote, Wii Remote Plus and Wii Balance Board for the Wii and Wii U, PlayStation Move and PlayStation Eye for the PlayStation 3, and PlayStation Camera for the PlayStation 4.
While the Xbox 360 Kinect's controller-less nature enabled it to offer a motion-controlled experience different from the wand-based controls of the Wii and PlayStation Move, this has occasionally hindered developers from developing certain motion-controlled games that could target all three seventh-generation consoles and still provide the same experience regardless of console. Examples of seventh-generation motion-controlled games that were released on Wii and PlayStation 3, but had a version for Xbox 360 cancelled or ruled out from the start, due to issues with translating wand controls to the camera-based movement of the Kinect, include Dead Space: Extraction,[206] The Lord of the Rings: Aragorn's Quest[207]
Awards
- The machine learning work on human motion capture within Kinect won the 2011 MacRobert Award for engineering innovation.[209]
- Kinect Won T3's "Gadget of the Year" award for 2011.[210] It also won the "Gaming Gadget of the Year" prize.[211]
- 'Microsoft Kinect for Windows Software Development Kit' was ranked second in "The 10 Most Innovative Tech Products of 2011" at Popular Mechanics Breakthrough Awards ceremony in New York City.[212][213]
See also
- Dreameye
- EyeToy
- Leap Motion
- Xbox Live Vision
External links
- for Xbox + Kinect
- for Kinect for Windows
References
- Ya llegaron a Colombia los videojuegos que no necesitan controles Caracol TV, November 14, 2010, retrieved November 14, 2010^
- Microsoft to launch Kinect in Japan in November The Economic Times, September 8, 2010, retrieved October 20, 2010^
- Starting February 1, 2012: Use the Power of Kinect for Windows to Change the World - Kinect for Windows Blog - Site Home - MSDN Blogs