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Kinect

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Kinect
Kinect
Evan-Amos · Public domain · source
NameKinect
DeveloperMicrosoft
ManufacturerMicrosoft
Release2010
Discontinued2017
TypeMotion sensing input device
ConnectivityUSB
PowerExternal power supply
PlatformXbox 360, Xbox One, Windows

Kinect

Kinect is a motion-sensing input device created by Microsoft for the Xbox 360 and Xbox One consoles and later adapted for Windows platforms. It combined depth-sensing hardware and computer vision software to enable controller-free interaction for gaming, entertainment, and research, attracting attention from communities associated with Microsoft Research, Intel, Sony Interactive Entertainment, Nintendo, and various academic laboratories. The device intersected technologies explored at institutions such as Massachusetts Institute of Technology, Stanford University, Carnegie Mellon University, and corporations including Google and Apple that later invested in depth cameras and machine perception.

Overview

Kinect debuted as part of Microsoft's efforts to broaden input paradigms beyond traditional controllers, following industry shifts exemplified by Nintendo Wii and research trends from MIT Media Lab and Human-Computer Interaction. The hardware integrated components inspired by projects in PrimeSense and work by researchers at University of Cambridge and University of Oxford on structured light and time-of-flight sensing. Launched at events such as Electronic Entertainment Expo and referenced alongside platforms like Xbox Live and Windows Azure, Kinect spurred developer interest from independent studios and institutions including Massachusetts General Hospital seeking novel interfaces for clinical and experimental use.

Hardware and Technology

The device combined an infrared projector, IR camera, RGB camera, and multi-array microphone, leveraging sensing techniques connected to prior work at PrimeSense and innovations from Texas Instruments and Sony Corporation. Early models used structured light depth sensing akin to methods developed at Stanford University and Carnegie Mellon University, while later revisions adopted time-of-flight technology paralleling research at Philips Research and Panasonic. Audio capture and beamforming drew upon methods advanced at Bell Labs and Nokia Research Center to enable voice recognition interoperable with services like Microsoft Cortana and integration with Xbox Live party chat. The peripheral interfaced via USB controllers and adhered to design considerations influenced by industrial designers who previously collaborated with IDEO and frog design.

Software and Development

On the software side, Microsoft provided SDKs and APIs for developers via Microsoft Research initiatives and integrations with Visual Studio and Windows SDK, enabling skeletal tracking, gesture recognition, and voice commands. Academic groups at MIT Media Lab, University College London, and Imperial College London extended Kinect capabilities with open-source toolkits inspired by projects such as OpenNI and libraries from OpenCV contributors. Indie developers and studios that released titles on Xbox Live Arcade used middleware comparable to engines like Unity Technologies and Unreal Engine to build interactive experiences. Research collaborations with organizations like National Institutes of Health and NASA explored medical imaging, rehabilitation, and astronaut training applications through custom software stacks.

Applications and Impact

Beyond gaming titles on platforms like Xbox 360 and Xbox One, the sensor found adoption in robotics labs at Carnegie Mellon University, in motion capture projects for film studios collaborating with Industrial Light & Magic and Weta Digital, and in art installations shown at venues such as Tate Modern and Museum of Modern Art. Healthcare projects at Johns Hopkins Hospital and Cleveland Clinic used the device for physical therapy and fall detection; motion analysis research cited parallels with work at Harvard Medical School and University of California, Berkeley. In retail and advertising, multinationals like Coca-Cola and Samsung experimented with interactive kiosks informed by experiments at MIT Senseable City Lab. The device's maker engaged with policy and standards discussions involving bodies like IEEE and ISO regarding privacy and sensor interoperability.

Reception and Legacy

Initial commercial reception included record-breaking sales and coverage in outlets influenced by editorial standards of The New York Times, BBC News, and The Guardian, while critics compared it to innovations from Nintendo and competitors like Sony PlayStation. Academic and maker communities celebrated its accessibility, leading to numerous hacks and extensions at gatherings such as HackMIT and Maker Faire. Long-term influence is evident in the proliferation of depth cameras and gesture interfaces in products by Apple, Google, Amazon, and industrial groups such as Bosch and Siemens. Ethical and privacy debates referenced precedents set by surveillance discussions involving Electronic Frontier Foundation and legal frameworks examined by scholars at Harvard Law School and Stanford Law School. The device's technologies informed later commercial sensors, research agendas, and creative practices despite its eventual discontinuation and shifts in Microsoft's strategic focus.

Category:Microsoft hardware Category:Input devices Category:Depth sensors