Review of Kinect for Xbox 360 set-up-interface by Protomario

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This thing is amazing and no matter what the companies say yous hould listen to me and other people who actually use it. Its not the device but rather the game that makes it shine. Bad game=Bad motion control.

Kinect for Xbox 360, or simply Kinect (originally known by the code name Project Natal),[7] is a "controller-free gaming and entertainment experience" by Microsoft for the Xbox 360 video game platform, and may later be supported by PCs via Windows 8.[8] Based around a webcam-style add-on peripheral for the Xbox 360 console, it enables users to control and interact with the Xbox 360 without the need to touch a game controller, through a natural user interface using gestures, spoken commands,[9] or presented objects and images. The project is aimed at broadening the Xbox 360's audience beyond its typical gamer base.[10] Kinect competes with the Wii Remote with Wii MotionPlus and PlayStation Move & PlayStation Eye motion control systems for the Wii and PlayStation 3 home consoles, respectively.
Kinect was launched in North America on November 4, 2010,[7] in Europe on November 10, 2010,[2] in Australia, New Zealand and Singapore on November 18, 2010[4][11][12] and in Japan on November 20, 2010.[13] Purchase options for the sensor peripheral include a bundle with the game Kinect Adventures and console bundles with either a 4 GB[14][15][16] or 250 GB[17] Xbox 360 console and Kinect Adventures.[14][15][16][17]
As of November 29, 2010, 2.5 million Kinect sensors have been sold.

Kinect is based on software technology developed internally by Rare, a subsidiary of Microsoft Game Studios owned by Microsoft and range camera technology by Israeli developer PrimeSense, which interprets 3D scene information from a continuously-projected infrared structured light.[19][20]
The Kinect sensor[9] is a horizontal bar connected to a small base with a motorized pivot, and is designed to be positioned lengthwise above or below the video display. The device features an "RGB camera, depth sensor and multi-array microphone running proprietary software",[21] which provides full-body 3D motion capture, facial recognition and voice recognition capabilities. Voice recognition capabilities will be available in Japan, the United Kingdom, Canada and the United States at launch, but have been postponed until spring 2011 in mainland Europe.[22] The Kinect sensor's microphone array enables the Xbox 360 to conduct acoustic source localization and ambient noise suppression, allowing for things such as headset-free party chat over Xbox Live.[9]
The depth sensor consists of an infrared laser projector combined with a monochrome CMOS sensor, and allows the Kinect sensor to see in 3D under any ambient light conditions.[9][23] The sensing range of the depth sensor is adjustable, with the Kinect software capable of automatically calibrating the sensor based on gameplay and the player's physical environment, such as the presence of furniture.[24]
Described by Microsoft personnel as the primary innovation of Kinect,[25][26][27][28] the software technology enables advanced gesture recognition, facial recognition, and voice recognition.[29] According to information supplied to retailers, the Kinect is capable of simultaneously tracking up to six people, including two active players for motion analysis with a feature extraction of 20 joints per player.[30]
Through reverse engineering efforts,[31] it has been determined that the Kinect sensor outputs video at a frame rate of 30 Hz, with the RGB video stream at 8-bit VGA resolution (640 × 480 pixels) with a Bayer color filter, and the monochrome video stream used for depth sensing at 11-bit VGA resolution (640 × 480 pixels with 2,048 levels of sensitivity). The Kinect sensor has a practical ranging limit of 1.2--3.5 metres (3.9--11 ft) distance when used with the Xbox software. The area required to play Kinect is roughly around a 6m² area, although the sensor can maintain tracking through an extended range of approximately 0.7--6 metres (2.3--20 ft). The sensor has an angular field of view of 57° horizontally and a 43° vertically, while the motorized pivot is capable of tilting the sensor as much as 27° either up or down. The microphone array features four microphone capsules,[32] and operates with each channel processing 16-bit audio at a sampling rate of 16 kHz.[30]
Because the Kinect sensor's motorized tilt mechanism requires more power than can be supplied via the Xbox 360's USB ports,[33] the Kinect sensor features a proprietary connector combining USB communication with additional power. Redesigned "Xbox 360 S" models include a special AUX port for accommodating the connector,[34] while older models require a special power supply cable (included with the sensor[32]) which splits the connection into separate USB and power connections; power is supplied from the mains by way of an AC adapter.


Reference-
http://en.wikipedia.org/wiki/Kinect




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