Tag Archives: kinect

January 26, 2015

Molyneux warns Microsoft: Don't overpromise on HoloLens

Okay, if we ignore the obvious hypocrisy, Molyneux has some really good points.

Molyneux commented, “The bizarre thing is a huge amount of effort and time and money goes into researching the tech, like the Kinect tech and scanning the bodies, and there’s always this one line that hardware manufacturers – whether it be Microsoft or anyone else – say and that’s ‘we can’t wait to see what happens when it gets into the hands of developers.’ Now if Apple had said that when they introduced the iPhone, I don’t think we’d ever end up with the iPhone! What really should happen is that they put a similar amount of money into researching just awesome real world applications that you’ll really use and that work robustly and smoothly and delightfully.”

July 9, 2013

Can the Xbox One's Kinect read your mind?

And though it hasn’t been discussed, I wonder if the Kinect’s high definition camera could be programmed to measure one other important biometric: pupil dilation. This would be both awesome and worrisome, because while not exactly a mirror into our souls, the eyes can reveal a lot about what goes on in our minds.

I doubt the fidelity of the camera would allow for this, but it’s an interesting idea nonetheless.

February 21, 2011
August 5, 2010

How does Kinect work?

A writeup by T3 on the technical aspects of the device. Includes some pretty interesting facts.

July 9, 2010

Kudo Tsunoda on Kinect

It’s almost laughable the way people hold on to rumble as the holy grail of haptic feedback. We’ve gone so far past anything that can be done with rumble, or that kind of restrictive thing you have to hold. It’s been creatively liberating to work on this stuff.

I completely disagree with this statement, as do many other enthusiast gamers. My main complaint with full-body motion control is its inherently imprecise nature. The fact that traditional input devices have been described as “complex” isn’t a drawback in my book. “Complex” controllers have analog sticks, pressure-sensitive buttons and force feedback/rumble and are therefor offering precise control and haptic feedback – with a device like Kinect, the former cannot be achieved because it isn’t possible to distinguish between slight but intended motions and unintended motions. When a game requires me to flail my arms around like an idiot, I feel it’s imprecise. Conversely if a game were to be very precise when reading motions, I’d cry foul every time it registered a motion I didn’t mean to perform.

Name me an FPS, driving game or sports games where I’d be more effective using Kinect than a “restrictive thing you have to hold”.