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Kinect
Kinect
from Wikipedia

Kinect
Kinect for Xbox One
DeveloperMicrosoft
TypeMotion controller
GenerationSeventh and eighth
Release dateXbox 360
Windows
  • WW: February 1, 2012[6]
Xbox One
Lifespan2010–2017
DiscontinuedWindows
  • WW: April 2, 2015[7]
Xbox 360
  • WW: April 20, 2016[8]
Xbox One
  • WW: October 25, 2017[9]
Units sold35 million (as of October 25, 2017)[10]
Camera640×480 pixels @ 30 Hz (RGB camera)
640×480 pixels @ 30 Hz (IR depth-finding camera)[11]
ConnectivityUSB 2.0 (type-A for original model; proprietary for Xbox 360 S)
PlatformXbox 360
Xbox One
Windows (Windows 7 onwards)
Best-selling gameKinect Adventures
PredecessorXbox Live Vision
SuccessorAzure Kinect

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.[12][13]

History

[edit]
Release timeline
2006PrimeSense technology shown at GDC
2007
2008
2009"Project Natal" announced
2010Kinect for Xbox 360 released
2011Non-commercial SDK released
Commercial SDK released
2012Kinect for Windows released
2013Kinect for Xbox One released with console
2014Kinect 2 for Windows released
2015
2016
2017Discontinuation of Kinect for Xbox hardware
2018
2019
2020Azure Kinect released
2021
2022
2023Discontinuation of Azure Kinect

Development

[edit]

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.[14]

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 manufacturer the units at scale was required. PrimeSense spent the next few years working at these improvements.[14]

Nintendo released the Wii in November 2006. The Wii's central feature was the Wii Remote, a handheld device that was detected by the Wii through a motion sensor bar mounted onto a television screen to enable motion controlled games. Microsoft felt pressure from the Wii, and began looking into depth-sensing in more detail with PrimeSense's hardware, but could not get to the level of motion tracking they desired. While they could determine hand gestures, and sense the general shape of a body, they could not do skeletal tracking. A separate path within Microsoft looked to create an equivalent of the Wii Remote, considering that this type of unit may become standardized similar to how two-thumbstick controllers became a standard feature.[14] However, it was still ultimately Microsoft's goal to remove any device between the player and the Xbox.[14]

Kudo Tsunoda and Darren Bennett joined Microsoft in 2008, and began working with Kipman on a new approach to depth-sensing aided by machine learning to improve skeletal tracking. They internally demonstrated this and established where they believed the technology could be in a few years, which led to the strong interest to fund further development of the technology; this has also occurred at a time that Microsoft executives wanted to abandon the Wii-like motion tracking approach, and favored the depth-sensing solution to present a product that went beyond the Wii's capabilities. The project was greenlit by late 2008 with work started in 2009.[14]

The project was codenamed "Project Natal" after the Brazilian city Natal, Kipman's birthplace. Additionally, Kipman recognized the Latin origins of the word "natal" to mean "to be born", reflecting the new types of audiences they hoped to draw with the technology.[15] Much of the initial work was related to ethnographic research to see how video game players' home environments were laid out, lit, and how those with Wiis used the system to plan how Kinect units would be used. The Microsoft team discovered from this research that the up-and-down angle of the depth-sensing camera would either need to be adjusted manually, or would require an expensive motor to move automatically. Upper management at Microsoft opted to include the motor despite the increased cost to avoid breaking game immersion. Kinect project work also involved packaging the system for mass production and optimizing its performance. Hardware development took around 22 months.[14]

During hardware development, Microsoft engaged with software developers to use Kinect. Microsoft wanted to make games that would be playable by families since Kinect could sense multiple bodies in front of it. One of the first internal titles developed for the device was the pack-in game Kinect Adventures developed by Good Science Studio that was part of Microsoft Studios. One of the game modes of Kinect Adventures was "Reflex Ridge", based on the Japanese Brain Wall game where players attempt to contort their bodies in a short time to match cutouts of a wall moving at them. This type of game was a key example of the type of interactivity they wanted with Kinect, and its development helped feed into the hardware improvements.[14] Another development was Project Milo, a prototype game developed by Lionhead Studios led by Peter Molyneux where the player could interact with a virtual avatar through motion controls and voice recognition. Lionhead had developed the project based on original capabilities of the Kinect, but according to Molyneux, Microsoft had found that a consumer-grade version of the Kinect would cost thousands of dollars, so they scaled back the device and refocused the role of games for the Kinect to be more casual games as seen on the Wii. As a result, Project Milo no longer fit Microsoft's portfolio and was cancelled.[16]

Nearing the planned release, there was a problem of widespread testing of Kinect in various room types and different bodies accounting for age, gender, and race among other factors, while keeping the details of the unit confidential. Microsoft engaged in a company-wide program offering employees to take home Kinect units to test them. Microsoft also brought other non-gaming divisions, including its Microsoft Research, Microsoft Windows, and Bing teams to help complete the system. Microsoft established its own large-scale manufacturing facility to bulk product Kinect units and test them.[14]

Introduction

[edit]
Steven Spielberg (right) joining Don Mattrick to present "Project Natal" at E3 2009

Kinect was first announced to the public as "Project Natal" on June 1, 2009, during Microsoft's press conference at E3 2009; film director Steven Spielberg joined Microsoft's Don Mattrick to introduce the technology and its potential.[14][17] Three demos were presented during the conference—Microsoft's Ricochet and Paint Party, and Lionhead Studios' Milo & Kate created by Peter Molyneux—while a Project Natal-enabled version of Criterion Games' Burnout Paradise was shown during the E3 exhibition.[18][19] By E3 2009, the skeletal mapping technology was capable of simultaneously tracking four people,[20][21][22][23] with a feature extraction of 48 skeletal points on a human body at 30 Hz.[23][24] Microsoft had not committed to a release date for Project Natal at E3 2009, but affirmed it would be after 2009, and likely in 2010 to stay competitive with the Wii and the PlayStation Move (Sony Interactive Entertainment's own motion-sensing system using hand-held devices).[25]

A January 2010 promotional banner indicating the expected release of Kinect (then "Project Natal") by holiday 2010

In the months following E3 2009, rumors that a new Xbox 360 console associated with Project Natal emerged, either a retail configuration that incorporated the peripheral,[26][27] or as a hardware revision or upgrade to support the peripheral.[28][29] Microsoft dismissed the reports in public and repeatedly emphasized that Project Natal would be fully compatible with all Xbox 360 consoles. Microsoft indicated that the company considered Project Natal to be a significant initiative, as fundamental to Xbox brand as Xbox Live,[25] and with a planned launch akin to that of a new Xbox console platform.[30] Microsoft's vice president Shane Kim said the company did not expect Project Natal would extend the anticipated lifetime of the Xbox 360, which had been planned to last ten years through 2015, nor delay the launch of the successor to the Xbox 360.[21][31]

Following the E3 2009 show and through 2010, the Project Natal team members experimentally adapted numerous games to Kinect-based control schemes to help evaluate usability. Among these games were Beautiful Katamari and Space Invaders Extreme, which were demonstrated at Tokyo Game Show in September 2009.[32] According to Tsunoda, adding Project Natal-based control to pre-existing games involved significant code alterations, and made it unlikely that existing games could be patched through software updates to support the unit.[33] Microsoft also expanded its draw to third-party developers to encourage them to develop Project Natal games. Companies like Harmonix and Double Fine quickly took to Project Natal and saw the potential in it, and committed to developing games for the unit, such as the launch title Dance Central from Harmonix.[14]

Although its sensor unit was originally planned to contain a microprocessor that would perform operations such as the system's skeletal mapping, Microsoft reported in January 2010 that the sensor would no longer feature a dedicated processor. Instead, processing would be handled by one of the processor cores of Xbox 360's Xenon CPU.[34] Around this time, Kipmen estimated that the Kinect would only take about 10 to 15% of the Xbox 360's processing power.[35] While this was a small fraction of the Xbox 360's capabilities, industry observers believed this further pointed to difficulties in adapting pre-existing games to use Kinect, as the motion-tracking would add to a game's high computational load and exceed the Xbox 360's capabilities. These observers believed that instead the industry would develop games specific to the Kinect features.[34]

Kinect for Xbox 360 marketing and launch

[edit]
Promotion at E3 2010

During Microsoft's E3 2010 press conference, it was announced that Project Natal would be officially branded as Kinect, and be released in North America on November 4, 2010.[36] Xbox Live director Stephen Toulouse stated that the name was a portmanteau of the words "kinetic" and "connection", key aspects of the Kinect initiative.[37][38] Microsoft and third-party studios exhibited Kinect-compatible games during the E3 exhibition.[39] A new slim revision of the Xbox 360 was also unveiled to coincide with Kinect's launch, which added a dedicated port for attaching the peripheral;[40] Kinect would be sold at launch as a standalone accessory for existing Xbox 360 owners, and as part of bundles with the new slim Xbox 360. All units included Kinect Adventures as a pack-in game.[41][42]

Microsoft continued to refine the Kinect technology in the months leading to the Kinect launch in November 2010. By launch, Kipman reported they had been able to reduce the Kinect's use of the Xbox 360's processor from 10 to 15% as reported in January 2010 to a "single-digit percentage".[43]

Xbox product director Aaron Greenberg stated that Microsoft's marketing campaign for Kinect would carry a similar scale to a console launch;[42] the company was reported to have budgeted $500 million on advertising for the peripheral, such as television and print ads, campaigns with Burger King[44] and Pepsi,[45] and a launch event in New York City's Times Square on November 3 featuring a performance by Ne-Yo.[46] Kinect was launched in North America on November 4, 2010;[2] in Europe on November 10, 2010;[1] in Australia, New Zealand, and Singapore on November 18, 2010;[4][47][48] and in Japan on November 20, 2010.[49]

Kinect for Xbox One and decline

[edit]

The Kinect release for the Xbox 360 was estimated to have sold eight million units in the first sixty days of release, earning the hardware the Guinness World Record for the "Fastest-Selling Consumer Electronics Device".[14] Over 10 million had been sold by March 2011.[14] While seemingly successful, its launch titles were primarily family-oriented games (which could be designed around Kinect's functionality and limitations), which may have drawn new audiences, but did not have the selling power of major franchises like Battlefield and Call of Duty—which were primarily designed around the Xbox 360 controller. Only an estimated 20% of the 55 million Xbox 360 owners had purchased the Kinect.[14] The Kinect team recognized some of the downsides with more traditional games and Kinect, and continued ongoing development of the unit to be released as a second-generation unit, such as reducing the latency of motion detection and improving speech recognition. Microsoft provided news of these changes to the third-party developers to help them anticipate how the improvements can be integrated into the games.[14]

Concurrent with the Kinect improvements, Microsoft's Xbox hardware team had started planning for the Xbox One around mid-2011. Part of early Xbox One specifications was that the new Kinect hardware would be automatically included with the console, so that developers would know that Kinect hardware would be available for any Xbox One, and hoping to encourage developers to take advantage of that.[14] The Xbox One was first formally announced on May 23, 2013, and shown in more detail at E3 2013 in June. Microsoft stated at these events that the Xbox One would include the updated Kinect hardware and it would be required to be plugged in at all times for the Xbox One to function. This raised concerns across the video game media: privacy advocates argued that Kinect sensor data could be used for targeted advertising, and to perform unauthorized surveillance on users. In response to these claims, Microsoft reiterated that Kinect voice recognition and motion tracking can be disabled by users, that Kinect data cannot be used for advertising per its privacy policy, and that the console would not redistribute user-generated content without permission.[50][51][52][53][54][55] Several other issues with the Xbox One's original feature set had also come up, such as the requirement to be always connected to the Internet, and created a wave of consumer backlash against Microsoft.[14]

Microsoft announced in August 2013 that they had made several changes to the planned Xbox One release in response to the backlash. Among these was that the system would no longer require a Kinect unit to be plugged in to work, though it was still planned to package the Kinect with all Xbox One systems. However, this also required Microsoft to establish a US$500 price-point for the Xbox One/Kinect system at its November 2013 launch, US$100 more than the competing PlayStation 4 launched in the same time frame, which did not include any motion-sensing hardware.[14] In the months after the Xbox One release, Microsoft decided to launch a Kinect-less Xbox One system in March 2014 at the same price as the PlayStation 4, after considering that the Kinect for Xbox One had not gotten the developer support, and sales of the Xbox One were lagging due to the higher price tag of the Kinect-bundled system. Richard Irving, a program group manager that oversaw Kinect, said that Microsoft had felt that it was more important to give developers and consumers the option of developing for or purchasing the Kinect rather than forcing the unit on them.[14]

The removal of Kinect from the Xbox One retail package was the start of the rapid decline and phase-out of the unit within Microsoft. Developers like Harmonix that had been originally targeting games to use the Xbox One had put these games on hold until they knew there was enough of a Kinect install base to justify release, which resulted in a lack of games for the Kinect and reducing any consumer drive to buy the separate unit.[14] Microsoft became bearish on the Kinect, making no mention of the unit at E3 2015 and announcing at E3 2016 that the upcoming Xbox One hardware revision, the Xbox One S, would not have a dedicated Kinect port; Microsoft offered a USB adapter for the Kinect, provided free during an initial promotional period after the console's launch.[56] The more powerful Xbox One X also lacked the Kinect port and required this adapter.[57] Even though developers still released Kinect-enabled games for the Xbox One, Microsoft's lack of statements related to the Kinect during this period led to claims that the Kinect was a dead project at Microsoft.[58][59]

Microsoft formally announced it would stop manufacturing Kinect for Xbox One on October 25, 2017.[10] Microsoft eventually discontinued the adapter in January 2018, stating that they were shifting to manufacture other accessories for the Xbox One and personal computers that were more in demand. This is considered by the media to be the point where Microsoft ceased work on the Kinect for the Xbox platform.[14][57]

Non-gaming applications and Kinect for Windows

[edit]

While the Kinect unit for the Xbox platform had petered out, the Kinect was being used in academia and other applications since around 2011. The functionality of the unit along with its low US$150 cost was seen to be an inexpensive means to add depth-sensing to existing applications, offsetting the high cost and unreliability of other 3D camera options at the time. In robotics, Kinect's depth-sensing would enable robots to determine the shape and approximate distances to obstacles and maneuver around them.[60] Within the medical field, the Kinect could be used to monitor the shape and posture of a body in a quantifiable manner to enable improved health-care decisions.[61]

Around November 2010, after the Kinect's launch, scientists, engineers, and hobbyists had been able to hack into the Kinect to determine what hardware and internal software it had used, leading to users finding how to connect and operate the Kinect with Microsoft Windows and OS X over USB, which has unsecured data from the various camera elements that could be read. This further led to prototype demos of other possible applications, such as a gesture-based user interface for the operating system similar to that shown in the film Minority Report, as well as pornographic applications.[62][63] This mirrored similar work to hack the Wii Remote a few years earlier to use its low-cost hardware for more advanced applications beyond gameplay.[64]

Adafruit Industries, having envisioned some of the possible applications of the Kinect outside of gaming, issued a security challenge related to the Kinect, offering prize money for the successful development of an open source software development kit (SDK) and hardware drivers for the Kinect, which came to be known as Open Kinect.[65] Adafruit named the winner, Héctor Martín, by November 10, 2010,[66][67] who had produced a Linux driver that allows the use of both the RGB camera and depth sensitivity functions of the device.[68][69] It was later discovered that Johnny Lee, a core member of Microsoft's Kinect development team, had secretly approached Adafruit with the idea of a driver development contest and had personally financed it.[70] Lee had said of the efforts to open the Kinect that "This is showing us the future...This is happening today, and this is happening tomorrow." and had engaged Adafruit with the contest as he been frustrated with trying to convince Microsoft's executives to explore the non-gaming avenue for the Kinect.[71]

Microsoft initially took issue with users hacking into the Kinect, stating they would incorporate additional safeguards into future iterations of the unit to prevent such hacks.[62] However, by the end of November 2010, Microsoft had turned on their original position and embraced the external efforts to develop the SDK.[72] Kipman, in an interview with NPR, said

The first thing to talk about is, Kinect was not actually hacked. Hacking would mean that someone got to our algorithms that sit inside of the Xbox and was able to actually use them, which hasn't happened. Or, it means that you put a device between the sensor and the Xbox for means of cheating, which also has not happened. That's what we call hacking, and that's what we have put a ton of work and effort to make sure doesn't actually occur. What has happened is someone wrote an open-source driver for PCs that essentially opens the USB connection, which we didn't protect, by design, and reads the inputs from the sensor. The sensor, again, as I talked earlier, has eyes and ears, and that's a whole bunch of noise that someone needs to take and turn into signal.

— Alex Kipman, speaking formally on NPR's Science Friday[73][72]

PrimeSense along with robotics firm Willow Garage and game developer Side-Kick launched OpenNI, a not-for-profit group to develop portable drivers for the Kinect and other natural interface (NI) devices, in November 2010. Its first set of drivers named NITE were released in December 2010.[74][75] PrimeSense had also worked with Asus to develop a motion sensing device that competes with the Kinect for personal computers. The resulting product, the Wavi Xtion, was released in China in October 2011.[76][77]

Microsoft announced in February 2011 that it was planning on releasing its own SDK for the Kinect within a few months, and which was officially released on June 16, 2011, but which was limited to non-commercial uses.[78][79] The SDK enabled users to access the skeletal motion recognition system for up to two persons and the Kinect microphone array, features that had not been part of the prior Open Kinect SDK.[80] Commercial interest in Kinect was still strong, with David Dennis, a product manager at Microsoft, stating "There are hundreds of organizations we are working with to help them determine what's possible with the tech".[81] Microsoft launched its Kinect for Windows program on October 31, 2011, releasing a new SDK to a small number of companies, including Toyota, Houghton Mifflin, and Razorfish, to explore what was possible.[81] At the 2012 Consumer Electronics Show in January, Microsoft announced that it would release a dedicated Kinect for Windows unit along with the commercial SDK on February 1, 2012. The device included some hardware improvements, including support for "near mode" to recognize objects about 50 centimetres (20 in) in front of the cameras. The Kinect for Windows device was listed at US$250, US$100 more than the original Kinect since Microsoft had considered the Xbox 360 Kinect was subsidized through game purchases, Xbox Live subscriptions, and other costs.[71] At the launch, Microsoft stated that more than 300 companies from over 25 countries were working on Kinect-ready apps with the new unit.[82]

With the original announcement of the revised Kinect for Xbox One in 2013, Microsoft also confirmed it would have a second generation of Kinect for Windows based on the updated Kinect technology by 2014.[83] The new Kinect 2 for Windows was launched on July 15, 2014, at a US$200 price.[84] Microsoft opted to discontinue the original Kinect for Windows by the end of 2014.[85] However, in April 2015, Microsoft announced they were also discontinuing the Kinect 2 for Windows, and instead directing commercial users to use the Kinect for Xbox One, which Microsoft said "perform identically". Microsoft stated that the demand for the Kinect 2 for Windows demand was high and difficult to keep up while also fulfilling the Kinect for Xbox One orders, and that they had found commercial developers successfully using the Kinect for Xbox One in their applications without issue.[86]

With Microsoft's waning focus on Kinect, PrimeSense was bought by Apple, Inc. in 2013, which incorporated parts of the technology into its Face ID system for iOS devices.[87][88]

Though Kinect had been cancelled, the ideas of it helped to spur Microsoft into looking more into accessibility for Xbox and its games. According to Phil Spencer, the head of Xbox at Microsoft, they received positive comments from parents of disabled and impaired children who were happy that Kinect allowed their children to play video games. These efforts led to the development of the Xbox Adaptive Controller, released in 2018, as one of Microsoft's efforts in this area.[89]

Integrating Kinect with Microsoft Azure

[edit]

Microsoft had abandoned the idea of Kinect for video games, but still explored the potential of Kinect beyond that. Microsoft's Director of Communications Greg Sullivan stated in 2018 that "I think one of the things that is beginning to be understood is that Kinect was never really just the gaming peripheral...It was always more."[90] Part of Kinect technology was integrated into Microsoft's HoloLens, first released in 2016.[91]

Microsoft announced that it was working on a new version of a hardware Kinect model for non-game applications that would integrate with their Azure cloud computing services in May 2018. The use of cloud computing to offload some of the computational work from Kinect, as well as more powerful features enable by Azure such as artificial intelligence would improve the accuracy of the depth-sensing and reduce the power demand and would lead to more compact units, Microsoft had envisioned.[92] The Azure Kinect device was released on June 27, 2019, at a price of US$400, while the SDK for the unit had been released in February 2019.[93]

Sky UK announced a new line of Sky Glass television units to launch in 2022 that incorporate the Kinect technology in partnership with Microsoft. Using the Kinect features, the viewer will be able to control the television through motion controls and audio commands, and supports social features such as social viewing.[94]

Microsoft announced that the Azure Kinect hardware kit will be discontinued in October 2023, and will refer users to third party suppliers for spare parts.[95]

Technology

[edit]

Fundamentals

[edit]
An example infrared image taken by the Kinect infrared (left), and the same image revisualized into a depth map using color gradients from white (near) to blue (far)

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.[96]

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. The unit's software, aided by artificial intelligence, performs segmentation of the shapes to try to identify specific body parts, like the head, arms, and hands, and track those segments individually. Those segments are used to construct a 20-point skeleton of the human body, which then can be used by game or other software to determine what actions the person has performed.[97]

Kinect for Xbox 360 (2010)

[edit]
Kinect for Xbox 360. The Xbox 360 E revision has an Xbox logo to the left of the Xbox 360 branding.
The Xbox 360 S and E models have dedicated ports for Kinect, removing the need for an external power supply.

Kinect for Xbox 360 was a combination of Microsoft built software and hardware. The hardware included a range chipset technology by Israeli developer PrimeSense, which developed a system consisting of an infrared projector and camera and a special microchip that generates a grid from which the location of a nearby object in 3 dimensions can be ascertained.[98][99][100] This 3D scanner system called Light Coding[101] employs a variant of image-based 3D reconstruction.[102][103]

The Kinect sensor 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 microphone array running proprietary software",[104] which provide full-body 3D motion capture, facial recognition and voice recognition capabilities. At launch, voice recognition was only made available in Japan, United Kingdom, Canada and United States. Mainland Europe received the feature later in spring 2011.[105] Currently voice recognition is supported in Australia, Canada, France, Germany, Ireland, Italy, Japan, Mexico, New Zealand, United Kingdom and United States. The Kinect sensor's microphone array enables Xbox 360 to conduct acoustic source localization and ambient noise suppression, allowing for things such as headset-free party chat over Xbox Live.[106]

The depth sensor consists of an infrared laser projector combined with a monochrome CMOS sensor, which captures video data in 3D under any ambient light conditions.[106][20] The sensing range of the depth sensor is adjustable, and Kinect software is capable of automatically calibrating the sensor based on gameplay and the player's physical environment, accommodating for the presence of furniture or other obstacles.[24]

Described by Microsoft personnel as the primary innovation of Kinect,[21][107][108] the software technology enables advanced gesture recognition, facial recognition and voice recognition.[22] According to information supplied to retailers, 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.[109] However, PrimeSense has stated that the number of people the device can "see" (but not process as players) is only limited by how many will fit in the field-of-view of the camera.[110]

Reverse engineering[111] has determined that the Kinect's various sensors output video at a frame rate of ≈9 Hz to 30 Hz depending on resolution. The default RGB video stream uses 8-bit VGA resolution (640 × 480 pixels) with a Bayer color filter, but the hardware is capable of resolutions up to 1280x1024 (at a lower frame rate) and other colour formats such as UYVY. The monochrome depth sensing video stream is in VGA resolution (640 × 480 pixels) with 11-bit depth, which provides 2,048 levels of sensitivity. The Kinect can also stream the view from its IR camera directly (i.e.: before it has been converted into a depth map) as 640x480 video, or 1280x1024 at a lower frame rate. The Kinect sensor has a practical ranging limit of 1.2–3.5 m (3.9–11.5 ft) distance when used with the Xbox software. The area required to play Kinect is roughly 6 m2, although the sensor can maintain tracking through an extended range of approximately 0.7–6 m (2.3–19.7 ft). The sensor has an angular field of view of 57° horizontally and 43° vertically, while the motorized pivot is capable of tilting the sensor up to 27° either up or down. The horizontal field of the Kinect sensor at the minimum viewing distance of ≈0.8 m (2.6 ft) is therefore ≈87 cm (34 in), and the vertical field is ≈63 cm (25 in), resulting in a resolution of just over 1.3 mm (0.051 in) per pixel. The microphone array features four microphone capsules[112] and operates with each channel processing 16-bit audio at a sampling rate of 16 kHz.[109]

Because the Kinect sensor's motorized tilt mechanism requires more power than the Xbox 360's USB ports can supply,[113] the device makes use of a proprietary connector combining USB communication with additional power. Redesigned Xbox 360 S models include a special AUX port for accommodating the connector,[114] while older models require a special power supply cable (included with the sensor)[112] that splits the connection into separate USB and power connections; power is supplied from the mains by way of an AC adapter.[113]

Kinect for Windows (2012)

[edit]

Kinect for Windows is a modified version of the Xbox 360 unit which was first released on February 1, 2012, alongside the SDK for commercial use.[71][115] The hardware included better components to eliminate noise along the USB and other cabling paths, and improvements in the depth-sensing camera system for detection of objects at close range, as close as 50 centimetres (20 in), in the new "Near Mode".[71]

The SDK included Windows 7 compatible PC drivers for Kinect device. It provided Kinect capabilities to developers to build applications with C++, C#, or Visual Basic by using Microsoft Visual Studio 2010 and included the following features:

  1. Raw sensor streams: Access to low-level streams from the depth sensor, color camera sensor, and four-element microphone array.
  2. Skeletal tracking: The capability to track the skeleton image of one or two people moving within Kinect's field of view for gesture-driven applications.
  3. Advanced audio capabilities: Audio processing capabilities include sophisticated acoustic noise suppression and echo cancellation, beam formation to identify the current sound source, and integration with Windows speech recognition API.
  4. Sample code and Documentation.[116]

In March 2012, Craig Eisler, the general manager of Kinect for Windows, said that almost 350 companies are working with Microsoft on custom Kinect applications for Microsoft Windows.[117]

In March 2012, Microsoft announced that next version of Kinect for Windows SDK would be available in May 2012. Kinect for Windows 1.5 was released on May 21, 2012. It adds new features, support for many new languages and debut in 19 more countries.[118][119]

  1. Kinect for Windows 1.5 SDK would include 'Kinect Studio' a new app that allows developers to record, playback, and debug clips of users interacting with applications.[120]
  2. Support for new "seated" or "10-joint" skeletal system that will let apps track the head, neck, and arms of a Kinect user—whether they're sitting down or standing; which would work in default and near mode.
  3. Support for four new languages for speech recognition – French, Spanish, Italian, and Japanese. Additionally it would add support for regional dialects of these languages along with English.[121]
  4. It would be available in Hong Kong, South Korea, and Taiwan in May and Austria, Belgium, Brazil, Denmark, Finland, India, the Netherlands, Norway, Portugal, Russia, Saudi Arabia, Singapore, South Africa, Sweden, Switzerland and the United Arab Emirates in June.[122]

Kinect for Windows SDK for the first-generation sensor was updated a few more times, with version 1.6 released October 8, 2012,[123] version 1.7 released March 18, 2013,[124] and version 1.8 released September 17, 2013.[125]

Kinect for Xbox One (2013)

[edit]

An upgraded iteration of Kinect was released on November 22, 2013, for Xbox One. It uses a wide-angle time-of-flight camera, and processes 2 gigabits of data per second to read its environment. The new Kinect has greater accuracy with three times the fidelity over its predecessor and can track without visible light by using an active IR sensor. It has a 60% wider field of vision with a minimum working distance of 0.91 metres (3.0 ft) away from the sensor, compared to 1.83 metres (6.0 ft) for the original Kinect,[126] and can track up to 6 skeletons at once. It can also detect a player's heart rate, facial expression, the position and orientation of 25 individual joints (including thumbs), the weight put on each limb, speed of player movements, and track gestures performed with a standard controller. The color camera captures 1080p video that can be displayed in the same resolution as the viewing screen, allowing for a broad range of scenarios. In addition to improving video communications and video analytics applications, this provides a stable input on which to build interactive applications. Kinect's microphone is used to provide voice commands for actions such as navigation, starting games, and waking the console from sleep mode.[127][128] The recommended player's height is at least 40 inches, which roughly corresponds to children of 4+12 years old and up.[129][130]

All Xbox One consoles were initially shipped with Kinect included.[55] In June 2014, bundles without Kinect were made available,[131] along with an updated Xbox One SDK allowing game developers to explicitly disable Kinect skeletal tracking, freeing up system resources that were previously reserved for Kinect even if it was disabled or unplugged.[131][132] As interest in Kinect waned in 2014, later revisions of the Xbox One hardware, including the Xbox One S and Xbox One X, dropped the dedicated Kinect port, requiring users to purchase a USB 3.0 and AC adapter to use the Kinect for Xbox One.[133][134]

A standalone Kinect for Xbox One, bundled with a digital copy of Dance Central Spotlight, was released on October 7, 2014.[135]

Considered a market failure compared to the Kinect for Xbox 360, the Kinect for Xbox One product was discontinued by October 25, 2017. Production of the adapter cord also ended by January 2018.[9]

Kinect 2 for Windows (2014)

[edit]

Released on 15 July 2014, Kinect 2 for Windows is based on the Kinect for Xbox One and considered a replacement of the original Kinect for Windows. It was also repackaged as "Kinect for Windows v2". It is nearly identical besides the removal of Xbox branding, and included a USB 3.0/AC adapter. It released alongside version 2.0 of the Windows SDK for the platform. The MSRP was US$199.[84][8][136][86] Microsoft considers the Kinect 2 for Windows equivalent in performance to the Xbox One version.

In April 2015, having difficulty in keeping up manufacturing demand for the Kinect for Xbox One, this edition was discontinued. Microsoft directed commercial users to use the Xbox One version with a USB adapter instead.[86][137][8][136][138]

Azure Kinect (2019)

[edit]

On May 7, 2018, Microsoft announced a new iteration of Kinect technology designed primarily for enterprise software and artificial intelligence usage. It is designed around the Microsoft Azure cloud platform, and is meant to "leverage the richness of Azure AI to dramatically improve insights and operations".[139][140] It has a smaller form factor than the Xbox iterations of Kinect, and features a 12-megapixel camera, a time-of-flight depth sensor also used on the HoloLens 2, and seven microphones. A development kit was announced in February 2019.[141][142]

Software

[edit]

Kinect-enabled features on the Xbox operating system

[edit]

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] Microsoft later confirmed that all forthcoming applications would be required to have Kinect functionality for certification.[146]

The Xbox One originally shipped in bundles with the Kinect; the original Xbox One user interface software had similar support for Kinect features as the Xbox 360 software, such as voice commands, user identification via skeletal or vocal recognition, and gesture-driven commands, though these features could be fully disabled due to privacy concerns.[147] However, this had left the more traditional navigation using a controller haphazard. In May 2014, when Microsoft announced it would be releasing Xbox One systems without a Kinect, the company also announced plans to alter the Xbox One system software to remove Kinect features.[148] Kinect support in the software was fully removed by November 2015.[149]

Video games

[edit]

Xbox 360 games that require Kinect are packaged in special purple cases (as opposed to the green cases used by all other Xbox 360 games), and contain a prominent "Requires Kinect Sensor" logo on their front cover. Games that include features utilizing Kinect, but do not require it for standard gameplay, have "Better with Kinect Sensor" branding on their front covers.[150]

Kinect launched on November 4, 2010, with 17 titles.[151] Third-party publishers of available and announced Kinect games include, among others, Ubisoft, Electronic Arts, LucasArts, THQ, Activision, Konami, Sega, Capcom, Namco Bandai and MTV Games. Along with retail games, there are also select Xbox Live Arcade titles which require the peripheral.

KinectShare.com

[edit]

KinectShare.com was a website where players could upload video game pictures, videos, and achievements, from their Xbox 360.[152] It was released alongside the Kinect in November 2010. A blog was released on the website in October 2011, showcasing official Kinect news, which was discontinued after July 2012.[153] It was used by multiple Kinect games, including Dance Central 2, Kinect Adventures!, Kinect Fun Labs, Kinect Rush: A Disney–Pixar Adventure, Kinect Sports, and Kinect Sports: Season Two.[154] The website was shut down in June 2017, a few months prior to the discontinuation of the Kinect, redirecting to Xbox.com.[152] The KinectShare feature on the Xbox 360 was shut down on July 28, 2017.[citation needed]

Kinect Fun Labs

[edit]

At E3 2011, Microsoft announced Kinect Fun Labs: a collection of various gadgets and minigames that are accessible from Xbox 360 Dashboard. These gadgets includes Build A Buddy, Air Band, Kinect Googly Eyes, Kinect Me, Bobblehead, Kinect Sparkler, Junk Fu[155] and Avatar Kinect.[156][157][158]

Non-video game uses of Kinect

[edit]
A demonstration of a third-party use of Kinect at Maker Faire. The visualization on the left, provided through Kinect, is of a user with a jacket featuring wearable electronic controls for VJing.

Numerous developers are researching possible applications of Kinect that go beyond the system's intended purpose of playing games, further enabled by the release of the Kinect SDK by Microsoft.[159]

For example, Philipp Robbel of MIT combined Kinect with iRobot Create to map a room in 3D and have the robot respond to human gestures,[160] while an MIT Media Lab team is working on a JavaScript extension for Google Chrome called depthJS that allows users to control the browser with hand gestures.[161] Other programmers, including Robot Locomotion Group at MIT, are using the drivers to develop a motion-controller user interface similar to the one envisioned in Minority Report.[162] The developers of MRPT have integrated open source drivers into their libraries and provided examples of live 3D rendering and basic 3D visual SLAM.[163] Another team has shown an application that allows Kinect users to play a virtual piano by tapping their fingers on an empty desk.[164] Oliver Kreylos, a researcher at University of California, Davis, adopted the technology to improve live 3-dimensional videoconferencing, which NASA has shown interest in.[165]

Alexandre Alahi from EPFL presented a video surveillance system that combines multiple Kinect devices to track groups of people even in complete darkness.[166] Companies So touch and Evoluce have developed presentation software for Kinect that can be controlled by hand gestures; among its features is a multi-touch zoom mode.[167] In December 2010, the free public beta of HTPC software KinEmote was launched; it allows navigation of Boxee and XBMC menus using a Kinect sensor.[168] Soroush Falahati wrote an application that can be used to create stereoscopic 3D images with a Kinect sensor.[169]

In human motion tracking, Kinect might suffer from occlusion which is when some human body joints are occluded and cannot be tracked accurately by Kinect's skeletal model.[170] Therefore, fusing its data with other sensors can provide a more robust tracking of the skeletal model. For instance, in a study, an Unscented Kalman filter (UKF) was used to fuse Kinect 3D position data of shoulder, elbow, and wrist joints to those obtained from two inertial measurement units (IMUs) placed on the upper and lower arm of a person.[171] The results showed an improvement of up to 50% in the accuracy of the position tracking of the joints. In addition to solving the occlusion problem, as the sampling frequency of the IMUs was 100 Hz (compared to ~30 Hz for Kinect), the improvement of skeletal position was more evident during fast and dynamic movements.

Kinect also shows compelling potential for use in medicine. Researchers at the University of Minnesota have used Kinect to measure a range of disorder symptoms in children, creating new ways of objective evaluation to detect such conditions as autism, attention-deficit disorder and obsessive-compulsive disorder.[172] Several groups have reported using Kinect for intraoperative, review of medical imaging, allowing the surgeon to access the information without contamination.[173][174] This technique is already in use at Sunnybrook Health Sciences Centre in Toronto, where doctors use it to guide imaging during cancer surgery.[175] At least one company, GestSure Technologies, is pursuing the commercialization of such a system.[176]

NASA's Jet Propulsion Laboratory (JPL) signed up for the Kinect for Windows Developer program in November 2013 to use the new Kinect to manipulate a robotic arm in combination with an Oculus Rift virtual reality headset, creating "the most immersive interface" the unit had built to date.[177]

Reception

[edit]

Kinect for Xbox 360

[edit]

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".[180] 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.[179] 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.[178]

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.[181] Engadget, too, listed the large space requirements as a negative, along with Kinect's launch lineup and the slowness of the hand gesture UI. The review praised the system's powerful technology and the potential of its yoga and dance games.[182] Kotaku considered the device revolutionary upon first use but noted that games were sometimes unable to recognize gestures or had slow responses, concluding that Kinect is "not must-own yet, more like must-eventually own."[189] TechRadar praised the voice control and saw a great deal of potential in the device whose lag and space requirements were identified as issues.[184] Gizmodo also noted Kinect's potential and expressed curiosity in how more mainstream titles would utilize the technology.[190] Ars Technica's review expressed concern that the core feature of Kinect, its lack of a controller, would hamper development of games beyond those that have either stationary players or control the player's movement automatically.[191]

The mainstream press also reviewed Kinect. USA Today compared it to the futuristic control scheme seen in Minority Report, stating that "playing games feels great" and giving the device 3.5 out of 4 stars.[183] David Pogue from The New York Times predicted players will feel a "crazy, magical, omigosh rush the first time you try the Kinect." Despite calling the motion tracking less precise than Wii's implementation, Pogue concluded that "Kinect’s astonishing technology creates a completely new activity that’s social, age-spanning and even athletic."[192] The Globe and Mail titled Kinect as setting a "new standard for motion control." The slight input lag between making a physical movement and Kinect registering it was not considered a major issue with most games, and the review called Kinect "a good and innovative product," rating it 3.5 out of 4 stars.[193]

Kinect for Xbox One

[edit]

Although featuring improved performance over the original Kinect, its successor has been subject to mixed responses. In its Xbox One review, Engadget praised Xbox One's Kinect functionality, such as face recognition login and improved motion tracking, but said that while the device was "magical", "every false positive or unrecognized [voice] command had us reaching for the controller."[194] The Kinect's inability to understand some accents in English was criticized.[195] Writing for Time, Matt Peckham described the device as being "chunky" in appearance, but that the facial recognition login feature was "creepy but equally sci-fi-future cool", and that the new voice recognition system was a "powerful, addictive way to navigate the console, and save for a few exceptions that seem to be smoothing out with use". However, its accuracy was found to be affected by background noise, and Peckham further noted that launching games using voice recognition required that the full title of the game be given rather than an abbreviated name that the console "ought to semantically understand", such as Forza Motorsport 5 rather than "Forza 5".[196]

Prior to Xbox One's launch, privacy concerns were raised over the new Kinect; critics showed concerns the device could be used for surveillance, stemming from the originally announced requirements that Xbox One's Kinect be plugged in at all times, plus the initial always-on DRM system that required the console to be connected to the internet to ensure continued functionality. Privacy advocates contended that the increased amount of data which could be collected with the new Kinect (such as a person's eye movements, heart rate, and mood) could be used for targeted advertising. Reports also surfaced regarding recent Microsoft patents involving Kinect, such as a DRM system based on detecting the number of viewers in a room, and tracking viewing habits by awarding achievements for watching television programs and advertising. While Microsoft stated that its privacy policy "prohibit[s] the collection, storage, or use of Kinect data for the purpose of advertising", critics did not rule out the possibility that these policies could be changed prior to the release of the console. Concerns were also raised that the device could also record conversations, as its microphone remains active at all times. In response to the criticism, a Microsoft spokesperson stated that users are "in control of when Kinect sensing is On, Off or Paused", will be provided with key privacy information and settings during the console's initial setup, and that user-generated content such as photos and videos "will not leave your Xbox One without your explicit permission."[50][51][52][53] Microsoft ultimately decided to reverse its decision to require Kinect usage on Xbox One, but the console still shipped with the device upon its launch in November 2013.[55]

Sales

[edit]

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.[10] 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][203] More than 750,000 Kinect units were sold during the week of Black Friday 2011.[204][205]

Other motion controllers

[edit]

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] and Phineas and Ferb: Across the 2nd Dimension.[208]

Awards

[edit]
  • 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]
  • Microsoft Kinect for Windows won Innovation of the Year in the 2012 Seattle 2.0 Startup Awards.[214]

See also

[edit]

References

[edit]
[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
The Kinect is a line of motion-sensing input devices developed by , initially released in November 2010 as an accessory for the console, utilizing a combination of an RGB camera, depth sensor, and to enable controller-free gaming through full-body , skeletal tracking, and voice commands. Originally codenamed Project Natal and publicly demonstrated at , the device originated from Microsoft's acquisition of Israeli company PrimeSense's chip technology, which powered its real-time 3D mapping capabilities without requiring wearable sensors. The Kinect achieved unprecedented commercial success, selling over 24 million units worldwide and becoming the fastest-selling device in history with more than 10 million units moved in its first 60 days, driving ancillary sales of over 10 million compatible games. A second iteration launched in 2013 bundled with the console, featuring improved resolution (1920x1080 RGB camera) and time-of-flight depth sensing for enhanced tracking accuracy up to 4.5 meters, though it faced significant backlash over implications from its always-on microphone and camera, which critics argued could enable unauthorized surveillance despite Microsoft's assurances of user controls and . In response to outcry, decoupled the Kinect from Xbox One requirements in June 2013, allowing optional use, but sales underperformed compared to its predecessor, contributing to its effective discontinuation for gaming in 2017. Beyond gaming, Kinect influenced broader applications in , research, and human-computer interaction, with a developer-focused "Kinect for Windows" variant fostering innovations in fields like medical rehabilitation and , though production of all models ceased by 2023.

History

Development Origins

The development of the Kinect sensor originated as an internal codenamed Natal in mid-2007, prompted by Xbox senior vice president Don Mattrick's call for a revolutionary shift in gaming input away from handheld controllers to enable more intuitive, full-body interaction. , Microsoft's incubation director for the and a native of Natal, , who had joined the company in 2001, spearheaded the effort, drawing on his prior work in embedded systems and innovations. The initiative built on earlier conceptual discussions, such as ' 2007 remarks at the D5 conference about leveraging cameras for object-based game controls, amid growing competition from Nintendo's motion controls. By 2008, the team under Kipman integrated depth-sensing technology from Israeli startup PrimeSense, which provided a structured light-based camera capable of real-time 3D mapping without wearable markers, addressing challenges like tracking multiple users and environmental interference. This was combined with Research's probabilistic algorithms for skeletal tracking, facial recognition, and voice processing, aiming to handle up to 1,023 body variables simultaneously. A pivotal milestone occurred on August 18, 2008, when Kipman demonstrated a prototype—assembled with Scotch-taped sensors—to executives, securing approval and resources for further incubation despite initial skepticism about feasibility. Rumors of Microsoft's motion-sensing ambitions surfaced publicly in April 2008 via reports of a rival in development with studio Rare, followed by May 2009 speculation about a "sensor bar" for full-body detection, setting the stage for the project's formal unveiling. Project Natal emphasized controller-free experiences, social play, and accessibility, with over 1,000 development kits shipped to game studios post-announcement to foster ecosystem growth. The choice of PrimeSense's chip over alternatives like time-of-flight sensors reflected a focus on cost-effective, consumer-grade accuracy derived from advancements rather than high-end military-derived .

Xbox 360 Launch and Initial Marketing

Microsoft first publicly demonstrated the technology behind Kinect at the on June 1, 2009, under the codename Project Natal, showcasing controller-free full-body and voice recognition for gaming and entertainment. The demo featured interactive experiences like the paddle-ball game , where players used body movements to control on-screen actions, and a conversational AI demo with a virtual child named Milo, emphasizing natural user interaction without peripherals. On June 13, 2010, ahead of , officially branded the device as Kinect and confirmed its North American launch for November 4, 2010, positioning it as a revolutionary for motion and voice control. was announced on July 20, 2010, at $149.99 for the standalone , with a holiday bundle including a 4GB console priced at $299.99 to appeal to new users. The launch event emphasized broad , with the device shipping to retailers nationwide on the release date amid high anticipation for holiday sales. Initial marketing efforts scaled to match a major console release, featuring extensive television commercials, online promotions, and experiential events like a Cirque du Soleil-produced showcase to highlight Kinect's "controller-free" ethos with the tagline "You are the controller." Campaigns targeted families and casual audiences, promoting inclusive gaming experiences through bundled titles like Kinect Adventures! and Kinect Sports, while partnerships with advertisers such as Chevrolet integrated Kinect into promotional demos starting November 4. Microsoft invested heavily in hype-building narratives around transformative entertainment, though early demos raised technical feasibility questions among developers regarding precision and latency in real-world applications.

Xbox One Integration and Bundling

The , released on November 22, 2013, featured deep integration of the Kinect v2 sensor into its operating system, enabling core functionalities such as automatic user recognition, voice commands for navigation and media control, and gesture-based interactions with the . Initially, the Kinect was mandatory for console operation, required to remain connected and powered on to access features like "Hey Cortana" precursors and biometric login, which positioned as enhancing user experience through seamless, hands-free control. At launch, every console was bundled with the Kinect sensor as a standard inclusion, contributing to the system's $499 price point and reflecting Microsoft's strategy to promote motion and voice computing as central to the platform's identity. This bundling faced criticism for inflating costs and raising concerns over the sensor's always-on audio and video monitoring capabilities, which were integral to system authentication and features. In response to public backlash, Microsoft announced on August 23, 2013—prior to launch—that the console would function without the Kinect actively connected, though the sensor remained bundled and certain features were disabled if unplugged. Bundling policies shifted further in May 2014 amid competitive pressures from the lower-priced , with introducing a Kinect-free variant priced at $399, available starting June 9, 2014, allowing consumers to purchase the console without the sensor or buy it separately for $149.99 later that year. This unbundling correlated with a reported doubling of sales in subsequent months, attributed to the reduced price and removal of the mandatory peripheral, which had deterred some buyers wary of its utility and implications. Post-unbundling, Kinect remained optional for enhanced features like improved voice accuracy and body-tracking in supported games, but its absence did not impair basic console operations.

Post-Xbox Decline and Windows Pivot

Following the launch of the Xbox One in November 2013, which initially bundled the Kinect sensor and raised the console's price to $499 compared to the PlayStation 4's $399, Microsoft faced criticism over the mandatory integration and perceived lack of essential gaming utility. In response, on May 13, 2014, the company announced a strategic reversal, decoupling Kinect from the Xbox One by introducing a $399 SKU without the sensor starting June 9, 2014, while offering Kinect as an optional $100 add-on with an "always-on" privacy mode toggle. This shift addressed consumer backlash against the higher cost and privacy concerns but signaled waning consumer demand for Kinect in gaming contexts, as total unit sales across Xbox 360 and Xbox One reached approximately 29 million by late 2017, far short of initial projections exceeding 60 million. Kinect's Xbox trajectory further declined with the release of the slimmer S in August 2016 and X in November 2017, where the sensor required a separate USB for compatibility rather than native integration, reflecting reduced emphasis on motion controls amid competition from traditional controllers and emerging VR alternatives. ceased manufacturing the Kinect sensor entirely in October 2017, allowing only existing retail stock to deplete while committing to ongoing software support for users, a move attributed to insufficient developer investment in Kinect-specific titles and failure to sustain a dedicated motion-gaming . Amid this Xbox retrenchment, Microsoft pivoted toward Windows and PC ecosystems, building on the Kinect for Windows SDK first released in beta form in June 2011 to enable , voice, and depth-sensing applications beyond gaming. By 2014, with SDK version 1.8, developers could create commercial Windows Store apps leveraging the -era Kinect v2 sensor via USB connectivity, focusing on fields like , healthcare, and human-computer interaction rather than consumer entertainment. This redirection consolidated development around the sensor for PC use, discontinuing standalone "Kinect for Windows v2" hardware production by late 2016 to streamline resources toward software tools and enhancements for enterprise and research adoption. The pivot underscored Kinect's viability in data-driven, non-gaming contexts, where its depth mapping and skeletal tracking proved valuable for prototyping AI and integrations on Windows platforms.

Azure Kinect Development and End

Microsoft developed the Azure Kinect Developer Kit (DK) as an evolution of prior Kinect technologies, shifting focus toward enterprise and research applications in , AI model training, and integration with Azure cloud services. The device was unveiled on February 24, 2019, at in , featuring a 1-megapixel time-of-flight depth camera, 12-megapixel RGB camera, seven-microphone array, and , priced at $399 upon release. The accompanying (SDK) became available in February 2019, enabling developers to access sensor data streams and build applications for Windows and Linux environments. Full hardware availability followed on June 27, 2019, positioning the kit as a tool for advanced perceptual rather than consumer gaming. The DK supported multiple modes for depth sensing, including narrow and wide field-of-view options with ranges up to 5.46 meters, and facilitated synchronization of multiple units for large-scale deployments, addressing limitations in earlier Kinect models like infrared interference. emphasized its compatibility with Azure AI services for tasks such as body tracking, , and , with the SDK providing open-source components under MIT licensing to encourage broad adoption in , healthcare, and industrial applications. Development efforts built on internal Kinect expertise, including contributions from teams behind HoloLens, to deliver higher precision and modularity compared to Xbox-oriented predecessors. In August 2023, Microsoft announced the end of production for the Azure Kinect DK, with hardware discontinuation effective October 2023, citing a strategic pivot away from dedicated depth-sensing hardware amid broader industry shifts toward integrated smartphone and embedded sensors. Existing units remained supported through partner ecosystems for procurement and spare parts, while the SDK received a final update to version 1.4.1 in July 2024, though active maintenance had tapered since 2020. This closure mirrored earlier Kinect declines, attributed to insufficient developer and enterprise uptake relative to alternatives like LiDAR-equipped mobile devices, without official quantification of sales or adoption metrics from Microsoft.

Technology

Sensing Fundamentals

The Kinect integrates , color imaging, and audio acquisition to enable full-body tracking and environmental interaction without physical controllers. Depth sensing forms the core capability, augmented by a visible-light camera for and a for voice input, collectively processing data at video frame rates to support real-time applications. In the first-generation Kinect for , depth is derived using structured light . An (IR) projector emits a pseudorandom of laser-generated speckles across the field of view, illuminating the scene up to approximately 8 meters. An IR-sensitive CMOS camera captures the deformed , and proprietary algorithms compare distortions against a pre-calibrated reference to compute per-pixel disparities, yielding depth maps at 640×480 resolution and 30 frames per second via geometric . This approach relies on the baseline separation between projector and camera for parallax-based ranging, with accuracy degrading at edges or under strong ambient IR interference. Later iterations, such as the Kinect for Xbox One and Azure Kinect Developer Kit, shift to time-of-flight (ToF) depth sensing for improved range and resolution. An IR emitter projects amplitude-modulated near-IR light (typically at 850 nm wavelength), and a synchronized sensor array measures the phase difference between emitted and reflected signals across each pixel. Depth is calculated as d=cΔϕ4πfd = \frac{c \cdot \Delta \phi}{4\pi f}, where cc is the speed of light, Δϕ\Delta \phi is the phase shift, and ff is the modulation frequency (around 100 MHz for sub-millimeter precision over 0.5–5 meter ranges). This direct ranging method supports higher frame rates (up to 30 Hz at 512×424 resolution) and wider fields of view (70° horizontal by 60° vertical), though it introduces multipath artifacts in reflective scenes. The RGB camera, a 1-megapixel sensor in early models, captures color images at 640×480 pixels and 30 Hz, aligned with depth data for hybrid RGB-D output via on-sensor registration. Audio sensing employs a linear array of four microphones spaced for , enabling acoustic source localization within ±60° and suppression of up to 20 dB ambient noise through delay-and-sum processing and echo cancellation. This configuration supports far-field voice recognition at distances exceeding 3 meters.

Kinect v1 Hardware (Xbox 360 Era)

The Kinect v1 sensor for the consists of a housing multiple imaging and audio components, mounted on a base with a motorized tilt mechanism allowing adjustment of up to ±27 degrees for optimal player detection. The device measures approximately 9.4 inches in length, 2.7 inches in height (without base), and 2.7 inches in depth, weighing about 0.75 pounds. It connects to the via a connector on slim models or on original consoles, drawing power solely from the host without an internal . Central to its functionality is the depth-sensing , which employs structured light technology developed by PrimeSense. An (IR) projector emits a of speckled dots onto the scene, captured by a CMOS IR camera to compute depth maps via , enabling 3D reconstruction without relying on time-of-flight methods. The IR camera operates at 640×480 resolution and 30 frames per second (fps), with a of 58 degrees horizontal by 45 degrees vertical, supporting depth ranging from 0.4 to 4 meters, though accuracy diminishes beyond 3.5 meters. This is powered by a PrimeSense -on-chip (SoC) that handles initial for both depth and RGB data streams. Complementing the depth sensor is a color RGB camera with 640×480 resolution at fps and a 24-bit , providing a visible-light video feed with a matching to the IR camera for fusion into RGB-depth (RGBD) images. Audio capture is managed by a linear of four spatially separated microphones, spaced to enable for voice isolation, acoustic source localization, and noise suppression, supporting features like headset-free Xbox Live chat. All sensor data is processed on the 360's hardware, with the Kinect providing raw streams via USB for skeletal tracking and implemented in software.

Kinect v2 Hardware (Xbox One and Windows)

The Kinect v2 sensor, integrated with the Xbox One console launched on November 22, 2013, and released separately for Windows as the Kinect for Windows v2 in July 2014, employs time-of-flight (ToF) technology for depth sensing, a shift from the structured light method in the Kinect v1. This hardware upgrade enables higher precision in motion tracking, supporting up to six users with 25 joint skeletons each. Key components include a color camera capturing at resolution and 30 frames per second (fps), an (IR) depth providing 512 × 424 resolution at 30 fps, and an IR projector for illumination. The depth operates over a (FOV) of 70° horizontal by 60° vertical, with an effective range from 0.5 to 4.5 meters. A four-microphone facilitates voice recognition with noise isolation. The sensor requires a port for operation, demanding a dedicated controller on Windows systems, alongside a dual-core 3.1 GHz processor, 4 GB RAM, and or later (64-bit). Physically, it measures approximately 249 × 67 × 71 mm and weighs 1.378 kg, larger than its predecessor to accommodate the advanced optics. The and Windows v2 variants are functionally identical in sensing capabilities, differing primarily in cabling and adapters for compatibility. Compared to Kinect v1, the v2 offers doubled color resolution, finer depth granularity via ToF (reducing edge artifacts), and improved low-light performance, though it sacrifices some flexibility in frame rates due to custom sensors. These enhancements support more accurate body and facial tracking, essential for One's gesture-based interface and Windows developer applications.

Azure Kinect Developer Kit Specifications

The Azure Kinect Developer Kit (DK) integrates a time-of-flight depth camera, 12-megapixel RGB camera, (IMU), and seven-microphone array into a single USB-connected device optimized for AI and development. It supports configurable modes for depth sensing with narrow or wide fields of view (FOV), enabling applications from close-range precision to broader scene capture. The device measures 103 × 39 × 126 mm and weighs 440 g, with factory calibration for sensor alignment accessible via the Azure Kinect Sensor SDK.

Depth Camera

The depth camera employs time-of-flight technology using an emitter and sensor to compute distances, with operational ranges varying by mode and influenced by target reflectivity. It offers five modes: NFOV unbinned (higher resolution, narrower FOV), NFOV 2×2 binned (reduced resolution for extended range), WFOV 2×2 binned (wide FOV for short-range), WFOV unbinned (wide FOV high resolution), and passive IR (no emitter, for ambient capture). Frame rates reach up to 30 fps in most modes, dropping to 15 fps maximum in WFOV unbinned.
ModeFOV (H×V)Resolution (pixels)Range (m)Max FPS
NFOV Unbinned75°×65°640×5760.5–3.8630
NFOV 2×2 Binned75°×65°320×2880.5–5.4630
WFOV 2×2 Binned120°×120°512×5120.25–2.8830
WFOV Unbinned120°×120°1024×10240.25–2.2115
Passive IR120°×120°1024×1024N/A30
Data derived from device operating parameters; actual performance may vary with environmental factors like multipath interference or ambient light.

Color (RGB) Camera

The RGB camera uses a 12 MP sensor with , supporting resolutions from to 4K and formats including MJPEG, uncompressed, or NV12. It aligns color data with depth for synchronized streams, with FOV of 90° horizontal and 59° vertical in 16:9 aspect or 74.3° vertical in 4:3. Maximum frame rates are 30 fps for most resolutions, limited to 15 fps at 4096×3072.
Resolution (HxV pixels)Aspect RatioMax FPS
3840×216030
2560×144030
1920×108030
1280×72030
4096×307215
2048×153630
The camera enables color-augmented depth mapping for enhanced scene understanding.

IMU and Microphone Array

The IMU combines a 3D accelerometer and 3D gyroscope (LSM6DSMUS chip), sampling at 1.6 kHz and reporting data at up to 208 Hz for motion and orientation tracking. The consists of seven elements in a circular configuration compliant with USB Audio Class 2.0, offering far-field voice capture with sensitivity of -22 at 94 dB SPL (1 kHz), SNR exceeding 65 dB, and overload point at 116 dB. It supports and noise suppression via SDK processing.

Connectivity, Power, and Environmental

Connectivity relies on via a composite device with dedicated endpoints for depth, color, audio, and IMU streams (Microsoft Vendor ID 0x045E). Synchronization ports allow multi-device setups, and power draw peaks at 5.9 W, supplied via included DC barrel adapter (4.5 mm OD, 3.0 mm ID) or (cable not included). Operating conditions include temperatures of 10–25°C and of 8–90% non-condensing; a status LED indicates operational states, with recovery via reset button if issues arise.

Applications

Xbox Gaming and System Features

The Kinect sensor for Xbox 360, released on November 4, 2010, enabled controller-free gaming by tracking players' full-body movements and voice inputs through its depth-sensing camera and microphone array. This allowed users to interact with games using natural gestures, such as jumping, swinging, or posing, in titles like Kinect Adventures!, which featured mini-games involving rafting and obstacle courses, and , simulating activities like bowling and track events. Over time, more than 100 games incorporated Kinect functionality, spanning genres from fitness simulations like Your Shape: Fitness Evolved to rhythm-based experiences such as . Beyond dedicated games, Kinect integrated with the dashboard for system features, including gesture-based navigation of menus and the Kinect Hub, a central interface for entertainment apps like video chat over Xbox LIVE. Voice commands supported basic interactions, such as pausing games or selecting options, while the sensor's skeletal tracking facilitated multiplayer experiences without additional hardware. With the Xbox One launch on November 22, 2013, the second-generation Kinect sensor deepened system integration, offering advanced voice recognition for hands-free control, including the wake word "Xbox" to power on the console from up to 15 feet away. Users could navigate the interface via commands like "Go home," "Snap [app]," or "Show achievements," and control volume or media playback without a controller. controls extended to UI manipulation, such as pinching to zoom or swiping to scroll, while facial recognition enabled automatic user sign-in and personalized recommendations. Kinect-enhanced gaming on built on prior capabilities with higher-fidelity tracking, supporting titles like for competitive multiplayer and Fruit Ninja Kinect 2 for precise motion slashing in up to four-player modes. The sensor's always-listening mode, when enabled, allowed seamless transitions between gaming, TV viewing via OneGuide, and apps like , though users could disable features for privacy. Despite these advancements, adoption waned as decoupled Kinect from the console in 2014, making it optional via adapter.

PC and Non-Gaming Software Development

released the Kinect for Windows (SDK) version 1.6 on February 21, 2012, enabling developers to access Kinect sensor data on PCs for non-gaming applications, separate from integration. The SDK provided APIs for raw streams including color video, depth sensing, , and multi-array audio, supporting C++, C#, and development environments. Subsequent versions, such as SDK 1.8 in May 2013 and SDK 2.0 on August 12, 2014, expanded capabilities for Kinect v2 sensors, incorporating improved body tracking for up to six skeletons with 25 joints each, high-definition analysis, and near-mode depth sensing for closer-range interactions up to 0.4 meters. These tools facilitated non-gaming software in areas like human-computer interaction and . Kinect Fusion, a included as a sample in the SDK from version 1.6, allowed real-time scanning of objects and environments to generate textured meshes accurate to within 1-4 mm, used for applications in and . Developers leveraged and gesture APIs for accessibility tools, such as sign language recognition systems that interpret hand poses and body movements with reported accuracies exceeding 90% in controlled settings. In rehabilitation and healthcare, the SDK supported motion analysis for , tracking joint angles and patterns to assess patient progress without wearable s. A review of clinical studies found Kinect-based systems effective for balance and posture evaluation, with depth data enabling markerless tracking comparable to optical systems in upper-limb rehabilitation tasks. Commercial licensing terms from SDK 1.0 onward permitted deployment of PC applications in enterprise settings, including for human-robot interaction where Kinect provided environmental mapping and pose estimation. Development required a compatible Kinect for Windows , priced at $249.99 upon launch, to ensure reliable USB 2.0/3.0 connectivity and avoid Xbox-specific limitations.

Third-Party and Research Implementations

Third-party developers rapidly adapted the sensor for non-gaming applications following its 2010 release, leveraging its depth-sensing capabilities through reverse-engineered drivers and open-source libraries such as OpenKinect's libfreenect, which enabled PC connectivity without official SDKs initially. By 2011, academic and hobbyist communities had integrated v1 for and , with tools like Skanect providing accessible software for generating point clouds from data, though limited by the sensor's resolution and compared to professional systems. In robotics research, sensors facilitated low-cost perception systems; for instance, studies from 2015 onward used Kinect v2 for navigation by calibrating its intrinsic parameters to model depth accuracy, achieving reliable avoidance in indoor environments despite noise in low-light conditions. Applications extended to industrial automation, where Kinect v2 detected object positions and shapes for robotic grasping, as demonstrated in manufacturing setups processing varied geometries with sub-millimeter precision after . Gesture-based control of industrial arms via Kinect v2 combined with voice commands was prototyped in 2020, reducing operator exposure in hazardous zones but requiring hybrid filtering to mitigate skeletal tracking errors from occlusions. Healthcare implementations harnessed Kinect for rehabilitation and monitoring; a 2020 review validated its reliability alongside inertial sensors for home-based motor , tracking angles with 5-10% error rates versus gold-standard optical systems, though susceptible to drift in prolonged sessions. Patient home systems employed multiple Kinect units for real-time fall detection and activity signatures, fusing depth and RGB to achieve 95% accuracy in controlled trials, scalable via networked sensors but challenged by multi-person interference. Comparative analyses in 2025 confirmed Azure Kinect's portability for clinical movement assessment, correlating closely with manual goniometry (r>0.9) while offering non-contact advantages over wearables. Computer vision and efforts utilized Kinect for environmental mapping; Azure Kinect enabled indoor building scans in 2022 by stitching RGB-D frames, yielding dense models with centimeter-level fidelity suitable for prototypes, though demanding computational post-processing for seam alignment. Open-source plugins like obs-kinect integrated Kinect streams into broadcasting software for virtual green-screen effects, supporting v1 and v2 models via custom drivers. Specialized toolkits, such as the Azure Kinect Sensor Toolkit for released around 2020, provided low-level access for engineering applications, facilitating custom without proprietary dependencies. These implementations underscored Kinect's role as an accessible platform for prototyping, despite official support ending in 2023, with community drivers sustaining legacy uses.

Reception and Controversies

Critical and Commercial Reviews

Upon its November 4, 2010 launch, Microsoft's for received widespread acclaim for its controller-free motion and voice control capabilities, which reviewers described as a advancement in gaming interfaces, enabling full-body interaction without traditional peripherals. However, critics frequently highlighted technical shortcomings, including noticeable input latency measured at approximately 267 milliseconds in testing, which disrupted precise actions and contributed to frustration in fast-paced . Accuracy issues were also common complaints, with the depth-sensing camera struggling in low-light conditions, cluttered environments, or with multiple users, leading to inconsistent skeletal tracking and . Associated launch titles like Kinect Adventures! garnered mixed scores, averaging 61 on from 45 critic reviews, praised for accessibility but faulted for shallow depth and repetitive mechanics. Kinect Sports fared better at 73 from 51 reviews, lauded for intuitive sports simulations that encouraged , though some noted calibration sensitivities and limited replay value beyond casual play. Broader critiques emphasized that while innovative for , Kinect's imprecision rendered it unsuitable for competitive or skill-based titles, with processing delays exacerbating perceived lag in real-time responses. The Kinect for Xbox One, released November 22, 2013, improved on these with higher-resolution time-of-flight sensors and better low-light performance, earning praise for enhanced tracking fidelity in reviews of titles like Kinect Sports Rivals, which scored 60 on Metacritic from 53 reviews for its responsive controls in multiplayer settings. Yet, persistent latency and occasional misreads of subtle movements drew similar reservations, with critics viewing it as a refined but niche peripheral rather than a universal gaming solution. Commercially, Kinect achieved unprecedented success, selling 1 million units worldwide within 10 days of launch and reaching 8 million by early 2011, earning recognition as the fastest-selling device at 133,333 units daily. reported 24 million units sold by February 2013, significantly boosting hardware and software sales, including 3 million copies of and 2.5 million of Dance Central. Total sales across versions exceeded 35 million by 2017, though the bundle strategy initially hampered console adoption before decoupled it in 2014. Despite strong early revenue from hardware and exclusives, long-term viability waned as developer support shifted toward more precise input methods.

Privacy and User Backlash

The original Kinect sensor for , released on November 4, 2010, featured an always-listening and an infrared camera capable of depth sensing in complete darkness, prompting immediate concerns from advocacy groups like the Electronic Privacy Information Center (EPIC). EPIC warned that the device's potential for unauthorized audio and , combined with its connectivity, could enable risks, especially if hacked or exploited by third parties. responded by stating that no data from the Kinect is transmitted to its servers without user consent and that protections were built into the hardware and software from the outset. These fears intensified following demonstrations of Kinect's hackability; within weeks of launch, open-source developers released drivers allowing the to function independently on PCs, highlighting vulnerabilities to remote activation or . A executive's offhand remark in November 2010 about using Kinect to tailor advertisements further fueled backlash, leading to public speculation about commercial harvesting, though quickly clarified that no such functionality existed or was planned. Privacy objections peaked with the Xbox One's Kinect integration in 2013, where the sensor was initially mandatory for console operation, raising alarms over its constant monitoring for voice commands and user gestures even when idle. Amid revelations of NSA programs like , gamers and commentators expressed fears that the device's facial recognition and dark-vision capabilities could facilitate government or corporate spying, with online forums amplifying claims of it being a "spy ." This user-driven outcry, including widespread media coverage and consumer petitions against mandatory Kinect, contributed to Microsoft's policy reversal on August 13, 2013, decoupling the sensor from core to allow full power-off functionality. While no large-scale lawsuits directly stemming from Kinect privacy claims materialized, the backlash eroded consumer trust, with surveys and reports indicating hesitation among potential buyers wary of in-home cameras and microphones. Microsoft maintained that safeguards like user-initiated cloud processing and data encryption mitigated risks, but critics argued these relied on unproven assumptions about network security and corporate restraint. The episode underscored broader tensions between immersive hardware features and user autonomy, influencing subsequent device designs to prioritize opt-in privacy controls.

Technical Limitations and Reliability Issues

The original Kinect sensor for Xbox 360 utilized structured light technology, projecting a known infrared pattern onto the environment and capturing its deformation to compute depth; however, this approach was highly susceptible to interference from ambient infrared sources, particularly sunlight, which overwhelmed the projected pattern and resulted in significant depth map degradation or complete failure to acquire 3D data in bright outdoor or sunlit indoor conditions. The device's effective operational range was constrained to 0.8–4 meters in default mode (extendable to 0.4 meters minimum in near mode for Windows variants), beyond which depth accuracy diminished rapidly, with reported errors averaging 14.1–34.8 mm across various distances and poses. Skeletal tracking precision further declined with user occlusion, multiple occupants, or rapid movements, often leading to jittery or lost joint detections due to the 30 Hz frame rate and limited field of view (57° horizontal by 43° vertical). Kinect v2 for shifted to time-of-flight (ToF) depth sensing via phase-modulated light, extending range to 0.5–4.5 meters and improving resolution to 512×424 at 30 Hz, but introduced multipath interference (MPI) as a core limitation, where reflected light from glossy, concave, or nearby surfaces caused erroneous depth readings, manifesting as inflated distances or "bulges" in captured . MPI was particularly pronounced in indoor environments with corners or mirrors, reducing tracking reliability for body poses and contributing to inaccuracies in positioning, with root-mean-square errors up to 89 mm in dynamic upper-body movements compared to gold-standard systems. Environmental factors like varying illumination exacerbated these issues, while multi-sensor setups amplified mutual interference, producing periodic depth artifacts that scaled with device proximity. Reliability concerns across both versions included sensitivity to temperature fluctuations, causing depth sensor drift that necessitated frequent recalibration; for instance, thermal variations could introduce systematic errors in ToF phase measurements, with proposed corrections achieving sub-millimeter improvements only under controlled conditions. Hardware durability was impacted by overheating during extended sessions—the v2 sensor exhibited periodic on/off cycling tied to protection mechanisms—and compatibility problems, such as bandwidth conflicts in PC adaptations or interference with other IR devices like VR base stations. In clinical and research applications, inter-session reliability for kinematic tracking was rated moderate to good ( coefficients 0.7–0.9), but fast motions and low-light scenarios consistently degraded performance, highlighting inherent trade-offs in consumer-grade ToF and structured light implementations. The Developer Kit mitigated some MPI through higher modulation frequencies but retained vulnerabilities to rapid movements and illumination changes, with joint detection accuracy dropping in non-ideal lighting.

Commercial Aspects

Sales Data and Market Peak

The Kinect sensor for , launched on November 4, 2010, recorded explosive initial sales, surpassing 1 million units sold worldwide within 10 days. By November 29, 2010, cumulative sales exceeded 2.5 million units, reflecting strong holiday demand and widespread retail availability. This pace accelerated further, with 8 million units moved in the first 60 days, averaging approximately 133,000 units per day and outpacing prior launches. Sales momentum peaked during the 2010-2011 period, fueled by aggressive marketing as a hands-free gaming innovation and bundling incentives with consoles. By March 2011, Kinect had sold over 10 million units, securing a World Record for the fastest-selling device to reach that threshold. The device maintained strong performance into 2012, with figures hitting 18 million units by January. By February 2013, lifetime sales for the Xbox 360 Kinect reached 24 million units worldwide, comprising about one-third of the 's total installed base of roughly 76 million consoles. This figure represented the commercial zenith for the original Kinect model, after which growth tapered amid emerging competition from alternative input technologies and shifting consumer preferences toward traditional controllers. The variant, introduced in 2013 as a bundled component in early console shipments, added several million units but did not replicate the standalone velocity, with optional sensor sales declining post-2014 unbundling. Overall Kinect sensor shipments across platforms approached 35 million by 2017, though this included non-consumer developer kits and adapters.

Factors in Decline and Discontinuation

The initial commercial success of Kinect for , with over 8 million units sold in its first 60 days following the November 2010 launch, gave way to declining interest by the mid-2010s due to waning developer support and limited compelling software beyond casual titles. Core gamers, who prioritized traditional controllers for precision, largely rejected motion controls as a primary , leading to sparse third-party game development and a that failed to sustain broad adoption. Technical challenges, including inconsistent tracking accuracy in varied lighting or crowded spaces and the need for large play areas, further eroded user satisfaction and contributed to abandonment after novelty wore off. The iteration exacerbated decline through integration controversies revealed at the announcement, where mandated Kinect connectivity for console functionality, raising privacy fears over its always-listening microphone and wide-angle camera capable of facial recognition and voice commands even in standby mode. Public backlash, amplified by concerns of potential and data sharing without explicit consent, prompted to reverse the always-online requirement and make Kinect optional by June 2014, dropping the console price from $499 to $399 to compete with the cheaper PlayStation 4. This unbundling signaled diminished faith in the sensor's value, as total Kinect sales plateaued around 29 million units across generations despite early peaks, reflecting poor return on 's substantial R&D investments exceeding hundreds of millions. Market shifts toward headsets and traditional gaming peripherals, coupled with rising development costs for Kinect-specific features amid stagnant software innovation, rendered the platform economically unviable by 2017. halted Kinect manufacturing on October 25, 2017, stating production would cease once retailer stock depleted, while pledging ongoing software support for existing users but redirecting resources to other Xbox accessories. This decision marked the effective end of consumer Kinect hardware production, as the company pivoted from motion-centric ambitions to and multi-platform strategies.

Legacy

Technological Innovations and Influences

The Kinect introduced structured light depth sensing to consumer hardware, employing an projector to emit a pseudo-random speckle pattern onto scenes, which an infrared camera captures and analyzes for distortions to generate depth maps at 30 frames per second with sub-millimeter precision over short ranges. This approach, powered by the in the original model released on November 4, 2010, enabled real-time 3D environmental reconstruction without requiring wearable markers or specialized lighting. Later iterations, such as the Kinect for launched in November 2013, shifted to time-of-flight technology using modulated light pulses for broader range and active illumination, achieving depth accuracies of 1-5 cm at distances up to 4.5 meters. Complementing depth capabilities, the device featured advanced skeletal tracking via algorithms, including random decision forests for per-pixel body part classification from depth data, allowing robust, real-time estimation of 20-joint human skeletons supporting up to six users simultaneously. This markerless pose estimation operated at 30 Hz and integrated with a color camera for RGB-depth fusion, facilitating natural user interfaces free of handheld controllers. Additionally, a four-element enabled for directional audio capture, supporting far-field with noise suppression and up to 7.5-meter range pickup. The Kinect's low cost—under $150 at retail—and open SDK releases from February 2012 onward democratized access to high-fidelity depth sensors, catalyzing the "Kinect Effect" in by enabling widespread experimentation in without prohibitive hardware expenses. In , it influenced navigation and manipulation tasks, such as SLAM for mobile platforms and gesture-driven control of industrial arms, with studies demonstrating its efficacy in obstacle detection and human-robot interaction. Medical rehabilitation applications proliferated, including Kinect-based systems for gait training and upper-limb , where peer-reviewed trials reported enhanced patient motivation and measurable improvements in motor function through and repetitive exercises. These advancements extended to elderly and autism , underscoring the sensor's role in bridging gaming hardware to therapeutic and assistive technologies.

Post-Discontinuation Uses and Availability

Microsoft ceased manufacturing the original Kinect sensors for Xbox platforms on October 25, 2017, ending new production while existing stock depleted through retailers. Post-discontinuation, the sensors persisted in research applications, particularly in and motion analysis, owing to their time-of-flight depth sensing and capabilities, which provided cost-effective alternatives to specialized equipment. In academia, Kinect V2 saw use in studies evaluating 3D reliability for upper body , as detailed in a 2022 analysis confirming its efficacy in automating clinical scoring tasks despite hardware age. Temporal accuracy comparisons in 2022 further validated Kinect V2 performance within 2.5 to 3.5 meter ranges near the optical axis, underscoring its utility in controlled experimental setups even after commercial support lapsed. These applications leveraged open-source libraries like OpenNI and NiTE, enabling skeletal tracking without updates. Maker and hobbyist communities adapted Kinect for non-gaming purposes, including systems via repurposed depth data for motion detection and installations that exploited its multi-array microphones and RGB cameras. Enthusiast modifications, such as custom adapters for powering disconnected units, extended viability for projects like and gesture-based interfaces, with hacks documented in developer forums post-2017. Units became available exclusively via secondary markets like and online resellers, often at reduced prices—around $10 for functional models—facilitating access for researchers and tinkerers amid scarce official parts. A developer successor, DK, briefly revived depth-sensing tech until its production ended in August 2023, after which original Kinects filled niche gaps through third-party spares. Interactive exhibits and legacy projects continue relying on salvaged hardware, though reliability diminishes without firmware patches.

References

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