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All the money in the world couldn’t make Kinect happen

polygon.com

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Re: All the money in the world couldn’t make Kinect happen

#7
post #3

I still hope to have something like Kinect for exercising.

A combination of Beat Saber and Pistol Whip in VR does the trick for me.

Superhot is good too. Like callanetics - you have to move slowly and keep inconvenient poses :)

Re: All the money in the world couldn’t make Kinect happen

#9
The big problem I saw with the Kinect One was that it wasn't any better in practice than the Kinect 360 was even though it was a lot better on paper.

I've been disappointed with depth cameras so far. I have one on my Alienware laptop that works well for face recognition but doesn't have an API to do anything else with it, probably because characterization of what the devices sees would be the first step to defeat it.

I've thought about getting a RealSense camera but have never quite pulled the trigger.

Re: All the money in the world couldn’t make Kinect happen

#10
post #6

Around that time, it looked like a lot of innovation was happening in input devices. There was Kinect. But there was also the Wii, 6 degrees of freedom controllers, and others I'm forgetting about. But it mostly sort of petered out.

I think the Wii was successful despite the Wiimote as opposed to because of it, but people didn't understand that at the time.

Nintendo's first party games added a few fun details using the motion controls, but other than Wii Sports and a few novelty titles there weren't many games for which motion control played a pivotal role.

There was a SimCity game that tried to use the WiiMote like a light pen, but between the poor accuracy and the physical difficulty of holding your arm up and pointing at the screen it was unplayable.

The most interesting things going on with motion control these days have to do with fitness trackers and similar devices.

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