Kinect Identity: Technology and Experience
ENTERTAINMENT COMPUTING Kinect Identity: Technology and Experience Tommer Leyvand, Casey Meekhof, Yi-Chen Wei, Jian Sun, and Baining Guo, Microsoft Kinect Identity, a key component of Microsoft’s Kinect for the Xbox 360, combines multiple technologies and careful user interaction design to achieve the goal of recognizing and tracking player identity. ontroller-less immersion • session, in which the system • extracting the facial signature to has been the Holy Grail remembers who’s who during capture the face’s microstructure. of game designers and a particular game session, for C developers for many example, player 1 versus player Adding clothing color and the player’s years now. One of the primary 2, along with their scores. height to facial recognition technology challenges is how to seamlessly fuses multiple characteristics to form track and successfully recognize an To maximize the chances of creating identity recognition. individual’s identity during game play a successful identity tracking system, At runtime, the game asks the to ensure a smooth and natural user Kinect’s developers experimented system to remember a new player, interface. with a set of independent identification so the system gathers prints, or So far, no perfect solution exists. technologies, selecting a set that, when signatures, for each of the unidentified Nevertheless, the identity technology combined, created a complete picture. skeleton’s characteristics—face, behind Microsoft’s Kinect for the Xbox Each of the selected technologies clothing, height—each of which 360 provides enhanced gaming and needed to be robust (at least for short- provides a response of “positive” entertainment experiences by combin- term changes), non-CPU and memory (for example, shirt color matches ing multiple technologies based on the intensive, and as independent as the known print), “negative” (stored use of RGB cameras, depth-sensing, possible from the others.
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