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post #21 of 27
Quote:
Originally Posted by Captain Lolburger View Post

http://thenextweb.com/microsoft/2013/05/22/the-new-xbox-one-kinect-tracks-your-heart-rate-happiness-hands-and-hollers/

This article demontrates the huge leap forward that the new Kinect is over the original version. Not only can it track people standing or sitting, it can sense stress on muscles, force produced by puching or kicking movements, facial expressions, heart rate and blood flow. Impressive.

If you look at the video you can actually see how the green skeleton is very jittery. No its not the main person that is supposed to be tracked but it illustrates the problem with tracking extremities over lapping with the body. The question remains how well it actually works in the wild with real games and when the lighting and distance is sub optimal.

Also nowhere in that video do they actually demonstrate tracking a person sitting down. I'm not going to take M$ word on it that it "works".
    
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post #22 of 27
All you need is a smoothing method, that is more than likely how games will deal with the stuttering. Not a terribly hard thing to do.
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post #23 of 27
Quote:
Originally Posted by Bit_reaper View Post


If you look at the video you can actually see how the green skeleton is very jittery. No its not the main person that is supposed to be tracked but it illustrates the problem with tracking extremities over lapping with the body. The question remains how well it actually works in the wild with real games and when the lighting and distance is sub optimal.

Also nowhere in that video do they actually demonstrate tracking a person sitting down. I'm not going to take M$ word on it that it "works".

Sorry, but that's wrong. I thought the same thing at first, but if you look closely, you'll see that the jittery skeletons are of people right in the back, at the limit of the Kinect's range. It's a large room, larger than most living rooms and rooms that this system is designed to be used in. The skeleton of the person in the front (who is the only one using the Kinect at the time) is perfectly smooth and accurately represented on the screen.

Also, photos show a person squatting, with the skeleton tracking it accurately and showing stresses on muscles. I don't think it's a huge stretch to assume that it can apply the same accuracy to a user in a seated position.

smile.gif
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post #24 of 27
add a heart rate monitor on top of the sweat sensor and you may have an interesting time!
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post #25 of 27
Quote:
Originally Posted by Captain Lolburger View Post

Sorry, but that's wrong. I thought the same thing at first, but if you look closely, you'll see that the jittery skeletons are of people right in the back, at the limit of the Kinect's range. It's a large room, larger than most living rooms and rooms that this system is designed to be used in. The skeleton of the person in the front (who is the only one using the Kinect at the time) is perfectly smooth and accurately represented on the screen.

Also, photos show a person squatting, with the skeleton tracking it accurately and showing stresses on muscles. I don't think it's a huge stretch to assume that it can apply the same accuracy to a user in a seated position.

smile.gif

But the issue is not with the sitting it self but the fact that when you are sitting and holding a controller your extremities are quite close together and overlapping your body and this is very hard to track optically.

The kinect might be able to track that squat but will it be able to track this



and still have enough accuracy to distinguish movements for the use of the game. After all it won't do developers much good if the kinect can only tell them the person is sitting down holding a controller.

I again refer back to Steel Battalion: Heavy Armor

For me the question is that even though the kinect 2 is better then its predecessor is it good enough or will it suffer from similar issue even if to a lesser degree. And that won't be answered until it's in the hands of an independent reviewers as microsoft obviously won't show the kinects shortcomings.
    
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post #26 of 27
if the future of gaming is a bunch of pointless gimmicks like this and continued dumbing down of core mechanics...i really don't care about the future of gaming
post #27 of 27
Quote:
Originally Posted by maarten12100 View Post

Quote:
Originally Posted by Domino View Post

getting sick of these ploys to be honest. these things would just add to the cost of the controller when these sensors should be used in development of game design, not recording on a mass base. game companies seem to be getting lazy on searching into better games/idea, like most mobile markets/social media sites. lame

youd see much better games if companies did the research themselves as opposed to companies like sony thinking of upping the cost of production of their stuff.
Well those sensors are really cheap productions costs less than a cent a piece.
I don't agree with the above even in humid and or hot ambient temps you could just use multiple censors like on the back where your hands shouldn't be and at the air inlet or across the console well Isolated from the consoles heat.
It is very doable.
But then again only a few games will use this extended API so it isn't really worth it unless you make the exclusives yourself.

You didn't understand a single thing I said.

Yes, even a 1 cent sensor can rack up the price of controller for developer costs. You have to then implement hours upon hours of work in perfecting the software that comes with it, etc. So yes, a cheap little sensor would drive up the cost quite a bit. However, the point that I was making afterwards what that this has no to little help in research towards making good games unless it is specialised to small studies in which these controllers with the sensors are given to developers to look into what aspects of their games they can improve on, or know more about how the player reacts given certain situations/environments and then improve their game based on that research. Mass producing these controllers is a waste of time, effort, money, sense, and productivity while yielding little to no benefits. Sure, you could argue that it can and pretend it'll make a big difference, but in reality it doesn't.

Leave it to the developers. Sony, just make a good controller and leave out the phony gimmicks that don't improve upon the gaming experience. Let developers do their job and start using some creative thinking. In other words, Sony, supply us a good cost effective console with a good, easy, and open developer kit and leave the rest to the developers. They either make it or fail...don't waste your time and money.
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