Motion Camera

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Earlier today at Electronic Entertainment Expo, Microsoft unveiled their rumored motion controller solution to the masses. But unlike the waggling, accelerometer-enabled hardware of most immersive gaming peripherals, Microsoft's solution uses full body motion as detected by an intelligent motion and audio sensor camera, which they've tentatively dubbed Project Natal. We've seen camera interactivity in console gaming before with the Xbox Live Vision camera and the PlayStation Eye Toy, but Microsoft promises that Project Natal will go above and beyond any gaming tech we've seen before.

Project Natal uses several technologies simultaneously to capture and replicate a player's motion on-screen and in-game. Natal, which could be readily described as a Wii sensor bar on sterois, uses an RGB camera, intelligent depth sensor, and multiarray microphone to collect voice commands, video, and movement with realtime physics, which is then processed by a brand new processing unit and proprietary software. As you would expect the RGB camera is used for video and picture capture, as well as facial recognition, but the real technological meat and potatoes of the device is it's depth sensor and processing. Project Natal's depth sensor detects 3-D space through the use of a monochrome CMOS sensor and an infrared projector. The pairing of these two technologies, Microsoft says, makes Natal capable of detecting movement, orientation, and gestures in any lighting environment. Project Natal's processing is what brings all of the data together, and can differentiate between players and their environment, as well as detect specific body parts, from arms and legs to even a player's head.

Surprisingly, Microsoft not only unveiled the initial details of Project Natal to the media today, they also demoed the product live and in person. Members of the development team demonstrated two tech demos -- a painting game and a kickball-style game. The painting game essentially has players using virtual cans of paint to splash on a canvas and create images. The painting game really showed the technology's ability to detect arching movements and swift, but subtle hand motions. The kickball scenario, on the other hand, displayed how the camera could intelligently detect a player's arms, legs, and head's orientation and velocity in 3-D space. For the kickball game, the player swatted, kicked, and headbutted kickballs to knock down distant objects.

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This looks pretty cool, but kind of dangerous since if the player is playing a fighting game and someone accidently step in their path. The person can get kicked, punch, or slapped for real.
 
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