Microsoft Buys Leader in 3-D Sensing Technology: What It Means for the Future of Mixed Reality
- througdersbetenord
- Aug 18, 2023
- 5 min read
ADI's high resolution depth sensing technology offers significant advantages over traditional 2D image sensing techniques. High resolution depth makes it easier to classify both people and objects with much higher levels of confidence. This can be leveraged into many application use cases, from commercial/retail entry/exit (for security and surveillance) to detecting people falling or hurting themselves (for medical applications).
Microsoft Buys Leader in 3-D sensing technology
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Kinect has also been used as part of non-gaming applications in academic and commercial environments, as it was cheaper and more robust compared to 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.
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.[12]
In 2005, PrimeSense was founded by tech-savvy mathematicians and engineers from Israel 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.[12]
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.[12]
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.[13] 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.[12]
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.[92]
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.[173] 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.[174] 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."[181] TechRadar praised the voice control and saw a great deal of potential in the device whose lag and space requirements were identified as issues.[176] Gizmodo also noted Kinect's potential and expressed curiosity in how more mainstream titles would utilize the technology.[182] 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.[183]
SICK is one of the world's leading solution providers for sensor-based applications for industrial applications. Founded in 1946 by Dr.-Ing. e. h. Erwin Sick and headquartered in Waldkirch im Breisgau near Freiburg, the company is one of the technology and market leaders and is present around the globe with more than 50 subsidiaries and affiliates as well as numerous agencies. In fiscal year 2019, SICK employed more than 10,000 people worldwide and achieved Group sales of around EUR 1.8 billion. Further information on SICK is available on the Internet at or by phone at +49 (0)7681202-4183
Azure Depth integrates Microsoft Time of Flight (ToF) depth sensing technology with the Azure intelligent edge and intelligent cloud platforms to drive cloud-connected 3D vision through our ecosystem of semiconductor, IHV, ISV, and system integrator partners to disrupt computer vision adoption as we know it. Learn more.
Krueger's VIDEOPLACE, the first interactive VR platform, was displayed at the Milwaukee Art Center. It used computer graphics, projectors, video cameras, video displays and position-sensing technology and it didn't use goggles or gloves. VIDEOPLACE consisted of dark rooms with large video screens to surround the user in "VR".
EdgeTech, the leader in high resolution sonar imaging systems and underwater technology, has recently introduced motion tolerant mode (MT) to their sonar platforms. SonarWiz now supports this as shown below. "The 4205 motion tolerant configuration with multi-pulse provides surveyors the ability to operate either at faster survey speeds or in more adverse weather conditions while still obtaining high quality underwater imagery." Read More... 2ff7e9595c
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