the camera resoltuion is so low you coudln't differentiate between them. I'm sure the 5 LEDs is just to get a bright enough source. Otherwise they'd have done better to have 5 LEDS spaced evenly along the sensor bar's length.In theory:
Wii reads large angles as far distances, as the LEDs would appear closer together.
This could be countered by measuring the distance between the LEDs on each side
There are multiple LEDs on each side of the LED bar right?
Definitely. This can't be official Kinect documentation; it's just a cruel mockup.Anyone saw this? I am not sure if I should take it seriously because by the looks of it...it sounds like a joke.
I'm ok with everything, like keep kids and pets away so you don't kick them.
erm...so you're OK that part of the intended audience are kept away!? lol
WRT lawsuits,
now what current US law with some product not living up to expectations.
Is it just buyer beaware?
WRT lawsuits,
now what current US law with some product not living up to expectations.
Is it just buyer beaware?
This is the team I'm on. My co workers make it sound easyDeveloper Diary #4: How Voice Commands Work With Kinect
http://www.youtube.com/watch?v=o4Y00lDc3Qw&hd=1
"That figure of 10 or 15 per cent, we're actually in single digits, but the philosophy is correct," said Kipman. "It's a trade-off... That trade off is easy, it's about the affordability of the device. From the perspective of bringing to market this amazing deal, £129.99 with Kinect Adventures, plus sensor - buy one and have your entire family play, it's a very interesting customer value proposition.
Kind of odd explanation for the lag in Kinect Adventures, isn't Kinect supposed to be able to separate the player from the environment and other people, so this shouldn't be as big an issue as Alex Kipman makes it soundThe last thing you want to do is have that raft or the obstacle course, or the avatar somewhere jumping when you are not jumping. If you take little kids, running around the room, this is where the human lag comes into play. You look at it and you say, 'how do I ensure, positively, that really was a jump?' How to make sure it wasn't just a crouch?
Think about the range of human motions. If I just crouch, and lift myself really quickly, how's that different from a jump? The answer is that you can detect those things, but you have to be very careful. This is where the game is tuned to make sure that you are building trust in the robustness of the platform. The last thing we wanted was to be getting a lot of false positives on River Rush because people in our playtest lab were having tons of fun, playing it
It's about interpreting the range of motions of the players which isn't a limit of the hardware, as ...Kind of odd explanation for the lag in Kinect Adventures, isn't Kinect supposed to be able to separate the player from the environment and other people, so this shouldn't be as big an issue as Alex Kipman makes it sound.
Exactly. But in order to see that, it has to wait until your feet have left the ground. Hence lag. If you decrease lag and react more immediately to movements, you couldn't distinguish between a crouch-and-stand maneouvre and a crouch-and-jump, and you'll get wrong actions in game. This is true of all interpretive motion tracking (gesture) techs, such as trying to tell the difference between a right hook and a feint. Both are the same motion, but one stops earlier. Until you've seen to that point, you can't tell what the player is intending. This and other movement tracking methods like noise suppression for pointers required several frames on information, which means lag is inevitable.Well... jumping usually involves that your feet leave the floor, which Kinect should be able to see, or doesn't it?