It needs air vents?
That's what I noticed too. The camera is supposed to have one out of two chips in the original PrimeSense system. I wonder what else's in there.
Way in the past I'd actually done some research into this myself at university - using AR markers, etc, for 3D modeling purposes. The long and the short of it was that it works beautifully in theory and for small things, but (in my case) the tracking wasn't accurate enough and overall it just wasn't really very useful as there is no physical interaction with the surface (in the sense there is no feedback, which becomes exceptionally tiring if you attempt any level of precise movement*). Still, it'll be interesting to see if Sony do adapt it for artists. There is a lot of room for broad, organic motions and modeling that would work rather well.
*You can demonstrate this easily: Stretch your hand out in front of you, keep it as still as you can and at the same time rotate your wrist back and forth as slowly as you can.
The tool needs to be flexible. e.g., Use it like a mouse if your hands are tired (or for fine tuning). Use it in 3D to turn the objects around. Using 2D mouse to flip a 3D object can be awkward sometimes. The sensitivity of the controller will be the most critical here (like mouse sensitivity, it needs to be just right).
Sony might want to put a lot of work here to perfect the system. I believe one of the earlier interviews mentioned that their art team is already using Move to create some assets today.
I also noticed that using SIXAXIS rumble, the skeleton warriors in Demon's Souls are able to convey the feeling of impact very well during combat. I am very curious to see what kind of feedback the (weaker ?) Move rumble can provide.