Kinect

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Is It Possible to Combine TV and Active Play?

Daniel Choo

Earlier this fall, Microsoft announced that its Xbox 360 would soon offer special games and TV shows associated with several well-known children’s programs, including Sesame Street and Nat Geo Wild. The plan, says Microsoft, is to create shows that would foster a new kind of “playful learning,” tying them to the capabilities of the Microsoft Kinect device.

The timing of the news wasn’t great: the same day Microsoft unveiled its new toddler-friendly Kinect games, the American Academy of Pediatrics issued a report urging no or limited screen time for children under age 2.

Kids will be able to help Cookie Monster with specific tasks, and he’ll respond to their gestures and to their voices.

But bringing the Kinect to children’s television is an intriguing proposition. Microsoft say that it’s filming new TV shows and building new games that “seek to inspire kids and their parents to get off the couch and into the action, working cooperatively with their favorite characters to have fun and learn at the same time.” Fun, learning and even physical activity are often invoked when it comes to children’s programming — and it’s something that the American Academy of Pediatrics Continue reading

Computer Science With a Twist: Students Hack into Kinect

Daniel Choo

Within the first 60 days of its release, Microsoft sold some eight million Kinects, making it the fastest selling consumer electronics device in history (beating out the iPad and the VCR).

For those who aren’t familiar with it yet, Kinect is a sensor input device for the popular Xbox gaming console that allows gamers to play without any controllers.

It’s been less than a year since the Kinect has been available to the public, and while the rapid uptake by consumers has broken records, it still feels as though the full potential has yet to be unleashed — particularly in the classroom.

“I want to light a fire for you and your kids,” said computer science teacher Baker, “because this is really cool stuff.”

We’re probably just beginning to explore the possibilities for building and using video games for learning. Now, the Kinect adds even more dimensions to gaming, least of which is the physical and the auditory, bringing “the real world” to gaming.

The Kinect sensors include a RGB camera, a depth sensor, and a microphone — all meaning that the physical actions taken by gamers can be captured by the Kinect and used in turn to control simulations. “You are the controller,” as some of the early marketing for the device contends. Continue reading