Setup and Calibration

The first time you connect and fire up your console (Xbox 360 or Xbox 360 S), you get to go through the setup wizard. If you don’t have Xbox Live, you’re told to sign up for a trial period and that you really should get it so you can download necessary updates. Actually, even before the trial wizard pops up, you’re prompted to install a necessary update if you somehow don’t have the tweaked Xbox 360 dashboard (NXE 2.0?). 

After that, you’re told to position the sensor appropriately, check background sound, calibrate the array microphone, and then decide whether you want to use the Kinect microphone for Xbox Live party chat. The first time I ran through this wizard, it complained to me that the room was too loud - in complete silence. I think that me snapping photos was loud enough to trigger it, but they’re not messing around with wanting you to be quiet during the calibration routine. Moreover, this is important so the smart microphone system can build a profile out for the room, and probably cancel the game sounds themselves. On my 5.1 system each channel played a tone twice. 

The setting to pay attention here is whether or not you truly want your Kinect to be the party chat device. Turn it on, and you’ll default to using this microphone array in online matches instead of an earpiece which you can easily mute - in fact, this is really the only inconvenience. If you turn this off, you’ll also find that later on you can’t use Kinect Video chat - more on that later. The setup tutorial also tilts the sensor appropriately depending on whether you’ve put the sensor on top or below of the display. 

After the wizard completes, you’re left thinking that it’s finished. Instead, it starts a training tutorial that tells you to move all your furniture, remove any extraneous friends from the field of view of the Kinect, and walks you through interaction. What’s unnerving about this tutorial is that it requires the controller - that just doesn’t seem right. It makes even less sense given the first setup wizard’s insistence that you put down the controller, even showing a no-controller symbol if you try and mash buttons. But it walks you through the basic interactions which I’ll summarize in a second. If you’re dying to see every step of setup, they’re in the gallery below.

The Kinect tuner essentially lets you run the audio calibration, tilt, and room calibration again. There’s a card which ships with Kinect Adventures (and you can purchase online, seriously) that has a happy face.

The tuner takes requires you to hold the calibration smiley card in a variety of positions that line it up with on-screen sunglasses. This calibration routine requires lots of ambient light as it seems to use both the depth and color cameras.

The final (optional) Kinect training is auto-login facial recognition. It’s a pretty cool concept - step in front of the Xbox in a Kinect enabled game or situation, and you’re automatically signed in under the appropriate gamertag. 

The facial recognition training requires you to stand in a variety of different places throughout the room and match a pose. It’s a bit confusing that facial recognition requires hand gestures, but I’m guessing this is just to keep the ADD sensibilities appeased. You walk around, turn slightly, and stand in the appropriate place until told to move. Kinect basically needs to build a 3D profile of your face since its facial recognition algorithm uses both depth and color cameras to build your profile. 

In practice I found auto login to work without fuss almost all of the time. Step into the field of view of the sensor, and you’ll get a recognizing prompt to the left of the depth camera image, and if successful a “welcome back, [gamertag]” message. I only had auto login fail once or twice when the room was very dark, and once when I moved the Kinect to a completely different location before running the tuner again. 

Environmental Constraints of using Kinect Kinect Interaction Paradigms
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  • Akenin - Thursday, December 23, 2010 - link

    This is the most in-depth review of Kinect. This is some ingenious piece of hardware that is being used by MIT students and universities across the country on robotics and related stuff. I don't think you can compare it to the Move or Wii. It's in a league of its own. I know there are many MS haters out there but it seems they've done this one right. It has an skeleton structure of your body and maps it in real time, just like a 3D Motion Capture device would (It has way less points in the skeleton structure, obviously to keep costs down, it is a video game after all).

    I didn't expect to have that much fun playing Dance Central but I did. My wife loves the zen lessons in Your Shape: Fitness Evolved.

    I would love to see a Kinect Mech Warrrior based game and a new customized controller (that would come for free with the game) with buttons at the tip of your fingers and may be a scrolling wheel... I envision something like a glove. That would be nice!

    I have nothing to say against it, for what it is and what it does and how it does it, it is perfect.
  • hooflung - Saturday, December 25, 2010 - link

    The Kinect rgb camera is limited to 320x240 res because of the USB bandwidth. It doesn't do 640x480 when in game mode. Kapable yes, Komplete, no.

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