Kinect For (mac Dummies

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If you want to get the Microsoft Kinect setup and working on your Mac using OS X 10.9 Mavericks, then you’ve come to the right place. Since posting the, a number of new software updates have been released, so it’s a good idea to recap from the start. This tutorial will detail all the steps necessary to get the Kinect working in Mavericks, so buckle up and let’s get this party started. As always, if you have any questions, issues, or feedback, please feel free to post them in the comments section at the bottom, and to keep abreast of any new updates and posts you can, or subscribe using the new email form in the sidebar.

Oh, and if you don’t own a Kinect yet, there’s a few things you’ll need to know, so please or buy the correct version (Model #1414) right now. Preface: Uninstall Existing Kinect Drivers If you followed my and/or had your Kinect running in Mac OS X 10.8 Mountain Lion, then you’ll want to complete this step before moving ahead.

If you’re new, and are setting up the Kinect in Mac OS X 10.9 Mavericks from scratch then please feel free to skip this. When it comes to hacking the Kinect, cleaner is better. So I suggest uninstalling any existing Kinect drivers you might have installed and start fresh. If you’re confident simply upgrading then please feel free to do so, but for everyone else please begin by following the instructions in this article –. Step 1: Install and upgrade Xcode If you’re a regular visitor to this site or a developer, you may already have Xcode installed.

If so, just make sure you upgrade your Command Line Tools to the latest version for Mavericks. For everyone else, please follow the tasks below. (as of writing, the latest version is 5.0.2). Once installed, open the application and select the menu option Xcode / Open Developer Tool / More Developer Tools 2.

Clicking this will take you to the Apple Developer website. Simply login using your Apple ID and password and continue until you see the Downloads for Apple Developers screen. In the list of downloads, search for the most recent version of Command Line Tools (OS X Mavericks) for Xcode (as of writing, this is the release from October 23, 2013). Click on the blue disk image link to the right of the description to download.

Once you’ve downloaded the Command Line Tools, simply open the disk image and install the package. So now you’re up to date with Xcode, let’s move on to installing the Kinect drivers. Step 2: Install Additions Next up is a list of applications/tools that you’ll need to install. The versions mentioned below are the latest at the time of writing, but if there is a more recent version, you should be fine installing that too. 1., an open source version of the X.org X Window System for Mac. I’m using version 2.7.5. 2., a cross-platform build automation system.

Kinect For (mac Dummies Free

Select the download link beside Mac OSX 64/32-bit Universal (for Intel, Snow Leopard/10.6 or later), I’m using version 2.8.12.2. Part way through the CMake installation you’ll be asked to Install Command Line Tools, make sure you do this by clicking the Install Command Line Links button. If you get an error at this point, you’ll need to follow all the and then reinstall. 3., which allows you to compile, install and upgrade software via Terminal app. Select the download titled OS X 10.9 Mavericks, I’m using version 2.2.1. Step 3: Install Dependencies At this point you’ve installed your primary applications, so now we just need to install a couple of dependencies for later on.

Don’t worry, they’re easy! Libtool: A generic library support tool. To install Libtool, open the Terminal application: Applications / Utilities / Terminal. Next, type in the following. Please Note: Do not try to download and install OpenNi v2 beta. Unfortunately this version relies on the native Microsoft Kinect SDK, which is incompatible with the Mac.

OpenNi is created by a group of companies including , who developed the original Microsoft Kinect. The OpenNi software itself contains a stack of middleware libraries and applications that will help get you going on your Kinect journey! Create a new folder on your Mac called ‘Kinect’. This will help keep things organised (I’ll be referring to this folder later on). 3. Move the file you just downloaded to your Kinect folder and double click to uncompress and reveal the SDK folder. Okay, now you’re now ready to install the OpenNi SDK on your Mac. Open the Terminal application on your Mac: Applications / Utilities / Terminal.

5. We will now navigate to the OpenNi SDK folder using the command. Start by typing in cd, add a space, and finally drag your SDK folder from the Finder onto the Terminal window and press Return. This will automatically enter the file path for you, and look something like this.

Sudo ln -s /usr/local/bin/niReg /usr/bin/niReg Step 5b: Install SensorKinect SensorKinect is simply a module that helps the Kinect interact with OpenNI. You’ll need it for your Kinect to work on your Mac. Visit the on GitHub and click the Download ZIP button that looks like this: 2. Once downloaded, move the SensorKinect-unstable.zip file to your Kinect folder and double-click to uncompress it.

Navigate to the SensorKinect093-Bin-MacOSX-v5.1.2.1.tar.bz2 file inside the Bin folder, and double-click to uncompress it. Now you’re ready to install. Open Terminal on your Mac: Applications / Utilities / Terminal. 5. In Terminal, type cd, then a space, then drag the Sensor-Bin-MacOSX-v5.1.2.1 folder into the Terminal window, and finally hit Return to navigate to that directory. You’ll end up with something like this. Please make sure you don’t try to install NiTE v2.

Just like OpenNI 2, it just doesn’t work thanks to its reliance on the Windows SDK. 2 Once downloaded, move the NITE-Bin-MacOSX-v1.5.2.21.tar.zip file to your Kinect folder and double-click to uncompress it. And just like before, open Terminal and type in cd, followed by a space, and then drag the NITE-Bin-Dev-MacOSX-v1.5.2.21 folder into the Terminal window. Hit Return to navigate to that directory, and you should see something like this. DONE. Step 7: Transfer and Test Sample Files You’ve made it to the final step! All we need to do now is transfer over some files and we can test out our installation.

Copy the sample xml files from NiTE / Data over to your SensorKinect / Data folder like so (hold the Option key while dragging to copy files in Mac OS X): 2. In a new finder window, locate your x64-Release folder by following this path: NiTE / Samples / Bin / x64-Release. 3. Open your Terminal app again: Applications / Utilities / Terminal. In Terminal, type cd, followed by a space, and then drag the x64-Release folder onto the Terminal window to fill in the path and press Return. You should see something like this./Sample-PointViewer If everything is setup correctly, PointViewer should open in a new screen. This is a tracking demo, so stand back, wave your hand around in the air, and pretty soon you should notice a white tracking line appear (see the video below). You can also test out the other demos too, like the Players demo. This will identify your body shape and colour you blue, add another person to the mix and they will be coloured green. To test it out, simply close the previous demo and type the following into Terminal and hit Return.

The ‘Players’ demo will identify you as Player 1. Want to try something cooler?. And now you should be good to go! I know a lot of you were waiting for this tutorial, so thank you for your patience and I hope it was helpful. I’ll be following this up with a few more in-depth tutorials and inspiration posts soon – to be notified when they’re published, simply sign up using the email form in the sidebar (don’t worry, no spam!),. I’d also love to know how you went setting up the Kinect, so feel free to comment below with any questions, success stories or issues!

Take care and have fun kinecting! I disconnected Kinect, I rebooted the Mac, I connected the Kinect again, The Kinect green light is blinking, I started Synapse and now I have the debug display “Depth display mode: Tracked user only” but the viewport is black If I try to launch the “pointViewer” sample from NITE, I have a black screen too with “Preform click or wave to track hand” an this on the Terminal: pc31:x64-Release benga$./Sample-PointViewer 403 INFO New log started on 2014-02-27 08:56:35 417 INFO OpenNI version is 1.5.7 (Build 10)-MacOSX (Nov 12 2013 13:39:54) 420 INFO — Filter Info — Minimum Severity: UNKNOWN. Thank you so much for the tutorial! Everything worked swimmingly until the very end. Similar to Carolina I had the same error.

But after trying again, now I get this: ADAM:x64-Release adam$./Sample-PointViewer 1857 INFO New log started on 2015-03-20 22: INFO OpenNI version is 1.5.7 (Build 10)-MacOSX (Nov 12 2013 13:39:54) 1925 INFO — Filter Info — Minimum Severity: UNKNOWN One or more of the following nodes could not be enumerated: ADAM:x64-Release adam$ I’m using Kinect 1473, not 1414. I don’t know if that’s causing it. Will dig around some more, and report back. First of all, thank you very much for the detailed tutorials, they were very helpful to me. I followed your tutorial and it seemed to work fine but after couple of seconds, I’d get ‘corrupted memory’ or something errors.

Then I found out that using libfreenect as the driver solves that problem so I did that. But then the Kinect data streams stopped after 1-2 minutes (e.g.

The hand tracker sample would work great for 1-2 minutes and stop tracking while the app is still running – i.e. No crash, it just stopped printing data) So I thought I’d give OpenNI2 + NiTE2 + libfreenect (with OpenNI2 flag enabled during build) a try and it seems to work with stability. I am currently experiencing issues with recognising wave and click but apart from that, it doesn’t seem to have the problems I had before. For OpenNI2 and NiTE2, the installation is straightforward (and not different than your tutorial above).

For libfreenect, the installation instructions can be found at And for getting up and running in Mac + Xcode, I used this tutorial Thanks Ege. Furthermore, I’m wondering about a bunch of things Can we use this to track hand gestures to control the mouse, perform clicks/swipes/drags and further interact with the operating system? I have a class for school that has a show coming up with all of the class’s student works displayed on a 60″ flatscreen. I was tasked to see if I could find some way that visitors could interact with a simple website (in full-screen mode) navigating it by simply standing there and using their hands to gesture-click buttons and swipe the screens to pan through the different projects, etc.

Does this have the robustness for clicking and mouse pointing at least? Hey again Mike, This sounds pretty cool, and definitely doable. There’s a that touches on what you mention. Gestural control and interaction. They’re presumably using the to make it all work. I plan on writing a full tutorial soon (I’m currently crazy busy organising my wedding).

I believe you can also get mouse motion control up and running with the too. Hope that helps point you in the general direction you need to be heading.

If you manage to get it up and running, it’d be great to hear how you went. Hi Glen, Thanks for the great tutorial! I’m stuck at Sensor Kinect installation – this is what I get: MacBook-Pro: myusername$ sudo ln -s /usr/local/bin/niReg /usr/bin/niReg ln: /usr/bin/niReg: File exists and then: Installing PrimeSense Sensor. creating config dir /usr/etc/primesenseOK copying shared librariesOK copying executablesOK registering module ‘libXnDeviceSensorV2KM.dylib’ with OpenNI./install.sh: line 111: /usr/bin/niReg: Operation not permitted Do you have any idea what’s causing the problem and how could I fix it? Thanks in advance!!!! On major Step 4 I’ve uncompressed the SDK file and followed steps to complete the install but Terminal keeps spitting out this: Martin-.LASTNAME.-iMac:.USERFOLDER.$ cd /Users/.USERFOLDER./Desktop/Kinect/OpenNI-Bin-Dev-MacOSX-v1.5.7.10 Martin-.LASTNAME.-iMac:OpenNI-Bin-Dev-MacOSX-v1.5.7.10.USERFOLDER.

sudo./install.sh sudo: unable to execute./install.sh: Operation not permitted Martin-.LASTNAME.-iMac:OpenNI-Bin-Dev-MacOSX-v1.5.7.10.USERFOLDER.$ Advice? Items between. have been changed for purposes of this comment.

Hi Glen, thanks for the detailed tutorial. Unfortunately I keep getting stuck at installing the OpenNi SDK. When I try sudo./install.sh and then type in my password, I get the error message: sudo: unable to execute./install.sh: Operation not permitted Any ideas why this might be? (I don’t know anything about command-line code, but googled this error message and tried something like this: xattr -d com.apple.quarantine install.sh but that just gives another error: xattr: Errno 13 Permission denied: ‘install.sh’) I’d very much appreciate any help!

Hi Omar, There were some compatibility issues using v2 for a while. This was due to the fact that they were reliant on the Windows SDK. There are a few ways to get the Kinect interfacing on your mac, it just depends what you’d like to do with it. The tutorial above is definitely solid and tested. I’ll be experimenting with some of the other methods in the future too to test their limitations in comparison (stay tuned!). Also, this is the method I’ll be referencing/promoting for future tutorials (that allow you to create special effects and more). TL;DR – There are a few ways to get things going, but this is the one I think is the most solid and extensible atm.

Operation not permitted solution (10.9.2) Hi All, After several hours of trial and error I successfully installed the OpenNI package and I would like to share a solution which worked for me. I used Unarchiver app (free) to unzip the tar.zip file, then right-clicked tar.bz2 file, selected ‘open with’ and then Unarchiver app again. Then I followed instructions provided by Glen (cd filewhereyousavedfile and sudo./install.sh ) and all files installed ok.

I think that for some reason Mavericks thinks that I don’t have an admin access to install the package (when Unarchiver is not in use), I am not an expert so can not really explain this, sorry 😉 Unarchiver solution worked for me in Mavericks 10.9.2 p.s. Glen – fantastic work and great tutorial, many, many thanks Best Wishes!

Thank so much for your great tutorial. It was very helpful. But i still have a problem. I do all the stuff above without any errors or problems.

And the OpenNi Samples also works perfectly. I wrote a small Java app for exercise. In this app i use the Dephtgenerator.

Same code works fine on Ubuntu and Windows. But on my iMac the Depthgenerator will startsup. I find it strange because, if i use the rgb or infrared generator my app show me pictures in a panel, unlike the depth image. Hi Glen, Thank’s for what you did it seems to be great!

I wrote seems because I am stuck! Can’t install Cmake properly, I have an error message when it comes to the ‘Install Command Line Links’, there is no way to avoid it. I did uninstall and install again but still By the way there is no real installation process, only dragging it to the application folder. Then I run the app and find ‘Install Command Line Links’ under the option menu ‘Tools’. Did I do something wrong? Thank’s in advance. Glen, thanks for your useful tutorial, I find it works in my Mavericks Mac 10.9.4 However, when I want to extend the possibility to using OSCeleton, in terminal when make the OSCeleton Execution file, failure appears: the log file say sth like this: src/OSCeleton.cpp:547:33: warning: format specifies type ‘int.’ but the argument has type ‘char.’ -Wformat if(sscanf(argvarg+1, “%d”, &PORT) EOF ) ^ 1 warning generated.

Src/viewer.cpp:83:2: warning: ‘gluOrtho2D’ is deprecated: first deprecated in OS X 10.9 – “Use GLKMatrix4MakeOrtho” -Wdeprecated-declarations gluOrtho2D(0.0, width, height, 0.0); ^ /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/OpenGL.framework/Headers/glu.h:276:13: note: ‘gluOrtho2D’ declared here extern void gluOrtho2D (GLdouble left, GLdouble right, GLdouble bottom, ^ 1 warning generated. Ld: library not found for -lOpenNI clang: error: linker command failed with exit code 1 (use -v to see invocation) make:.

osceleton Error 1 I try to search online, does it refer to the problem of the path of OpenNI or the macport in Mavericks??? Pretty frustrated about the Mac OS problem with Kinect. Hello Glen, I’d like to start with thanking you for this useful tutorial. I made it all the way through thanks to how clear it was. When I ran the final “sudo./Sample-PointViewer” I was pretty excited to see it run, and see some display from the kinect camera. Unfortunately it seems to crash or stop moving / gathering data after a few seconds, before even showing the point tracking and I have to force quit out of the program.

It doesn’t show any error messages, but the model I am using is the #1473 do you think this might be the reason is not tracking properly / crashing? Hey Glen Ive followed you guide step by step but when I write./Sample-PointViewer in the end I get this: admins-iMac-72:Bin id3$ cd /Users/id3/Kinnect/NITE-Bin-Dev-MacOSX-v1.5.2.21/Samples/Bin/x64-Release admins-iMac-72:x64-Release id3$./Sample-PointViewer 514 INFO New log started on 2014-09-25 11:02:44 534 INFO OpenNI version is 1.5.7 (Build 10)-MacOSX (Nov 12 2013 13:39:54) 537 INFO — Filter Info — Minimum Severity: UNKNOWN One or more of the following nodes could not be enumerated: Do you have any clue why? Cheers, buddy.

HIII great tutorial, but i have a big problem here. I have MAC OS X 10.9. But i get this error when I run the program whit a PrimeSense device./Sample-PointViewer 540 INFO New log started on 2014-10-08 00:54:40 564 INFO OpenNI version is 1.5.7 (Build 10)-MacOSX (Nov 12 2013 13:39:54) 568 INFO — Filter Info — Minimum Severity: UNKNOWN One or more of the following nodes could not be enumerated: Device: PrimeSense/SensorKinect/5.1.2.1: The device is not connected! This only works with a Kinect sensor? Please help me!!! Hi Glen, Thank you for your detailed tutorial.

I installed everything successfully by following your steps. However, it doesn’t work in the end. The errors like this: 2044 INFO New log started on 2014-10-28 13: INFO OpenNI version is 1.5.7 (Build 10)-MacOSX (Nov 12 2013 13:39:54) 2067 INFO — Filter Info — Minimum Severity: UNKNOWN One or more of the following nodes could not be enumerated: Device: PrimeSense/SensorKinect/5.1.2.1: The device is not connected! I restarted the OS and connected the kinect to the wall outlet, but it still doesn’t work. I think it’s the problem of my system, the following is my system info: Mac OS X 10.10 Yosemite Kinect2 Model 1656. Hi guys, Hi everyone! So sorry it’s been so long since an update.

I’ve just recently tied the knot with my lovely wife Rachael and returned from a very long honeymoon. It’s great to see that you’ve been helping each other out in the comments section! Especially with all the compatibility issues that I wasn’t able to reproduce. I know a few of you are looking to push the boundaries and try out new things me too!

So prepare yourselves for some long overdue updates! Oh, and there are some more exciting announcements on the horizon too. Hi Paolo, Thank you!

Yes I’m actually in the same boat. I have ordered and received the new Kinect sensor for Windows (the same one the Xbox One uses, but specifically designed to work with your PC via USB). So once I get some time to test it out and get it running, I’ll put together another tutorial. I’ll also try to check and updated (if necessary) this tutorial for Mac OS X 10.10 Yosemite. Great that you’re already up and running with OSC and TUIO. If you ever want to do a guest post on either of those technologies, please feel free to let me know! Cheers, Glen.

Hey Glen, Thank you for this post! I’m having issues installing OpenNI: MacPro: MacPro$ cd /Users/MacPro/Desktop/mac/OpenNI-Bin-Dev-MacOSX-v1.5.7.10 MacPro:OpenNI-Bin-Dev-MacOSX-v1.5.7.10 MacPro$ sudo./install.sh sudo: unable to execute./install.sh: Operation not permitted MacPro:OpenNI-Bin-Dev-MacOSX-v1.5.7.10 MacPro$ I have a custom built mac tower. I’ve followed some of the home-brew tutorials as well trying to get my model1414 working. I hope these installs aren’t corrupting your build. I currently have a custom built mac tower (2.99 ghz 6 core intel xeon with 24 gb of memory, zotac GeForce GT 430 1024 MB graphics card) running mavericks 10.9.5. I have a windows build on a separate solid state but i’d prefer to get this all working from the Mac side.

I’ve used this specific kinect and adaptor in the past on my macbook pro running lion but now neither seems to be working correctly. Perhaps the adaptor is shot. Anyhow I still can’t install the OpenNI and any help with this would be great. Hello, congrats for the great tutorial! I´m writing from Brazil.

UPDATE Hello again, i think that found something. I´m a really noob, so, i´m sorry for the basic questions. It is looking for: ibusb-1.0.180+universal.darwin13.i386-x8664.tbz2, but, if you look at the website , it have just ibusb-1.0.180+universal.darwin14.i386-x8664.tbz2. It is looking for 13.i386 and in the website we just have 14.i386 This could be the problem? How can i fix this?

Thanks for your excellent tutorial and for responding to so many comments Glen. Maybe this is a really dumb question, but I’m not sure I understand why one would need to go through this installation process? I’ve been using a Kinect successfully on Lion and Yosemite without ever installing any kinect drivers – just NIMate or Synapse. I found this tutorial after I started having problems getting a Processing sketch to work on Yosemite. It works fine on Lion, but on 10.10 the OpenNI library is not found, even though it is installed in the right place. I read that since mid 2014, OpenNI is no longer supported, so that may explain why it won’t work on 10.10. Developing anything new using OpenNI seems a bit risky, and sadly it seems Windows is the safest platform.

I’d appreciate any feedback! Hi Toni, Thanks for visiting and for the info. NIMate will definitely get you up and running without the hassle, but unfortunately it’s a paid alternative. Installing the drivers is recommended when attempting to use the Kinect with Synapse and Quartz Composer, and should let you hack into it for most other purposes too. If you intend to write professional software using the kinect as an interface, then I would definitely go custom or a solution that has a higher level of support than OpenNI. But for the tehnologists, makers and hobbyists, this should be a nice way to get started. I do intend to get a tutorial up with the changes for Mac 10.10 Yosemite, along with a tutorial for the Kinect v2, but it’s been hard to find the time as I’m also launching ‘Creature Lab’, my new UX and design innovation studio (sign up to the eNewsletter to hear when it launches).

I should have some free time over the next month though, so stay tuned for more Kinect fun. Hi Angel, My apologies, it seems a wordpress update destroyed the code snippets I posted.

The ‘stag code’ reference you were seeing was not meant to be there at all. I’ve gone through this entire post and replaced all the code samples to fix the problem. You can now hover your mouse over the code snippets too and it’ll let you easily copy them as plain text – ready for pasting. In a nutshell: There were issues with the tutorial that are now fixed. Please let me know if you run into any more issues! Hi, Trying to install the OpenNi SDK and getting this in terminal: copying shared librariesOK copying executablesOK copying include filesOK creating database directoryOK registering module ‘libnimMockNodes.dylib’dyld: Library not loaded: /opt/local/lib/libusb-1.0.0.dylib Referenced from: /usr/lib/libOpenNI.dylib Reason: image not found./install.sh: line 111: 1249 Trace/BPT trap: 5 $INSTALLBIN/niReg -r $INSTALLLIB/$module Sabrinas-MacBook-Pro:OpenNI-Bin-Dev-MacOSX-v1.5.7.10 sabrinaekalli1$ Any insight in to what might be the problem?

Sudo xattr -rd com.apple.quarantine /path/to/file The issue is that OS X by default puts a ‘quarantine’ label on downloaded files it doesn’t trust. Normally, if this is the case with a ApplicationName.app file, you would doubleclick the file, get a warning from the system, click “Open” and it removes the label. This is a bit different with these binaries or shell scripts. For me this worked: – instead of typing “sudo./install.sh” I used “sudo sh./install.sh”, which goes around the blocked install.sh because it’s not directly executing that file, but the “sh” program instead, which then reads install.sh as a regular file. Nevertheless, this still got me 3 errors on executing “niReg” (operation not permitted).

– “sudo xattr -rd com.apple.quarantine /usr/bin/ni.” then made it possible to execute niReg (and also unlocks “niLicense” at the same time) By the way, I still had to run the niReg lines manually through terminal: sudo /usr/bin/niReg -r /usr/lib/libnimMockNodes.dylib sudo /usr/bin/niReg -r /usr/lib/libnimCodecs.dylib sudo /usr/bin/niReg -r /usr/lib/libnimRecorder.dylib Answer found through performing a “ls -@l /usr/bin/ni.” and then googling “com.apple.quarantine” ending up at: So let’s make up for these 45 minutes that I just wasted trying to figure this out 😉. Hi Glen, Thanks for this tutorial. Really easy to follow. However I’ve come un- stuck at the last hurdle./Sample-PointViewer 1012 INFO New log started on 2015-05-23 11: INFO OpenNI version is 1.5.7 (Build 10)-MacOSX (Nov 12 2013 13:39:54) 1371 INFO — Filter Info — Minimum Severity: UNKNOWN One or more of the following nodes could not be enumerated: I’ve unplugged, restarted but still no luck. I’m using Kinect 1414 any help greatly appreciated. Cheers PAUL Device: PrimeSense/SensorKinect/5.1.2.1: The device is not connected! Thank you so much for the detailed tutorial.

I arrived here because I am trying to take advantage of a Processing Library for Kinect and got the following message: ” A library relies on native code that’s not available. Or only works properly when the sketch is run as a 32-bit application. ” And apparently this tutorial had helped some other people resolve the issue. Unfortunately, after following all of the steps and trying to run the command, I received this message: ” nathaniel:x64-Release nathanieladdison$./Sample-PointViewer dyld: Library not loaded: /opt/local/lib/libusb-1.0.0.dylib Referenced from: /usr/lib/libOpenNI.dylib Reason: image not found Trace/BPT trap: 5 ” I saw a similar issue in the comments but the proposed solution didn’t solve the problem. Can you please advise? Any help is greatly appreciated. I’m not that fluent with these things but it seems like all the preceding steps executed smoothly except I did notice that I was never prompted for my password when in the terminal while installing sensor kinect or NiTE.

Very nice tutorial, Glen! In spite of restarting my MacBook Air several times and plugging and unplugging Kinect for XBOX360 (Device no 1414), my attempts to run the sample games always result in the following. Could Glen or anyone else help me with this one? 1430 INFO New log started on 2015-05-29 18: INFO OpenNI version is 1.5.7 (Build 10)-MacOSX (Nov 12 2013 13:39:54) 1465 INFO — Filter Info — Minimum Severity: UNKNOWN One or more of the following nodes could not be enumerated: Device: PrimeSense/SensorKinect/5.1.2.1: The device is not connected! Got to step 3 Libusb: A usb support tool for applications. Followed terminal commands and got this — Computing dependencies for libusb — Dependencies to be installed: autoconf automake — Extracting autoconf Error: org.macports.extract for port autoconf returned: Failed to locate ‘xz’ in path: ‘/opt/local/bin:/opt/local/sbin:/bin:/sbin:/usr/bin:/usr/sbin’ or at its MacPorts configuration time location, did you move it? Error: Failed to install autoconf Please see the log file for port autoconf for details: /opt/local/var/macports/logs/optlocalvarmacportssourcesrsync.macports.orgreleasetarballsportsdevelautoconf/autoconf/main.log Error: The following dependencies were not installed: autoconf automake To report a bug, follow the instructions in the guide: Error: Processing of port libusb failed.

Hello everybody, I’ve followed all the instructions. When I did this a few months ago on my imac, everything worked as expected the first time, no errors. Now, on my Mbp, I cannot get past step 6. I type sudo./install.sh and nothing happens.i.e no feedback from terminal. When I try sudo sh./install.sh I am prompted to enter my admin password. Once this is done, nothing happens and terminal gives no feedback again.

I am on Yosemite 10.10.5 on this mbp. Please help me, i have a deadline in a week and I am really badly stuck.

Thanks in advance for the help. Hi Glen, I get stuck at step 4 part 6 where I am supposed to install openNI. Terminal displays no feedback when O drag the folder in and press return. Decided to skip this step and see if I go ahead and install SensorKinect and Nite. Both of these seemed to install fine. What I am doing now is, uninstalling and starting again.

I am on Yosemite 10.10.5 using a 1414 Kinect on an Mbp mid 2014. If anybody can help that would be great, I have a project due in a week and it isn’t looking good.

I have read through all of the comments and tried all the suggestions but no luck so far. If you or anybody can offer some assistance that would be super cool. Thanks from Ireland. Hi again, I managed to get everything working!

I restarted my laptop and went through the uninstall process. Restarted again and then followed the tutorial from the start. This time everything just worked, no errors, no anomalies. I guest was a user error.

I double checked that i was using the correct files and instead of copying and pasting the code snippets from the tutorial, I carefully typed them into terminal. I am running Yosemite OS X version 10.10.5 on a mid 2014 Macbook Pro Retina using the 1414 kinect. This is a great tutorial and it is worth sticking with it as it will work well in my experience. Good luck everybody.

Hi, Thanks for the terrific tutorial! Unfortunately, although everything installed without error, I can’t connect to the Kinect. It works fine in Processing (with examples here: ), so I know that the hardware is set up correctly. I’m on 10.5.5 with an XBOX One 1520. Dyn-128-59-116-138:x64-Release cmcuser$./Sample-PointViewer 568 INFO New log started on 2015-08-28 16:26:40 583 INFO OpenNI version is 1.5.7 (Build 10)-MacOSX (Nov 12 2013 13:39:54) 585 INFO — Filter Info — Minimum Severity: UNKNOWN One or more of the following nodes could not be enumerated: Device: PrimeSense/SensorKinect/5.1.2.1: The device is not connected! Since it’s working in Processing I assume it’s not a USB/driver/firmware problem best, Douglas. Thanks, IGNACIO AVELLINO!

This is exactly what I needed — but then I still couldn’t get it going. I got the same errors as someone else did where the XML file thru an error and the USB device failed to load. Turns out that my MacPro (aka Trashcan) only has USB 3.0 ports. When I hooked up the Kinect to one of the USB outs on my Thunderbolt display: viola! Working great so far on El Capitan.

Thanks, GLEN for the awesome write up, too! I have a whole host of old projects that will see life again now, thanks to you! Hello Glen, I am having some issues with getting my kinect to work. I have followed all the steps provided, but when I run the./sample-PointViewer command I get the following error: Michaels-MacBook-Pro:x64-Release.$./sample-Pointviewer 502 INFO New log started on 2015-11-15 19:03:32 517 INFO OpenNI version is 1.5.7 (Build 10)-MacOSX (Nov 12 2013 13:39:54) 520 INFO — Filter Info — Minimum Severity: UNKNOWN One or more of the following nodes could not be enumerated: Device: PrimeSense/SensorKinect/5.1.2.1: The device is not connected! I am using OSX 10.11.1 El Capitan with a Kinect model 1520.

I should note that I am not a programmer, I am an Architectural Student looking to utilize the program found here: A link to the program download is also on that website. I can’t seem to get the kinect to work at all, and I desperately need to get this program working. Any help you can provide would be greatly appreciated. Operation Not Permitted Solution I was trying to install the kinect on an OSX el capitan and I was getting the same error. This was my solution. Restart the machine and hold cmd+r to boot into recovery OS.

Once there select the terminal and Enter “csrutil disable”. And Enter “reboot” after. This command gives you the permission to write to /usr/bin/ Once your mac starts cd into the OPENNi and type sudo sh./install.sh this should work. For safety after you’re done installing you can reenable the csrutil.

I hope it works for you’all. It’s Feb 1, 2016. I’m not sure if you’re still responding to this post, looks like the most recent posts were two months ago. I believe that I followed all your directions correctly and all seems well. I’m on a newer Mac Pro and the Kinect is recognized at the USB 3.0 Bus. But the final command for the PointViewer did not work, nor does the Kinect seem to be responding.

I have model 1520 for XBox 1. I am a college professor working on gestural interaction for live performance, but an orchestra director with some background in computer programming, but not an expert. Any help much appreciated. It would be fine to respond to this email address. Hello Glen (excuse my english. I am french and my lessons are far away from me) First of all I want to thank you for your tutorial!

I am trying to follow your tutorial. But -on the “How to uninstall Kinect drivers on your Mac” page, I don’t find the files “OpenNI-Bin-Dev-MacOSX-v1.5.4.0″ (same thing for NITE and SENSOR KINCET). I have recently installed this: It have installed me some kinect’s drivers. I want to restart whith a clean setting.

Is it enough if I put what was installed into the trash? Is there no hidden files? Thank you for your help. In step 3, in my terminal shows this: “— Activating libusb @1.0.200+universal Error: org.macports.activate for port libusb returned: Image error: /opt/local/lib/libusb-1.0.0.dylib already exists and does not belong to a registered port. Unable to activate port libusb. Use ‘port -f activate libusb’ to force the activation.

Please see the log file for port libusb for details: /opt/local/var/macports/logs/optlocalvarmacportssourcesrsync.macports.orgreleasetarballsportsdevellibusb/libusb/main.log To report a bug, follow the instructions in the guide: Error: Processing of port libusb failed” Why? What should i do?

Kinect For (mac Dummies

Dear Friends I am desperate i want to use the kinect device on my macbook pro with yosemite 10.10 and its impossible to access the kinect camera using the technique here. Although everything seems to be installed fine during the process, when i reach this point the kinect just doesnt connect. I am a university student i need to use this desperately for a project. I would be grateful if you could help out guys!!! Last login: Sat Mar 26 11:06:58 on ttys000 Andreass-MBP: andreas5391$ cd /Users/andreas5391/Sites/Kinect/NITE-Bin-Dev-MacOSX-v1.5.2.21/Samples/Bin/x64-Release Andreass-MBP:x64-Release andreas5391$./Sample-PointViewer 1263 INFO New log started on 2016-03-26 11: INFO OpenNI version is 1.5.7 (Build 10)-MacOSX (Nov 12 2013 13:39:54) 1289 INFO — Filter Info — Minimum Severity: UNKNOWN One or more of the following nodes could not be enumerated: Device: PrimeSense/SensorKinect/5.1.2.1: The device is not connected! Andreass-MBP:x64-Release andreas5391$.

Hello Glen, I used the unarchiver method and this same thing happened. It automatically says sorry try again.

Ive gone through many tutorials and libraries trying to get this to work. Shanes-MacBook-Pro: shane$ cd /Users/shane/Desktop/Kinect/OpenNI-Bin-Dev-MacOSX-v1.5.7.10 Shanes-MacBook-Pro:OpenNI-Bin-Dev-MacOSX-v1.5.7.10 shane$ sudo./install.sh Password: Sorry, try again. Password: Installing OpenNI. copying shared librariescp: /usr/lib/libOpenNI.dylib: Operation not permitted cp: /usr/lib/libOpenNI.jni.dylib: Operation not permitted cp: /usr/lib/libnimCodecs.dylib: Operation not permitted cp: /usr/lib/libnimMockNodes.dylib: Operation not permitted cp: /usr/lib/libnimRecorder.dylib: Operation not permitted Shanes-MacBook-Pro:OpenNI-Bin-Dev-MacOSX-v1.5.7.10 shane If its easier you can shoot me an email @ Thank you for the tutorial!

The Xbox 360 E revision has an Xbox logo to the left of the Xbox 360 branding. Kinect (codenamed Project Natal during development) is a line of that was produced by for. Based around a -style add-on, it enables users to control and interact with their console/computer without the need for a, through a using gestures. The first-generation Kinect for Xbox 360 was introduced in November 2010 in an attempt to broaden the console's audience beyond its typical gamer base. Microsoft released a beta version of the Kinect for Windows 7 applications on June 16, 2011, initially supporting the Kinect for Xbox 360 hardware connected to a PC for non-commercial applications. This SDK was meant to allow developers to write Kinect apps in,. A similar hardware version Kinect for Windows was released on February 1, 2012.

The 1.0 version of the Windows SDK, allowing commercial applications, was released with and required the Kinect for Windows hardware. Kinect for Xbox One, a new version with significantly expanded hardware capabilities, was released with the Xbox One platform starting in 2013. The corresponding Kinect for Windows v2 hardware was released in 2014, along with a supporting SDK. The 2.0 version of the Windows SDK supported the Kinect for Windows v2 as well as the Kinect for Xbox One hardware. Microsoft announced the discontinuation of the first Kinect for Windows device as of 2015.

The Kinect for Xbox 360 was discontinued along with the console by April 2016. The Kinect for Windows v2 was also discontinued in 2015, and customers were encouraged to use the functionally identical Kinect for Xbox One hardware with an adapter for Windows machines instead. The Kinect for Xbox One was discontinued in October 2017, representing the end of the Kinect product line. Contents. History Kinect was first announced on June 1, 2009, at under the code name 'Project Natal'.

Three demos were shown to showcase Kinect when it was revealed at Microsoft's E3 2009 Media Briefing: Ricochet, Paint Party. A demo based on was also shown outside of Microsoft's media briefing.

The skeletal mapping technology shown at E3 2009 was capable of simultaneously tracking four people, with a feature extraction of 48 points on a human body at 30 Hz. It was rumored that the launch of Project Natal would be accompanied with the release of a new Xbox 360 console (as either a new, a significant design revision, and/or a modest upgrade). Microsoft dismissed the reports in public and repeatedly emphasized that Project Natal would be fully compatible with all Xbox 360 consoles. Microsoft indicated that the company considers it to be a significant initiative, as fundamental to Xbox brand as, and with a launch akin to that of a new Xbox console platform.

Kinect was even referred to as a 'new Xbox' by Microsoft at a speech for Executives' Club of Chicago. When asked if the introduction will extend the time before the next-generation console platform is launched (historically about 5 years between platforms), Microsoft corporate Shane Kim reaffirmed that the company believes that the life cycle of Xbox 360 will last through 2015 (10 years). During Kinect's development, project team members experimentally adapted numerous games to Kinect-based control schemes to help evaluate usability. Among these games were and, which were demonstrated at in September 2009. According to creative director Kudo Tsunoda, adding Kinect-based control to pre-existing games would involve significant code alterations, making it unlikely for Kinect features to be added through software updates. Although the sensor unit was originally planned to contain a microprocessor that would perform operations such as the system's skeletal mapping, it was revealed in January 2010 that the sensor would no longer feature a dedicated processor.

Instead, processing would be handled by one of the of Xbox 360's CPU. According to Alex Kipman, Kinect system consumes about 10-15% of Xbox 360's computing resources. However, in November, Alex Kipman made a statement that 'the new motion control tech now only uses a single-digit percentage of Xbox 360's processing power, down from the previously stated 10 to 15 percent.'

A number of observers commented that the computational load required for Kinect makes the addition of Kinect functionality to pre-existing games through software updates even less likely, with concepts specific to Kinect more likely to be the focus for developers using the platform. The Xbox 360 S and E models have dedicated ports for Kinect, removing the need for an external power supply. On March 25, 2010, Microsoft sent out a flier for an event called the 'World Premiere 'Project Natal' for Xbox 360 Experience' at. The event took place on the evening of Sunday, June 13, 2010, at and featured a performance.

Kinect For (mac Dummies

It was announced that the system would officially be called Kinect, a of the words 'kinetic' and 'connect', which describe key aspects of the initiative. Microsoft also announced that the North American launch date for Kinect will be November 4, 2010.

Despite previous statements dismissing speculation of a new Xbox 360 to accompany the launch of the new control system, Microsoft announced at 2010 that it was introducing a redesigned Xbox 360, complete with a connector port ready for Kinect. In addition, on July 20, 2010, Microsoft announced a Kinect bundle with a redesigned Xbox 360, to be available with Kinect launch. On June 16, 2011, Microsoft announced the beta release of its SDK, allowing development of non-commercial applications running on Microsoft Windows 7, using the Kinect for Xbox 360 hardware. On July 21, 2011, Microsoft announced that the first ever white Kinect sensor would be available as part of 'Xbox 360 Limited Edition Kinect Star Wars Bundle', which also includes custom a -themed console and controller, and copies of. Previously, all Kinect sensors had been glossy black.

On October 31, 2011, Microsoft announced launching of the Kinect for Windows program with release of SDK to commercial companies. David Dennis, Product Manager at Microsoft, said, 'There are hundreds of organizations we are working with to help them determine what's possible with the tech'. On February 1, 2012, Microsoft released the Kinect for Windows version of the hardware device, and the final version of the SDK that required the new hardware, allowing commercial applications.

It said that more than 300 companies from over 25 countries were working on Kinect-ready apps. A January 2010 promotional banner indicating the expected release of Kinect (then 'Project Natal') by 2010 The tabloid the New York Post claimed Microsoft had a $500 million budget for advertising the launch of Kinect. While this claim was widely re-reported, an examination of the from Microsoft reveals a 20% year-over-year increase ($85 million) for sales and marketing the quarter Kinect was launched for all of the Entertainment and Devices division, making the total sales and marketing spend $425 million for the entire division. The marketing campaign You Are the Controller, aiming to reach new audiences, included advertisements on cereal boxes and bottles, commercials during shows such as and as well as print ads in various magazines such as. On October 19, Microsoft advertised Kinect on by giving free Xbox 360 consoles and Kinect sensors to the people in the audience.

Mac For Dummies Free

Two weeks later, Kinect bundles with Xbox 360 consoles were also given away to the audience of. On October 23, Microsoft held a pre-launch party for Kinect in Beverly Hills. The party was hosted by and was attended by soccer star and his three sons, Cruz, Brooklyn, and Romeo.

Guests were treated to sessions with and, followed by Tisdale having a Kinect voice chat with. Between November 1 and 28, gave away a free Kinect bundle 'every 15 minutes'. A major event was organized on November 3 in, where singer performed with hundreds of dancers in anticipation of Kinect's midnight launch. Kinect was launched in North America on November 4, 2010; in Europe on November 10, 2010; in Australia, New Zealand, and Singapore on November 18, 2010; and in Japan on November 20, 2010. Purchase options for the sensor peripheral include a bundle with the game and console bundles with either a 4 GB or 250 GB Xbox 360 console and Kinect Adventures.

Technology Kinect for Xbox 360 (2010) Kinect for Xbox 360 was a combination of built software and hardware. The hardware included a technology by developer, which developed a system consisting of an projector and camera and a special that generates a grid from which the location of a nearby object in 3 dimensions can be ascertained. This system called Light Coding employs a variant of image-based. The Kinect sensor is a horizontal bar connected to a small base with a motorized pivot and is designed to be positioned lengthwise above or below the video display. The device features an ' camera, and running proprietary software', which provide full-body 3D, and capabilities. At launch, voice recognition was only made available in Japan, United Kingdom, Canada and United States. Mainland Europe received the feature later in spring 2011.

Currently voice recognition is supported in,. The Kinect sensor's microphone array enables Xbox 360 to conduct and, allowing for things such as headset-free party chat over. The depth sensor consists of an projector combined with a monochrome, which captures video data in 3D under any conditions.

The sensing range of the depth sensor is adjustable, and Kinect software is capable of automatically calibrating the sensor based on gameplay and the player's physical environment, accommodating for the presence of furniture or other obstacles. Described by Microsoft personnel as the primary innovation of Kinect, the software technology enables advanced, facial recognition and voice recognition. According to information supplied to retailers, Kinect is capable of simultaneously tracking up to six people, including two active players for with a of 20 joints per player. However, PrimeSense has stated that the number of people the device can 'see' (but not process as players) is only limited by how many will fit in the field-of-view of the camera. The depth map is visualized here using color gradients from white (near) to blue (far) Reverse engineering has determined that the Kinect's various sensors output video at a of ≈9 to 30 depending on resolution.

The default RGB video stream uses 8-bit VGA resolution (640 × 480 ) with a, but the hardware is capable of resolutions up to 1280x1024 (at a lower frame rate) and other colour formats such as. The monochrome depth sensing video stream is in VGA resolution (640 × 480 pixels) with, which provides 2,048 levels of sensitivity. The Kinect can also stream the view from its IR camera directly (i.e.: before it has been converted into a depth map) as 640x480 video, or 1280x1024 at a lower frame rate. The Kinect sensor has a practical limit of 1.2–3.5 m (3.9–11.5 ft) distance when used with the Xbox software. The area required to play Kinect is roughly 6 m 2, although the sensor can maintain tracking through an extended range of approximately 0.7–6 m (2.3–19.7 ft). The sensor has an of 57 horizontally and 43° vertically, while the motorized pivot is capable of the sensor up to 27° either up or down.

The horizontal field of the Kinect sensor at the minimum viewing distance of ≈0.8 m (2.6 ft) is therefore ≈87 cm (34 in), and the vertical field is ≈63 cm (25 in), resulting in a resolution of just over 1.3 mm (0.051 in) per pixel. The microphone array features four microphone capsules and operates with each channel processing 16- audio at a of 16. Because the Kinect sensor's motorized tilt mechanism requires more power than the Xbox 360's ports can supply, the device makes use of a proprietary connector combining USB communication with additional power. Redesigned models include a special AUX port for accommodating the connector, while older models require a special power supply cable (included with the sensor) that splits the connection into separate USB and power connections; power is supplied from the by way of an AC adapter.

Kinect for Windows (2012) On February 21, 2011, Microsoft announced that in spring 2011 it would release a preliminary enabling researchers and enthusiasts to develop applications running on Microsoft Windows PCs. The beta version initially supported the Kinect for Xbox 360 hardware, connected to a PC, and only non-commercial applications were allowed. The first beta was released for Windows 7 on June 16, 2011. Beta 2 was released on the 1 year anniversary of Kinect for Xbox 360, on November 3, 2011. On February 1, 2012, a new hardware version of the device called Kinect for Windows was released at a suggested price of US $249.

It was similar to the existing Xbox 360 device but tested and supported under warranty for commercial Windows applications. At the same time, version 1.0 of the SDK was released, allowing commercial use, with licence terms requiring the use of the Kinect for Windows hardware even for non-commercial use. The SDK included compatible drivers for Kinect device. It provided Kinect capabilities to developers to build applications with, or by using and included the following features:. Raw sensor streams: Access to low-level streams from the depth sensor, color camera sensor, and four-element microphone array.

Skeletal tracking: The capability to track the skeleton image of one or two people moving within Kinect's field of view for gesture-driven applications. Advanced audio capabilities: Audio processing capabilities include sophisticated suppression and, beam formation to identify the current sound source, and integration with API. Sample code and Documentation. In March 2012, Craig Eisler, the general manager of Kinect for Windows, said that almost 350 companies are working with Microsoft on custom Kinect applications for Microsoft Windows. In March 2012, Microsoft announced that next version of Kinect for Windows SDK would be available in May 2012.

Kinect for Windows 1.5 was released on May 21, 2012. It adds new features, support for many new languages and debut in 19 more countries. Kinect for Windows 1.5 SDK would include 'Kinect Studio' a new app that allows developers to record, playback, and debug clips of users interacting with applications.

Support for new 'seated' or '10-joint' skeletal system that will let apps track the head, neck, and arms of a Kinect user - whether they're sitting down or standing; which would work in default and near mode. Support for four new languages for speech recognition – French, Spanish, Italian, and Japanese.

Additionally it would add support for regional dialects of these languages along with English. It would be available in Hong Kong, South Korea, and Taiwan in May and Austria, Belgium, Brazil, Denmark, Finland, India, the Netherlands, Norway, Portugal, Russia, Saudi Arabia, Singapore, South Africa, Sweden, Switzerland and the United Arab Emirates in June.

Kinect for Windows SDK for the first-generation sensor was updated a few more times, with version 1.6 released October 8, 2012, version 1.7 released March 18, 2013, and version 1.8 released September 17, 2013. Kinect for Xbox One (2013) An upgraded iteration of Kinect was released on November 22, 2013 for. It uses a wide-angle, and processes 2 gigabits of data per second to read its environment. The new Kinect has greater accuracy with three times the fidelity over its predecessor and can track without visible light by using an active sensor. It has a 60% wider field of vision that can detect a user up to 3 feet from the sensor, compared to six feet for the original Kinect, and can track up to 6 skeletons at once. It can also detect a player's, facial expression, the position and orientation of 25 individual joints (including thumbs), the weight put on each limb, speed of player movements, and track gestures performed with a standard controller.

The color camera captures 1080p video that can be displayed in the same resolution as the viewing screen, allowing for a broad range of scenarios. In addition to improving video communications and video analytics applications, this provides a stable input on which to build interactive applications. Kinect's microphone is used to provide voice commands for actions such as navigation, starting games, and waking the console from.

The recommended player's height is at least 40 inches, which roughly corresponds to children of 4 and a half years old and up. All Xbox One consoles were initially shipped with Kinect included—a holdover from a previously-announced, but retracted mandate requiring Kinect to be plugged into the console at all times for it to function. In June 2014, bundles without Kinect were made available, along with an updated Xbox One SDK allowing game developers to explicitly disable Kinect skeletal tracking, freeing up system resources that were previously reserved for Kinect even if it was disabled or unplugged. A standalone Kinect for Xbox One, bundled with a digital copy of, was released on October 7, 2014. The Xbox One Kinect was also repackaged as Kinect for Windows v2 (which is nearly identical besides the removal of Xbox branding, and its inclusion of a USB 3.0/AC adapter), released alongside version 2.0 of the Windows SDK for the platform.

In April 2015, this edition was discontinued, with Microsoft instructing developers to use the Xbox-branded Kinect with a USB adapter instead. Kinect for Xbox One was considered a market failure, with critics crediting privacy concerns (held over from controversies that affected Xbox One's launch), how its inclusion affected the console's launch price (which affected sales in comparison to ), and the smaller number of Kinect-specific titles developed for Xbox One. By mid-2015, Microsoft had begun to heavily downplay Kinect as part of its overall strategy for the platform. With the release of the refreshed SKU in 2016, the proprietary port used to attach Kinect was removed from this and future revisions of the console, necessitating the use of a USB 3.0/AC adapter cord.

This was offered for free to Xbox One S owners with Kinect until March 2017. On October 25, 2017, Microsoft officially announced the discontinuation of Kinect for Xbox One and end of production. Production of the adapter cord also ended by January 2018. Project Kinect for Azure On May 7, 2018, Microsoft announced a new iteration of Kinect technology designed primarily for enterprise software and usage. It is designed around cloud platform, and is meant to 'leverage the richness of Azure AI to dramatically improve insights and operations'.

See also: and Requiring at least 190 MB of available storage space, Kinect system software allows users to operate Xbox 360 Dashboard console user interface through voice commands and hand gestures. Techniques such as voice recognition and facial recognition are employed to automatically identify users. Among the applications for Kinect is Video Kinect, which enables or with other Xbox 360 users or users of. The application can use Kinect's tracking functionality and Kinect sensor's motorized pivot to keep users in frame even as they move around. Other applications with Kinect support include,. Microsoft later confirmed that all forthcoming applications would be required to have Kinect functionality for certification. Xbox 360 games that require Kinect are packaged in special purple cases (as opposed to the green cases used by all other Xbox 360 games), and contain a prominent 'Requires Kinect Sensor' logo on their front cover.

Games that include features utilizing Kinect, but do not require it for standard gameplay, contain a 'Better with Kinect Sensor' branding on their front covers. Kinect launched on November 4, 2010 with 17 titles. Third-party publishers of available and announced Kinect games include, among others,. Along with retail games, there are also select titles which require the peripheral. Kinect Fun Labs At, Microsoft announced Kinect Fun Labs: a collection of various gadgets and minigames that are accessible from Xbox 360 Dashboard. These gadgets includes Build A Buddy, Air Band, Kinect Googly Eyes, Kinect Me, Bobblehead, Kinect Sparkler, Junk Fu and Avatar Kinect. Open source drivers In November 2010, Adafruit Industries offered a bounty for an open-source driver for Kinect.

Microsoft initially voiced its disapproval of the bounty, stating that it 'does not condone the modification of its products' and that it had 'built in numerous hardware and software safeguards designed to reduce the chances of product tampering'. This reaction, however, was caused by a misunderstanding within Microsoft, and the company later clarified its position, claiming that while it does not condone hacking of either the physical device or the console, the USB connection was left open by design.

“ The first thing to talk about is, Kinect was not actually hacked. Hacking would mean that someone got to our algorithms that sit inside of the Xbox and was able to actually use them, which hasn't happened. Or, it means that you put a device between the sensor and the Xbox for means of cheating, which also has not happened. That's what we call hacking, and that's what we have put a ton of work and effort to make sure doesn't actually occur. What has happened is someone wrote an open-source driver for PCs that essentially opens the USB connection, which we didn't protect, by design, and reads the inputs from the sensor. The sensor, again, as I talked earlier, has eyes and ears, and that's a whole bunch of noise that someone needs to take and turn into signal.

” — Microsoft's Alex Kipman speaking formally on NPR's Science Friday On November 10, Adafruit announced as the winner, who had produced a driver that allows the use of both the RGB camera and depth sensitivity functions of the device. It was later revealed that, a core member of Microsoft's Kinect development team, had secretly approached Adafruit with the idea of a driver development contest and had personally financed it. In December 2010, whose depth sensing chips were used in the Kinect for Xbox 360 hardware, released their own open source drivers along with motion tracking middleware called NITE. PrimeSense later announced that it had teamed up with to develop a PC-compatible device similar to Kinect for Chinese markets, called the Wavi Xtion. The product was released in October 2011. Is an open-source software framework that is able to read sensor data from Kinect, among other natural user interface sensors. Third-party development.

A demonstration of a third-party use of Kinect at. The visualization on the left, provided through Kinect, is of a user with a jacket featuring wearable electronic controls for. Numerous developers are researching possible applications of Kinect that go beyond the system's intended purpose of playing games. For example, Philipp Robbel of combined Kinect with to map a room in 3D and have the robot respond to human gestures, while an MIT Media Lab team is working on a JavaScript extension for called depthJS that allows users to control the browser with hand gestures.

Other programmers, including Robot Locomotion Group at MIT, are using the drivers to develop a motion-controller user interface similar to the one envisioned in. The developers of have integrated open source drivers into their libraries and provided examples of live 3D rendering and basic 3D visual.

Another team has shown an application that allows Kinect users to play a virtual piano by tapping their fingers on an empty desk., a researcher at, adopted the technology to improve live 3-dimensional, which has shown interest in. Alexandre Alahi from presented a video surveillance system that combines multiple Kinect devices to track groups of people even in complete darkness. Companies So touch and Evoluce have developed presentation software for Kinect that can be controlled by hand gestures; among its features is a multi-touch zoom mode. In December 2010, the free public beta of software KinEmote was launched; it allows navigation of and menus using a Kinect sensor. Soroush Falahati wrote an application that can be used to create 3D images with a Kinect sensor. For a limited time in May 2011, a store in Moscow set up a Kinect kiosk that could overlay a collection of dresses onto the live video feed of customers. Through automatic tracking, position and rotation of the virtual dress were updated even as customers turned around to see the back of the outfit.

Kinect also shows compelling potential for use in medicine. Researchers at the have used Kinect to measure a range of disorder symptoms in children, creating new ways of objective evaluation to detect such conditions as autism, attention-deficit disorder and obsessive-compulsive disorder. Several groups have reported using Kinect for intraoperative, review of medical imaging, allowing the surgeon to access the information without contamination. This technique is already in use at in, where doctors use it to guide imaging during cancer surgery. At least one company, GestSure Technologies, is pursuing the commercialization of such a system. 's (JPL) signed up for the Kinect for Windows Developer program in November 2013 to use the new Kinect to manipulate a robotic arm in combination with an headset, creating 'the most immersive interface' the unit had built to date. Reception Kinect for Xbox 360 Reception Review scores Publication Score 8.8/10 8/10 7.5/10 3.5/5 6/10 4/5 9/10 Tech Shout 9.2/10 Upon its release, the Kinect garnered generally positive opinions from reviewers and critics.

Gave the device 7.5 out of 10, saying that 'Kinect can be a tremendous amount of fun for casual players, and the creative, controller-free concept is undeniably appealing', though adding that for '$149.99, a motion-tracking camera add-on for Xbox 360 is a tough sell, especially considering that the entry level variation of Xbox 360 itself is only $199.99'. Rated Kinect 8 out of 10, praising the technology but noting that the experience takes a while to get used to and that the spatial requirement may pose a barrier. Called the device a technological gem and applauded the gesture and voice controls, while criticizing the launch lineup and Kinect Hub. '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., 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.

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.' Praised the voice control and saw a great deal of potential in the device whose lag and space requirements were identified as issues. Also noted Kinect's potential and expressed curiosity in how more mainstream titles would utilize the technology.

'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. The mainstream press also reviewed Kinect. Compared it to the futuristic control scheme seen in, stating that 'playing games feels great' and giving the device 3.5 out of 4 stars. From predicted players will feel a 'crazy, magical, omigosh rush the first time you try the Kinect.' Despite calling the motion tracking less precise than 's implementation, Pogue concluded that 'Kinect’s astonishing technology creates a completely new activity that’s social, age-spanning and even athletic.'

Titled Kinect as setting a 'new standard for motion control.' The slight input lag between making a physical movement and Kinect registering it was not considered a major issue with most games, and the review called Kinect 'a good and innovative product,' rating it 3.5 out of 4 stars. Kinect for Xbox One Although featuring improved performance over the original Kinect, its successor has been subject to mixed responses. In its Xbox One review, praised Xbox One's Kinect functionality, such as face recognition login and improved motion tracking, but that whilst 'magical', 'every false positive or unrecognized voice command had us reaching for the controller.'

The Kinect's inability to understand some accents in English was criticized. Writing for, Matt Peckham described the device as being 'chunky' in appearance, but that the facial recognition login feature was 'creepy but equally sci-fi-future cool', and that the new voice recognition system was a 'powerful, addictive way to navigate the console, and save for a few exceptions that seem to be smoothing out with use'. However, its accuracy was found to be affected by background noise, and Peckham further noted that launching games using voice recognition required that the full title of the game be given rather than an abbreviated name that the console 'ought to semantically understand', such as rather than 'Forza 5'. Prior to Xbox One's launch, concerns were raised over the new Kinect; critics showed concerns the device could be used for, stemming from the originally announced requirements that Xbox One's Kinect be plugged in at all times, plus the initial system that required the console to be connected to the internet to ensure continued functionality. Privacy advocates contended that the increased amount of data which could be collected with the new Kinect (such as a person's eye movements, heart rate, and mood) could be used for. Reports also surfaced regarding recent Microsoft involving Kinect, such as a DRM system based on detecting the number of viewers in a room, and tracking viewing habits by awarding for watching television programs. While Microsoft stated that its 'prohibits the collection, storage, or use of Kinect data for the purpose of advertising', critics did not rule out the possibility that these policies could be changed prior to the release of the console.

Concerns were also raised that the device could also record conversations, as its microphone remains active at all times. In response to the criticism, a Microsoft spokesperson stated that users are 'in control of when Kinect sensing is On, Off or Paused', will be provided with key privacy information and settings during the console's initial setup, and that user-generated content such as photos and videos 'will not leave your Xbox One without your explicit permission.' Microsoft ultimately decided to reverse its decision to require Kinect usage on Xbox One, but the console still shipped with the device upon its launch in November 2013. Sales While announcing Kinect's discontinuation in an interview with on October 25, 2017, Microsoft stated that 35 million units had been sold since its release.

24 million units of Kinect had been shipped by February 2013. Having sold 8 million units in its first 60 days on the market, Kinect claimed the of being the 'fastest selling consumer electronics device'. According to Wedbush analyst Michael Pachter, Kinect bundles accounted for about half of all Xbox 360 console sales in December 2010 and for more than two-thirds in February 2011. More than 750,000 Kinect units were sold during the week of Black Friday 2011. Other motion controllers. Main article: Kinect competes with several on other home consoles, such as for and, / for, and for. Awards.

The work on human motion capture within Kinect won the for engineering innovation. Kinect Won 's 'Gadget of the Year' award for 2011. It also won the 'Gaming Gadget of the Year' prize. 'Microsoft Kinect for Windows Software Development Kit' was ranked second in 'The 10 Most Innovative Tech Products of 2011' at Breakthrough Awards ceremony in New York City. Microsoft Kinect for Windows won Innovation of the Year in the 2012 Seattle 2.0 Startup Awards.

See also. References.