Development The origins of the Kinect started around 2005, at a point where technology vendors were starting to develop
depth-sensing cameras. Microsoft had been interested in a 3D camera for the Xbox line earlier but because the technology had not been refined, had placed it in the "Boneyard", a collection of possible technology they could not immediately work on. In 2005, Israeli company
PrimeSense was founded by mathematicians and engineers to develop the "next big thing" for video games, incorporating cameras that were capable of mapping a human body in front of them and sensing hand motions. They showed off their system at the 2006
Game Developers Conference, where Microsoft's
Alex Kipman, the general manager of hardware incubation, saw the potential in PrimeSense's technology for the Xbox system. Microsoft began discussions with PrimeSense about what would need to be done to make their product more consumer-friendly: not only improvements in the capabilities of depth-sensing cameras, but a reduction in size and cost, and a means to manufacture the units at scale was required. PrimeSense spent the next few years working at these improvements. Much of the initial work was related to
ethnographic research to see how video game players' home environments were laid out, lit, and how those with Wiis used the system to plan how Kinect units would be used. The Microsoft team discovered from this research that the up-and-down angle of the depth-sensing camera would either need to be adjusted manually, or would require an expensive motor to move automatically. Upper management at Microsoft opted to include the motor despite the increased cost to avoid breaking game immersion. Kinect project work also involved packaging the system for mass production and optimizing its performance. Hardware development took around 22 months. Nearing the planned release, there was a problem of widespread testing of Kinect in various room types and different bodies accounting for age, gender, and race among other factors, while keeping the details of the unit confidential. Microsoft engaged in a company-wide program offering employees to take home Kinect units to test them. Microsoft also brought other non-gaming divisions, including its
Microsoft Research,
Microsoft Windows, and
Bing teams to help complete the system. Microsoft established its own large-scale manufacturing facility to bulk product Kinect units and test them. Three demos were presented during the conference—Microsoft's
Ricochet and
Paint Party, and
Lionhead Studios'
Milo & Kate created by
Peter Molyneux—while a Project Natal-enabled version of
Criterion Games'
Burnout Paradise was shown during the E3 exhibition. By E3 2009, the skeletal mapping technology was capable of simultaneously tracking four people, with a feature extraction of 48
skeletal points on a human body at 30 Hz. Microsoft had not committed to a release date for Project Natal at E3 2009, but affirmed it would be after 2009, and likely in 2010 to stay competitive with the Wii and the
PlayStation Move (
Sony Interactive Entertainment's own motion-sensing system using hand-held devices). or as a hardware revision or upgrade to support the peripheral. 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 considered Project Natal to be a significant initiative, as fundamental to Xbox brand as
Xbox Live, and with a planned launch akin to that of a new Xbox console platform. Microsoft's vice president Shane Kim said the company did not expect Project Natal would extend the anticipated lifetime of the Xbox 360, which had been planned to last ten years through 2015, nor delay the launch of the successor to the Xbox 360. Following the E3 2009 show and through 2010, the Project Natal team members experimentally adapted numerous games to Kinect-based control schemes to help evaluate usability. Among these games were
Beautiful Katamari and
Space Invaders Extreme, which were demonstrated at
Tokyo Game Show in September 2009. According to Tsunoda, adding Project Natal-based control to pre-existing games involved significant code alterations, and made it unlikely that existing games could be patched through software updates to support the unit. Microsoft also expanded its draw to third-party developers to encourage them to develop Project Natal games. Companies like
Harmonix and
Double Fine quickly took to Project Natal and saw the potential in it, and committed to developing games for the unit, such as the launch title
Dance Central from Harmonix. Around this time, Kipmen estimated that the Kinect would only take about 10 to 15% of the Xbox 360's processing power. While this was a small fraction of the Xbox 360's capabilities, industry observers believed this further pointed to difficulties in adapting pre-existing games to use Kinect, as the motion-tracking would add to a game's high computational load and exceed the Xbox 360's capabilities. These observers believed that instead the industry would develop games specific to the Kinect features. Xbox Live director
Stephen Toulouse stated that the name was a
portmanteau of the words "kinetic" and "connection", key aspects of the Kinect initiative. Microsoft and third-party studios exhibited Kinect-compatible games during the E3 exhibition. A new
slim revision of the Xbox 360 was also unveiled to coincide with Kinect's launch, which added a dedicated port for attaching the peripheral; Kinect would be sold at launch as a standalone accessory for existing Xbox 360 owners, and as part of bundles with the new slim Xbox 360. All units included
Kinect Adventures as a
pack-in game. Microsoft continued to refine the Kinect technology in the months leading to the Kinect launch in November 2010. By launch, Kipman reported they had been able to reduce the Kinect's use of the Xbox 360's processor from 10 to 15% as reported in January 2010 to a "single-digit percentage". Xbox product director Aaron Greenberg stated that Microsoft's marketing campaign for Kinect would carry a similar scale to a console launch; and
Pepsi, and a launch event in
New York City's
Times Square on November 3 featuring a performance by
Ne-Yo. 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.
Kinect for Xbox One and decline The Kinect release for the Xbox 360 was estimated to have sold eight million units in the first sixty days of release, earning the hardware the
Guinness World Record for the "Fastest-Selling Consumer Electronics Device". Several other issues with the Xbox One's original feature set had also come up, such as the requirement to be always connected to the Internet, and created a wave of consumer backlash against Microsoft. The more powerful
Xbox One X also lacked the Kinect port and required this adapter. Microsoft formally announced it would stop manufacturing Kinect for Xbox One on October 25, 2017.
Non-gaming applications and Kinect for Windows While the Kinect unit for the Xbox platform had petered out, the Kinect was being used in academia and other applications since around 2011. The functionality of the unit along with its low cost was seen to be an inexpensive means to add depth-sensing to existing applications, offsetting the high cost and unreliability of other 3D camera options at the time. In
robotics, Kinect's depth-sensing would enable robots to determine the shape and approximate distances to obstacles and maneuver around them. Within the medical field, the Kinect could be used to monitor the shape and posture of a body in a quantifiable manner to enable improved health-care decisions. Around November 2010, after the Kinect's launch, scientists, engineers, and hobbyists had been able to
hack into the Kinect to determine what hardware and internal software it had used, leading to users finding how to connect and operate the Kinect with
Microsoft Windows and
OS X over USB, which has unsecured data from the various camera elements that could be read. This further led to prototype demos of other possible applications, such as a gesture-based user interface for the operating system similar to that shown in the film
Minority Report, as well as
pornographic applications. This mirrored similar work to hack the Wii Remote a few years earlier to use its low-cost hardware for more advanced applications beyond gameplay.
Adafruit Industries, having envisioned some of the possible applications of the Kinect outside of gaming, issued a security challenge related to the Kinect, offering prize money for the successful development of an
open source software development kit (SDK) and hardware drivers for the Kinect, which came to be known as Open Kinect. Adafruit named the winner,
Héctor Martín, by November 10, 2010, who had produced a
Linux driver that allows the use of both the RGB camera and depth sensitivity functions of the device. It was later discovered that
Johnny Lee, 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. Lee had said of the efforts to open the Kinect that "This is showing us the future...This is happening today, and this is happening tomorrow." and had engaged Adafruit with the contest as he been frustrated with trying to convince Microsoft's executives to explore the non-gaming avenue for the Kinect. However, by the end of November 2010, Microsoft had turned on their original position and embraced the external efforts to develop the SDK. Kipman, in an interview with
NPR, said PrimeSense along with robotics firm
Willow Garage and game developer Side-Kick launched
OpenNI, a not-for-profit group to develop portable drivers for the Kinect and other
natural interface (NI) devices, in November 2010. Its first set of drivers named NITE were released in December 2010. PrimeSense had also worked with
Asus to develop a motion sensing device that competes with the Kinect for personal computers. The resulting product, the Wavi Xtion, was released in China in October 2011. Microsoft announced in February 2011 that it was planning on releasing its own SDK for the Kinect within a few months, and which was officially released on June 16, 2011, but which was limited to non-commercial uses. The SDK enabled users to access the skeletal motion recognition system for up to two persons and the Kinect microphone array, features that had not been part of the prior Open Kinect SDK. Commercial interest in Kinect was still strong, with David Dennis, a product manager at Microsoft, stating "There are hundreds of organizations we are working with to help them determine what's possible with the tech". Microsoft launched its Kinect for Windows program on October 31, 2011, releasing a new SDK to a small number of companies, including
Toyota,
Houghton Mifflin, and Razorfish, to explore what was possible. At the launch, Microsoft stated that more than 300 companies from over 25 countries were working on Kinect-ready apps with the new unit. With the original announcement of the revised Kinect for Xbox One in 2013, Microsoft also confirmed it would have a second generation of Kinect for Windows based on the updated Kinect technology by 2014. The new Kinect 2 for Windows was launched on July 15, 2014, at a price. Microsoft opted to discontinue the original Kinect for Windows by the end of 2014. However, in April 2015, Microsoft announced they were also discontinuing the Kinect 2 for Windows, and instead directing commercial users to use the Kinect for Xbox One, which Microsoft said "perform identically". Microsoft stated that the demand for the Kinect 2 for Windows demand was high and difficult to keep up while also fulfilling the Kinect for Xbox One orders, and that they had found commercial developers successfully using the Kinect for Xbox One in their applications without issue. With Microsoft's waning focus on Kinect, PrimeSense was bought by
Apple, Inc. in 2013, which incorporated parts of the technology into its
Face ID system for
iOS devices. Though Kinect had been cancelled, the ideas of it helped to spur Microsoft into looking more into
accessibility for Xbox and its games. According to
Phil Spencer, the head of Xbox at Microsoft, they received positive comments from parents of disabled and impaired children who were happy that Kinect allowed their children to play video games. These efforts led to the development of the
Xbox Adaptive Controller, released in 2018, as one of Microsoft's efforts in this area.
Integrating Kinect with Microsoft Azure Microsoft had abandoned the idea of Kinect for video games, but still explored the potential of Kinect beyond that. Microsoft's Director of Communications Greg Sullivan stated in 2018 that "I think one of the things that is beginning to be understood is that Kinect was never really just the gaming peripheral...It was always more." Part of Kinect technology was integrated into Microsoft's
HoloLens, first released in 2016. Microsoft announced that it was working on a new version of a hardware Kinect model for non-game applications that would integrate with their
Azure cloud computing services in May 2018. The use of cloud computing to offload some of the computational work from Kinect, as well as more powerful features enable by Azure such as
artificial intelligence would improve the accuracy of the depth-sensing and reduce the power demand and would lead to more compact units, Microsoft had envisioned. The Azure Kinect device was released on June 27, 2019, at a price of , while the SDK for the unit had been released in February 2019.
Sky UK announced a new line of Sky Glass television units to launch in 2022 that incorporate the Kinect technology in partnership with Microsoft. Using the Kinect features, the viewer will be able to control the television through motion controls and audio commands, and supports social features such as
social viewing. Microsoft announced that the Azure Kinect hardware kit will be discontinued in October 2023, and will refer users to third party suppliers for spare parts. ==Technology==