So you've decided to spring for a Microsoft Kinect (or you're buying one as a gift, or you're planning on getting one as a gift), eh? Congratulations! It's great (mostly)! But here's the thing: Not every living room can handle the Kinect, and even in the ones that can, there are some specifics you may not realize that can really make the Kinect experience better (without hacking).
Microsoft's Kinect is amazing. The first time you try the "crank that" Soulja Boy dance on Dance Central, or slam a ping-pong ball in Kinect Sports using only your awkward, flailing arms--those are moments of sheer futuristic glee. The Kinect, as we noted in our review, is definitely lacking in must-have games, but the potential of Kinect is way bigger than merely video games.
There is a certain we try to capture here every day on PopSci.com, that effervescent sensation when the future becomes suddenly tangible, thrilling, real. That sharp, at times bewildering moment: "Wow."
After playing for four days, I can comfortably say Microsoft's Kinect, the Xbox 360's new sound and motion sensor for Xbox, delivers that feeling more than anything I've experienced recently. I feel safe calling it a bounding leap forward in potential for the future of gaming, your living room, and the way we interact with machines. But we're not living in that future fully just yet.
By Adam PashPosted 10.14.2010 at 2:10 pm 0 Comments
It’s time to stop thinking of TVs and computers as separate entities. Practically anything you want to watch, listen to, or play on your TV set can be found in a digital format, and the most convenient place to store it is all together on one hard drive. But whether you’re ripping CDs and DVDs to your drive or downloading media files, there still aren’t a lot of tools that let you manage everything by just pointing your remote at your TV.
Microsoft's Windows Phone unveiling this morning was all about variety. Nine different phones, just in the U.S., built by four of the top hardware makers in the game. All kinds of different hardware shapes, including some we've never seen before. And they'll be available on 60 different carriers worldwide--none of which is the U.S.'s biggest and best, Verizon. But even so, Windows Phone 7 is tremendously exciting, a worthy competitor to Android and iPhone that bests them both in some ways. Here's what's coming.
First we got wireless video game controls, then motion sensing controllers, and now even a controller-free video game interface. But the next stage of human-computer interaction could be controllers that add hot and cold sensations to users' simulated experiences.
Get ready to lose yourself in videogames—literally. In May, the Excalibur Hotel and Casino in Las Vegas installed the first public Virtusphere, a human-sized hamster ball that lets you move through virtual worlds by walking, running, or crawling inside it. Until now, the sphere has been used primarily for military and police training.
Now, wearing a virtual-reality visor, anyone inside can play a first-person-shooter game or tour historic Russian architecture.
Microsoft's Kinect, the controller-free, gesture-based gaming platform that finally saw an official unveiling at E3 this week continues to surprise us, but not always necessarily in good ways. For instance, we think it's awesome that the non-peripheral peripheral can tell when a child is playing and adjust gameplay to be easier. However, we're quite nonplussed with the discovery that Kinect apparently doesn't work well at all if you're sitting down. Being a couch potato suddenly became difficult, and we certainly didn't see that coming.
By David ThomasPosted 06.15.2010 at 6:30 pm 23 Comments
We've just spent some hands-on time with the Nintendo 3DS, the 3-D version of the company's classic DS platform unveiled earlier today at E3. While at first it's tough to shake the idea that it's little more than a gimmick, the 3-D effect does work. And perhaps most importantly, it works without the clunky glasses.
Today Nintendo officially announced the Nintendo 3DS, the first mobile game console to get on the 3-D wave.
On the outside, the 3DS looks just like the the standard DS clamshell we've come to expect since the device first launched in 2004 but with one big difference: One of it's screens has an extra dimension. But rather than mate the standard DS touchscreen with the 3-D display, Nintendo opted for a sight-only 3.5-inch widescreen LCD on the top.