Tag Archives: Kinect

The sex Kinection

We’ve already looked at people with privacy concerns over Microsoft’s freshly open-source-driver’d Kinect controller, but there’s another end to the spectrum of attitudes to new technology: while some folk worry about what the Kinect might do in the wrong hands, others are busily and cheerfully working out what it could do while something more personal is in their own hands… or elsewhere [via grinding.be]. Look away now if geeky people discussing smutty uses of consumer electronics products is likely to offend…

So what can the kinect bring to sex? Well, probably not a good real time rendering of your cock, or strap-on, or really any genitalia a usable way for pornography. Why? Because that’s not really what it was made for.

Microsoft put a ton of work into making the kinect track the human body as a whole, so you can play games by jumping and running and generally acting the fucking fool and feel like you’re in the game instead of just sad. Genitalia, for the most part, are not a major geometric feature of the human body when taken in perspective of physical size (as opposed to say, genitalia perspective in relation to the ego, where they may actually make up more than 100%). Neither are they normally used in the control of video games, be they rated everyone or AO. Not to say that experiment hasn’t been tried, but it didn’t turn out too well, and we’re probably a few years off of the video game market being ready for Mike Tyson’s Super Cockslap-Out. So why even try to track that small part when you’re interested in the whole body? You may be able to see it, but it won’t work well.

[…]

The kinect alliviates the need for having hardware, because now as long as we have a shot of the “action”, as it were, we can use that “gesture” as a control. Not only that, the gesture itself is the toy. Or you could employ a toy under the gesture. The possibilities, they may or may not halt.

With masturbation, however, the kinect does not make this a trivially solved problem. Due to the close contact of the hand with the body, possibly with some inanimate object in between, there will still have to be some calibration and thresholding to figure out exactly where the genitalia versus the hand versus the surrounding body parts are. We’ll have the image and the depth data, but it’s not like the above above video where the hands are being held far out from the body, which is a situation the kinect is made for. Masturbation and general self-manipulation is something that’s out of the kinect’s normal operating procedure, but I’m sure we’ll figure something out. We’re smart and bored, after all.

Bonus: here’s Penny Arcade with some, ah, commentary:

Fundamentally accurate - Penny Arcade

*ahem*

And here’s Jonah Lehrer at Wired talking about the Kinect in terms of less explicit – but arguably more fundamental – unions between the body and the machine:

For most of the 20th century, [William] James’ theory of bodily emotions was ignored. It just seemed too implausible. But in the early 1980s, the neuroscientist Antonio Damasio realized that James was mostly right: Many of our emotions are preceded by changes in our physical body. Damasio came to this conclusion after studying neurological patients who, after suffering damage in their orbitofrontal cortex or somatosensory cortex, were unable to experience any emotion at all. Why not? The tight connection between the mind and body had been broken. Even though these patients could still feel their flesh – they weren’t paraplegic – they could no longer use their body to generate feelings. And if you can’t produce the bodily symptoms of an emotion – the swelling tear ducts of sadness, or the elevated heart rate of fear – then you can’t feel the emotion. As Damasio notes, “The mind is embodied, not just embrained.”

[…]

Although we might look a little foolish flailing around the living room, the game has managed to excite our flesh, and that means our emotions aren’t far behind. As a result, we are more scared by the possibility of virtual death (and more thrilled by the virtual victory) because our body is fully engaged with the game.

For decades, video game designers have been obsessed with visual realism, as if the eyeball was the key to our emotional brain. But accurate graphics have diminishing returns. At a certain point, we don’t need more pixels – we need more physicality. And that’s what’s so exciting about the Kinect (and the Wii before that): For the first time, video games are able to deliver a visceral emotional experience, as our body is tricked into confusing fiction with reality.

The Kinect is admittedly a pretty basic implementation of all this potential, but then the first product to market usually is. Interesting times ahead.

Kinect: the Big Brother peripheral?

Concerns begin to arise around the capabilities of Microsoft’s Kinect controller – what exactly are you allowing into your front room [via MonkeyFilter]?

On Thursday, Microsoft Vice President Dennis Durkin told the BMO Digital Entertainment Investor Conference in New York that Kinect offers “a really interesting opportunity” to target content and ads based on who is playing, and to send data back to advertisers.

“When you stand in front of it,” he said, according to news reports, “it has face recognition, voice recognition,” and “we can cater what content gets presented to you based on who you are.” Your wife, Durkin added, could see a different set of content choices than you do, and this can include advertising.

The advertiser will also know, he said, “how many people are in a room when an advertisement is shown,” or when a game is played. He said the system, and therefore advertisers, can also know how many people are engaged with a game or a sporting event, if they are standing up and excited — even if they are wearing Seahawks or Giants jerseys.

We’ve heard about these sorts of capability before, but not in such affordable and desirable household consumer electronics items as the Kinect. Microsoft would like to assuage any concerns, however:

Apparently as a result of Durkin’s remarks, Microsoft issued a statement Thursday that neither its Xbox 360 video-game controller nor Xbox Live “use any information captured by Kinect for advertising targeting purposes.”

The instinctively paranoid and mistrustful might find themselves appending a “… yet!” onto the end of that statement. And long-time Microsoft haterz will get a wry chuckle out of this follow-up:

The company added that it has a strong track record “for implementing some of the best privacy-protection measures in the industry.”

Erm, right.

Anyway, the Kinect (much like the similar devices which will doubtless follow hot on its heels) isn’t inherently nasty… but it does have the capability to be misused in Orwellian ways. Which is why I’m always glad to see clever hacker types reverse-engineering drivers for proprietary hardware; knowledge is power.

Microsoft Kinect: The Call of the Womb

Blasphemous Geometries by Jonathan McCalmont

###

I have never been to the festival of hubris and chest-thumping that is the American video games industry’s yearly trade-fair E3 (a.k.a. ‘E Cubed’, a.k.a. ‘Electronic Entertainment Expo’), but the mere thought of it makes me feel somewhat ill. A friend of mine once attended a video game trade fair in Japan. He returned not with talk of games, but of the dozens of overweight middle-aged men who practically came to blows as they jostled for the best angle from which to take up-skirt photographs of the models manning the various booths.

As disturbing and sleazy as this might well sound, it still manages to cast Japanese trade shows in a considerably better light than a lot of the coverage that came out of E3. Every so often, an event or an article will prompt the collection of sick-souled outcasts known as ‘video game journalists’ into a fit of ethical navel-gazing: are their reviews too soft? are their editorial processes too open to commercial pressures? do they allow their fannishness to override their professional integrity? Oddly enough, these periodic bouts of hand-wringing never coincide with E3.

E3 is a principles-free zone as far as video game reporting is concerned: Journalists travel from all over the world to sit in huge conference halls where they are patronised to within an inch of their wretched lives by people from the PR departments of Nintendo, Microsoft and Sony. At a time when cynicism and critical thinking might allow a decent writer to cut through the bullshit and provide some insights into the direction the industry is taking, most games writers choose instead to recycle press releases and gush about games that are usually indistinguishable from the disappointing batch of warmed-over ideas dished out the previous year. At least the creepy Japanese guys had an excuse for wandering around a trade fair doused in sweat and sporting huge hard-ons.

Microsoft Kinect with Xbox 360

Continue reading Microsoft Kinect: The Call of the Womb