Ghost Recon : Future Infantryman will support Project Natal when it releases this Xmas , a report claims. According to the "sources " of typically trustworthy French site, JeuxVideo, Future Infantryman will include a special game mode which will employ the Xbox 360 motion machine. Reportedly, the mode will work by having the player hold the Xbox 360 controller in one hand for thumbstick movement, while the other hand
is free to wave about Minority Report style.
Reputedly players will be ready to give orders thru differing types of hand movement, which sounds nice. Ubisoft UK gave a straight "no comment " when approached. Will it use the voice recognition so that you can scream BOEGY ON YOUR 6 at your telly. we will just have to wait and see.No Tag
Totally titled the Xbox 360 X10 Media Reception, it is Microsoft's first main "X" event since X06, which happened in Barcelona in Sep 2006. It's been a while since Microsoft has held a precise event / expo for the Xbox 360 software and hardware, all that is preparing to change with X10 - set to take San Francisco, CA by force on Feb eleven, 2010 at the Terra Event Center. The gaming company has not held an identical event since 2006 - X06, when it held X06, with the following years X07 being cancelled. It's been disclosed that Microsoft will show-off the most recent revision of Project Natal - the motion controlled hardware releasing in Vacation of this year, as well as a number of triple-A titles to be released in 2010 on the Xbox 360. Stay tuned for more info on this exciting expo
right here at PlanetXbox360.com, as it is revealed.So expect to be hearing lots more on the planned games line-up for Project Natal X10 is booked to last 4 hours on Thursday, Feb eleven at the Terra event center in San Francisco. Some prominent games on tap : "Alan Wake," "Crackdown 2," "Fable III," "Halo : Reach," "Splinter Cell Conviction," "Final Fantasy XIII," "Toy Soldiers," and more.
Lionhead tweeted the news this A.
M. regarding their appearance saying, "Lionhead is pumped up about showing the latest of Story III.".No Tag
The A. I behind Microsoft's Xbox 360 motion-sensing game controller.Deep in Microsoft's lairs, the Xbox 360 team is working on more than a new video-game system. They are essentially making an attempt to resolve an incredibly tough problem in AI. Their prototype Project Natal allows you to control a game just with your body movementsno buttons or Wii-like wandsby watching you with a 3-D camera.
Sounds easy enough, but most cameras just snap photographs without having any idea what they are having a look at. To make Natal work, Microsoft has to coach its camera to realise what it sees. Here at CES, Microsoft narrated yesterday evening that Natal will go up for sale "by the holidays." Before the show, we got an exclusive glance at the smarts which make Natal tick. The Brain The part of Natal that players see is like a webcam.
( Microsoft's not revealing details about this hardware yet, possibly as the release is many months in the future, but we do know that it measures relative distances employing a black-and-white camera sensor and a near-infrared beam. ) but it is the software within, which Microsoft casually pertains to as the brain, that seems sensible of the pictures caught by the camera.
It has been programmed to investigate photographs, look for a basic human form, and identify about thirty necessary parts ,eg your head, torso, hips, knees, elbows, and thighs. In programming this brain--a process that is still going onMicrosoft relies on an advancing field of AI called machine learning. The grounds is this : Feed the PC enough datain this case, millions of pictures of peopleand it can learn for itself the easiest way to understand it. That saves programmers the near-impossible task of coding rules that describe all of the millions of possible
movements a body can make. The method is a lot like a parent pointing to several different folks's hands and announcing "hand," until a baby gradually works out what hands looks like, how they can move, and that, for example, they do not disappear into thin air when they are briefly out of view. The simple way to Teach A Machine To See Microsoft is now training and making improvements to the version of the brain which will at last go into the final product. How? By painstakingly gathering photos of folks in several different poses, and then running all this information through big clusters of PCs ( as shown in the studio ) where the learning brain lives. The method of gathering the information basically needs plenty of manual work. First, reps went into homes around the planet and recorded folks moving in front of a specifically built rig. The photographs caught are real folk moving the way any standard person would. But those recordings can't tell the PC anything helpful about joints and limbs all alone, so programmers dive into the raw information and hand-code it to pigeonhole each body part ( at every frame ). Microsoft also uses professionally staged motion-capture scenes, which gives similar information but without all of the manual work of coding by hand ( since the systems use sensors that mark individual body parts ). And Microsoft has a mini mo-cap studio of its own, where staff can make a fast recording when a new chunk of information is required. All these marked-up pictures comprise tens of terabytes of info. Microsoft's PC farms seive thru this gigantic information set, letting the brain come up with chances and statistical data about the human form. Once the brain is done learning, it and its figures get packed into the Natal system.
An early version is now making the rounds of trade shows, and later, more-accurate versions will ultimately show up in your living room.
Next, read about how it applies its precious data to decode your game-playing moves. Within Natal's Thought Process.
What is the Brain Thinking? : what is the brain thinking as it watches you jump around, swinging hypothetical bats or head-butting hypothetical football balls? As you stand in front of the camera, it judges the distance to different points on your body. Then the brain guesstimates which parts of your body are which. What is the brain thinking as it watches you jump around, swinging hypothetical bats or head-butting hypothetical football balls? The above screen-capture shows what's occurring in it's headthe different photographs represent different stages of Natal's computational process. Here's the step by step : Step one : As you stand in front of the camera, it judges the distance to different points on your body. In the image on the far left, the dots show what it sees, a supposed "point cloud" representing a 3-D surface ; a skeleton drawn there is just a basic guess. ( The image on the top shows the image understood by the color camera, which may be employed like a webcam. ) Step two : Then the brain guesstimates which parts of your body are which. It does this primarily based on all of its experience with body posesthe experience explained above.
Dependent on how similar your pose is to things it's seen before, Natal can be nearly assured of its guesstimates.
In the color-coded person above [bottom center], the darkness, lightness, and size of different squares represent how certain Natal is that it knows what body-part that area belongs to. ( for instance, the 3 enormous red squares indicate that it's highly likely that those parts are left shoulder, left elbow and left knee" ; as the pixels become smaller and muddier in color , for example the grayish pixels round the hands, that is a hint that Natal is hedging its gambles and isn't extraordinarily sure of its identity. ) Step three : Then, based totally on the chances assigned to different areas, Natal comes up with all possible skeletons that might fit with those body parts. ( This step isn't shown in the image above, but it's like the stick-figure drawn on the left, except there are many possible skeletons overlaid on one another. ) It eventually settles on the likeliest one. Its reasoning here is partially based totally on its experience, and partially on more formal kinematics models that programmers added in. Step four : Once Natal has determined it has enough certainty about enough body parts to choose the most likely skeletal structure, it outputs that shape to a simplified 3D avatar [image at right].
That is the last skeleton that'll be skinned with garments, hair, and other features and shown in the game. Step five : Then it does this all over again30 times a second! As you move, the brain generates all possible skeletal structures at each frame, at last deciding on, and outputting, the one that's most likely. This concept process takes just one or two milliseconds, so there's masses of time for the Xbox to take the data and use it to manage the game.No Tag
We cannot give you a launch date or a price for Microsoft's Project Natal motion-sensing gaming controller, but we are able to show you an image of one of the prototypes.
According to the Seattle Times, this Gorillapod-mounted gizmo is the prototype Natal hardware that Microsoft gave out to game developers.According to DigiTimes, Pegatron have been granted the producing contract for the Project Natal controller that may ultimately sit on store shelves. They will seemingly begin production later in 2010. Project Natal uses an RGB camera, depth sensor, multi-array mic and
custom processor, which together can not only track gamer movement in 3D space but make a response to oral commands, too. We've no specific date of release at the moment but Microsoft have confirmed that it'll arrive in the vacation 2010 window.No Tag
Binary Body Double : Microsoft exposes the Science Behind Project Natal for Xbox 360 The software company studied the body to coach its latest motion-tracking gaming technology to work without the necessity for controllers When Nintendo's Wii game console debuted in Nov 2006, its motion-sensing hand-held "Wiimotes" got players off the sofa and onto their feet.
Now Microsoft is attempting to outdo its rival by getting rid of the controller altogether : It has exposed details of how it developed Project Natal, which gives Xbox 360 players the facility to manipulate on-screen characters via natural body movements. The machine-learning technology is going to enable players to do things like kick a digital football ball or swat a handball in their living rooms by mimicking the motion. "Instead of a controller, your body becomes the game input," claims Alex Kipman, Microsoft's director of incubation for Xbox 360. Microsoft introduced its formidable Xbox upgrade in June 2009 and is expecting to ship the technology in time for the year-end 2010 vacation season. Natal will be made of a depth sensor that uses infrared signals to make a digital 3-D model of a player's body as it moves, a camcorder that may pick up small details like facial expressions, and a microphone that will identify and find individual voices.
Programming a game system to discern the human body's just about limitless combos of joint positions is a fearful computational problem. "Every single motion of the body is an input, so you'd need to program near infinite reactions to actions," Kipman says.
Rather than making an attempt to preprogram actions, Microsoft made a decision to teach its gaming technology to recognize gestures in realtime just like a human does : by extrapolating from experience. Jamie Shotton, an analyst at Microsoft Research Cambridge in Britain , invented a machine learning algorithm for that purpose. It also recognizes poses and renders them in the game space on-screen at thirty frames per second, a rate that conveys smooth movement. Fundamentally , Natal-enhanced Xboxes will do motion capture on an ad-hoc basis, without the requirement for the mirror-studded spandex suit of traditional motion-capture approaches. Training Natal for this job needed Microsoft to assemble a huge quantity of biometric info.
The firm sent observers to houses around the world, where they videotaped basic motions like turning a wheel or catching a ball, Kipman says. Microsoft analysts later laboriously selected key frames inside this footage and marked each joint on each person's body. Kipman and his team also went into a Hollywood motion-capture studio to assemble information on more acrobatic movements. "During coaching, we want to give the algorithm with 2 things : realistic-looking photographs that are synthesized and, for each pixel, the matching part of the body," Shotton says.
The algorithm processes the information and changes the values of different elements to attain the best performance. To keep the quantity of information controllable, the team required to work out which elements were most important for coaching. For instance, the system doesn't need to recognize the whole body mass, but only the spacing of skeletal joints. After cutting down the information to the necessary motions, the analysts mapped each unique pose to twelve models representing different ages, genders and body types.No Tag