Abstract

In November of 2010, Microsoft released the Kinect sensor for the Xbox 360 video game console. This device-similar to a webcam-allows an individual to interact with an Xbox 360 or a computer in three-dimensional space using an infrared depth-finding camera and a standard RGB camera. As of January of 2012, over 24 million units have been sold. Using a combination of custom and open-source software, we were able to develop a means for students to visualize and interact with the data allowing us to introduce the concepts and skills used in the field of Electrical and Computer Engineering. The unique technological application, visual appeal of the output, and the widespread ubiquity of the device make this an ideal platform for raising interest in the field of Electrical and Computer Engineering among high school students.In order to understand the appeal of the Kinect, a working knowledge of the technical details of the device is useful. The novelty and appeal of the Kinect sensor lies in its infrared camera, which is comprised of two distinct devices. An infrared projector sends out a 640x480 grid of infrared beams, and an infrared detector is used to measure how long the reflection of each beam takes to return to the sensor. This data set is known as a “point cloud”. This point cloud is a three-dimensional vector comprised of data points between 40 and 2000, which correspond to distance from the device of each beam. The data in this array can then be parsed to construct a 3d image. The Kinect's infrared camera operates at 30Hz, or 30 samples per second, so the device is able to deliver a frame rate that is sufficient to create the illusion of motion. This allows for the development of applications that give the user a sense of interacting in real time with the image on the screen. The unique visual appeal, novelty of interaction, and relatively easy-to-understand theory of operation make the Kinect an attractive platform for recruitment and outreach. Using the Kinect, a recruiter is able to quickly and effectively demonstrate a range of concepts involving hardware, software, and the design process on a platform that students are familiar with and find appealing. In a short window of time they are able to show examples and explain the fundamental principles of the system while providing tangible, meaningful, and enjoyable interactivity with the device itself. This level of approachability and familiarity is rare among highly-technical fields, and provides an excellent catalyst to develop interest in Electrical and Computer Engineering education.

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