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Microsoft project tracks hand from wrist, could alter how we control devices

Motion tracking and gesture controls have become common with the rollout of Microsoft Kinect and other sensor-based devices.  But what if the sensors were on your wrist, not across the room?

GeekWire Todd Bishop

Context & Ripple Effects

Microsoft’s gesture-control work began with Project Natal’s game-control ambitions and expanded as Kinect and related efforts shaped Microsoft’s interface strategy. The wrist project tests whether that sensing model can move from a room-scale camera to a device worn by the user.

It also follows PocketTouch’s fabric-based input research, indicating that Microsoft Research is exploring interaction surfaces beyond conventional screens and controllers.

First-order effects

  • Microsoft gains a wrist-worn alternative to Kinect’s across-the-room sensing approach, focused on tracking hand movement close to the user.
  • Kinect becomes one reference point in a broader Microsoft input-research portfolio rather than the sole expression of its gesture-control work.

Second-order effects

  • Device-interface designers evaluating Kinect-style controls must account for two distinct deployment models: shared room sensors and personal, body-worn sensors.
  • A wrist sensor shifts the practical design question from where to place a camera in a room to whether users will wear the sensing hardware needed for hand input.

Third-order effects

  • If Microsoft can carry its gesture research across room, fabric, and wrist-based sensors, control interfaces may become an ambient computing layer distributed across the user and surrounding environment rather than centered on a single screen.

The trend: Microsoft’s input research is moving gesture sensing from fixed room cameras toward interfaces embedded in the user’s clothing and wearable hardware.