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" The computer keyboard and mouse do an admirable job of letting users drag and drop words, numbers and pictures. But gaming presents a far tougher test for any user interface--it requires us to swing bats, turn wheels, duck through doorways. &amp;quot;You&amp;#039;re trying to translate a real-world action to the corresponding buttons on a controller,&amp;quot; says Alex Kipman, director of incubation for Microsoft&amp;#039;s Xbox. &amp;quot;A lot gets lost in translation.&amp;quot;      COMPUTING: GESTURE-BASED USER INTERFACE     INNOVATORS: Alex Kipman, Don Mattrick, Kudo Tsunoda; Xbox 360&amp;#039;s Project Natal BRILLIANT IDEA: Allow users to control a computer with natural movements.     This explains the runaway success of the Nintendo Wii--the motion-sensing wand controller has proved irresistible to millions. Now, Microsoft is going even further with Project Natal, a yet-to-be-released peripheral for the Xbox 360. Instead of mashing buttons--or even swinging wands--players can use their entire bodies.   This sorcery relies on some standard technologies: a Web camera and a near-infrared depth sensor that track movement even in the dark, plus sophisticated microphones. Natal recognizes your voice and face, interprets your gestures and translates everything into an avatar that interacts with onscreen objects. The implications go far beyond gaming. The technology could help smart houses monitor their owners&amp;#039; health, or allow engineers to sculpt 3D shapes with their hands. Some day, such computer interfaces could seem as ordinary as the PC keyboard does today.  &amp;quot;&amp;amp;gt;&amp;amp;gt; "^^<http://www.w3.org/2001/XMLSchema#string>
<http://www.popularmechanics.com/culture/gaming/a4828/4332915/>