In recent years, the videogame industry has been characterized by a great boost in gesture recognition and motion tracking, following the increasing request of creating immersive game experiences. The Microsoft Kinect sensor allows acquiring RGB, IR and depth images with a high frame rate. Because of the complementary nature of the information provided, it has proved an attractive resource for researchers with very different backgrounds. In summer 2014, Microsoft launched a new generation of Kinect on the market, based on time-of-flight technology. This paper proposes a calibration of Kinect for Xbox One imaging sensors, focusing on the depth camera. The mathematical model that describes the error committed by the sensor as a function of the distance between the sensor itself and the object has been estimated. All the analyses presented here have been conducted for both generations of Kinect, in order to quantify the improvements that characterize every single imaging sensor. Experimental results show that the quality of the delivered model improved applying the proposed calibration procedure, which is applicable to both point clouds and the mesh model created with the Microsoft Fusion Libraries.
Plagliari and Pinto REF also compare the data measured by the two versions of Kinect, to define the accuracy and precision of the depth measurements given by the devices as a function of the distance to an object.
Calibration of Kinect for Xbox One and Comparison between the Two Generations of Microsoft Sensors