Camera Sensors: Motion and Gesture Control
This report discusses the market potential for camera sensors used for motion and gesture controls in the mobile and CE markets and is intended to serve as a primer to other and future research into these technologies and solutions. For many consumers the genesis of these control interfaces arose from the video game console market with Nintendo’s Wii and later Microsoft’s Kinect. In the gaming market these peripherals and user experiences had limited market appeal beyond casual gaming, which has not carried over to the current generation of game consoles. Aspects of this technology, however (e.g., depth sensing), has reached significant traction in some markets (e.g., automotive) and will play pivotal roles in others as they develop (e.g., robotics, 3D scanning). This report does qualitatively touch upon some of these markets but these areas are not the focus of the report.
Growth within the consumer CE, mobile, and compute space is expected to come from new solutions like Intel’s RealSense, which will play a role in content creation in addition to gesture and motion controls. Mobile devices have had mixed results with gesture and motion but given the wide support for sensors and cameras on these devices they are prime targets for these types of interfaces – including software solutions.
Table of Contents
- 1. SETTING THE 2D / 3D STAGE
- 1.1. Started with Gaming (Consumer's Perspective)
- 2. TECHNICAL CONSIDERATIONS
- 3. MARKET POTENTIAL
- 3.1. Motion and Gesture Control
- 3.2. 3D Scanning
- 3.3. Machine Vision
- 4. FORECASTS
- 4.1. Mobile Devices, Laptops, and Software
- 4.2. Consumer Electronics, Peripherals, and Other Applications