Pennsylvania Wine Vending Machine Has Kafka-esque Security Measures

Can you believe that, in the 21st century, a place filled with household lasers, instant worldwide communication and Daft Punk’s amazing new Tron album, you cannot buy wine in a grocery store in Pennsylvania? Liquor can only be bought from state-owned and controlled stores.

But there’s a technological workaround – although it seems as much in the spirit (ahem) of the law as is the Sabbath mode available on some kitchen appliances. It uses vending machines, which are legal, and it goes like this:

Each machine is connected to a state employee in Harrisburg, via video-camera. A customer chooses their wine, swipes their ID, puffs into a breathalyzer and faces the camera. The state employee checks that the ID matches the person and, if they’re not already intoxicated, the person is allowed to buy the wine (the machine vends only wine right now).

What next? Backscatter nude-o-grams to make sure you’re not already carry another bottle? Oh, and as if this wasn’t bad enough, the first store with the machine, Giant Eagle in Robinson, only keeps it switched on until 9PM.

Clearly these laws aren’t meant to protect the people. Rather, a state monopoly on booze is a clear money-spinner for the local government. Still, the workaround is admirable, in a hi-tech, convoluted fashion, which is exactly the kind of workaround we like. Of course, this machine will never come close to the sublime ale-dispenser that is Wired.com’s Beer Robot.

A wine vending machine… [Daily Mail]

Daft Punk’s amazing new Tron album [Spotify]

Photo: Mr T in DC / Flickr

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Kinect Sells 2.5 Million in 25 Days

Microsoft may be struggling to sell phones, but over in Xbox 360 land, things are going crazy. The Kinect controller-free controller has sold a whopping 2.5-million units in just 25 days.

The Kinect, which uses a combination of infra-red projectors and various cameras to track puny humans in their living rooms and therefrom control the on-screen action, has been a success since the pre-sale queues on launch-day, something usually seen in only the cultish world of Apple. And with the sales of Nintendo’s Wii declining after years of sold-out, hard-to-find success, it’s looking like the Kinect will be the new king of jumping-around-in-front-of-the-TV-and-looking-stupid this holiday season.

And don’t just take my word for it. Microsoft is optimistic in its press release, predicting five million units sold this Christmas, hopefully combating the festive flab with a bit of game-related exercise. Here’s a money-making tip for any speedy games developers out there: Write a Kinect-compatible game called “Guilty Gym Membership” and get it in stores for January 1st 2011, and you’ll be very rich indeed.

Xbox 360 Surpasses 2.5 Million Kinect Sensors Sold [Microsoft]

Photo: Jonathan Snyder/Wired.com

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Doctor Who Sonic Screwdriver, Now Screws Screws

Doctor Who’s Sonic Screwdriver is second only to MacGyver’s paperclip and duct-tape in terms of usefulness: There’s almost nothing it can’t do. Almost. Have you ever actually seen the Doctor screwing a screw with his screwdriver? Neither have I.

If everyone’s favorite Time Lord had this screwdriver, though, then he’d even be equal to putting together IKEA furniture, something that has eluded both human and alien intellects for aeons. The $40 die-cast metal tool has a socket in its tip and comes with three double-ended bits for three sizes each of flat and Phillips head screws.

It requires batteries, although sadly not to do the driving. This baby is strictly manual, with the juice going to power lights and sound, for that authentic low-rent Saturday evening TV experience.

The Doctor Who’s 11th Doctor Sonic Screwdriver (Actual Screwdriver) as it is called is available now.

Doctor Who Doctor Sonic Screwdriver [Neatoshop]

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Contest: Make a Toy-Repair Manual and Win a Tool Kit


Instead of buying the kids in your life some cheap plastic junk this holiday, why not make them something awesome?

Better yet, take a classic toy, fix it up, and give it a bad-ass custom paint job. What six-year-old wouldn’t want a working Easy-Bake oven with orange flames and racing stripes? Or a pink, Barbie-themed Tonka truck? Beats the pants off this all-plastic Squinkies Cupcake Surprize Bake Shop that doesn’t actually bake anything.

To help you refurbish those old toys, open-source gadget manual site iFixit is recruiting people to create toy repair manuals. And they’re doing it with a contest. Write a toy-repair manual, and you could win a prize from iFixit.

It’s similar to the teardown contest iFixit and Gadget Lab cosponsored last year. And like last year’s contest, Gadget Lab staff will help judge the winners of this contest.

The contest begins today and runs through December 12.

Ifixit’s goal is to build a useful repair manual for each of 40 classic toys, from the Atari 2600 and Barbie doll to the View-Master and yo-yo. But if you have another toy you’d like to write up, go for it.

The prizes include a few cool tool kits for cracking open and fixing consumer electronics, and they’ll be awarded to the three individuals who contribute the most to the toy repair manual overall.

Here are the rules in summary:

  • Take apart a toy.
  • Post photos of the repair process using iFixit’s guide editor.
  • Add the tag ‘fixatoy’ to your guide.
  • The teardowns will be judged by the entire iFixit staff (during our annual Christmas party), with some help from Gadget Lab staff.
  • Contest ends Sunday, December 11 at 11:59 p.m. Pacific time.

Check these links for more information:

iFixit Toy Repair Manual Contest Announcement

How to write a repair guide on iFixit

Photo courtesy iFixit


Microsoft Takes First Steps Towards Unified Game Platform

Microsoft’s new Casual Game Hub defragments its non-Xbox game sites. It also points towards an eventual united platform for all of the company’s social gaming services on every device.

Besides Xbox and Xbox Live, Microsoft has offered three gaming sites targeting casual gamers: MSN Games, Bing Games and Windows Live Messenger, which offers a smaller selection of social games. With Microsoft Game Hub, games on on all three sites appear the same way: anyone using any of the services can play games on any platform.

What’s more, users can log in to Microsoft Game Hub with their Facebook IDs as well as Microsoft Live IDs — expanding the social network for initiating games and sharing status updates.

This might seem like a little tweak, but I think it’s something bigger. The sweet spot for high-volume gaming today is straightforward: keep it simple and make it social. It shows Microsoft’s big push for one identity and one social network, regardless of platform or device.

“It doesn’t matter where you play – on Messenger, on Bing, on your mobile device, or on your PC,” says Microsoft Xbox’s Michael Wolf. “You can have that sense of connectivity and competition regardless of platform, which is something no one’s ever really done before.”

The only major Microsoft-owned gaming device/platform left off that list (by a member of Microsoft’s Xbox division!) is Xbox and Xbox Live. Here, Microsoft faces a challenge: preserving Xbox’s loyalty and name recognition among dedicated gamers while broadening its audience to include the gaming audience opened up by platforms like iPhone, Facebook and Nintendo’s Wii.

The expansion of the Xbox 360’s multimedia capabilities have increasingly made it equally suited to the family room as the dorm room. Microsoft’s Kinect and the expansion of Xbox Live into Windows Phone 7 are already shifting Xbox gaming away from what I’ll call “the Halo paradigm”: graphics-intensive, highly-violent, quick-reflex games with a devoted following dominated by young men.

There’s a risk of alienating these early supporters, who might not think so highly of companies known for their Facebook games like Crowdstar crowding their space. In fact, it’s almost a cliché at this point to lament that Kinect hasn’t realized its potential by offering more robust support for these “serious games.”

At the same time, crossover games like Kinect Sports (for the Xbox 360) or Angry Birds (on its way to Xbox Live) make this less of an either-or proposition that it might appear.

The unifying thread between gaming in both the hub and Xbox is and remains the social dimension. Xbox users love to play and talk trash with their gaming friends across the country as much as office workers like killing time with Tic Tac Toe over Windows Messenger. Add Facebook integration to the mix and you’ll see an increasing overlap of both networks.

It takes a long time for a company as large and differentiated as Microsoft to bring so many different properties into a single, cohesive unit. So any deep integration of the separate gaming services will most likely be gradual.

The other open question is whether gamers will be willing to give up their separate identities. The person who blasts aliens with college friends may not be so easily folded into the person who plays word games with their thirteen-year-old sister.

Still, if Microsoft is successful at using the Windows Live cloud and Facebook-augmented rich social features to pull its properties together, it could provide a model for other companies looking to attempt something similar. For instance, it would be easy to imagine iOS’s rich casual gaming market migrating from iPhone and iPad to Apple TV and the Mac.

For Microsoft, it’s Windows and Xbox Live: for Apple, it’s the App Store — and potentially Ping and Twitter. But Microsoft has more resources, a more versatile set-top box, a bigger social network partner and a better record in the cloud. For the first time in a while, Redmond is way ahead of the game.

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Hasbro My3D Turns iPhone into Modern-Day Viewmaster

If you’re sick to death of 3D already, then bad news – here’s one more annoying toy for you to ignore. If you love 3D and have an iPhone or iPod Touch, then you can celebrate: for just $30, you’ll soon be able to buy this plastic toy from Hasbro which turns your iDevice into a modern-day Viewmaster.

The iPhone slots into the back of the My3D, and compatible apps show side-by-side images to your eyes, creating a stereoscopic effect. Hasbro has teamed up with Dreamworks already, to bring you spin-offs of the second-tier animation house’s cartoons, and there are plans for all sorts of virtual travel apps, games and underwater diving “experiences”.

It could be kind of neat and fun, if you’re under 10 years old. It’s hard to see an adult schlepping these auxiliary goggles just to enjoy a 3D version of a compatible travel-guide. But then, it’s Hasbro, the toy people, so what do you expect.

Perhaps my favorite part of the whole press push is a quote from Hasbro boss Brian Goldner. HE’s obviously listing some great ways to use the toy, but it ends up sounding like he’s describing the cutthroat world of Hollywood:

“The idea of being able to be somewhere in Los Angeles, in this 360-degree environment, to be in the shark tank, to be able to swim with the fish and chase after the fish.”

Hasbro unveils device that promises 3-D on iPod [Yahoo News]

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Kinect Teardown Reveals IR Projector, Fan

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As sure as night follows day, and a greasy, carbohydrate-laden breakfast follows a drunken night out, so iFixit has followed the launch of Microsoft’s new Kinect by tearing one apart and photographing the metal and plastic cadaver.

The Kinect, which went on sale yesterday, is a controller-free controller for the Xbox 360. It sits atop your TV and beams infra-red into the room with its projector, and then uses cameras to track where you, your face and your limbs are, allowing you to control the on-screen action.

So, what’s inside? First, the whole sensor-bar sits on a motorized base so it can follow you around (creepy). This contains some crappy plastic gears which will doubtless wear down soon enough. On the other hand, if you have a games-room big enough that the Kinect actually needs to swivel, you can probably afford regular replacements.

The circuit-board is split into three parts, stacked up to it in the log, narrow Kinect, and the the cameras peek from one side. There are two cameras, both big webcam-style autofocus models: the infrared one has a resolution of 320 x240 and the RGB camera has 640 x 480 pixels.

There are also four microphones, pointing in various directions. The Kinect calibrates to the room you are in, taking into account the way the sound bounces off walls and furniture in order to properly recognize your voice commands.

There is one oddity inside the Kinect: a fan, in a machine that consumes a mere 12 Watts. IFixit speculates that Microsoft was burned (literally?) by the dreaded and infamous Red Ring of Death on the Xbox, and is now being over-cautious. Either that or it just likes adding noise to your living room to annoy you, kind of like a physical incarnation of the hated Clippy.

Microsoft Kinect Teardown [iFixit. Thanks, Kyle!]

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Kinect Not Colorblind, Some Testers Find

Does Microsoft’s new face- and motion-sensing peripheral for the Xbox 360, the Kinect, have problems recognizing dark-skinned faces?

Testers at GameSpot say that it does. Specifically, they wrote, “two dark-skinned GameSpot employees experienced problems with the system’s facial recognition abilities.” GameSpot noted that this affected facial recognition only, and that the system was still able to recognize body movements (its “skeletal tracking system,” which is based on infrared light) so people of any skin tone could play all the games just fine.

The issue echoes a problem that HP ran into last year, when a video popped up claiming, with tongue slightly in cheek, that the face-recognition feature in HP laptops was racist because it was able to track a white person’s face, while seeming to ignore that of the dark-skinned person next to her.

However, Consumer Reports investigated the problem with its own tests and found no problems with face recognition or skeletal tracking, with one important exception: The Kinect was unable to do face recognition accurately in the dark, regardless of how light or dark the subject’s skin was.

That’s because the Kinect uses visible light for its face recognition, and is therefore more sensitive to darkness.

It also has trouble with sunlight, as Wired reviewer Chris Kohler found. In other words, Kinect may not be racist, but it might be a vampire.

Have you seen any issues with face recognition software, either in the Kinect or in other products? Speak out in the comments!

Photo: Jonathan Snyder/Wired.com

Follow us for real-time tech news: Dylan Tweney and Gadget Lab on Twitter.

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How Motion Detection Works in Xbox Kinect

The prototype for Microsoft’s Kinect camera and microphone famously cost $30,000. At midnight Thursday morning, you’ll be able to buy it for $150 as an Xbox 360 peripheral.

Microsoft is projecting that it will sell 5 million units between now and Christmas. We’ll have more details and a review of the system soon, but for now it’s worth taking some time to think about how it all works.

Camera

Kinect’s camera is powered by both hardware and software. And it does two things: generate a three-dimensional (moving) image of the objects in its field of view, and recognize (moving) human beings among those objects.

Older software programs used differences in color and texture to distinguish objects from their backgrounds. PrimeSense, the company whose tech powers Kinect, and recent Microsoft acquisition Canesta use a different model. The camera transmits invisible near-infrared light and measures its “time of flight” after it reflects off the objects.

Time-of-flight works like sonar: If you know how long the light takes to return, you know how far away an object is. Cast a big field, with lots of pings going back and forth at the speed of light, and you can know how far away a lot of objects are.

Using an infrared generator also partially solves the problem of ambient light. Since the sensor isn’t designed to register visible light, it doesn’t get quite as many false positives.

PrimeSense and Kinect go one step further and encode information in the near-IR light. As that information is returned, some of it is deformed — which in turn can help generate a finer image of those objects’ 3-D texture, not just their depth.

With this tech, Kinect can distinguish objects’ depth within 1 centimeter and their height and width within 3 mm.

Story continues …


Tonight’s Release, Xbox Kinect: How Does It Work?

The prototype for Microsoft’s Kinect camera and microphone famously cost $30,000. At midnight tonight, the company is releasing it as a motion-capture Xbox 360 peripheral for $150.

Microsoft is projecting that it will sell five million units between now and Christmas. It’s worth taking some time to think about what’s happening here.

I’ve used Kinect to play video games without a controller, watch digital movies without a remote, and do audio-video chat from across the room. I’ve spent even more time researching the technology behind it and explaining how it works.

Kinect’s camera is powered by both hardware and software. And it does two things: generate a three-dimensional (moving) image of the objects in its field-of-view and recognize (moving) human beings among those objects.

Older software programs used differences in color and texture to distinguish objects from their backgrounds. PrimeSense, the company whose tech powers Kinect, and recent Microsoft acquisition Canesta use a different model. The camera transmits invisible near-infrared light and measures its time of flight after it reflects off the objects.

Time-of-flight works like sonar: if you know how long the light takes to return, you know how far away an object is. Cast a big field, with lots of pings going back and forth at the speed of light, and you can know how far away a lot of objects are.

Using an infrared generator also partially solves the problem of ambient light, which can throw off recognition like a random finger on a touchscreen: the sensor really isn’t designed to register visible light, so it doesn’t get quite as many false positives.

PrimeSense and Kinect go one step further and encode information in the near-IR light. As that information is returned, some of it is deformed — which in turn can help generate a finer image of those objects’ three-dimensional texture, not just their depth.

With this tech, Kinect can distinguish objects’ depth within 1cm and their height and width within 3mm.

Figure from PrimeSense Explaining the PrimeSensor Reference Design.

At this point, both the Kinect’s hardware — its camera and IR light projector — and its firmware (sometimes called “middleware”) of the receiver are operating. It has an onboard processor which is using algorithms to process the data to render the three-dimensional image.

The middleware also can recognize people: both distinguishing human body parts, joints, and movements and distinguishing individual human faces from one another. When you step in front of it, the camera knows who you are.

Please note: I’m keenly aware here of the standard caution against anthropomorphizing inanimate objects. But at a certain point, we have to accept that if the meaning of “to know” is its use, in the sense of familiarity, connaissance, whatever you want to call it, functionally, this camera knows who you are. It’s got your image — a kind of biometric — and can map it to a persona with very limited encounters, as naturally and nearly as accurately as a street cop looking at your mug shot and fingerprints.

Does it “know” you in the sense of embodied neurons firing, or the way your mother knows your personality or your priest your soul? Of course not. It’s a video game.

But it’s a pretty remarkable video game. You can’t quite get the fine detail of a table tennis slice, but the first iteration of the WiiMote couldn’t get that either. And all the jury-rigged foot pads and Nunchuks strapped to thighs can’t capture whole-body running or dancing like Kinect can.

That’s where the Xbox’s processor comes in: translating the movements captured by the Kinect camera into meaningful on-screen events. These are context-specific. If a river rafting game requires jumping and leaning, it’s going to look for jumping and leaning. If navigating a Netflix Watch Instantly menu requires horizontal and vertical hand-waving, that’s what will register on the screen.

It has an easier time recognizing some gestures and postures than others. As Kotaku noted this summer, recognizing human movement — at least, any movement more subtle than a hand-wave — is easier to do when someone is standing up (with all of their joints articulated) than sitting down.

So you can move your arms to navigate menus, watch TV and movies, or browse the internet. You can’t sit on the couch wiggling your thumbs and pretending you’re playing Street Fighter II. It’s not a magic trick cooked up by MI-6. It’s a camera that costs $150.

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