Gesture control is separate from motion control, in that there is no physical device needed on the person for the controlled device to recognize commands. The most recognizable implementation of gesture controls to consumers is Microsoft’s Kinect for the Xbox 360. Most gesture controls are implemented either using time-of-flight infrared sensors (like the Kinect) or through software enhancements to traditional 2D cameras as seen with newer Samsung televisions. There are, of course, pros and cons to each type of implementation, both for consumers and manufacturers implementing the control scheme.
Gesture and motion controls have been increasingly found in many consumer electronics devices over the last five years. MRG’s research covers gesture-enabled notebooks, digital TVs, smartphones and tablets, video game consoles, and streaming media players. Each segment has its own dynamics with regard to gesture control.
Notebook manufacturers are using both time-of-flight sensors and software-based implementations using webcams. Generally speaking, software-based controls tend to be more cost effective while the hardware-based solutions add cost to the BOM, but enable more functionality. In high-end ultrabooks and notebooks, gesture control, while still a niche, is a good feature to use to help differentiate the product from the competition as well as the lower-end notebooks within the manufacturer’s own line at a small incremental cost. MRG expects that the software-based gesture controls will help propel the market to reach penetration levels of over 35% by 2018.
For the full version of this report, please visit the Multimedia Research Group website.