In 2010, when Microsoft introduced Kinect, it positioned it as a revolutionary gaming device. With the help of a camera, players could wave an imaginary lightsaber or throw a ball, all of which was displayed on the screen. However, fifteen years later, Kinect became a symbol of an expensive failure — the company underestimated the demand for motion-controlled games. Despite this, Kinect remained a groundbreaking technology, but not just for gaming. It changed the game in robotics, was briefly used in pornography, and is now sold as a ghost-hunting toy.

All of this was made possible by a community of hackers who created open-source drivers for Kinect, liberating it from the limitations of Xbox 360 and opening new horizons for experimentation, creativity, and commercial development. Memo Akten, an artist and professor at the University of California, San Diego, notes that technologically Kinect did not invent anything fundamentally new: the camera projected a grid of infrared dots and determined depth by their deformation, as well as recognized human limbs and gestures. Similar systems previously cost between $5,000 and $12,000, while Microsoft sold its version for $150.
Kyle Machulis, CEO of Nonpolynomial and founder of buttplug.io, worked with systems costing up to $250,000 but saw in Kinect an opportunity to democratize this technology. On November 4, 2010, he purchased Kinect for disassembly, and soon Adafruit announced a contest with a reward of up to $3,000 for confirming Kinect's operation on any operating system. Developing the drivers was challenging: it required analyzing the traffic between Kinect and Xbox 360 using a special USB sniffer. Adafruit acquired this device and published the logs, allowing the community to begin open-source work.
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