Hands-on with the Xbox One: Kinect, interface, and OS impressions

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[QUOTE
Hands-on with the Xbox One: Kinect, interface, and OS impressions
We give voice controls, multitasking, and even live TV a good workout.
by Kyle Orland - Nov 8 2013, 6:00am EST
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Even if an app is not on your home screen, you can bring it up immediately with a simple voice command.
While Microsoft has demonstrated early versions of the Xbox One user interface and base operating system in the past, previous demos have been carefully choreographed affairs operated completely by company representatives. So I was very excited to get my first actual hands-on (and voice-on) test of the Xbox One's underlying platform at a Microsoft-hosted event last week (even if it was partially guided by two Xbox representatives who sometimes took control or suggested what I should try).
While an hour is hardly enough time to get a comprehensive feel for all of the console's system-level controls and features, I came away from the demo surprisingly enthusiastic about the multitasking and voice control features that I had come in rather pessimistic about.
Voice is the new controller
The most notable thing about my hour-or-so hands-on demo was how little I actually used a handheld controller. Practically every feature described in this piece was activated by saying "Xbox" followed by a simple command. Yes, a similar feature is already available to anyone with a current-generation Kinect hooked up to their Xbox 360, but it's clear that voice controls are much more fully integrated into the Xbox One interface.
On the Xbox 360, you are generally limited to giving voice commands that correspond to menu options you see on the screen—"If you can see it, say it," as Microsoft marketing puts it. On the Xbox One, there's no such limitation to what you can do with your voice. If I want to load up Internet Explorer, I can say, "Xbox, go to Internet Explorer" from anywhere on the system menu and bring up the Web browser.
Not only that, but voice controls are now a system-level process that runs in the background while you're using an app or game. You can call out, "Xbox, snap friends" while playing a game to bring up your friends list on the side of the screen, without even pausing. Then there are the handy app-specific shortcuts activated by voice commands. "Xbox, watch Comedy Central" let me jump straight to watching the channel even from another app, for instance.
The idea of never having to use a controller to search through menus and sub-screens to find my apps and games seemed pretty appealing after just a few minutes of talking my way through a variety of Xbox One functions. There is a slight, noticeable voice recognition pause of roughly half a second after saying each command, but it didn't seem to get in the way much during the demo (and it seemed shorter than the similar pause on the Xbox 360, in any case).
Accuracy and recognition weren't significant issues, either. In the hour I spent with the Xbox One, I only counted two times where someone had to repeat themselves because the system didn't hear a command, and there were no instances of the system misinterpreting what was said. In fact, the Kinect was sensitive enough that Engineering Manager Jeff Henshaw had to whisper instructions to me ("Try saying [*whisper*] 'Xbox, go home'") so the system wouldn't accidentally pick up his words. It remains to be seen, of course, if this performance can hold up in a noisy living room and not the idealized, faux living room that Microsoft set up.
Skeleton detection and automatic login
Aside from voice, the most significant system-level feature enabled by the Kinect is the ability of the Xbox One to log a user in automatically based only on their visuals. The first time you set up the system, it takes you through a 30-second process where you log in to your Microsoft account. Kinect then builds a personal profile it will associate with that account based on facial recognition but also the camera's basic skeletal model of your body. This process forms a unique biometric ID that the Kinect uses to automatically identify a user, logging them in to Xbox Live and bringing up a personalized menu that includes their recent apps and favorite items.
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The login process was practically instantaneous in our demo; Henshaw simply stepped in front of the Kinect and was immediately greeted with a "Hello, Jeff" atop the system menu. This recognition worked even though Henshaw was standing to the side and not directly facing the Kinect sensor. Henshaw said the skeletal and facial data Kinect uses to identify someone is "like fingerprints—no two are exactly alike" and that the system is even sensitive enough to notice minor variations between twins.
Privacy options
The idea of the Kinect constantly tracking your position around the room and identifying you based on your biometrics and vocal commands may be creepy to some, but the system allows users to set a number of privacy controls. You can turn off the biometric ID system completely if you don't plan on using it, but you can also have the system require a password entry even after it recognizes you. Additionally, the Kinect can be set to totally ignore voice and/or gestural commands. If you're really paranoid, it can be completely unplugged from the system and put away without affecting functionality.
One of the coolest moments of the demo combined the Kinect's voice controls and this personal recognition capability, letting PR Manager Jose Viniera take over control of the system instantly without a controller. Viniera simply said, "Xbox, show my stuff," and the system quickly popped up a "Hello, Jose" message, repopulating the menu with his recent activity and pinned favorites. Viniera pointed out that the data for this personalized menu was stored in the cloud, so it could be brought up on any Xbox One. (Personal biometric data, on the other hand, is never uploaded on the cloud. Viniera would have to set up recognition on any new system he wanted to use).
The Kinect didn't identify Jose by his voiceprint, but it instead recognized where in the room his command was coming from, triangulating the location using an internal array of five microphones (Henshaw said this process is "within five-inch accuracy"). The system then looked at the figure it detected in that location, recognized it was Jose, and automated the login process for him. It was an impressive, friction-free moment that I can see being used a lot in multi-user households (and abused a lot in households with annoying little brothers).
 

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Multitasking
On current systems, switching from a game to another app or function usually requires pausing and quitting a game. On the Xbox One, Henshaw stressed, you never have to quit out of a game or lose your progress to check in on some other, non-gaming task elsewhere on the system. The game you're playing stays in active memory no matter what else you are doing, remaining there until you load another game or turn the system off.
In the demo, we paused a game of Forza Motorsport 5 and jumped around to Internet Explorer, Skype, Xbox Music, and some live TV before returning to the game just where we left it. This switching was incredibly quick. As soon as the voice command was recognized, the current app slid out and the new app slid right in. If the new app had been used recently and was still "hot" in memory, it was instantly usable at that point; if not, the app went through a quick startup sequence (there was a live snafu, though, when Skype had to go through its 10-second cold-load sequence after a switch, despite having been just loaded into memory).

Previous Microsoft demos have suggested that the system can also hold up to four recent apps in system memory alongside a game. Henshaw clarified that this number is not set in stone and that up to 10 apps can be held in memory at a time depending on their memory footprint. In practice, Henshaw says, it's usually three to five apps that can be held in memory at once.
More than quick switching between active apps, Microsoft is also pushing the ability to snap an app on the right-most quarter of the screen, Windows 8-style, while another app or game runs in the larger portion. Simply saying "Xbox, snap [application]" at any point brings up a version of the app tailored for this smaller screen real estate, while "Xbox Unsnap" returns the main app to the full screen (saying "Xbox, switch" can determine which live window you're actively controlling).
One of the most interesting features for the snap functionality is the ability to put a live TV show in a tiny window in the corner while playing an Xbox One game in the main area, making for a sort of built-in picture-in-picture mode through the system itself (replacing the janky PiP modes on many TVs). The Xbox One actually blends the audio from both sources in this mode. It's a bit annoying if you want to listen to only one source, but you can mute the audio from within some games.
We played around with a few other multitasking options here, like viewing fantasy stats while watching a football game, but I think the real potential for this feature is going to be keeping track of things like Twitter streams or IM chats while still playing a game or watching a show. These kinds of apps were never that useful when they had to take up the entire TV, but as content that runs alongside something more interesting, they could have new value.

[QUOTE
Your only input

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/ Watching TV while downloading a game? No more switching between inputs to see if the download is done.
The ability to pass a live TV input through your Xbox One may seem like a mere convenience, but Henshaw explained that Microsoft wants the Xbox One input on your TV to be the only one you have to use, so you're always connected to the system's suite of services while the system is on. "On other gaming systems, in order to take a quick check on what's on TV, take a Skype call, browse the Web, I have to switch inputs," he said. "And switching inputs is death for gamers, because it cuts them off from their community. As soon as you turn inputs on the TV, you're no longer getting game invites, multiplayer invites, leaderboard change notifications, or invitations of any sort. You are cut off."
Running your TV through the system also gives you access to a voice-activated universal remote through the Kinect. Give a command like "Xbox, volume up" and the Xbox tells the Kinect to send out the appropriate IR signal, which bounces off the walls and objects in the room to head back to your TV, cable box, and/or audio receiver. Tweaking the volume three decibels at a time wasn't all that appealing, but being able to jump to a specific channel simply by saying "Xbox, watch ESPN"—no memorized channel number required—was much more compelling.
Watching TV through the Xbox One also means having access to the system's OneGuide system. Henshaw described this on-screen grid as much better than cable box programming guides that he said were "like vestiges of the cold war," but Microsoft's offering looked pretty similar to my eyes. The OneGuide does offer the ability to quickly jump to the listings for a certain channel with a voice command and to organize favorite channels into a particular section. Video apps are integrated into OneGuide, so you can see new shows available on Hulu Plus or HBO Go alongside live TV listings.
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DVR and Skype

Enlarge
/ Snapping Upload Studio to the side isn't nearly as efficient as just saying "Xbox, record that."
My Xbox One demo also included a brief glimpse at the system's much-ballyhooed game DVR functions. While playing Forza Motorsport 5, I called out, "Xbox, record that" and got a clip of the last 30 seconds saved directly to my system without a bump in game performance. After that, I could pause and switch over to Upload Studio to extend the clip out to a full five minutes if I wished. There were even options to add voice-overs or video taunts through the Kinect. After that, it took 15 or 20 seconds to encode and upload the video to share with friends.
Clips on the Xbox One are recorded in 720p at 30 frames per second, but a previously uploaded clip I watched looked considerably worse than that, with plenty of color clumping and streaming artifacts. It's hard to say if this was due to the quality of the Internet connection at the demo or an actual problem with the upload.

Enlarge
/ Don't worry, you can make your girlfriend small and the TV show big, depending on which one you prefer to see more.
I also got a quick demo of a Kinect-powered Skype video chat with a Microsoft employee working from his home. The most interesting feature of this demo was the Kinect's ability to track the "engaged users" in each room and to do a live, software-level pan and zoom in on their location. This digital zoom features can tell between people who are engaged in the conversation and others in the room who are just sitting there reading or doing something else, for instance. (Additionally, as Henshaw put it, "we know that dogs are dogs, we know that cats are cats, and we ignore them.")
Overall, my short time with the Xbox One's system interface made me eager to try the system out in my own home and see if its voice commands and multitasking features could actually make Xbox One the only input I need on my TV. Before the demo, I was leaning toward "no" as an answer to that question, but now I'm leaning a little closer to "yes."

Cant Lie...I am intriqued :ohhh:

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