Motorola's Xyboard tablet line is just about everything I wished the Motorola Xoom had been when it was released not even a year ago.
The Xoom, Motorola's first attempt to build an iPad-competing tablet, was critically acclaimed when it launched last February. It even won the Best of Show award at the 2011 Consumer Electronics Show in Las Vegas.
But the Xoom, which sported a 10.1-inch screen, was a bit too heavy (1.6 pounds) and much too expensive (launching with an $800 price tag), and the 3G and 4G models were available only through Verizon. The 4G capabilities were also delayed about seven months, and when they did arrive, Xoom owners had to mail in their tablets to get a 4G hardware upgrade.
Thankfully, in the Xyboard, it seems Motorola has made up for most (but not all) of its missteps with the Xoom.
For one thing, the Xyboard prices are more acceptable.
The Wi-Fi-only version of the Xyboard starts at $399.99 for the 8.2-inch model and at $499.99 for the 10.1-inch model. The Verizon-exclusive 4G version, known as the Droid Xyboard, starts at $429.99 for the 8.2-inch model and at $529.99 for the 10.1-inch model -- that is, as long as you sign a two-year data plan along with the tablet. (All four of the prices named are for tablets with 16 gigabytes of storage.)
Both the 8.2-inch and 10.1-inch Xyboards have touch screens with a resolution of 1280 x 800 pixels.
The Xyboard 10.1 is thin and light, and physically felt much more competitive with Apple's iPad and Samsung's Galaxy Tab 10.1, the two high-end tablets against which I think the Xyboard 10.1 will be competing most for consumer dollars. The Asus Transformer Prime tablet, a tablet I haven't yet tried, is likely be in this category as well.
In my time testing the 4G-equipped Droid Xyboard 10.1, it was clear more than just the pricing strategy was different with Motorola's new tablets.
Inside, the Xyboard 10.1 is fitted with a 1.2-gigahertz dual core processor and 1 gigabyte of RAM, which powers the tablet to speedy performance that lived up to its price tag.
In the front and rear are 5-megapixel cameras, which shoot detailed photos and 720p video out back too. They aren't as sharp as some 5-megapixel cameras I've seen on smartphones like the Samsung Galaxy Nexus, Apple iPhone 4 and Nokia Lumia 710, but they're far better than the lackluster cameras in the iPad 2 and the Galaxy Tab.
The Xyboard 10.1 is just 0.35 inches thick and weighs 1.32 pounds, making the inclusion of such high-resolution cameras and a rear LEG flash all the more impressive. It also has dual stereo speakers in the back, which sound good for a tablet (better than speakers on the iPad and the Galaxy Tab 10.1) but don't replace a good set of headphones.
The displays on the Xyboard 10.1 were another high point, responding to touch input quickly and rendering websites, apps and videos sharply, clearly and brightly. Unlike the iPad or the Galaxy Tab 10.1, the Xyboard has a mini-HDMI port built in, so it's easy to hook the tablet up to a TV set.
As much of the gaming world has moved toward smartphones and tablets, I've wondered if consumers (or myself as a gamer) would take to new handheld consoles the way they did with the Vita's predecessor, the PlayStation Portable.
But after spending a few minutes with the Vita in my hands at the 2012 Consumer Electronics Show in Las Vegas last week, my interest has piqued.
If you've played video games on the PlayStation Portable, which affectionately became known to most as the PSP, then the Vita will look very familiar at first glance. Joysticks and buttons are placed to the left or right of a nice, wide display and the graphics produced by the system are detailed and sharp.
But unlike the PSP, there are many features of the Vita that better equip Sony's handheld formula for competition in a smartphone-riddled future. On the front of the Vita is a 5-inch OLED touchscreen and a similarly sized touch panel can be found on the back of the device.
I played a bit of Uncharted: Golden Abyss, one of the titles that will launch with the Vita during its U.S. release on Feb. 22, and the game used traditional controls and the touchscreen. And switching between the different control options was intuitive and easy.
The Vita can also be used as a controller for Sony's PlayStation 3 home console, which could bring touch controls to even more games if developers embrace this feature. Though I didn't get to spend a long time with Uncharted or the Vita, the potential for some really creative game-play options was obvious.
The Vita will also run a number of smartphone-like apps, including apps for the photo-sharing site Flickr and video-streaming service Netflix, local-discovery app FourSquare and social networks Facebook and Twitter.
There are also two cameras on the Vita, one on the front and one on the back, and in the few test shots I snapped on the CES showroom floor, I have to say I was a bit disappointed. Photos didn't seem to be high quality and colors were washed out and not sharp. Sony wouldn't say what the resolution of the cameras would be for the U.S. release of the Vita, but the Japanese version (which went on sale on Dec. 17) featured VGA-quality cameras in front and back with a resolution of 640-by-480 pixels, which is about the same as an Apple iPad 2.
We'll be getting a review unit of the Vita in a few weeks, and I'll reserve final judgement for then, but after my hands-on time with the system, there's a lot to like and a few things that I'm not so excited about (aside from the camera). One of them is the pricing of Vita's new proprietary memory cards.
The Vita will sell for either $249 in a Wi-Fi-only version or $299 for a 3G/Wi-Fi model that runs on AT&T's network. AT&T is offering no-contract data plans for the Vita of $14.99 for 250 megabytes of data per month, or three gigabytes for $30. Games (on a new card format and not the UMDs found in the PSP) will sell for about $9.99 to $49.99, according to Sony. All of that seems to be pretty fair pricing in my opinion.
However, memory cards for the Vita -- which you will definitely need if you want to store any apps, downloadable games, movies, music, photos or any other content on the Vita -- are sold separately.
A four-gigabyte memory card will sell for $19.99. Not bad. An eight-gigabyte card will sell for $29.99 and a 16-gigabyte card will sell for $59.99. Getting a bit higher. And, a 32-gigabyte card will sell for a whopping $99.99.
It seems a bit painful to think you may end up spending an extra $100 after plunking down as much as $300 for a Vita, but this is the current reality, depending on how much stuff you'd like to store in the device. Ouch.
The future of video games is increasingly shifting from discs to downloads over Internet-connected consoles, phones, tablets and PCs.
Microsoft Corp. is aware of this trend as much as any other player in the gaming industry and rolls out multiple promotions a year to bring attention to games available for download through its Xbox Live Arcade storefront on the Xbox 360 console. And next up for Microsoft is the Xbox Live Arcade House Party, which starts Feb. 15 and includes the launch of one game a week for four weeks.
At the Consumer Electronics Show last week in Las Vegas, I went hands-on with Alan Wake's American Nightmare, which will be the first game to roll out in the month-long promotion.
Alan Wake's American Nightmare is a sequel to the on-disc game Alan Wake, which was released in 2010 to critical acclaim for story-driven game play that mixed a psychological thriller plotline with the action of a third-person shooter.
The game, which focused on a fictional fiction writer named Alan Wake and his quest to solve the mystery of his wife's disappearance in a small Washington town, was also praised for its inventive use of lighting, with Wake spending a lot of time running around in dark forests at night with a flashlight and a gun.
In Alan Wake's American Nightmare, the game's hero finds himself in the deserts of Arizona. The impressive lighting effects are back and shooting mechanics are solid. I tried my hand at the new title's Fight 'til Dawn survival mode, which pits players in a 10-minute scene with wave after wave of enemies attacking. (You can check out our hands-on with the new game above.)
The game play was intense and challenging, and it should be a satisfying experience for fans of the original Alan Wake game as well as those of shooting games such as Dead Rising, Left 4 Dead, Resident Evil and the Call of Duty series' zombie modes.
Alan Wake's American Nightmare will also have a campaign of about four to five hours, depending on how much time a player spends exploring and digging into the game's story, said Oskari Hakinnen, a spokesman for Remedy Entertainment Ltd., the developer of the series.
For those who haven't played the original Alan Wake, there's no need to fret. Hakinnen said that the sequel will pick up where the first title left off story-wise, but it was written in a way that won't confuse those who are new to the world of Alan Wake. Pricing for the game hasn't yet been disclosed.
The most interesting and impressive gadget I saw at the 2012 Consumer Electronics Show this week was Nintendo's next video game console -- the Wii U. It was also one of the riskiest products I saw, outside of Nokia's new Windows Phone handsets.
Despite not offering games with high-definition graphics, Nintendo's Wii home console changed the way people play video games, introducing motion sensing controllers called Wii remotes and a then-new level of casual games that appealed to millions of people who in the past didn't consider buying a gaming system. But since the Wii's launch in 2006, the gaming landscape changed as well.
Microsoft's Xbox has controller-free motion gaming with its Kinect technology. Sony has motion-sensing controllers with its PlayStation Move controllers for the PlayStation 3 console. Casual gaming is increasingly taking place on smartphones and not home consoles.
The Wii U intends to have an answer to all of its rivals, Nintendo of America's President Reggie Fils-Aime told me this week in an interview and hands-on demo of the new system in Las Vegas (you can see a video of our hands-on above). The demos we played were the same demos Nintendo showed off at the E3 gaming expo in Los Angeles last year.
The most obvious feature that separates the Wii U from rival hardware is the system's new tablet-like controller. Traditional buttons, triggers and joysticks are found in the Wii U controller, as is a 6.2-inch touchscreen in the middle of the unit that can be used by hand or with a stylus. The controller was 5.3 inches tall, 9 inches long and about 1 inch deep. There's also a built-in accelerometer and gyroscope, with a front-facing camera, microphone, speakers and a motion-sensing strip to interact with the remotes introduced on the Wii.
So what can this new controller actually do? One gaming demo, called Chase Mii, was essentially video-game hide and seek. My character in the game was the one being chased and, with the Wii U controller's screen, I saw an entirely different view of the game then those I was playing against with an included map of the terrain I was using to hide from my chasers.
In another demo, Fils-Aime and Nintendo spokesman J.C. Rodrigo showed me a recording of a car driving around a street in Japan. The same image that was on the HDTV that the Wii U console was connected to showed up on the Wii U controller in my hands, but when I moved the controller to either side or above my head, the view changed. I could see the street in 360-degrees; the sky, the cars passing by, a rear view, all just by moving the controller around.
The potential that this sort of technology offers video game developers is hugely exciting if you love playing video games, as I do. The military shooter genre is hugely popular right now -- how about the ability to see a digital battlefield in 360 degrees while not disrupting the view on your TV? Maps and menus on the Wii U's controller are an obvious choice as well.
The most important feature of the Wii U for video game developers, however, might be that it can handle high-definition gaming, up to 1080p in resolution. This can allow for developers to more easily develop games for Nintendo's new hardware alongside high-definition titles being made for the Xbox 360 and PlayStation 3.
We'll have to see whether or not Nintendo can actually get developers on board en masse to bring major titles to the Wii U, but adding HD gaming should make this option more attractive.
I saw a demo of a Legend of Zelda game in HD and it looked outstanding. The main character of the game, Link, had texture details in the fabric of his clothing that simply weren't possible on the Wii's lower-powered hardware. I was able to change major environmental details, such as being able to switch the scene from night to day and back, with just a tap on the Wii U controller's touchscreen.
The touchscreen also seemed to me to be a play to court developers who are building for smartphones and tablets. The Wii U's hardware will enable it to be a console that (if enough games are made) can offer something for the hardcore gaming crowd and something for the smartphone set. Angry Brids or Cut the Rope on a Wii U controller? Yeah, I'd love to see that and I'm sure Nintendo would too.
The Wii U controller's second screen can also act as the only screen for gameplay too. For example, if you're playing a game, and your roommate or partner wants to watch the latest episode of their favorite TV show, the Wii U can stream the game to the controller so you can keep gaming. Despite looking like a tablet, the Wii U controller isn't a tablet and isn't usable without the Wii U nearby.
But as impressive as the demo was, Fils-Aime and Nintendo didn't show up to CES with much new information about the Wii U. We still don't have a price for the system, launch titles haven't been announced and hardware specs are few and far between. The Wii U will play downloadable games and games on-disc. It will also be backwards compatible with Wii games. It will also have some undetermined amount of internal flash storage, four USB ports and at least one SD card slot will also be included for expanded storage. IBM is supplying a multi-core processor and AMD is supplying a graphics processor as well.
Fils-Aime also wouldn't say whether or not the Wii U will be able to support multiple Wii U controllers or not. This, in my opinion, is a huge question for an otherwise solid-looking piece of hardware. If the Wii U only supports one Wii U controller, I think Nintendo will be making a mistake. Unlike the Wii Remotes, the Wii U offers the experience of a traditional controller. Some games are better played by pushing buttons and using joysticks rather than flailing your arms. For example, with fighting games and shooters, many gamers prefer the precision and speed that a regular-old controller can offer. If only one person can use a Wii U controller at a time, playing the sorts of games with friends on the couch won't be as fun. Hopefully the new console will support multiple Wii U controllers and give gamers the ability to choose the gameplay set-up they prefer.
Nintendo still also hasn't offed any details on what it will offer in terms of online multiplayer. In my opnion, Microsoft's Xbox Live service is the best in console gaming and allows gamers to play with their friends online and talk in real time as they play in their respective homes. Online multiplayer has been something that so far Nintendo has flatly failed to include in a compelling or easy-to-use way with its home consoles. For that reason most games for the Wii are single-player games. I believe Nintendo has to get online gameplay right in order for the Wii U to succeed.
So, when will our questions be answered? Hopefully at E3 2012 in June, which will be the next time Nintendo makes a big push before the press with the Wii U.
Nintendo is set to launch the Wii U, a new video game console, later this year. And while there is a lot of excitement around the Wii U, there are also a lot of questions hovering around the Japanese company, which seems to have its back against the wall despite a history of innovation and success in an industry it has helped define.
The company's current home gaming system, the Wii, is on the decline, selling about 4.5 million units in the U.S. in 2011, down from about 7 million sold in 2010.
Meanwhile, the 3DS, Nintendo's new hand-held console, started out selling slowly when it launched in March. But by the end of 2011, the system sold about 4 million units in the U.S., hitting that mark faster than the Wii when it first launched in 2006.
With all that in mind, I sat down with Reggie Fils-Aime, president of Nintendo of America, at the 2012 Consumer Electronics Show in Las Vegas this week. You can see parts of our interview in the video above, but as expected, Fils-Aime said he didn't see sliding Wii sales as a negative but a positive leading into the release of the Wii U.
"The Wii is now approaching 40 million homes here in the United States, so from a penetration standpoint we're beginning to top out in terms of the total number of systems sold, and that's why it makes so much sense to prepare for the launch of the Wii U," he said.
The Wii U will still use the motion-sensing controller system introduced in the Wii, but will add to the mix a new tablet-like controller with a built-in 6-inch touch screen. Some have said that, so far, the Wii U's new controller is a winning idea, while others have questioned if it's already destined to fail.
Fils-Aime said Nintendo is on the path to breaking new ground again, just as it did when it added a joystick to a controller for the first time or when it was first to add motion and rumble feedback to controllers as well.
"The big innovation with the Wii U is the controller and the ability to have an interactive experience that leverages all of your traditional input buttons as well as a screen built right into the controller," Fils-Aime said. "Yes, the system is HD capable; it'll generate the most gorgeous pictures. But for us that's not enough.
"We need to continue pushing the overall experience forward. We need to bring new types of entertainment. New types of gaming and the combination of a big first screen -- your home TV -- coupled with a second screen in your hands, in our view, is going to bring gaming to a whole new experience and to continue driving the industry."
Fils-Aime offered little new information about the Wii U -- we still don't know much about specs and Nintendo isn't announcing launch titles, pricing or release dates yet.
But for now, the Nintendo executive said hardware horsepower isn't the point as much as what the Wii U and its new controller will be able to do that rival gaming platforms -- the Microsoft Xbox 360, Sony PlayStation 3 and even Apple's iPhone and iPad -- can't.
"The system is capable to do the most complicated, the most HD-intensive types of games. But plus, now with a touch screen in your hands, all types of other gaming possibilities exist. So we want the full experience," Fils-Aime said, later adding, "One of the things that we think makes us different from all of the other companies here at CES is that we leverage technology for people to have fun."
Stay tuned to the Technology blog for more on the Wii U from CES. I also got to go hands-on with the Wii U, and on Saturday I'll offer my take on just how much fun the new system is.
When Google TV first launched a little more than a year ago, it had few hardware partners and failed to resonate with a wide consumer market. But the technology was back at the Consumer Electronics Show this year, with major tech companies promoting the software and saying its time had come.
"You've got to reorient customers to look at TVs as an actual smart device, as a device just like a tablet or a PC or a phone," said Matthew McRae, chief technology officer at Vizio, during an interview with The Times. "It takes a little bit of time, but I think that bridge has been crossed."
At CES in Las Vegas this week, Vizio was showcasing its 65-inch, 55-inch and 47-inch V.I.A. Plus HDTVs with Theater 3D; the VBR430 Blu-ray player; and the VAP430 stream player -- all of which incorporate Google TV's 2.0 platform. V.I.A. stands for Vizio Internet Apps.
The V.I.A. Plus experience features an app-centric interface on every device, "making it easy for consumers to understand and navigate as they move between devices," the company said in a news release. Users can also access thousands of apps from the Android Market.
McRae said the company was encouraged by the advances in the second generation of Google TV, saying the earlier version of the software "missed on the simplicity front."
"When people sit down at a TV, it's got to be intuitive, it's got to be a few button clicks to whatever you're looking for," McRae said. "If you make it any more complex than that, they'll just give up.... So the user interface I think is actually more challenging to get right on a TV than it is on a tablet or PC."
The prospects for Google TV -- which combines traditional television, the Internet, apps and search capabilities -- are growing rapidly among developers, who are rolling out thousands of apps built specifically for televisions.
Vizio was especially excited to show off its new VAP430 stream player with Google TV, a media player that turns any HDTV into an enhanced V.I.A. Plus smart TV. Vizio's stream player, a small black box about the size of a wallet, features built-in HDMI ports that let users connect existing components like gaming consoles or set-top boxes for unified access to all media sources through the V.I.A. Plus touchpad remote. It also supports 3-D content and 3-D streaming.
Vizio officials said the stream player was expected to be released in the first half of the year, but declined to say how much the device would cost. Sales of stream players are poised to pass Blu-ray players in unit volume sales by 2013, Vizio said, making the devices the "perfect solution" for media multitaskers.
LG is also showing off sets with Google TV software that will launch in the U.S. in the first half of 2012 and later for the rest of the world. Among LG's Google TV offerings will be a 55-inch model, and each Google TV set from LG will include a "magic remote" with a built-in keyboard.
Google TV will run on LG's TVs alongside its Smart TV platform unveiled last year. Since last year's CES, LG said it had added more than 1,200 apps to its Smart TV offerings.
Sony too heavily hyped its Google TV products at CES and said it was expanding its line of devices that included the software.
The tech giant said it was rolling out two new set-top boxes powered by Google TV -- one connected Blu-ray disc player and one Network Media Player. Enhanced features include access to the Android Market as well as a redesigned remote control for improved functionality, new linkage with the Sony Entertainment Network platform and a new mobile device interface that allows consumers to use smartphones and tablets as a content source.
"As a result more consumers will be able to enjoy multiple content sources from broadcast to streaming video and various apps through one easy-to-use seamless interface by connecting to any HDTV," Sony executive Kaz Hirai said during the company's CES news conference.
As General Motors introduced its first efforts to bring apps from your smartphone into your dashboard at the 2012 Consumer Electronics Show, Ford expanded its Sync AppLink system -- which does just that and launched about a year ago.
When AppLink made its debut, Pandora was the only app a Sync user could operate via in-dash touch screen. Later, Stitcher radio gained Sync compatibility, which includes voice control as well.
To see NPR News and Slacker Radio in action in a new Ford Mustang GT, check out our video from CES above.
Ford says that more apps that work with Sync's voice recogniton software are on the way. Oddly enough, Sync (which was developed through a partnership between Ford and Microsoft) has no AppLink compatibility with Windows Phone apps.
Just as with GM's in-car-app systems -- Chevrolet MyLink and Cadillac CUE -- AppLink can use apps only if it’s connected to a smartphone with the app installed, and it accesses data through the phone. Ford isn't selling any AppLink data plans.
For now, AppLink is available only in Sync-equipped Fiestas, Mustangs, Fusions, F-150s and Econoline vans, but the U.S. automaker is considering pushing AppLink out to other Ford brands, such as Lincoln, as well as to vehicles running older versions of Sync.
New televisions, laptops, all-in-one desktops and a "Stream Player" set-top box that can add Google TV software to any HDMI-equipped television set -- Vizio had a lot of announcements to make at the 2012 Consumer Electronics Show.
A bit more quietly, the Irvine company also previewed a new tablet that it says will launch this year as a follow-up to the 8-inch Vizio Tablet that launched late last year.
Vizio let us get a few minutes of hands-on time with its new tablet, but details on what the device would be made up of were few and far between.
The new tablet sports a 10-inch touch screen and front and rear cameras, and it felt a bit lighter than the current 8-inch model.
Rob Kermode, a senior product manager at Vizio, said the company was declining to say anything about the tablet's price or release dates or about what processor, how much RAM, how much storage or what screen resolution the tablet would be.
In my short time using the tablet, I felt a step up in performance compared with its 8-inch predecessor. The device reacted faster to my touch, launched apps more quickly and seemed not to stutter as much when it handled simple tasks such as playing animations Vizio has programmed into the operating system.
The prototype tablet was running Google's Android Honeycomb software with Vizio's VIA Plus user interface over the top of it, which looks very similar to the version of Android Gingerbread found on the 8-inch tablet. Kermode said Vizio was looking into Ice Cream Sandwich, the latest version of Android, but wouldn't promise that the new tablet would ship running that OS.
To see the new tablet in action, check out our video from CES in Las Vegas above.
Pick. Thrash. Wail. Let out your inner Jimmy Page, Jack White or Yngwie Malmsteen -- with an iPad.
The Guitar Apprentice app and controller from Ion Audio, which we looked at during the 2012 Consumer Electronics Show in Las Vegas this week, aims to help students learn the basics of playing guitar before they drop some cash on a full guitar and amp setup. Although playing iPad guitar isn't as sexy as the real thing, this might reduce the number of Squier Strats and practice amps languishing in the closets of frustrated students who never pegged down barre chords.
The most obvious comparison is with the popular Guitar Hero and Rock Band video games, but Guitar Apprentice offers a more complex setup than the video game controllers, with buttons simulating the six strings on each of 14 frets on the neck, in a body similar to the classic Gibson SG. LEDs on the frets light up to show basic note or chord patterns, and students strum or pick simulated strings on the iPad screen. Effects such as delay, reverb and flanger are also available to customize distortion effects.
Guitar Apprentice is one in a series of music learning app-and-controller sets from Ion Audio, which also includes Piano Apprentice and Drum Apprentice, as well as Drum Master, which comes with a full-size electric drum kit. The plastic instruments connect to the iPad, and each shows students where or how to play, lighting up frets, piano keys or drum pads as appropriate. Teachers also appear on the apps to present basic lessons to users.
Apps are Core MIDI, which enables integration with other music apps such as GarageBand. The app and controller, when released, are to have a retail price of $99.
Just keep in mind: Although the frets on the controller are designed to simulate fretting real guitar strings, it doesn't look like the app will alleviate the sore fingers students will have if they ever move up to a real guitar.
At the 2012 Consumer Electronics Show in Las Vegas, we saw a bit of a scramble by TV makers such as Samsung and LG to show off what they working on or releasing in the coming year that would allow us to control our TVs using voice, gesture and facial recognition.
Many technology pundits and analysts have said these sorts of announcements, which also took place at last year's CES, are in response to rumors that Apple is working on an "iTV" that will offer a new way of controlling a TV and maybe even how we pay for or watch channels and TV shows.
But as many video-game lovers out there know, TV voice recognition, gesture controls and facial recognition are already here in the form of Microsoft's Kinect motion-sensing camera, which is an accessory to the Xbox 360 home gaming console.
However, Kinect is just getting started, and currently has a small number of apps. And it's still a device that sells for about $150 and requires an Xbox 360, which starts at $200. Make no mistake, there will be a cost of entry to the future of TV.
At CES 2012, Microsoft showed off a bit of what the future may hold for Kinect, the Xbox and TV with demonstrations of its latest Kinect-enabled app for the Xbox, called Sesame Street Kinect (you can see our demonstration of the app in a video atop this article).
Sesame Street Kinect is what it sounds like, episodes of the long-running children's program tailored to use the Kinect camera. And what Kinect can do is really impressive.
Since 1969, children around the world have sat in front of TVs repeating back the alphabet, colors, words and numbers to characters on Sesame Street (I did it when I was a child). Until Sesame Street Kinect, which is set to release later this year at an unannounced price, the characters on the screen couldn't respond to the viewer's actions. Now, to a limited extent, they can.
The demonstration we saw featured the Grover, Elmo and Cookie Monster characters prompting viewers to interact by either saying certain words or moving in certain ways.
For example, we took part in a demonstration in which Grover drops a box of coconuts and asks that the viewer pick them up and throw them back to him.
I f the viewer stands up and moves in the way that they would throw an imaginary coconut (don't throw a real coconut unless your trying to break your TV) then Grover catches each one in his box, even reacting to how hard the Kinect interprets the viewer's throw to be.
The experience was a lot of fun for a room of four adults, and I imagine kids will enjoy this sort of thing too. Jose Pinero, am Xbox spokesman, said a similarly interactive app from National Geographic is coming this year as well.
Although Microsoft has sold more than 66 million Xbox consoles and more than 18 million Kinect cameras, the tech giant realizes it has something bigger than just video games on its hands with Kinect.
Both Kinect and Xbox Live are headed to Windows 8 later this year. Hopefully, that will mean more interactive "two-way TV" apps like Sesame Street Kinect, and more apps related to media outlets such as ESPN and National Geographic.
There are also rumors that the company is working to get Kinect built directly into TVs, which would very likely place Xbox Live and Kinect in direct competition with Google TV and Apple's expected entry into the TV market. That's a living-room showdown I'd like to see.