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Gesture and Motion Enabled CE Devices: 2014 Report


News provided by

Research and Markets

Jan 28, 2014, 12:25 ET

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DUBLIN, January 28, 2014 /PRNewswire/ --

Research and Markets (http://www.researchandmarkets.com/research/9xkz84/gesture_and) has announced the addition of the "Gesture and Motion Enabled CE Devices: 2014 Report" report to their offering. 

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Research and Markets Logo. (PRNewsFoto/PR NEWSWIRE EUROPE)
Research and Markets Logo. (PRNewsFoto/PR NEWSWIRE EUROPE)

     (Logo: http://photos.prnewswire.com/prnh/20130307/600769 )


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. The author'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.

Currently, most gesture-controlled televisions have the gesture detection implemented through camera(s) that are attached to or a part of the television itself. Those cameras are often used for video conferencing purposes as well. MRG believes that gesture controls will continue to be included with these televisions, as gestures can accomplish some tasks quicker than a remote, especially if the remote is not within reach.

For smartphones and tablets, gesture controls seem a bit gimmicky and superfluous. Touchscreen controls are more familiar and easier to use for most, while gesture controls would require additional investment in software development or licensing, adding to the cost of the device.

While video console manufacturers continue to put motion control features into their controllers, the feature doesn't appear to be a huge marketing point. In the new generation of consoles, only the Sony PS4 and Nintendo Wii U are implementing motion controls in their respective controllers. Even though they are implementing motion control in their controllers, the main menus for both of these consoles are still best controlled with a d-pad. Microsoft continues to offer the gesture-enabled Kinect as well.

Overall shipments of streaming media players will be declining toward the tail end of the forecast period, but MRG believes in addition to the well-known Roku devices, more motion-controlled remotes will be implemented in other manufacturer's designs


Key Topics Covered: 

Executive Summary 

Gesture Control 

Notebooks 

Digital Televisions 

Smartphones and Tablets 

Video Game Consoles 

Motion Control 

Digital Televisions 

Video Game Consoles 

Streaming Media Players 



For more information visit http://www.researchandmarkets.com/research/9xkz84/gesture_and


Media Contact: Laura Wood , +353-1-481-1716, [email protected]

SOURCE Research and Markets

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