Kinect For Windows SDK Available for Download
The Kinect for Windows SDK enables developers to create applications that support gesture and voice recognition, using Kinect sensor technology on computers running Windows 7, Windows Embedded Standard 7, and Windows 8 Developer Preview (desktop applications only). Click here to download the SDK.
Commercial Kinect for Windows Sensor
The newly released Kinect for Windows hardware is optimized for use with computers and devices running Windows 7, Windows 8 developer preview (desktop applications only), and Windows Embedded-based devices. Some of the changes to the hardware include:
Enables the camera to see objects as close as 40 centimeters in front of the device without losing accuracy or precision, with graceful degradation out to 3 meters.
Shortening USB cable and small dongle
Ensure reliability across a broad range of computers and improves coexistence with other USB peripherals.
The Kinect for Windows hardware includes a one-year warranty, support, and access to software updates for both speech and human tracking.
What's the difference between the Kinect for Windows sensor and the Xbox sensor?
The new Kinect for Windows sensor is tailored to support and enhance the Kinect experience on Windows with features such as "near mode," skeletal tracking control, API improvements, and improved USB support across a range of Windows computers and Windows-specific acoustic models. Microsoft has also dedicated a large team of engineers to continual improvements of hardware and software associated with Kinect for Windows, and is committed to providing ongoing access to Microsoft's deep investment in human tracking and speech recognition. Simple changes include shortening the USB cable to ensure reliability across a broad range of computers and the inclusion of a small dongle to improve coexistence with other USB peripherals.
Kinect for Xbox 360 was built for and tested with the Xbox 360 only, not with any other platform, which is why it is not licensed for general commercial use, supported, or under warranty when used commercially on any other platform.