If I said it once, I said it a million times. The Kinect has so much potential when it's applied to research and development in the realm of accessibility. It's in this area of research that the Kinect will leave its mark. Helping those in need is a great way to use technology.
Accessibility is a general term used to describe the degree to which a product, device, service, or environment is available to as many people as possible. Accessibility can be viewed as the "ability to access" and benefit from some system or entity. Accessibility is often used to focus on people with disabilities or special needs and their right of access to entities, often through use of assistive technology.
You learn something new everyday right? If not, you gotta get out more! Appearently, Phantom Limb Pain is a condition that effects people who have lost a limb and still experience a fair amount of pain originating from the missing limb. What this Kinect related projects aims to do is alleviate some of that pain by immersing the patient in a VR environment where the limb is present again. Must be some sort of Psychosomatic type of response from the brain which believes the limb is in tact. Very interesting concept to say the least.
Accessibility is one of the most exciting and practical uses of a Kinect sensor. Forget about using the 3D depth sensing camera for games, videos or performing arts -- although they are pretty damn cool. Let's focus on making the world a better place using technology. Jeff Kiske and Eric Berdinis are two such visionaries who have developed a system to help the blind navigate around with a little added assurance thanks to the Kinect.