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The latest Microsoft Speech components (V11) are now included as part of the SDK and runtime installer.
Many API updates and enhancements in the managed and unmanaged runtimes. Robustness improvements including driver stability, runtime, and audio fixes.
Near Mode for the new Kinect for Windows hardware, which enables the depth camera to see objects as close as 40 centimeters in front of the device. Significantly improved skeletal tracking, including the ability for developers to control which user is being tracked by the sensor. Support for up to four Kinect sensors plugged into the same computer. As the Kinect for Windows blog explained today, in the three months since we released Beta 2, we have made many improvements to our SDK and runtime, including: The suggested retail price is $249, and later this year, we will offer special academic pricing of $149 for Qualified Educational Users. Today, version 1.0 of our SDK and runtime were made available for download, and distribution partners in our twelve launch countries are starting to ship Kinect for Windows hardware. The sensor that sits in my living room has ignited the imagination of millions and who knows where it’ll end up next. Little did we know that just over a year on from shipping Kinect for Xbox, we’d be inviting the commercial world to show us what’s possible with Kinect. A journey was completed today, and another began, as Kinect for Windows officially became available.