My Account Log in

1 option

Beginning Kinect programming with the Microsoft Kinect SDK / Jarrett Webb and James Ashley.

O'Reilly Online Learning: Academic/Public Library Edition Available online

View online
Format:
Book
Author/Creator:
Webb, Jarrett.
Contributor:
Ashley, James.
Series:
Expert's voice in Microsoft.
The expert's voice in Microsoft
Language:
English
Subjects (All):
Multimodal user interfaces (Computer systems).
Kinect--Programming.
Kinect.
Physical Description:
1 online resource (319 p.)
Edition:
1st ed. 2012.
Place of Publication:
[New York] : Apress, 2012.
Language Note:
English
System Details:
text file
Summary:
Beginning Kinect Programming with the Microsoft Kinect SDK gets you up and running developing Kinect applications for your PC using Microsoft tools and the official SDK. You will have a working Kinect program by the end of the first chapter! The following chapters will open up the secrets of three-dimensional vision, skeleton tracking, audio through the Kinect, and more. Examples illustrate the concepts in the form of simple games that react to your body movements. The result is a fun read that helps you learn one of the hottest technologies out there today. Beginning Kinect Programming with the Microsoft Kinect SDK also provides building blocks and ideas for mashing up the Kinect with other technologies to create art, interactive games, 3D models and enhanced office automation. You'll learn the fundamental code basic to almost all Kinect applications. You'll learn to integrate that code with other tools and manipulate data to create amazing Kinect applications. Beginning Kinect Programming with the Microsoft Kinect SDK is your gateway into the exciting world of three-dimensional, real-time computer interaction. Helps you create a proper development environment for Kinect applications. Covers the basics of three-dimensional vision, skeleton tracking, gesture recognition, and audio Provides fun examples that keep you engaged and learning.
Contents:
Title Page; Copyright Page; Contents at a Glance; Table of Contens; About the Authors; About the Technical Reviewer; Acknowledgments; Introduction; About This Book; Chapter Overview; What You Need to Use This Book; About the Code Samples; Chapter 1: Getting Started; The Kinect Creation Story; Pre-History; The Minority Report; Microsoft's Secret Project; Microsoft Research; The Race to Hack Kinect; The Kinect for Windows SDK; Understanding the Hardware; Kinect for Windows SDK Hardware and Software Requirements; Hardware Requirements; Software Requirements; Step-By-Step Installation
Elements of a Kinect Visual Studio ProjectThe Kinect SDK Sample Applications; Kinect Explorer; Shape Game; Record Audio; Speech Sample; Summary; Chapter 2: Application Fundamentals; The Kinect Sensor; Discovering Connected a Sensor; Starting the Sensor; Stopping the Sensor; The Color Image Stream; Better Image Performance; Simple Image Manipulation; Taking a Snapshot; Reflecting on the objects; Data Retrieval: Events and Polling; Summary; Chapter 3: Depth Image Processing; Seeing Through the Eyes of the Kinect; Measuring Depth; Enhanced Depth Images; Better Shades of Gray; Color Depth
Simple Depth Image ProcessingHistograms; Further Reading; Depth and Player Indexing; Taking Measure; Aligning Depth and Video Images; Depth Near Mode; Summary; Chapter 4: Skeleton Tracking; Seeking Skeletons; The Skeleton Object Model; SkeletonStream; Enabling and Disabling; Smoothing; Choosing Skeletons; SkeletonFrame; Marking Time; Frame Descriptors; Skeleton; TrackingID; TrackingState; Position; ClippedEdges; Joints; Joint; Kinect the Dots; The User Interface; Hand Tracking; Drawing the Puzzle; Solving the Puzzle; Expanding theGame; Space and Transforms; Space Transformations
Looking in the MirrorSkeletonViewer User Control; Summary; Chapter 5: Advanced Skeleton Tracking; User Interaction; ABrief Understanding of theWPF Input System; Detecting User Interaction; Hit Testing; Responding to Input; Simon Says; Simon Says, ""Design a User Interface""; Simon Says, ""Build the Infrastructure""; Simon Says, ""Add Game Play Infrastructure""; Starting a New Game; Changing Game State; Presenting Simo's Commands; Doing as Simon Says; Enhancing Simon Says; User Experience; Game Play; Presentation; Reflecting on Simon Says; Depth-Based User Interaction; Poses; Pose Detection
Reacting to PosesSimon Says Revisited; Reflect and Refactor; Summary; Chapter 6: Gestures; Defining a Gesture; NUl; Where Do Gestures Come From?; Implementing Gestures; Algorithmic Detection; Neural Networks; Detection byExample; Detecting Common Gestures; The Wave; Basic Hand Tracking; Hover Button; Push Button; Magnet Button; Swipe; Magnetic Slide; Vertical Scroll; Universal Pause; The Future of Gestures; Summary; Chapter 7: Speech; Microphone Array Basics; MSR Kinect Audio; Speech Recognition; Audio Capture; Working with the Sound Stream; Cleaning Up the Sound; Canceling Acoustic Echo
Beam Tracking for a Directional Microphone
Notes:
Includes index.
ISBN:
9781430241058
1430241055
OCLC:
831116257

The Penn Libraries is committed to describing library materials using current, accurate, and responsible language. If you discover outdated or inaccurate language, please fill out this feedback form to report it and suggest alternative language.

Find

Home Release notes

My Account

Shelf Request an item Bookmarks Fines and fees Settings

Guides

Using the Find catalog Using Articles+ Using your account