Beginning Kinect programming with the Microsoft Kinect SDK
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-d...
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Otros Autores: | |
Formato: | Libro electrónico |
Idioma: | Inglés |
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[New York] :
Apress
2012.
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Edición: | 1st ed. 2012. |
Colección: | Expert's voice in Microsoft.
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Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009628822506719 |
Tabla de Contenidos:
- 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