Practical Windows Kinect In C#

Practical Windows Kinect in C#
Chapter List

  1. Introduction to Kinect
  2. Getting started with Microsoft Kinect SDK 1
  3. Using the Depth Sensor
  4. The Player Index
  5. Depth and Video Space
  6. Skeletons
  7. The Full Skeleton
  8. A 3D Point Cloud


Introduction To Kinect
Written by Harry Fairhead   
Wednesday, 01 February 2012

The Kinect is currently the hardware that provides developers with the greatest opportunities for innovative programs - both games and "serious" artificial intelligence applications. How does it work? How do you use it? What can you use it for?

Last Updated on Friday, 27 April 2012
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Getting started with Windows Kinect SDK 1.0
Written by Mike James   
Monday, 06 February 2012

Version 1.0 of the Kinect SDK is now available together with the Windows version of the Kinect hardware. Now you can get started creating full commercial applications. Our new e-book shows you how to do this in C#.

Last Updated on Friday, 27 April 2012
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Using the Kinect Depth Sensor
Written by Harry Fairhead   
Monday, 20 February 2012

In the third chapter of our e-book for Version 1.0 of the Kinect SDK together with the Windows version of the Kinect hardware, we look at how to use the raw depth data that the Kinect provides to display and analyze a scene and create a live histogram of depth.

Last Updated on Friday, 27 April 2012
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Kinect SDK 1 - The Player Index
Written by Harry Fairhead   
Monday, 05 March 2012

Kinect provides two levels of processed data - a skeleton map which gives you the position of the player's limbs and a user index which can be used to discover the player's overall position. In this chapter of our ebook on using the Kinect SDK for Windows we take a close look at the player index data.

Last Updated on Friday, 27 April 2012
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Kinect SDK 1 - Depth and Video Space
Written by Mike James   
Monday, 12 March 2012

The Kinect has both a video and a depth camera and they have slightly different viewpoints on the world. Relating their co-ordinate systems is the subject of this chapter of our ebook on using the Kinect for Windows SDK 1. We create a background remover along the way.

Last Updated on Friday, 27 April 2012
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Kinect SDK 1 - Skeletons
Written by Mike James   
Friday, 23 March 2012

The ability to extract and track the positions of the human body is a remarkable feature of the Kinect, but how do you use it? It seems more complicated than the more basic video and depth outputs. Fortunately, once you understand the structure of the data returned, it isn't much more involved. We look at the simplest possible example.

Last Updated on Friday, 27 April 2012
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Kinect SDK 1 - The Full Skeleton
Written by Harry Fairhead   
Wednesday, 04 April 2012

So far we've covered the visual and depth inputs and started to look at skeletonization. In this part we get down to the bare bones of the skeleton and actually draw the whole thing.

Last Updated on Friday, 27 April 2012
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Kinect SDK1 - A 3D Point Cloud
Written by Mike James   
Friday, 27 April 2012

A point cloud is a set of points in a 3D space. You can view the cloud from different angles and lighting conditions. You can even apply colors and textures to its surfaces. A point cloud is one step away from a full 3D model and sometimes it is more useful.

Last Updated on Friday, 27 April 2012
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