Meet the Kinect [electronic resource] : An Introduction to Programming Natural User Interfaces /
Kean, Sean.author.
Hall, Jonathan.author.
Perry, Phoenix.author.
Meet the Kinect introduces the exciting world of volumetric computing using the Microsoft Kinect. You'll learn to write scripts and software enabling the use of the Kinect as an input device. Interact directly with your computer through physical motion. The Kinect will read and track body movements, and is the bridge between the physical reality in which you exist and the virtual world created by your software. Microsoft's Kinect was released in fall 2010 to become the fastest-selling electronic device ever. For the first time, we have an inexpensive, three-dimensional sensor enabling direct interaction between human and computer, between the physical world and the virtual. The Kinect has been enthusiastically adopted by a growing culture of enthusiasts, who put it to work in creating technology-based art projects, three-dimensional scanners, adaptive devices for sight-impaired individuals, new ways of interacting with PCs, and even profitable business opportunities. Meet the Kinect is the resource to get you started in mastering the Kinect and the exciting possibilities it brings. You'll learn about the Kinect hardware and what it can do. You'll install drivers and learn to download and run the growing amount of Kinect software freely available on the Internet. From there, you'll move into writing code using some of the more popular frameworks and APIs, including the official Microsoft API and the language known as Processing that is popular in the art and creative world. Along the way, you'll learn principles and terminology. Volumetric computing didn't begin with the Kinect. The field is decades old-if you've ever had an MRI, for example, you have benefitted from volumetric computing technology. Meet the Kinect goes beyond just the one device to impart the principles and terminology underlying the exciting field of volumetric computing that is now wide-open and accessible to the average person.
User level: Intermediate-Advanced.
Includes index.
Title Page; Copyright Page; Contents at a Glance; Table of Contents; About the Authors; About the Technical Reviewer; Acknowledgments; Chapter 1: Getting Started; Buying the Correct Kinect; Separating a Kinect trom an Xbox; Making Sure You Have the AC Adapter; Inspecting the Kinect, Part by Part; Downloading and Installing Software; Finding the Correct Version of RGBDemo; Downloading and Installing RGBDemo for Windows; Downloading the Binaries; Installing OpenNI; Installing SensorKinect; Installing PrimeSense INTE; Plugging in the Kinect; Downloading and Installing RGBDemo for Mac OS X
Testing your KinectChapter 2: Behind the Technology; Understanding the Technology Stack; Hardware; Structured Light Camera Systems; PrimeSense Reference Design; ASUS WAVI Xtion PRO and PRO Live; Time-ot-Flight Camera Systems; SoftKinetic DepthSense Cameras; PMD [vision] time-of-flight cameras; Panasonic D-Imager; Drivers & Data; OpenKinect/Libfreenect; OpenNI; Commercial Drivers; Middleware and Application Development Environments; Chapter 3: Applications in the Wild; Sensecast: Minority Report Meets the Web; Step 1: Download the Client; Step 2: Install the Dependencies
Step 3: Launch SensecastStep 4: Rock Out!; Ultra Seven; Kamehameha; Body Dysmorphia; MatterPort; Chapter 4: Scripting the Kinect; Processing; What Processing Can Do For You; Download, Install, Explore; Processing Libraries and Sketches; Included Examples; Adding Libraries; Finally Kinecting; Kinect for Processing on Windows; Adding dLibs; Updating Drivers; Running the Pointcloud Example; What the Pointcloud Sketch is Doing; Tweaking the Example; Higher Resolution; Depthmap; Thresholding; Kinect for Processing on Mac OS X; Adding OpenKinect; Updating Drivers; Running the Pointcloud Example
What the Pointcloud Sketch is DoingTweaking the Example; Higher Resolution; Depthmap and Thresholding; Processing Plus Kinect: Beyond This Book; Chapter 5: Kinect for Creatives; MaxMSP; Patcher Programming Languages; What MaxMSP Can Do for you; Getting Started: MaxMSP + Kinect; Flash Actionscript; What Flash Can Do For You; Getting Started: Flash + Kinect; openFrameworks; What openFrameworks Can Do for You; Getting Started: openFrameworks + Kinect; Cinder; What Cinder Can Do For you; Getting Started With Cinder; Now, Go Forth and Create!
Chapter 6: Application Development with the Beckon FrameworkWhat is Beckon?; Installing Beckon; Step 1: Remove Existing Drivers; Step 2: Install New Drivers; Step 3: Download and Install the Beckon SDK; Activating Beckon; Getting Started; Incorporating Beckon with Flash; Understanding the Beckon Flash Example; How Beckon Works with Flash; The Example Code; Skeleton Data; Joint Positions; Alerts; The Core Functionality; Modifying the Beckon Flash Example; Designing A Custom Gesture; Adding a New Gesture to the SDK; Recording a Gesture; Marking a Gesture; Training a Gesture; Testing a Gesture
Adding a Gesture for use by Flash
Meet the Kinect introduces the exciting world of volumetric computing using the Microsoft Kinect. You'll learn to write scripts and software enabling the use of the Kinect as an input device. Interact directly with your computer through physical motion. The Kinect will read and track body movements, and is the bridge between the physical reality in which you exist and the virtual world created by your software. Microsoft's Kinect was released in fall 2010 to become the fastest-selling electronic device ever. For the first time, we have an inexpensive, three-dimensional sensor enabling direct interaction between human and computer, between the physical world and the virtual. The Kinect has been enthusiastically adopted by a growing culture of enthusiasts, who put it to work in creating technology-based art projects, three-dimensional scanners, adaptive devices for sight-impaired individuals, new ways of interacting with PCs, and even profitable business opportunities. Meet the Kinect is the resource to get you started in mastering the Kinect and the exciting possibilities it brings. You'll learn about the Kinect hardware and what it can do. You'll install drivers and learn to download and run the growing amount of Kinect software freely available on the Internet. From there, you'll move into writing code using some of the more popular frameworks and APIs, including the official Microsoft API and the language known as Processing that is popular in the art and creative world. Along the way, you'll learn principles and terminology. Volumetric computing didn't begin with the Kinect. The field is decades old-if you've ever had an MRI, for example, you have benefitted from volumetric computing technology. Meet the Kinect goes beyond just the one device to impart the principles and terminology underlying the exciting field of volumetric computing that is now wide-open and accessible to the average person.
User level: Intermediate-Advanced.
Computer input-output equipment.
Optical data processing.
Hardware and Maker.
Computer Imaging, Vision, Pattern Recognition and Graphics.
Natural user interfaces.