23,99 €
Kinect is a motion-sensing input device by Microsoft for the Xbox 360 video game console and Windows PCs. It provides capabilities to enhance human-machine interaction along with a zero-to-hero journey to engage the user in a multimodal interface dialog with your software solution.
Kinect in Motion - Audio and Visual Tracking by Example guides you in developing more than five models you can use to capture gestures, movements, and voice spoken commands. The examples and the theory discussed provide you with the knowledge to let the user become a part of your application.
Kinect in Motion - Audio and Visual Tracking by Example is a compact reference on how to master color, depth, skeleton, and audio data streams handled by Kinect for Windows.Starting with an introduction to Kinect and its characteristics, you will first be shown how to master the color data stream with no more than one page of lines of code. Learn how to manage the depth information and map them against the color ones. You will then learn how to define and manage gestures that enable the user to instruct the application simply by moving arms or any other type of natural action. Finally you will complete your journey through a multimodal interface, combining gestures with audio.The book will lead you through many detailed, real-world examples, and even guide you on how to test your application.
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Seitenzahl: 123
Veröffentlichungsjahr: 2013
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First published: April 2013
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Authors
Clemente Giorio
Massimo Fascinari
Reviewers
Atul Gupta
Mandresh Shah
Acquisition Editor
James Jones
Commissioning Editor
Yogesh Dalvi
Technical Editors
Jalasha D'costa
Kirti Pujari
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Clemente Giorio is an independent Consultant; he cooperated with Microsoft SrL for the development of a prototype that uses the Kinect sensor. He is interested in Human-computer Interface (HCI) and multimodal interaction.
I would first like to thank my family, for their continuous support throughout my time in University.
I would like to express my gratitude to the many people who saw me through this book. During the evolution of this book, I have accumulated many debts, only few of which I have space to acknowledge here.
Writing of this book has been a joint enterprise and a collaborative exercise. Apart from the names mentioned, there are many others who contributed. I appreciate their help and thank them for their support.
Massimo Fascinari is a Solution Architect at Avanade, where he designs and delivers software development solutions to companies throughout the UK and Ireland. His interest in Kinect and human-machine interaction started during his research on increasing the usability and adoption of collaboration solutions.
I would like to thank my wife Edyta, who has been supporting me while I was working on the book.
With more than 17 years of experience working on Microsoft technologies, Atul Gupta is currently a Principal Technology Architect at Infosys' Microsoft Technology Center, Infosys Labs. His expertise spans user experience and user interface technologies, and he is currently working on touch and gestural interfaces with technologies such as Windows 8, Windows Phone 8, and Kinect. He has prior experience in Windows Presentation Foundation (WPF), Silverlight, Windows 7, Deepzoom, Pivot, PixelSense, and Windows Phone 7.
He has co-authored the book ASP.NET 4 Social Networking (http://www.packtpub.com/asp-net-4-social-networking/book). Earlier in his career, he also worked on technologies such as COM, DCOM, C, VC++, ADO.NET, ASP.NET, AJAX, and ASP.NET MVC. He is a regular reviewer for Packt Publishing and has reviewed books on topics such as Silverlight, Generics, and Kinect.
He has authored papers for industry publications and websites, some of which are available on Infosys' Technology Showcase (http://www.infosys.com/microsoft/resource-center/pages/technology-showcase.aspx). Along with colleagues from Infosys, Atul blogs at http://www.infosysblogs.com/microsoft. Being actively involved in professional Microsoft online communities and developer forums, Atul has received Microsoft's Most Valuable Professional award for multiple years in a row.
Mandresh Shah is a developer and architect working in the Avanade group for Accenture Services. He has IT industry experience of over 14 years and has been predominantly working on Microsoft technologies. He has experience on all aspects of the software development lifecycle and is skilled in design, implementation, technical consulting, and application lifecycle management. He has designed and developed software for some of the leading private and public sector companies and has built industry experience in retail, insurance, and public services. With his technical expertise and managerial abilities, he also has played the role of growing capability and driving innovation within the organization.
Mandresh lives in Mumbai with his wife Minal, and two sons Veeransh and Veeshan. In his spare time he enjoys reading, movies, and playing with his kids.
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To build interesting, interactive, and user friendly software applications, developers are turning to Kinect for Windows to leverage multimodal and Natural User Interface (NUI) capabilities in their programs.
Kinect in Motion – Audio and Visual Tracking by Example is a compact reference on how to master color, depth, skeleton, and audio data streams handled by Kinect for Windows. You will learn how to use Kinect for Windows for capturing and managing color images tracking user motions, gestures, and their voice. This book, thanks to its focus on examples and to its simple approach, will guide you on how to easily step away from a mouse or keyboard driven application.
This will enable you to break through the modern application development space. The book will step you through many detailed, real-world examples, and even guide you on how to test your application.
Chapter 1, Kinect for Windows – Hardware and SDK Overview, introduces the Kinect, looking at the key architectural aspects such as the hardware composition and the software development kit components.
Chapter 2, Starting with Image Streams, shows you how to start building a Kinect project using Visual Studio and focuses on how to handle the color stream and the depth stream.
Chapter 3, Skeletal Tracking, explains how to track the skeletal data provided by the Kinect sensor and how to interpret them for designing relevant user actions.
Chapter 4, Speech Recognition, focuses on how to manage the Kinect sensor audio stream data and enhancing the Kinect sensor's capabilities for speech recognition.
Appendix, Kinect Studio and Audio Recording, introduces the Kinect Studio tool and shows you how to save and playback video and audio streams in order to simplify the coding and the test of our Kinect enabled application.
The following hardware and software are required for the codes described in this book:
The reader can also utilize a virtual machine (VM) environment from the following:
This book is great for developers new to the Kinect for Windows SDK and those who are looking to get a good grounding in mastering the video and audio tracking. It's assumed that you will have some experience in C# and XAML already. Whether you are planning to use Kinect for Windows in your LOB application or for more consumer oriented software, we would like you to have fun with Kinect and to enjoy embracing a multimodal interface in your solution.
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In this chapter we will define the key notions and tips for the following topics:
Before getting Kinect in motion, let's try to understand what motion computing (or motion control computing) is and how Kinect built its success in this area.
Motion control computing is the discipline that processes, digitalizes, and detects the position and/or velocity of people and objects in order to interact with software systems.
