Kinect in Motion - Audio and Visual Tracking by Example - Clemente Giorio - E-Book

Kinect in Motion - Audio and Visual Tracking by Example E-Book

Clemente Giorio

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Beschreibung

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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Table of Contents

Kinect in Motion – Audio and Visual Tracking by Example
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers and more
Why Subscribe?
Free Access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Downloading the color images of this book
Errata
Piracy
Questions
1. Kinect for Windows – Hardware and SDK Overview
Motion computing and Kinect
Hardware overview
The IR projector
Depth camera
The RGB camera
Tilt motor and three-axis accelerometer
Microphone array
Software architecture
Video stream
Depth stream
Audio stream
Skeleton
Summary
2. Starting with Image Streams
Color stream
Editing the colored image
Image tuning
The color image formats
The Infrared color image format
The raw Bayer formats
YUV raw format
Depth stream
DepthRange – the default and near mode
Extended range
Mapping from the color frame to the depth frame
Summary
3. Skeletal Tracking
Tracking users
Copying the skeleton data
Default and Seated mode
Detecting simple actions
Joint rotations
Summary
4. Speech Recognition
Speech recognition
Grammars
A simple grammar sample
The Microsoft.Speech library
Tracking audio sources
Sound source angle
Beam angle
Summary
A. Kinect Studio and Audio Recording
Kinect Studio – capturing Kinect data
Audio stream data – recording and injecting
Summary
Index

Kinect in Motion – Audio and Visual Tracking by Example

Kinect in Motion – Audio and Visual Tracking by Example

Copyright © 2013 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the authors, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: April 2013

Production Reference: 1180413

Published by Packt Publishing Ltd.

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ISBN 978-1-84969-718-7

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Cover Image by Suresh Mogre (<[email protected]>)

Credits

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

Project Coordinator

Sneha Modi

Proofreader

Paul Hindle

Indexer

Monica Ajmera Mehta

Production Coordinators

Pooja Chiplunkar

Nitesh Thakur

Cover Work

Pooja Chiplunkar

About the Authors

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.

About the Reviewers

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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Preface

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.

What this book covers

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.

What you need for this book

The following hardware and software are required for the codes described in this book:

CPU: Dual-core x86 or x64 at 2,66 Ghz or fasterUSB: 2.0 or compatibleRAM: 2 GB or moreGraphics card: DirectX 9.0cSensor: Kinect for WindowsOperating system: Windows 7 or Windows 8 (x86 and x64 version)IDE: Microsoft Visual Studio 2012 Express or an other editionFramework: .NET 4 or 4.5Software Development Kit: Kinect for Windows SDKToolkit: Kinect for Windows Toolkit

The reader can also utilize a virtual machine (VM) environment from the following:

Microsoft HyperVVMwareParallels

Who this book is for

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.

Conventions

In this book, you will find a number of styles of text that distinguish between different kinds of information. Here are some examples of these styles and an explanation of their meaning.

Code words in text are shown as follows: " The X8R8G8B8 format is a 32-bit RGB pixel format, in which 8 bits are reserved for each color."

A block of code is set as follows:

<Grid.RowDefinitions> <RowDefinition Height="Auto" /> <!—- define additional RowDefinition entries as needed --> </Grid.RowDefinitions>

When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:

public partial class MainWindow : Window { private KinectSensor sensor; public MainWindow() { InitializeComponent(); this.Loaded += MainWindow_Loaded; KinectSensor.KinectSensors.StatusChanged += KinectSensors_StatusChanged; }

New terms and important words are shown in bold. Words that you see on the screen, in menus or dialog boxes for example, appear in the text like this: "Select the WPF Application Visual C# template".

Note

Warnings or important notes appear in a box like this.

Tip

Tips and tricks appear like this.

Reader feedback

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Downloading the example code

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Downloading the color images of this book

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You can download this file from http://www.packtpub.com/sites/default/files/downloads/7187_Images.pdf.

Errata

Although we have taken every care to ensure the accuracy of our content, mistakes do happen. If you find a mistake in one of our books—maybe a mistake in the text or the code—we would be grateful if you would report this to us. By doing so, you can save other readers from frustration and help us improve subsequent versions of this book. If you find any errata, please report them by visiting http://www.packtpub.com/submit-errata, selecting your book, clicking on the erratasubmissionform link, and entering the details of your errata. Once your errata are verified, your submission will be accepted and the errata will be uploaded on our website, or added to any list of existing errata, under the Errata section of that title. Any existing errata can be viewed by selecting your title from http://www.packtpub.com/support.

Piracy

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Questions

You can contact us at <[email protected]> if you are having a problem with any aspect of the book, and we will do our best to address it.

Chapter 1. Kinect for Windows – Hardware and SDK Overview

In this chapter we will define the key notions and tips for the following topics:

Critical hardware components of the Kinect for Windows device and their functionalities, properties, and limitsSoftware architecture defining the Kinect SDK 1.6

Motion computing and Kinect

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.