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Beginning Kinect Programming with Microsoft Kinect SDK
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2013-03-18
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Beginning Kinect Programming with Microsoft Kinect SDK, 微软Kinect应用开发入门书籍,该书介绍Kinect SDK基础应用开发知识,使用简单实例演示Kinect强大功能。 Kinect是微软在2010年6月14日对XBOX360体感周边外设正式发布的名字。Natal为开发代号。伴随Kinect名称的正式发布,Kinect还推出了多款配套游戏,包括Lucasarts出品的《星球大战》、MTV推出的跳舞游戏、宠物游戏、运动游戏《Kinect Sports》、冒险游戏《Kinect Adventure》、赛车游戏《Joyride》等。
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For your convenience Apress has placed some of the front
matter material after the index. Please use the Bookmarks
and Contents at a Glance links to access them.
Download from Wow! eBook <www.wowebook.com>
iv
Contents at a Glance
About the Authors.................................................................................................. xi
About the Technical Reviewer .............................................................................. xii
Acknowledgments ............................................................................................... xiii
Introduction ......................................................................................................... xiv
Chapter 1: Getting Started ......................................................................................1
Chapter 2: Application Fundamentals...................................................................23
Chapter 3: Depth Image Processing .....................................................................49
Chapter 4: Skeleton Tracking ...............................................................................85
Chapter 5: Advanced Skeleton Tracking.............................................................121
Chapter 6: Gestures ............................................................................................167
Chapter 7: Speech...............................................................................................223
Chapter 8: Beyond the Basics.............................................................................255
Appendix: Kinect Math........................................................................................291
Index ...................................................................................................................301
xiv
Introduction
It is customary to preface a work with an explanation of the author’s aim, why he wrote the book, and
the relationship in which he believes it to stand to other earlier or contemporary treatises on the same
subject. In the case of a technical work, however, such an explanation seems not only superfluous but,
in view of the nature of the subject-matter, even inappropriate and misleading. In this sense, a technical
book is similar to a book about anatomy. We are quite sure that we do not as yet possess the subject-
matter itself, the content of the science, simply by reading around it, but must in addition exert
ourselves to know the particulars by examining real cadavers and by performing real experiments.
Technical knowledge requires a similar exertion in order to achieve any level of competence.
Besides the reader’s desire to be hands-on rather than heads-down, a book about Kinect
development offers some additional challenges due to its novelty. The Kinect seemed to arrive exnihilo
in November of 2010 and attempts to interface with the Kinect technology, originally intended only to be
used with the XBOX gaming system, began almost immediately. The popularity of these efforts to hack
the Kinect appears to have taken even Microsoft unawares.
Several frameworks for interpreting the raw feeds from the Kinect sensor have been released
prior to Microsoft’s official reveal of the Kinect SDK in July of 2011 including libfreenect developed by
the OpenKinect community and OpenNI developed primarily by PrimeSense, vendors of one of the key
technologies used in the Kinect sensor. The surprising nature of the Kinect’s release as well as
Microsoft’s apparent failure to anticipate the overwhelming desire on the part of developers, hobbyists
and even research scientists to play with the technology may give the impression that the Kinect SDK is
hodgepodge or even a briefly flickering fad.
The gesture recognition capabilities made affordable by the Kinect, however, have been
researched at least since the late 70’s. A brief search on YouTube for the phrase “put that there” will
bring up Chris Schmandt’s1979 work with the MIT Media Lab demonstrating key Kinect concepts such
as gesture tracking and speech recognition. The influence of Schmandt’s work can be seen in Mark
Lucente’s work with gesture and speech recognition in the 90’s for IBM Research on a project called
DreamSpace. These early concepts came together in the central image from Steven Speilberg’s 2002 film
Minority Reportthat captured viewers imaginations concerning what the future should look like. That
image was of Tom Cruise waving his arms and manipulating his computer screens without touching
either the monitors or any input devices. In the middle of an otherwise dystopic society filled with
robotic spiders, ubiquitous marketing and panopticon police surveilence, Steven Speilberg offered us a
vision not only of a possible technological future but of a future we wanted.
Although Minority Report was intended as a vision of technology 50 years in the future, the first
concept videos for the Kinect, code-named Project Natal, started appearing only seven years after the
movie’s release. One of the first things people noticed about the technology with respect to its cinematic
predecessor was that the Kinect did not require Tom Cruise’s three-fingered, blue-lit gloves to function.
We had not only caught up to the future as envisioned byMinority Report in record time but had even
surpassed it.
The Kinect is only new in the sense that it has recently become affordable and fit for mass-
production. As pointed out above, it has been anticipated in research circles for over 40 years. The
INTRODUCTION
xv
principle concepts of gesture-recognition have not changed substantially in that time. Moreover, the
cinematic exploration of gesture-recognition devices demonstrates that the technology has succeeded in
making a deep connection with people’s imaginations, filling a need we did not know we had.
In the near future, readers can expect to see Kinect sensors built into monitors and laptops as
gesture-based interfaces gain ground in the marketplace. Over the next few years, Kinect-like
technology will begin appearing in retail stores, public buildings, malls and multiple locations in the
home. As the hardware improves and becomes ubiquitous, the authors anticipate that the Kinect SDK
will become the leading software platform for working with it. Although slow out of the gate with the
Kinect SDK, Microsoft’s expertise in platform development, the fact that they own the technology, as
well as their intimate experience with the Kinect for game development affords them remarkable
advantages over the alternatives. While predictions about the future of technology have been shown,
over the past few years, to be a treacherous endeavor, the authors posit with some confidence that skills
gained in developing with the Kinect SDK will not become obsolete in the near future.
Even more important, however, developing with the Kinect SDK is fun in a way that typical
development is not. The pleasure of building your first skeleton tracking program is difficult to describe.
It is in order to share this ineffable experience -- an experience familiar to anyone who still remembers
their first software program and became software developers in the belief thissense of joy and
accomplishment was repeatable – that we have written this book.
About This Book
This book is for the inveterate tinkerer who cannot resist playing with code samples before reading the
instructions on why the samples are written the way they are. After all, you bought this book in order to
find out how to play with the Kinect sensor and replicate some of the exciting scenarios you may have
seen online. We understand if you do not want to initially wade through detailed explanations before
seeing how far you can get with the samples on your own.At the same time, we have included in depth
information about why the Kinect SDK works the way it does and to provide guidance on the tricks and
pitfalls of working with the SDK. You can always go back and read this information at a later point as it
becomes important to you.
The chapters are provided in roughly sequential order, with each chapter building upon the
chapters that went before. They begin with the basics, move on to image processing and skeleton
tracking, then address more sophisticated scenarios involving complex gestures and speech recognition.
Finally they demonstrate how to combine the SDK with other code libraries in order to build complex
effects. The appendix offers an overview of mathematical and kinematic concepts that you will want to
become familiar with as you plan out your own unique Kinect applications.
Chapter Overview
Chapter 1: Getting Started
Your imagination is running wild with ideas and cool designs for applications. There are a few things to
know first, however. This chapter will cover the surprisingly long history that led up to the creation of the
Kinect for Windows SDK. It will then provide step-by-step instructions for downloading and installing
the necessary libraries and tools needed to developapplications for the Kinect.
Chapter 2: Application Fundamentals guides the reader through the process of building a Kinect
application. At the completion of this chapter, the reader will have the foundation needed to write
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资源评论
- CplusEx2015-05-04不错,值得学习
- shenxinshan6211072013-06-18非常好的介绍Kinect开发环境的书,原版,值得下载。
- KyleLin7402013-06-13看起来不错,但是他里面用的是旧的SDK, 难跟着做,就没看下去了,熟了之后再回头看算法思路
- aazz9111192013-08-18kinect入门参考 实用!
KevinWu2019
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