Human-Computer Interaction Development practices of Kinect

Source: Internet
Author: User
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Human-Computer Interaction Development practices of Kinect
Basic Information
Author: Wu guobin, Li Bin, Lu Zhuzhou [Translator's introduction]
Series name: Turing original
Press: People's post and telecommunications Press
ISBN: 9787115300294
Mounting time:
Published on: February 1, January 2013
Start: 16
Page number: 1
Version: 1-1
Category: Computer> artificial intelligence> Human-Computer Interaction> Computer Control and Simulation> System Simulation/Virtual Reality

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Introduction
Computer books
Kinect is the latest Human-Computer Interaction Device Based on Somatosensory interaction launched by Microsoft. This book is divided into three parts. It first introduces the structure and functions of Kinect and how to configure the relevant development environment. Then, it introduces how to use the API provided by the Kinect for Windows SDK with examples, finally, four instances are used to describe the implementation process of the development project using the Kinect for Windows SDK.
The development practice of human-computer interaction in Kinect is designed to provide quick start knowledge for developers of Kinect for Windows. However, readers are required to have a certain programming Foundation. Since all the instance code in this book is written by C #, you 'd better understand C.
Directory
Human-Computer Interaction Development practices of Kinect
Part 1: Kinect Basics
Chapter 2 Kinect
Introduction
1.1 What is Kinect 2
1.2 past, present, and present of Kinect 3
1.3 Working Principle of somatosensory interaction in Kinect 4
1.3.1 structure of Kinect 4
1.3.2 introduction to and functions of the Kinect for Windows SDK 4
1.4 Kinect for Windows 5
1.5 summary 6
Chapter 7 configuration of the development environment for Windows
2.1 Development Environment Requirements 7
2.2 configure the development environment 8
2.3 technical architecture of Kinect for Windows SDK 9
Conclusion 10 2.4
Part 2 Development of Kinect
Chapter 1 processing of color and infrared image data of Kinect 12
3.1 color image format 12
3.2 infrared data stream 13
3.3 instance 1-call the API to obtain color image data and infrared images, and capture static images 13
3.4 summary 18
Chapter 2 Processing of deep data of Kinect 19
4.1 structure of deep data 19
4.2 instance 2 -- call the API to obtain the depth data and set the depth value to 19 in different colors
4.3 conclusion 24
Chapter 5 Handling Methods of Kinect bone tracing data 25
5.1 structure of bone tracing data 25
5.2 half-body mode 26
5.3 obtain bone tracing data 26
5.4 instance 3 -- call the API to obtain the skeleton data and draw the data in real time 27
5.5 skeleton point rotation information 32
5.5.1 storage of bone point rotation information 32
5.5.2 retrieve the rotation information of a bone point in the skeleton data callback function 34
5.5.3 summary 34
5.6 instance 4 -- control PPT playback with Kinect 34
5.7 summary 38
Chapter 39 use of audio API
6.1 about Kinect Microphone Array 39
6.2 instance 5-record an audio stream and monitor the audio source direction for 40
6.3 instance 6-call the voice API to implement the speech recognition applet 43
6.4 summary 48
Chapter 4 Introduction to the toolkit for Windows developer 49
7.1 install Kinect for Windows developer toolkit 49
7.2 about Kinect studio 51
7.2.1 open Kinect studio and link to application 51
7.2.2 record and play back the Kinect data stream 52
7.2.3 save and load the Kinect data stream 54
7.3 Face Tracking SDK overview 55
7.3.1 Face Tracking SDK main functions 55
7.3.2 Face Tracking SDK use method 57
7.4 instance 7 -- use Face Tracking SDK to recognize faces 57
7.4.1 create a project and add reference 57
7.4.2 initialize the Kinect data stream 60
7.4.3 get data and pass in Face Tracking 60
7.5 summary 64
Chapter 5 Introduction to common class libraries of Kinect 65
8.1 Introduction to coding4fun Kinect toolkit 65
8.1.1 image data-based extension method 65
8.1.2 bone data-based scaling method 67
8.2 Kinect toolbox class library 67
8.2.1 about Kinect toolbox 67
8.2.2 human posture recognition 68
8.2.3 Gesture Recognition 72
8.2.4 template recognition 74
8.2.5 Speech Recognition 76
8.2.6 add custom pose 76
8.3 Summary 79
Part 3 practical experience of Kinect
Chapter 2 Implementation of the Kinect virtual demonstration system 82
9.1 Introduction to virtual demonstration system 82
9.2 technical implementation overview 83
9.3 use the deep data tag to obtain the color image of a person 84
9.3.1 create a person's key image 84
9.3.2 using deep data to obtain the color image of a person 84
9.3.3 patch, optimize, and improve the image type 89
9.3.4 advantages and disadvantages of using the Kinect SDK for image extraction 91
9.4 identify human posture using bone data 91
9.4.1 use toolbox to implement subject recognition 91
9.4.2 Design of natural interaction 95
9.4.3 natural interaction summary 97
9.5 introduction to demo system 98
9.5.1 prerequisites 98
9.5.2 Kinect status 99
9.5.3 Kinect Round Robin 101
9.5.4 Summary of the demo framework 104
9.6 conclusion 105
Chapter 1 Implementation of the Kinect virtual kite flying project 10th
10.1 Introduction to the Kinect virtual kite flying project 106
10.2 technical implementation overview 107
10.3 design and identification of player posture 107
10.3.1 player pose design 107
10.3.2 Implementation of player Posture Recognition 110
10.4 natural interaction buttons and optical icons 112
10.4.1 custom cursor 113
10.4.2 Custom button 114
10.5 Implementation of kite animation 117
10.6 project operation process 119
10.7 Conclusion 123
Chapter 2 holographic display of Kinect 11th
11.1 overview of Kinect holographic display 124
11.2 technical implementation overview 124
11.3 Kinect capturing head coordinates 126
11.3.1 create a Kinect component class 126 for capturing the Head Position
11.3.2 obtain 127 for the initialization and head position of the Kinect
11.3.3 convert coordinates 129 based on the relationship between the position of the Kinect and the screen.
11.4 3D graphics engine 131
11.4.1 create a visible model drawing class 131
11.4.2 create model world matrix 131
11.4.3 draw model 133
11.5 update the Image Based on the header position. 134
11.5.1 modify view matrix 135
11.5.2 modify the projection matrix 136
11.6 conclusion 139
Chapter 1 Design and Implementation of autonomous mobile robot based on Kinect 12th
12.1 krobot Project Overview 141
12.2 technical implementation overview 141
12.3 camera calibration using deep data 142
12.4 using deep data to avoid obstacles 143
12.4.1 obtain color and depth graph data 144
12.4.2 process depth graphs and deep data 146
12.4.3 rules for determining obstacles 148
12.4.4 develop Robot Obstacle Avoidance Rules 151
12.5 using Skeleton data for human tracking 152
12.6 use a microphone for sound location 154
12.7 improve the Human-Computer Interaction Demonstration System 156
12.8 conclusion 158
Appendix A Kinect for Windows SDK class, structure type, and enumeration type 159

This book is from: China Interactive publishing network

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