Ashley | Beginning Kinect Programming: With the Kinect for Windows V2 SDK | Buch | 978-1-4842-0212-8 | www.sack.de

Buch, Englisch, 350 Seiten, Format (B × H): 191 mm x 235 mm

Ashley

Beginning Kinect Programming: With the Kinect for Windows V2 SDK


2015
ISBN: 978-1-4842-0212-8
Verlag: Springer

Buch, Englisch, 350 Seiten, Format (B × H): 191 mm x 235 mm

ISBN: 978-1-4842-0212-8
Verlag: Springer


The Kinect is the original and most popular motion sensing input device for computers and game consoles, enabling natural user interaction through gestures and speech. Beginning Kinect Programming is an ideal introduction to developing apps that understand and use these exciting capabilities, ranging from depth sensing and motion tracking to speech recognition, digital art and 3D scanning, with the next generation Kinect for Windows v2 sensor and SDK.

The book starts by taking you through fundamentals of Kinect programming as you set up your development environment and build your first working Kinect application. The v2 sensor includes higher definition full color video, better depth image processing and more sophisticated skeleton tracking, all of which you'll be introduced to in guided code walkthroughs for maximum accessibility.

Audio processing is next as the author takes you through examples of programming speech recognition with Kinect. Also included is a useful introduction to using C++ alongside your C# code for maximum speed and power in particle interactions. The final chapters of the book dive into some exciting and imaginative ways to interact with your Kinect, featuring digital art, 3D avatar creation for Unity3D, scanning 3D objects with Kinect, and computer vision.

Invest in the future of human-computer interaction and have fun along the way, with Beginning Kinect Programming: with the Kinect for Windows v2 SDK.

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Weitere Infos & Material


Chapter 1: Kinect Application Fundamentals
Chapter 2: Understanding Color Images
Chapter 3: Depth Image Processing
Chapter 4: Body Tracking
Chapter 5: The Microphone Array and Speech Recognition
Chapter 6: Experience Fundamentals: Navigation, Recognition and Representation
Chapter 7: Digital Art with Kinect
Chapter 8: 3D Avatars with Unity3D, C# and Kinect
Chapter 9: 3D Modeling and Scanning with Kinect
Chapter 10: Computer Vision with Kinect
Chapter 11: Kinect and the Cloud


James Ashley is a Presentation Layer Architect for Razorfish. Within Razorfish, he works on the Emerging Experiences team, known for innovative work with emerging media and physical to digital interactions.



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