Book Image

Augmented Reality with Kinect

By : Rui Wang
Book Image

Augmented Reality with Kinect

By: Rui Wang

Overview of this book

Microsoft Kinect changes the notion of user interface design. It differs from most other user input controllers as it enables users to interact with the program without touching the mouse or a trackpad. It utilizes motion sensing technology and all it needs is a real-time cameras, tracked skeletons, and gestures. Augmented Reality with Kinect will help you get into the world of Microsoft Kinect programming with the C/C++ language. The book will cover the installation, image streaming, skeleton and face tracking, multi-touch cursors and gesture emulation. Finally, you will end up with a complete Kinect-based game. Augmented Reality with Kinect will help you get into the world of Kinect programming, with a few interesting recipes and a relatively complete example. The book will introduce the following topics: the installation and initialization of Kinect applications; capturing color and depth images; obtaining skeleton and face tracking data; emulating multi-touch cursors and gestures; and developing a complete game using Kinect features. The book is divided in such a way so as to ensure that each topic is given the right amount of focus. Beginners will start from the first chapter and build up to developing their own applications.
Table of Contents (14 chapters)
Augmented Reality with Kinect
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Chapter 1. Getting Started with Kinect

Before the birth of Microsoft Kinect, few people were familiar with the technology of motion sensing. Similar devices have been invented and developed originally for monitoring aerial and undersea aggressors in wars. Then in the non-military cases, motion sensors are widely used in alarm systems, lighting systems and so on, which could detect if someone or something disrupts the waves throughout a room and trigger predefined events. Although radar sensors and modern infrared motion sensors are used more popularly in our life, we seldom notice their existence, and can hardly make use of these devices in our own applications.

But Kinect changed everything from the time it was launched in North America at the end of 2010. Different from most other user input controllers, Kinect enables users to interact with programs without really touching a mouse or a pad, but only through gestures. In a top-level view, a Kinect sensor is made up of an RGB camera, a depth sensor, an IR emitter, and a microphone array, which consists of several microphones for sound and voice recognition. A standard Kinect (for Windows) equipment is shown as follows:

The Kinect device

The Kinect drivers and software, which are either from Microsoft or from third-party companies, can even track and analyze advanced gestures and skeletons of multiple players. All these features make it possible to design brilliant and exciting applications with handsfree user inputs. And until now, Kinect had already brought a lot of games and software to an entirely new level. It is believed to be the bridge between the physical world we exist in and the virtual reality we create, and a completely new way of interacting with arts and a profitable business opportunity for individuals and companies.

In this book, we will try to make an interesting game with the popular Kinect technology for user inputs, with the major components explained gradually in each chapter. As Kinect captures the camera and depth images as video streams, we can also merge this view of our real-world environment with virtual elements, which is called Augmented Reality (AR). This enables users to feel as if they appear and live in a nonexistent world, or something unbelievable exists in the physical earth.

In this chapter, we will first introduce the installation of Kinect hardware and software on personal computers, and then consider a good enough idea compounded of Kinect and augmented reality elements, which will be explained in more detail and implemented in the following chapters.

Note

Before installing the Kinect device on your PCs, obviously you should buy Kinect equipment first. In this book, we will depend on Kinect for Windows or Kinect for Xbox 360, which can be learned about and bought at:

http://www.microsoft.com/en-us/kinectforwindows/

http://www.xbox.com/en-US/kinect

Please note that you don't need to buy an Xbox 360 at all. Kinect will be connected to PCs so that we can make custom programs for it. An alternative choice is Kinect for Windows, which is located at:

http://www.microsoft.com/en-us/kinectforwindows/purchase/

The uses and developments of both will be of no difference for our cases.