Book Image

Kinect in Motion - Audio and Visual Tracking by Example

Book Image

Kinect in Motion - Audio and Visual Tracking by Example

Overview of this book

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.
Table of Contents (12 chapters)

Tracking audio sources


The Kinect sensor captures sounds from every direction. Having said that, the audio capture hardware has a specified area (as an imaginary cone) from where it is able to capture audio signals the best. Audio waves that propagate through the length of the cone can be separated from the audio waves that travel across the cone.

Quite often we may find ourselves to be in noisy environments where different background noises and irrelevant sounds could corrupt the quality of our audio stream data analysis and/or the speech recognition. In this type of scenario we can improve the outcome of our application by pointing the cone in the direction of the audio that our application is most interested in capturing. In fact, we can improve the ability to capture and separate that audio source from other competing/distracting audio sources.

The Kinect sensor provides a few APIs for managing the audio source beam angle as well as the sound source angle. Using those APIs, we can set...