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)

Speech recognition


Let's understand what a speech recognition process is and how it works.

The goal of the speech recognition process is to convert vocal commands spoken by the user into actions performed by the application. The speech recognition process is executed by a speech recognizer engine that analyzes the speech input against predefined grammar.

The scope of the speech recognizer engine is to verify that the received speech input is a valid command. A valid command is one that satisfies the syntactic and semantic rules defined by grammar. A valid command recognized by the speech recognizer engine is then converted into actions that the application can execute.

Grammars

Grammar defines all the rules and the logical speech statements we want to apply in our specific situations. In order to accept and process more natural speaking styles and improve the user experience, we should aim to define flexible grammars.

The grammar we use is based on the standard defined by the W3C Speech Recognition...