Book Image

Kinect for Windows SDK Programming Guide

By : Abhijit Jana
Book Image

Kinect for Windows SDK Programming Guide

By: Abhijit Jana

Overview of this book

Kinect has been a game-changer in the world of motion games and applications since its first release. It has been touted as a controller for Microsoft Xbox but is much more than that. The developer version of Kinect, Kinect for Windows SDK, provides developers with the tools to develop applications that run on Windows. You can use this to develop applications that make interaction with your computer hands-free. This book focuses on developing applications using the Kinect for Windows SDK. It is a complete end to end solution using different features of Kinect for Windows SDK with step by step guidance. The book will also help you develop motion sensitive and speech recognition enabled applications. You will also learn about building application using multiple Kinects.The book begins with explaining the different components of Kinect and then moves into to the setting up the device and getting thedevelopment environment ready. You will be surprised at how quickly the book takes you through the details of Kinect APIs. You will use NUI to use the Kinect for Natural Inputs like skeleton tracking, sensing, speech recognizing. You will capture different types of stream, and images, handle stream event, and capture frame. Kinect device contains a motorized tilt to control sensor angles, you will learn how to adjust it automatically. The last part of the book teaches you how to build application using multiple Kinects and discuss how Kinect can be used to integrate with other devices such as Windows Phone and microcontroller.
Table of Contents (19 chapters)
Kinect for Windows SDK Programming Guide
Credits
About the Author
Acknowledgement
About the Reviewers
www.PacktPub.com
Preface
Index

Player index with depth data


So far, we have seen how to work with the raw depth data from the sensor and manipulate the data based on the distance. In this section you will learn how Kinect returns the player information and how to deal with the player who is standing in front of the Kinect sensor.

While we were discussing depth data and distance, you have seen that for a 16-bit raw depth data, the first three bits represent the player index and the higher 13 bits represent the distance. You have already learned how the distance calculation works with those higher 13 bits; let's have a look at how those first three bits represent a player.

Note

Player tracking requires the skeleton stream to be enabled. If you have enabled only the depth stream, the sensor won't be able to return the player information. The sensor returns the player index values within the depth pixel bits only if the skeleton stream is enabled. We will discuss skeleton tracking in the upcoming chapters.

How player index...