Index
A
- acoustic model / How speech recognition works
- Action Completed / Enabling action for the objects
- Action Entry phase / Enabling action for the objects
- Action Exit / Enabling action for the objects
- Action Not Started / Enabling action for the objects
- Advanced Skeleton Viewer application
- features / The Advanced Skeleton Viewer application
- AEC / The Kinect SDK architecture for Audio
- AES / Echo cancellation
- AGC / The Kinect SDK architecture for Audio
- algorithmic gesture
- implementing / Implementing an algorithmic gesture
- types, adding / Adding gesture types
- Event argument, extending / Extending the Event argument
- GestureHelper class, adding / Adding a GestureHelper class
- GestureBase class, defining / Defining the GestureBase class
- SwipeToLeftGesture, implementing / Implementing the SwipeToLeftGesture class
- ZoomOut class, adding / Adding the ZoomIn, ZoomOut, and SwipeToRight gesture classes
- ZoomIn class, adding / Adding the ZoomIn, ZoomOut, and SwipeToRight gesture classes
- SwipeToRight gesture class, adding / Adding the ZoomIn, ZoomOut, and SwipeToRight gesture classes
- GestureRecognitionEngine, implementing / Implementing the GestureRecognitionEngine class
- GestureRecognitionEngine, using / Using the GestureRecognitionEngine class
- demo application / A demo application
- algorithmic gesture recognition
- about / Algorithmic gesture recognition, Which gestures can be considered as algorithmic
- detection approach / Understanding the algorithmic gesture detection approach
- algorithmic gesture, implementing / Implementing an algorithmic gesture
- AllFramesReadyEventArgs class / Getting data frames together
- AppChooseSkeletons() method / The skeleton stream
- application developing, multiple Kinects used
- project, setting up / Setting up the project
- UI, designing / Designing the UI
- KinectInfo Collection, creating / Creating the KinectInfoCollection
- information, obtaining / Getting information from Kinects
- application, running / Running the application
- application performance
- improving / Making your application perform better
- applications
- interacting, with Kinect sensor / How applications interact with the Kinect sensor
- debugging / Debugging the applications
- conditional breakpoints, using / Using conditional breakpoints
- Kinect Studio, using / Using Kinect Studio
- Audacity / Audio data processing with the Kinect sound recorder
- audio data, processing
- about / Processing the audio data
- echo cancellation / Echo cancellation
- noise suppression / Noise suppression
- AGC / Automatic gain control
- Kinect sound recorder, using / Audio data processing with the Kinect sound recorder
- audio signal processing , Kinect / Audio signal processing in Kinect
- about / Audio signal processing in Kinect
- key components / Audio signal processing in Kinect
- Augmented reality application
- about / Augmented reality applications
- auto exposure / Applying the backlight compensation mode
- AutomaticGainControlEnabled property / Automatic gain control
- AutoNotification property / How it works
- Avateering / Working with XNA and a 3D avatar
B
- Bayer color filter array / Types of color images
- Bayer filter / Types of color images
- beam angle / Audio signal processing in Kinect
- BeamAngle
- setting manually / Beam angle mode
- Beam Former (BF) / Audio signal processing in Kinect
- beamforming / Audio signal processing in Kinect
- about / Beamforming
- beam angle mode / Beam angle mode
- beam steering / Audio signal processing in Kinect
- BeginInvoke pattern / Applying more effects to the camera
- bitwise shift operation (>>) / How the distance is calculated
- Blobs / Windows Azure
- body segments / How skeleton tracking works
- bones
- about / Bones – connecting joints
- parent joints / Bones – connecting joints
- bone sequence / Bone sequence
- drawing, between joints / Drawing bones between joints
- bone sequence
- about / Bone sequence
- for default skeleton / Bone sequence for a default skeleton
- for seated skeleton / Bone sequence for a seated skeleton
- BuildGrammarforRecognizer method / Working with the speech recognition engine
- building block, skeleton
- joints / The building blocks – Joints and JointCollection
- Joint tracking state / Joint-tracking state
- button.GetPostion() method / Identifying the objects
- ButtonPosition class / Identifying the objects
C
- camera effects
- applying / Applying more effects to the camera
- backlight compensation mode, applying / Applying the backlight compensation mode
- slow motion effects, applying / Applying slow motion effects
- Kinect Camera Effects / Kinect Camera Effects – application
- CameraSettings class / Applying the backlight compensation mode
- CameraSettings property / Applying more effects to the camera
- CheckForClippedEdges() method / Adjusting the Kinect sensor automatically and giving live feedback to users
- CheckForGesture() method / Defining the GestureBase class, Implementing the GestureRecognitionEngine class
- child joint / Bones – connecting joints
- ChooseSkeletons() method / Skeleton-tracking ID
- clapping hands application
- about / Building a clapping-hands application
- project, setting up / Setting up the project
- gesture recognizer, implementing / Implementing the gesture recognizer
- gestures, plugging into / Plugging gestures into the application
- testing / Testing your application
- CMOS / How depth data processing works
- Coding4Fun Kinect Toolkit
- about / The Coding4Fun Kinect Toolkit
- downloading / The Coding4Fun Kinect Toolkit
- Coding4Fun toolkit
- about / Using the Coding4Fun toolkit
- installing / Installing the Coding4Fun Kinect toolkit
- libraries, using / Using Coding4Fun Kinect libraries in your application
- Coding4Fun toolkit installation
- about / Installing the Coding4Fun Kinect toolkit
- assembly, using / Using assembly
- NuGet package, using / Using the NuGet package
- color camera
- about / The color camera
- ColorFrameReady event / Capturing frames on demand
- colorImageFrame class / Capturing frames on demand
- color image stream
- pixel format, changing / Processing the incoming image frames
- ColorImageStream class / Applying more effects to the camera
- color image stream helpers
- about / Looking inside color image stream helpers
- ColorImageStream class / The ColorImageStream class
- ColorImageFrame class / The ColorImageFrame class
- ColorImageWrapper class / Trying to save image frames directly
- color pixels
- about / Playing around the color pixels
- RGB effects, applying / Applying RGB effects
- grayscale effects, making / Making grayscale effects
- color, inverting / Inverting the color
- color stream, retrieving from Kinect
- types / Different ways of retrieving the color stream from Kinect
- event model / Event model
- polling model / Polling model
- color stream channel
- enabling / Enabling the color stream channel
- enabling, with image format / Enabling a channel with the image format
- image format, choosing / Choosing the image format
- disabling / Disabling the color stream channel
- event handler, attaching / Attaching the event handler
- incoming image frames, processing / Processing the incoming image frames
- image frames, rendering on UI / Rendering image frames on the UI
- CommandParser method / Drawing an object when speech is recognized
- CoordinateMapper class / Skeleton space transformation
- CopyDepthImagePixelDataTo() method / Getting the depth and player index automatically
- CopyPixelDataTo method / Processing the incoming image frames
- Correction property / Smoothing parameters
D
- 3D avatar
- working with / Working with XNA and a 3D avatar
- 3D graphics, elements
- 3D Model / Basic elements of 3D graphics
- View Port / Basic elements of 3D graphics
- camera / Basic elements of 3D graphics
- 3D Model
- creating / Creating the 3D Model
- mesh object, building / Building the mesh object
- 3D object effect
- ViewPort, creating / Creating the ViewPort
- camera, using / Using the camera
- camera position, controlling / Controlling the camera position
- 3D Model, creating / Creating the 3D Model
- initial data points, setting up / Setting up the initial data points
- 3D view, depth data
- about / A 3D view of depth data
- coordinate system basis / The basics of the coordinate system
- 3D graphics, elements / Basic elements of 3D graphics
- D graphics, elements / Basic elements of 3D graphics
- project, setting up / Setting up the project
- depth data, from Kinect / Getting the depth data from Kinect
- 3D depth / Have a look at 3D depth
- data binding, Kinect Info Box
- INotifyPropertyChanged, using / A quick look at INotifyPropertyChanged, Using INotifyPropertyChanged for data binding
- INotifyPropertyChanged / A quick look at INotifyPropertyChanged
- DataContext, setting / Setting the DataContext
- information, setting / Setting up the information
- data frames
- bringing together / Getting data frames together
- debugger visualizer / Getting the depth and player index automatically
- debugging / Key things to remember
- Decision Forrest / How skeleton tracking works
- decision tree / How skeleton tracking works
- default tracking / Start tracking skeleton joints
- demosaicing / Changing the color image format
- depth data
- distance range / Depth data and distance
- distance, calculating / How the distance is calculated
- distance, obtaining from particular pixel / Getting the distance from a particular pixel
- distance range, accessing / Accessing the range of distance
- processing colorization / Colorize depth data processing
- distributing / Depth data distribution
- player index / Player index with depth data
- 3D view / A 3D view of depth data
- depth data distribution
- about / Depth data distribution
- depth values / Depth data distribution
- depth data processing
- working / How depth data processing works
- depth data stream
- about / Understanding the depth data stream
- viewable angle range / Understanding the depth data stream
- resolutions / Understanding the depth data stream
- IR emitter / Depth data – behind the scenes
- IR depth sensor / Depth data – behind the scenes
- stereo triangulation / Stereo triangulation
- capturing / Capturing and processing depth data
- processing / Capturing and processing depth data
- channel, enabling / Enabling the depth stream channel
- event handler, attaching / Attaching the event handler
- depth frames, processing / Processing the depth frames
- depth image data, running / Depth data at first look
- DepthImageFrame / Looking inside depth image stream helpers
- DepthImageStream / Looking inside depth image stream helpers
- helpers / Looking inside depth image stream helpers
- depth image data stream
- processing / Processing the depth image data stream
- Near Mode feature / Near Mode
- DepthImagePixel
- working with / Getting the depth and player index automatically
- DepthImageStream class / Looking inside depth image stream helpers
- depth range
- about / Working with depth range
- working / Working with depth range
- TooFarDepth value / Special depth range values
- TooNearDepth value / Special depth range values
- UnknownDepth value / Special depth range values
- DepthStream class / Working with depth range
- Developer Toolkit
- downloading / Downloading the SDK and the Developer Toolkit
- development setup / Making your development setup ready
- device testing
- Kinect sensors, testing / Testing Kinect sensors
- Kinect microphone array, testing / Testing the Kinect microphone array
- Disable() method / Disabling the color stream channel, Enabling the depth stream channel
- Download the Developer Toolkit option / Installing the Developer Toolkit
- drawBone() method / Drawing bones between joints
- DSP / Audio signal processing in Kinect
- Dynamic Link Library (DLL) / Looking inside the Kinect SDK
E
- e.Result.Words property / Testing your application
- ElevationAngle property / Adjusting the Kinect sensor angle
- Enable() method / Getting data frames together
- EnableTrackingInNearRange property / Skeleton tracking in near mode
- environment set up, multiple Kinects
- about / Setting up the environment for multiple Kinects
- first Kinect sensor, plugging / Plugging the first Kinect sensor
- second Kinect sensor, plugging / Plugging the second Kinect sensor
- Kinect sensors / Kinect sensors require an individual USB Controller
- EventArgs class / Extending the Event argument
- Event model / Event model
F
- FaceTrackFrame class / Working with face tracking
- face tracking
- about / Working with face tracking
- tasks / Working with face tracking
- Face Tracking SDK / The Face Tracking SDK
- failover scenario
- handling, Kinects used / Handling a failover scenario using Kinects
- ForceInfraredEmitterOff property / The Stop() method does the clean-up operation
- frame format
- calculating / How to calculate frame rate
- FrameNumber property / Getting the frame number
- FrameSkeletonArrayLength property / Processing the skeleton frames
- frames per second (FPS) / The color camera
G
- gesture
- about / What is a gesture
- gesture-detection technique
- about / Gesture-detection technique
- skeleton joints, representing / Representing skeleton joints
- joint distance, calculating / Calculating the distance between two joints
- gesture-enabled application
- implementing, options / Key things to remember
- gesture-enabled application class / Enabling action for the objects
- gesture-enabled control
- about / Building gesture-enabled controls
- hand cursor, creating / Making a hand cursor, Getting the hand-cursor point
- objects, identifying / Identifying the objects
- actions, enabling for objects / Enabling action for the objects
- gesture recognition
- approaches / Approaches for gesture recognition, Basic gesture recognition
- engine / Approaches for gesture recognition
- gesture-detection technique / Gesture-detection technique
- clapping hands application / Building a clapping-hands application
- virtual rope workout application / A virtual rope workout application
- possibilities / Hands-raised-above-head gesture recognition
- steps / Steps to recognize basic gestures
- gesture recognition engine
- GestureRecognitionEngine class / Wrapping up everything with the gesture recognition engine
- gesture recognizer, implementing
- about / Implementing the gesture recognizer
- gesture types, defining / Defining the types of gestures
- recognition results types, defining / Defining the types of recognition results
- gesture event argument, creating / Creating the event argument for the gesture
- summarizing / Wrapping up everything with the gesture recognition engine
- GetCurrentFrameRate method / How to calculate frame rate
- GetCursorPoint() method / Identifying the objects
- GetJointDistance() method / Calculating the distance between two joints, Adding a GestureHelper class
- GiveFeedBack() method / Adjusting the Kinect sensor automatically and giving live feedback to users
- grammar
- building / Building grammar
- GrammarBuilder class, using / Using Choice and GrammarBuilder, Appending new grammars
- building, XML used / Building grammar using XML
- creating, from GrammarBuilder / Creating grammar from GrammarBuilder
- loading, into Recognizer / Loading grammar into a recognizer
- unloading / Unloading grammars
H
- Has changed option / Using conditional breakpoints
- Holt double exponential smoothing / Exponential smoothing
I
- image format
- binding / Bind available image formats
- color image format, changing / Changing the color image format
- ImageFrame.Format / The ColorImageFrame class
- ImageFrame class / Getting the frame number
- ImageFrame property / Trying to save image frames directly
- image frames / Understanding the Kinect image stream
- images
- capturing / Capturing and saving images
- saving / Capturing and saving images
- saving, periodically / Saving images periodically
- saving, directly / Trying to save image frames directly
- Infrared (IR) emitter / How depth data processing works
- InitilizeGesture() method / Implementing the GestureRecognitionEngine class
- INotifyPropertyChanged / Using INotifyPropertyChanged for data binding
- installation
- Coding4Fun Kinect toolkit / Installing the Coding4Fun Kinect toolkit, Using assembly, Using Coding4Fun Kinect libraries in your application
- InstalledRecognizers method / Steps for building speech-enabled applications, Instantiating speech recognizer
- intrusion detector camera application
- about / An intrusion detector camera application
- night vision, creating / Adding night vision
- IR depth sensor
- about / IR emitter and IR depth sensor
- IR emitter
- about / IR emitter and IR depth sensor
- IR stream data
- capturing / Seeing in low light
- IsEnabled property / Enabling the depth stream channel
- IsGestureValid() method / Defining the GestureBase class
J
- JitterRadius property / Smoothing parameters
K
- Kinect
- using, areas / Where can you use Kinect
- audio signal processing / Audio signal processing in Kinect
- using, with Windows PC speech recognition / Using Kinect with your Windows PC speech recognition
- taking, to Cloud / Taking Kinect to the Cloud
- remoting, Windows Phone used / Remotely using the Kinect with Windows Phone
- with Netduino microcontroller / Using Kinect with a Netduino microcontroller
- connecting, with Netduino / Connecting Kinect to a Netduino
- Kinect, connecting with Netduino
- about / Connecting Kinect to a Netduino
- Internet connection, using / Using an Internet connection
- request, listening to / Listening to the request
- request, sending from Kinect application / Sending a request from a Kinect application
- Kinect, for Developer Toolkit
- about / The Kinect for Windows Developer Toolkit
- Face Tracking SDK / The Face Tracking SDK
- Kinect Studio / Kinect Studio
- Kinect, for Windows
- components / Components of Kinect for Windows
- internal view / Inside the Kinect sensor
- image / Inside the Kinect sensor
- color camera / The color camera
- IR emitter / IR emitter and IR depth sensor
- IR depth sensor / IR emitter and IR depth sensor
- Tilt motor / Tilt motor
- Microphone array / Microphone array
- LED / LED
- versus Kinect for Xbox / Kinect for Windows versus Kinect for Xbox
- Kinect, for Windows SDK
- system requirements / System requirements for the Kinect for Windows SDK
- evaluation / Evaluation of the Kinect for Windows SDK
- installing / Installing Kinect for Windows SDK
- features / Features of the Kinect for Windows SDK
- Kinect, for Windows SDK features
- color image data stream, capturing / Capturing the color image data stream
- depth image data stream, processing / Processing the depth image data stream
- infrared stream, capturing / Capturing the infrared stream
- join movements, tracking / Tracking human skeleton and joint movements
- human skeleton, tracking / Tracking human skeleton and joint movements
- audio stream, capturing / Capturing the audio stream
- speech recognition / Speech recognition
- human gesture recognition / Human gesture recognition
- motor, controlling / Tilting the Kinect sensor
- data, obtaining from sensor accelerometer / Getting data from the accelerometer of the sensor
- infrared emitter, controlling / Controlling the infrared emitter
- Kinect, for Windows SDK installation
- pre-requisites / Installing Kinect for Windows SDK
- Developer Toolkit, installing / Installing the Developer Toolkit
- installed components / Components installed by the SDK and the Developer Toolkit
- management service / Kinect management service
- sensor, connecting / Connecting the sensor with the system
- installed drivers, verifying / Verifying the installed drivers, Not able to view all the device components, Detecting the loaded drivers in Device Manager
- Kinect, for Xbox
- versus Kinect, for Windows / Kinect for Windows versus Kinect for Xbox
- Kinect, taking to Cloud
- about / Taking Kinect to the Cloud
- required components / Required components
- Windows Azure / Windows Azure
- Windows Azure SDK / The Windows Azure SDK
- Kinect for Windows SDK / The Kinect for Windows SDK
- solution, designing / Designing the solution
- real-time implementations / Real-time implementations
- Kinect, with Netduino microcontroller
- about / Using Kinect with a Netduino microcontroller
- Microsoft .Net Micro Framework / Microsoft .Net Micro Framework
- Netduino / Netduino
- Netduino SDK / The Netduino SDK
- on-board LED / Blinking of the on-board LED
- Kinect audio
- record, starting / Starting the recording
- recorded audio, playing / Playing the recorded audio
- Kinect audio configuration
- about / Verifying the Kinect audio configuration
- verifying / Verifying the Kinect audio configuration
- Kinect USB Audio, troubleshooting / Troubleshooting: Kinect USB Audio not recognizing
- Kinect Microphone Array, using / Using the Kinect microphone array with your computer
- KinectAudioSource class / Beam angle mode
- KinectCam
- about / KinectCam – a Kinect camera application
- working / KinectCam – a Kinect camera application
- setting options, actions / KinectCam – a Kinect camera application
- project, setting up / Setting up the project
- XAML application, designing / Designing the application – XAML and data binding
- data binding / Designing the application – XAML and data binding
- color image, capturing / Capturing color image from the Kinect camera
- running / Running the KinectCam
- extending / Extending the KinectCam
- frame number, getting / Getting the frame number
- image format, modifying / Changing image format on the fly
- image format / Changing image format on the fly
- frame format, calculating / Calculating frame rate
- frame rate, calculating / Calculating frame rate
- images, saving directly / Trying to save image frames directly
- Kinect for Windows Audio Array Control option / Detecting the loaded drivers in Device Manager
- KinectFusion / Have a look at 3D depth
- Kinect image stream
- color image stream / Understanding the Kinect image stream
- depth image stream / Understanding the Kinect image stream
- cplor image format, types / Types of color images
- Bayer color image format / Types of color images
- Kinect Info Box
- about / Kinect Info Box – your first Kinect application
- Visual Studio project, creating / Creating a new Visual Studio project
- Kinect sensor, getting / Getting the Kinect sensor
- Kinect sensors, initializing / Starting up Kinect
- Kinect sensor, identifying / Identifying the Kinect sensor
- Kinect sensor, stopping / Stopping the Kinect sensor
- information, displaying / Displaying information in the Kinect Info Box
- UI, designing / Designing the Info Box UI
- data, binding / Binding the data
- Kinect microphone array
- testing / Testing the Kinect microphone array
- Kinect remoting, Windows Phone used
- about / Remotely using the Kinect with Windows Phone
- Windows Azure Service Bus / The Windows Azure Service Bus
- Windows Phone SDK / The Windows Phone SDK
- solution, designing / Designing the solution
- real-time implementations / Real-time implementations
- Kinects
- used, for failover scenario handling / Handling a failover scenario using Kinects
- Kinect SDK
- downloading / Downloading the SDK and the Developer Toolkit
- about / Looking inside the Kinect SDK
- contents, viewing / Looking inside the Kinect SDK
- Kinect driver / Looking inside the Kinect SDK
- overall layered components / Looking inside the Kinect SDK
- skeleton-tracking / Skeleton tracking with the Kinect SDK
- Kinect sensor
- about / The Kinect sensor, The Kinect sensor
- for Kinect sensor / The Kinect for Windows sensor
- for Xbox sensor / The Kinect for Xbox sensor
- applications, interacting with / How applications interact with the Kinect sensor
- SDK APIs classification / Understanding the classification of SDK APIs
- obtaining / Getting the Kinect sensor
- defining / Defining the Kinect sensor
- sensor collection / The collection of sensors
- identifying / Identifying the Kinect sensor
- initializing, device connection ID used / Initializing the sensor using device connection ID
- stopping / Stopping the Kinect sensor
- Stop() method, using / The Stop() method does the clean-up operation
- KinectStatusNotifier, using / Using KinectStatusNotifier
- skeleton-tracking / How skeleton tracking works
- feedback, giving to users / Adjusting the Kinect sensor automatically and giving live feedback to users
- adjusting / Adjusting the Kinect sensor automatically and giving live feedback to users
- KinectSensor.Status property / Controlling multiple sensor status changes
- KinectSensorCollection class / Detecting multiple Kinects
- KinectSensor property / Detecting multiple Kinects
- Kinect sensors
- examples / Where can you use Kinect
- Kinect sound recorder
- project, setting up / Setting up the project
- application, designing / Designing the application – XAML and data binding
- Kinect audio, recording / Recording the Kinect audio
- running / Running the Kinect Sound Recorder
- Kinect startup
- steps / Starting up Kinect
- sensor.Start() method / Inside the sensor.Start() method
- data streams, enabling / Enabling the data streams
- Kinect status
- about / Dealing with the Kinect status
- connected / Dealing with the Kinect status
- error / Dealing with the Kinect status
- disconnected / Dealing with the Kinect status
- NotReady / Dealing with the Kinect status
- NotPowered / Dealing with the Kinect status
- Initializing / Dealing with the Kinect status
- DeviceNotSupported / Dealing with the Kinect status
- DeviceNotGenuine / Dealing with the Kinect status
- InsufficicentBandwith / Dealing with the Kinect status
- Undefined / Dealing with the Kinect status
- change, monitoring / Monitoring the change in sensor status
- StatusChangedEventArgs class, properties / Properties of the StatusChangedEventArgs class
- application, resuming / Resuming your application automatically
- KinectStatusNotifier, building / Building KinectStatusNotifier
- KinectStatusNotifier
- building / Building KinectStatusNotifier
- application, setting up / Setting up an application
- working / How it works
- using / Using KinectStatusNotifier
- testing / Test it out
- Kinect Studio / Kinect Studio
- Kinect USB Audio
- about / The Kinect SDK architecture for Audio
- DirectX Media Object (DMO) / The Kinect SDK architecture for Audio
- SAPI / The Kinect SDK architecture for Audio
L
- language model / How speech recognition works
- LED
- about / LED
- ListBox property / Creating the KinectInfoCollection
M
- MainWindow_Loaded event / Getting information from Kinects
- MatchHandClappingGesture() method / Wrapping up everything with the gesture recognition engine
- MaxDeviationRadius property / Smoothing parameters
- MaxElevationAngle property / Maximum and minimum elevation angles
- microphone array
- about / Kinect microphone array, Taking control over the microphone array
- Kinect Audio, focus area / The major focus area of Kinect audio
- need for / Why microphone array
- Kinect audio stream / Kinect audio stream
- Kinect audio stream, stopping / Starting and stopping the Kinect audio stream, Starting audio streaming after a time interval
- Kinect audio stream, starting / Starting and stopping the Kinect audio stream, Starting audio streaming after a time interval
- Microphone array
- about / Microphone array
- Microsoft .Net Micro Framework / Microsoft .Net Micro Framework
- MTA / Starting the recording
- multiple Kinects
- environment, setting up / Setting up the environment for multiple Kinects
- interference, reducing / Multiple Kinects – how to reduce interference
- detecting / Detecting multiple Kinects
- individual sensor access, getting / Getting access to the individual sensor
- sensor's reference, ways / Different ways to get a Kinect sensor's reference
- application, developing / Developing an application with multiple Kinects
- application developing, challenges / Challenges faced in developing applications using multiple Kinects
- using, for applications / Applications where multiple Kinects can be used
- Multiple Kinect Viewer, extending
- status change, handling / Registering and handling the status change
- status change, registering / Registering and handling the status change
- application, running / Running the application
- multiple sensor status change
- controlling / Controlling multiple sensor status changes
- Multiple Kinect Viewer, extending with status change / Extending Multiple Kinect Viewer with status change
- registering / Registering and handling the status change
- devices, identifying / Identifying the devices automatically
- integrating, with KinectStatusNotifier / Integrating with KinectStatusNotifier
- data, capturing, multiple Kinects used / Capturing data using multiple Kinects
N
- near mode
- skeleton tracking / Skeleton tracking in near mode
- Near Mode feature / Near Mode, Working with depth range
- Near Mode tracking / Kinect for Windows versus Kinect for Xbox
- Netduino
- about / Netduino
- electronics boards / Netduino
- website / The Netduino SDK
- Netduino SDK / The Netduino SDK
- neural network
- about / Weighted network gesture recognition, What is a neural network
- gesture recognition / Gesture recognition with neural networks
- jump tracking / Jump tracking with a neural network – an example
- NotifierMessage property / Integrating with KinectStatusNotifier
- NotifyIcon / Setting up an application
- NUI / Understanding the classification of SDK APIs
O
- on-board LED
- Netdunio Plus Application / Blinking of the on-board LED
- deployment Transport, modifying / Changing the Deployment Transport
- application, running / Running the application
- OnNotifyPropertyChanged method / Designing the application – XAML and data binding, Data binding
- OpenDepthImageFrame() method / Processing the depth frames, Getting the depth and player index automatically
- OpenNextFrame method / Capturing frames on demand
P
- parent joint / Bones – connecting joints
- phonemes / How speech recognition works
- picture property / Designing the solution
- player index
- about / Player index with depth data, How player index works
- obtaining / Identifying players
- color, capturing / Identifying players
- depth data, capturing / Identifying players
- Play in Application option / Using Kinect Studio
- PointToScreen() method / Getting the hand-cursor point
- polling model / Polling model, Depth data at first look
- Prediction property / Smoothing parameters
- PrimeSense / How depth data processing works
- properties, DepthImagePixel structure
- depth / Getting the depth and player index automatically
- IsKnowDepth / Getting the depth and player index automatically
- PlayerIndex / Getting the depth and player index automatically
- proposed skeletons / Skeleton tracking with the Kinect SDK
Q
- Queue / Windows Azure
R
- recognizer / Steps for building speech-enabled applications
- RecordAudio method / Extending the Kinect Sound Recorder with sound source localization
- rendering pipeline / How skeleton tracking works
- ReversingBitValueWithDistance() method / Accessing the range of distance
- right hand joint
- project, setting up / Setting up the project
- joint placeholder, creating / Creating a joint placeholder
- skeleton data, retrieving / Get Kinect running and instantiate skeleton tracking
- skeleton stream, disabling / Enabling and disabling the skeleton stream
- skeleton stream, enabling / Enabling and disabling the skeleton stream
- skeleton frames, processing / Processing the skeleton frames
- skeleton joints, mapping with UI elements / Mapping the skeleton joints with UI elements
- application, running / Running the application, Adding more fun
- root joint / Bone sequence
S
- SAPI
- about / Beginning with Microsoft Speech API (SAPI)
- speech-enabled applications, building / Steps for building speech-enabled applications
- speech recognition approach / Basic speech-recognition approach
- grammar, building / Building grammar
- Save extension method / Using Coding4Fun Kinect libraries in your application
- SaveImage() method / An intrusion detector camera application
- SaveImage method / Trying to save image frames directly
- ScalePosition() method / Mapping the skeleton joints with UI elements
- seated skeleton / Skeleton tracking with the Kinect SDK
- seated skeleton tracking
- about / Seated skeleton tracking
- using / Using seated-skeleton tracking
- important points / Points to be considered with seated-skeleton tracking
- seated tracking / Start tracking skeleton joints
- SendSignalToNetduino() method / Sending a request from a Kinect application
- sensor elevation angle
- changing / Changing the sensor elevation angle
- minimum angle / Maximum and minimum elevation angles
- maximum angle / Maximum and minimum elevation angles
- Kinect sensor angle, adjusting / Adjusting the Kinect sensor angle
- sensor_SkeletonFrameReady() method / An intrusion detector camera application
- SetKinectInfo method / Setting up the information
- Shake n Sense technology / Multiple Kinects – how to reduce interference
- skeleton
- about / The Skeleton
- tracking state / Skeleton-tracking state
- building block / The building blocks – Joints and JointCollection
- joint tracking steps / Steps to be followed for joint tracking
- own joints data point, creating / Create your own joints data point
- smoothing / Skeleton smoothing – soften the skeleton's movement
- jitters / What causes skeleton jitters
- movement, making softer / Making skeleton movement softer
- smoothing parameters / Smoothing parameters
- smoothing, enabling check / How to check if skeleton smoothing is enabled
- exponential smoothing / Exponential smoothing
- skeleton-tracking
- about / How skeleton tracking works
- important steps / Steps to remember
- Kinect SDK, using / Skeleton tracking with the Kinect SDK
- skeleton data
- capturing / Flow – capturing skeleton data
- skeleton joints
- tracking / Start tracking skeleton joints
- right hand, tracking / Tracking the right hand
- skeleton space
- about / Skeleton space transformation
- transforming / Skeleton space transformation
- skeleton stream helpers
- about / Looking inside skeleton stream helpers
- skeleton frame / The skeleton frame
- skeleton stream / The skeleton stream
- skeleton tracking
- in near mode / Skeleton tracking in near mode
- selecting / Choosing which skeleton to track
- ID / Skeleton-tracking ID
- skeleton change, monitoring / Monitoring changes in the skeleton
- plugging, into intrusion detector camera / Limiting tracking for the intrusion-detector camera
- skeleton tracking mode
- about / Skeleton-tracking mode
- default / Default skeleton tracking
- seated / Seated skeleton tracking
- skeleton tracking state
- about / Skeleton-tracking state
- NotTracked / Skeleton-tracking state
- PositionOnly / Skeleton-tracking state
- Tracked / Skeleton-tracking state
- tracked number, counting / Counting the number of tracked skeletons
- Smoothing property / Smoothing parameters
- Socket.Send() method / Sending a request from a Kinect application
- SoundSourceAngleChanged event / Extending the Kinect Sound Recorder with sound source localization
- SoundSourceAngleConfidence property / Confidence level, Beam angle mode
- SoundSourceAngle property / Sound source angle
- sound source localization
- about / Sound source localization
- source angle / Sound source angle
- source angle, confidence level / Confidence level
- beamforming / Beamforming
- Kinect Sound Recorder, extending / Extending the Kinect Sound Recorder with sound source localization
- source angle / Audio signal processing in Kinect
- speech-enabled application
- about / Draw What I Want – a speech-enabled application
- project, setting up / Setting up the project
- designing / Designing the application – XAML and data binding
- data binding / Data binding
- speech recognizer, instantiating / Instantiating speech recognizer
- speech recognition engine, working with / Working with the speech recognition engine
- object, drawing / Drawing an object when speech is recognized
- testing / Testing your application
- speech recognition
- working / How speech recognition works
- command mode category / How speech recognition works
- sentence mode category / How speech recognition works
- acoustic model / How speech recognition works
- language model / How speech recognition works
- users speech, recognizing / How speech recognition works
- speech recognition engine
- working with / Working with the speech recognition engine
- Kinect audio, configuring / Configuring Kinect audio
- grammar, creating / Creating grammar
- speech recognizer, starting / Start the speech recognizer
- SpeechRecognitionEngine class / Steps for building speech-enabled applications
- SpeechRecognized event / Basic speech-recognition approach
- SRGS / Building grammar
- SSL / Audio signal processing in Kinect
- STA / Starting the recording
- StartKinectCam / Attaching the event handler
- StartRecognize() method / Implementing the GestureRecognitionEngine class, Using the GestureRecognitionEngine class
- StartSenosr() method / Enabling the data streams
- StatusChanged event / Monitoring the change in sensor status, Registering and handling the status change
- StatusChangedEventArgs class / Properties of the StatusChangedEventArgs class
- StatusChanged event handler / Handling a failover scenario using Kinects
- StatusChanged property / Registering and handling the status change
- StatusNotifer class / Using KinectStatusNotifier
- StausChanged events / Properties of the StatusChangedEventArgs class
- stereo triangulation / Stereo triangulation
- Stop() method / The Stop() method does the clean-up operation
- system requirements, Kinect for Windows SDK
- supported operating systems / Supported operating systems
- system configuration / System configuration
- Kinect sensor / The Kinect sensor
- development tools / Development tools and software
T
- Tables / Windows Azure
- template-based gesture recognition
- about / Template-based gesture recognition
- phases / Template-based gesture recognition
- template creation / Template-based gesture recognition
- gesture tracking / Template-based gesture recognition
- template matching / Template-based gesture recognition
- Tilt motor
- about / Tilt motor
- TrackingID property / Skeleton-tracking ID
U
- UnloadAllGrammars method / Unloading grammars
- User Access Control (UAC) / Installing Kinect for Windows SDK
- user actions
- about / Key things to remember
- user interface (UI) / How speech recognition works
V
- ValidateBaseCondition() method / Defining the GestureBase class
- Validate Control Position / Enabling action for the objects
- ValidateGestureEndCondition() method / Defining the GestureBase class
- ValidateGestureStartCondition() method / Defining the GestureBase class
- ValueChanged event / Controlling the camera position
- Visual Studio project
- creating / Creating a new Visual Studio project
- Kinect libraries, adding / Adding the Kinect libraries
W
- WCF attributes / Designing the solution
- weighted network gesture recognition
- about / Weighted network gesture recognition
- neural network / What is a neural network
- neural network, using / Gesture recognition with neural networks
- Windows Azure
- about / Windows Azure
- blobs / Windows Azure
- tables / Windows Azure
- queue / Windows Azure
- Windows Azure SDK / The Windows Azure SDK
- Windows Azure Service Bus / The Windows Azure Service Bus
- Windows PC speech recognition
- Kinect, using with / Using Kinect with your Windows PC speech recognition
- Windows Phone SDK / The Windows Phone SDK
- Windows_Loaded event / Have a look at 3D depth
- Words property / Drawing an object when speech is recognized
- WPF application
- WritePixels method / Making your application perform better
X
- XNA
- working with / Working with XNA and a 3D avatar
Y
- YUV image stream / Types of color images