Mastering the Microsoft Kinect
Apress (Verlag)
978-1-4842-8069-0 (ISBN)
The book is written with real-world applications in mind. It provides step-by-step tutorials and source code for common use cases. The author has worked with startups and Fortune 500 companies, and all of the examples are taken directly from the industry. The book’s practical focus simplifies the core principles, removes the clutter, and allows developers to start writing code right away. Also covered is the use of Azure Cognitive Services on Microsoft’s cloud platform and their use for object and voice recognition, enabling your applications to “see” objects and respond to their environment.
What You Will Learn
Visualize color, depth, and body data
Calculate angles between different body joints
Analyze human motion and create fitness applications
Recognize objects and voice using cloud-powered artificial intelligence
Remove the background from a scene to create virtual worlds
Who This Book Is For
Developers who want to build demanding Kinect apps and games, and those who are looking for a careful balance between theoretical knowledge and practical application that favors the practical. Readers should have a basic knowledge of C# and some familiarity with the Unity3D engine.
Vangos Pterneas is a professional software engineer and an award-winning Microsoft Most Valuable Professional. Since 2012, Vangos has been helping Fortune 500 companies and ambitious startups create demanding motion-tracking applications. He is obsessive about analyzing and modeling every aspect of the human motion using computer vision and mathematics. Kinect programming started as a hobby and quickly evolved into a full-time business. Vangos is sharing his passion by regularly publishing articles and open-source projects that help fellow developers understand the fascinating Kinect technology.
Part I. Meet the Kinect.- 1. Mixed Reality and Kinect.- 2. The Developer Toolbox.- Part II. The Basics.- 3. Configuring the Device.- 4. Color Data.- 5. Depth Data.- 6. Body Tracking.- Part III. The Magic.- 7. Streaming Data in the Background.- 8. Coordinate Mapping.- 9. Augmented Reality – Removing the Background of the Users.- 10. Motion Analysis.- Part IV. The "Azure" in Kinect.- 11. Azure Cognitive Services.- 12. Computer Vision and Object Detection.
Erscheinungsdatum | 21.07.2022 |
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Zusatzinfo | 104 Illustrations, color; 10 Illustrations, black and white; XVIII, 264 p. 114 illus., 104 illus. in color. |
Verlagsort | Berkley |
Sprache | englisch |
Maße | 178 x 254 mm |
Themenwelt | Informatik ► Grafik / Design ► Digitale Bildverarbeitung |
Mathematik / Informatik ► Informatik ► Netzwerke | |
Mathematik / Informatik ► Informatik ► Software Entwicklung | |
Informatik ► Theorie / Studium ► Künstliche Intelligenz / Robotik | |
Schlagworte | augmented reality • Avateering • Azure Cognitive Services • body tracking • computer vision • coordinate mapping • depth camera • depth sensing • gesture recognition • HoloLens • Kinect • Kinect for Azure • mixed reality • motion analysis • Object recognition • point cloud |
ISBN-10 | 1-4842-8069-5 / 1484280695 |
ISBN-13 | 978-1-4842-8069-0 / 9781484280690 |
Zustand | Neuware |
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