Kinect Interaction with WPF and Beyond

Creating Kinect-enabled applications with hand-cursor interaction.
Course info
Rating
(32)
Level
Intermediate
Updated
Jan 18, 2014
Duration
1h 59m
Table of contents
Description
Course info
Rating
(32)
Level
Intermediate
Updated
Jan 18, 2014
Duration
1h 59m
Description

The Kinect Interaction extension for the Kinect for Windows SDK allows you to create WPF (and other) applications that the user can interact with using a hand cursor that follows the movement of their hands much like a mouse cursor follows the movement of the mouse. This course will show how creating such an application can be as easy as creating with a mouse. You will also learn how to customize the look and feel of controls provided by Microsoft, and dig even deeper to completely control the interaction model or use Kinect Interaction outside of WPF.

About the author
About the author

András is an 8 time Microsoft MVP (Windows Dev / Emerging Experiences), and a consultant on XAML technologies.

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Section Introduction Transcripts
Section Introduction Transcripts

Covering the Basics... and a Bit More
Welcome to the second module of the Kinect Interaction course, Covering the Basics… and a Bit More. In this module I will discuss downloading and installing the SDK, how to create a Kinect for Windows project, how to initialize the Kinect Sensor, show its status, get a hand pointer, and the different kind of controls you can use in a Kinect Interaction application. These controls will include, the UserViewer control, which allows you to show a flat view of the users to Kinect _____, and allows them to determine which one of them is the active player. The SDK has two different buttons that you can press, the Tile Button, and a Circle Button. The 1. 7 version of SDK has also solved the problem of going through a long list and selecting an item, which was a huge paying point for the XBOX 360 Interaction model. I will also discuss the new gesture set that made this possible, along with some of the rational of why certain gestures, virtual, and for scrolling and pressing the button, and why the previous Interaction model has been replaced. But first things first, before we can get into all that, we need to acquire and install the SDK.

The InteractionStream
Hello. This is Andras Velvart for Pluralsight, and welcome to module 4 of my Kinect Interactions course going deeper, the InteractionStream. In this module we go deeper into the rabbit hole and examine the foundation of the Kinect Interactions, the Microsoft. Kinect. Toolkit. Interaction namespace, and the InteractionStream class. The entire Kinect Interactions library, everything that we used so far in this course, is built upon this class and its helpers. There is only basic documentation available for this namespace. I hope that this module will get you started and clear up much of the initial confusion. You only need to access the treasures of the InteractionStream class if you want to go beyond what you have seen so far. It handles the Physical Interaction Zone for you, but unlike the Kinect Region Control, it gives you direct access to both hands of all users, the grip and press gestures, and it can be used outside of WPF for XNA, Windows Forms, DirectX, or even command prompt applications.