Co vidí Kinect?    Štěpán Bechynský  Developer Evangelist             Microsoft
“What are those things?”        IR Camera                             RGB Camera        Multi-array Microphone
Skeletal - Provided Data
Upcoming SlideShare
Loading in …5
×

NMI12: Štěpán Bechyňský - Co vidí Kinect?

2,406 views

Published on

Prezentace z prvního ročníku konference New Media Inspiration (http://nminspiration.cz), který se konal 21. 1. 2012 v hlavní budově FF UK pod vedením @petrkou, @simindr a @josefslerka.

Published in: Technology, Business
0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total views
2,406
On SlideShare
0
From Embeds
0
Number of Embeds
1,306
Actions
Shares
0
Downloads
1
Comments
0
Likes
0
Embeds 0
No embeds

No notes for slide
  • Let’s have a look at the Kinect Sensor. What are those things on the sensor? There’s a RGB camera, a depth sensor and a multi-array microphone. When you first start up Kinect, it reads the layout of your room and configures the play space you'll be moving in. Then, Kinect detects and tracks 32 points on each player's body, mapping them to a digital reproduction of that player's body shape and skeletal structure, including facial detail.Let’s take a look at each component separately to help you understand how it all works together…[next few slides go into more detail]
  • 32 points of dataExpresses it in X, Y, Z coordinate with Z determine positioning and/tilt 12 Tracking Points – 20 joint pointsSkeletal MirroringIs avatar facing you or away? By default, the skeleton system always mirrors the user who is being tracked. For applications that use an avatar to represent the user, such mirroring could be desirable if the avatar is shown facing into the screen. However, if the avatar faces the user, mirroring would present the avatar as backwards. Depending on its requirements, an application can create a transformation matrix to mirror the skeleton and then apply the matrix to the points in the array that contains the skeleton positions for that skeleton. The application is responsible for choosing the proper plane for reflection.
  • NMI12: Štěpán Bechyňský - Co vidí Kinect?

    1. 1. Co vidí Kinect? Štěpán Bechynský Developer Evangelist Microsoft
    2. 2. “What are those things?” IR Camera RGB Camera Multi-array Microphone
    3. 3. Skeletal - Provided Data

    ×