This document introduces Kinect v2. It provides specifications on the new sensor which uses time-of-flight technology. New features include improved joint tracking, gesture recognition using machine learning, face tracking with expressions and activity recognition, and 3D modeling of faces. Sample programs and references are provided to help developers get started with Kinect v2.
This document introduces Kinect v2. It provides specifications on the new sensor which uses time-of-flight technology. New features include improved joint tracking, gesture recognition using machine learning, face tracking with expressions and activity recognition, and 3D modeling of faces. Sample programs and references are provided to help developers get started with Kinect v2.
The presentation provides an overview of the Kinect system, including its history, technology, and capabilities. It describes how Kinect uses structured light and machine learning to map depth and infer body position without any handheld controllers. Kinect launched in 2010 and quickly became the fastest selling consumer electronics device by selling 8 million units in its first 60 days. The technology represents significant advances in computer vision that enable natural user interfaces for gaming and beyond.
This document provides an overview of the Kinect sensor and Kinect for Windows SDK. It introduces the Kinect sensor specs and components. It describes the various data sources that can be accessed from the Kinect like the color video stream, depth map, skeleton data, and audio. It also discusses programming with the Kinect SDK, including accessing frame data, coordinate mapping, and using the Kinect APIs for applications. Examples are provided for gesture recognition, recording and playback functionality, and building basic controls into an app using the Kinect.
Kinect is a motion sensing input device by Microsoft that was first discussed in 2007 and launched for the Xbox 360 in 2010. Using motion capture technology and infrared depth sensing cameras, Kinect allows for gesture control and motion gaming without any physical controllers. It has since been adapted for use in a variety of applications including physical therapy, vascular surgery, and vehicles.
The document discusses Kinect sensors and their applications. It mentions Kinect for Windows and provides links to examples of Kinect being used for signage, interactive displays, augmented reality, and more. The author is Kaoru Nakamura, an independent contractor who works with depth sensors and provides application development, presentations, hands-on seminars, and writing related to Kinect.