22. D D D D D D D D D D D D D P P P
15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
23.
24. Feet 1.3’ 2.6’ 9.8’ 13.1’ 26.2’
Meters .4 .8 3 4 8
Default
Mode
Near
Mode
Unknown Normal
25. Feet 1.3’ 2.6’ 9.8’ 13.1’ 26.2’
Meters .4 .8 3 4 8
Default
Mode
Near
Mode
Unknown Too Near Normal Too Far
26. short[] allData = new short[depthFrame.PixelDataLength];
Get depth for a point (X:160, Y:120, Width: 320)
int index = (width * y) + x; // 38,560
int // 200
int //15
short depthPoint = allData[index];
int depth = depthPoint >> DepthImageFrame.PlayerIndexBitmaskWidth; // 2,000
int player = depthPoint & DepthImageFrame.PlayerIndexBitmask; // 1
29. Max of two skeletons per Kinect
6 Player Proposals
30. Joints in meters from camera Positive
Positive Negative
Negative
31. • Each joint has associated tracking state
• Tracked, Not tracked, or Inferred
• Inferred - Occluded, clipped, or low confidence joints
• Use TransformSmoothParameters to smooth joint
data to reduce jitter
Skeleton.ClippedEdges = FrameEdges.Top;
http://en.wikipedia.org/wiki/Holt-Winters
32. Fatigue Kills Use Coding4Fun ScaleTo
Gestures extension method
59. What we want to do with Kinect for
Windows
• Provide common Kinect UI interactions to developers
so that they can easily build Kinect apps
• Solve the most common app tasks and UI requirements
• E.g., engagement, targeting and selection, X/Y navigation
• Ensure that K4W interactions and controls are intuitive
and delightful for end users
• Advance the capabilities of Kinect
• Show progression!