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Beginning Microsoft Kinect for Windows SDK 2.0: Motion and Depth Sensing for Natural User Interfaces

ISBN-13: 9781484223154 / Angielski / Miękka / 2017 / 297 str.

Mansib Rahman
Beginning Microsoft Kinect for Windows SDK 2.0: Motion and Depth Sensing for Natural User Interfaces Rahman, Mansib 9781484223154 Apress - książkaWidoczna okładka, to zdjęcie poglądowe, a rzeczywista szata graficzna może różnić się od prezentowanej.

Beginning Microsoft Kinect for Windows SDK 2.0: Motion and Depth Sensing for Natural User Interfaces

ISBN-13: 9781484223154 / Angielski / Miękka / 2017 / 297 str.

Mansib Rahman
cena 201,72 zł
(netto: 192,11 VAT:  5%)

Najniższa cena z 30 dni: 192,74 zł
Termin realizacji zamówienia:
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Develop applications in Microsoft Kinect 2 using gesture and speech recognition, scanning of objects in 3D, and body tracking. Create motion-sensing applications for entertainment and practical uses, including for commercial products and industrial applications.Beginning Microsoft Kinect for Windows SDK 2.0 is dense with code and examples to ensure that you understand how to build Kinect applications that can be used in the real world. Techniques and ideas are presented to facilitate incorporation of the Kinect with other technologies.What You Will Learn

  • Set up Kinect 2 and a workspace for Kinect application development
  • Access audio, color, infrared, and skeletal data streams from Kinect
  • Perform gesture and speech recognition
  • Perform computer vision manipulations on image data streams
  • Use Kinect 2 for Windows Store apps and Unity3D applications
  • Take advantage of Kinect Fusion (3D object mapping technology) and Kinect Ripple (Kinect projector infotainment system)
Who This Book Is For
Developers who want to include the simple but powerful Kinect technology into their projects, including amateurs and hobbyists, and professional developers

Kategorie:
Informatyka, Bazy danych
Kategorie BISAC:
Computers > Programming - Microsoft
Computers > Software Development & Engineering - Computer Graphics
Computers > Artificial Intelligence - Computer Vision & Pattern Recognition
Wydawca:
Apress
Język:
Angielski
ISBN-13:
9781484223154
Rok wydania:
2017
Ilość stron:
297
Waga:
6.75 kg
Wymiary:
25.4 x 17.8
Oprawa:
Miękka
Wolumenów:
01
Dodatkowe informacje:
Wydanie ilustrowane

Introduction


1. Getting Started

2. Understanding How the Kinect Works

3. Working with Image Data Sources

4. Audio & Speech

5. Body & Face Tracking 

6. Computer Vision & Image Processing 

7. Game Development with Unity

8. Miscellaneous Tools

9. Appendix: Windows 10 & Universal Windows Platform

Mansib Rahman is the heinous and uninspiring mastermind behind this slackjob of a book (which he is very proud of by the way). He was formerly a Technical Evangelist at Microsoft, where he encouraged kids to use NoSQL databases because it was “web-scale”. And he tried to get them hooked on Azure. Lots of Azure. His lifelong dream is to one day invent the Kinect Mini, a miniature and easily mountable version of the Kinect meant to be deployed en masse to create interactive projection mapping experiences and monitor vital signs for triage scenarios during natural disasters.


Mansib is currently the R&D Technical Lead at Desjardins Lab, where he watches BBC documentaries on the HoloLens all day and hacks together holographic telepresence apps on it all night. His other hobbies include canoeing, playing the sax, and opening restaurants. His best friend is his cat Mittens, although they don’t talk much. He lives in Montreal, Canada and doesn’t yet have children to mention in this bio.

You can follow him on Twitter at @gaessaki or reach out to him on LinkedIn. His favorite blog (disclaimer: it’s his own blog) is ramenscafe.

Develop applications in Microsoft Kinect 2 using gesture and speech recognition, scanning of objects in 3D, and body tracking. Create motion-sensing applications for entertainment and practical uses, including for commercial products and industrial applications.

Beginning Microsoft Kinect for Windows SDK 2.0 is dense with code and examples to ensure that you understand how to build Kinect applications that can be used in the real world. Techniques and ideas are presented to facilitate incorporation of the Kinect with other technologies.

What You Will Learn:

  • Set up Kinect 2 and a workspace for Kinect application development
  • Access audio, color, infrared, and skeletal data streams from Kinect
  • Use gesture and speech recognition
  • Perform computer vision manipulations on image data streams
  • Develop Windows Store apps and Unity3D applications with Kinect 2
  • Take advantage of Kinect Fusion (3D object mapping technology) and Kinect Ripple (Kinect projector infotainment system)



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