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Advanced Skeleton Tracking

  • Jarrett Webb
  • James Ashley

Abstract

This chapter marks the beginning of the second half of the book. The first set of chapters focused on the fundamental camera centric features of the Kinect SDK. We explored and experimented with every method and property of every object focused on these features. These are the nuts and bolts of Kinect development. You now have the technical knowledge necessary to write applications using Kinect and the SDK. However, knowing the SDK and understanding how to use it as a tool to build great applications and experiences are substantially different matters. The remaining chapters of the book change tone and course in their coverage of the SDK. Moving forward we discuss how to use the SDK in conjunction with WPF and other third-party tools and libraries to build Kinect-driven experiences. We will use all the information you learned in the previous chapters to progress to more advanced and complex topics.

Keywords

Coordinate Space Visual Element Joint Point Layout System Member Variable 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Copyright information

© Jarrett Webb, James Ashley 2012

Authors and Affiliations

  • Jarrett Webb
  • James Ashley

There are no affiliations available

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