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Presented by
Siraj Haji Suleman
Objectives
   Introduction and History
   Design and Working
   Kinect Xbox v/s Kinect for Windows
   Kinect SDK
   Similar Technologies
   Advantages and Disadvantages
   Application and Future Scope
                                         2
Introduction
   Kinect is a “Hardware”

   Enables users to control and interact with the
    Xbox 360 or Windows without using a physical
    controller

   Can “See” in 3D under any ambient light
    conditions


                                                     3
History
   Project NATAL in June 2009
   Launched in North America on November 4,
    2010
   „Kinect for Windows‟ was released on February
    1, 2012
   Guinness World Record of being the "fastest
    selling consumer electronics device”


                                                  4
Objectives
   Introduction and History
   Design and Working
   Kinect Xbox v/s Kinect for Windows
   Kinect SDK
   Similar Technologies
   Advantages and Disadvantages
   Application and Future Scope
                                         5
Design




         6
Specification
   20 Joints of Skeleton
   Tracking Distance: 0.5-6 m
   Movement Tracking and Identity Technique
   640 x 480-pixel resolution
   Vertical Elevation Angle of -27o to +27o
   Run at 30 FPS (frames per second)
   57o horizontally and 43o vertically
                                               7
Behind the Scenes




                    8
Objectives
   Introduction and History
   Design and Working
   Kinect Xbox v/s Kinect for Windows
   Kinect SDK
   Similar Technologies
   Advantages and Disadvantages
   Application and Future Scope
                                         9
Kinect XBOX 360            Kinect For Windows

Near Mode is not Supported    Near mode is Supported


Tested only for XBOX 360     Tested for Windows based
                                      Platform
 Non-Commercial Version         Commercial Version


Not Full-Fledged Support in Full-Fledged Support in SDK
            SDK
  Skeleton Tracking is not   Skeleton Tracking is better
       good enough               than Kinect XBOX

                                                           10
Objectives
   Introduction and History
   Design and Working
   Kinect Xbox v/s Kinect for Windows
   Kinect SDK
   Similar Technologies
   Advantages and Disadvantages
   Application and Future Scope
                                         11
Kinect SDK
(Kinect Software Development Kit)
   Classes for each part of Hardware kit of
    Kinect
   Kinect SDK Beta v 1.0 released in June 2011
   Kinect SDK Beta v 2.0 released in October
    2011
   Kinect SDK commercial version released in
    February 2012

                                                  12
Development using Kinect
   Visual Studio 2010 Ultimate with Kinect
    SDK
   .NET Framework 4.0
   Knowledge of SDK API‟s
   .NET based language experience i.e. C#,
    VB.NET, VC++
   OpenNI v/s Kinect SDK

                                              13
SDK Namespaces and Classes
   NameSpace
    ◦ Microsoft.Kinect Namespace
   Classes
    ◦ Skeleton
    ◦ Joints
    ◦ ImageStream
    ◦ NUIAudioStream
    ◦ DepthStream
                                   14
Objectives
   Introduction and History
   Design and Working
   Kinect Xbox v/s Kinect for Windows
   Kinect SDK
   Similar Technologies
   Advantages and Disadvantages
   Application and Future Scope
                                         15
Similar Technologies




combination of the Playstation Move with the Playstation Eye
                                                           16
Objectives
   Introduction and History
   Design and Working
   Kinect Xbox v/s Kinect for Windows
   Kinect SDK
   Similar Technologies
   Advantages and Disadvantages
   Application and Future Scope
                                         17
Advantages
   Our movements become the movements in the
    games we play

   Games that educate will now incorporate the whole
    body

   Kinect is easy to handle and use

   Microsoft Kinect is entertaining and ultimate source
    of fun

   Bridge the gap between virtual world and real world
                                                           18
Disadvantages
   Fingers aren‟t mapped individually

   Need a lot of space
   It sometimes doesn't catch on to your body
    movements
   Don't always want to be running or jumping

   Limitation in Kinect SDK

                                                 19
Objectives
   Introduction and History
   Design and Working
   Kinect Xbox v/s Kinect for Windows
   Kinect SDK
   Similar Technologies
   Advantages and Disadvantages
   Applications and Future Scope
                                         20
Applications
   Gestured Based Game
   NUI based Software
   Kinect in Robotics
   Gesture Based Learning
   Voice Recognition based Software


                                       21
Future Scope
   Kinect Studio
   Kinect in Home Automation
   Seated Skeleton
   Kinect In Education
   Support for new Languages


                                22
Conclusion
   Mostly used for games
   Pioneer in the Consumer Market of the
    Human / Virtual Environment Interaction
   Gesture and Voice User Interface
   Application in many different domains
   Opening the doors of the Virtual and
    Augmented Reality

                                              23
References
   http://www.xbox.com/en-IN/Kinect
   http://booktype-demo.sourcefabric.org/after-kinect/
   http://en.wikipedia.org/wiki/Kinect
   http://channel9.msdn.com/coding4fun/kinect
   http://spectrum.ieee.org/automaton/robotics/diy/top-10-
    robotic-kinect-hacks
   http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=61
    65146
   Meet the Kinect. Author: Jonathan Hall, Phoenix Perry, Sean
    Kean
                                                                  24
T   H   A   N   K




    Y O     U       25

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Microsoft Kinect and Kinect SDK

  • 2. Objectives  Introduction and History  Design and Working  Kinect Xbox v/s Kinect for Windows  Kinect SDK  Similar Technologies  Advantages and Disadvantages  Application and Future Scope 2
  • 3. Introduction  Kinect is a “Hardware”  Enables users to control and interact with the Xbox 360 or Windows without using a physical controller  Can “See” in 3D under any ambient light conditions 3
  • 4. History  Project NATAL in June 2009  Launched in North America on November 4, 2010  „Kinect for Windows‟ was released on February 1, 2012  Guinness World Record of being the "fastest selling consumer electronics device” 4
  • 5. Objectives  Introduction and History  Design and Working  Kinect Xbox v/s Kinect for Windows  Kinect SDK  Similar Technologies  Advantages and Disadvantages  Application and Future Scope 5
  • 6. Design 6
  • 7. Specification  20 Joints of Skeleton  Tracking Distance: 0.5-6 m  Movement Tracking and Identity Technique  640 x 480-pixel resolution  Vertical Elevation Angle of -27o to +27o  Run at 30 FPS (frames per second)  57o horizontally and 43o vertically 7
  • 9. Objectives  Introduction and History  Design and Working  Kinect Xbox v/s Kinect for Windows  Kinect SDK  Similar Technologies  Advantages and Disadvantages  Application and Future Scope 9
  • 10. Kinect XBOX 360 Kinect For Windows Near Mode is not Supported Near mode is Supported Tested only for XBOX 360 Tested for Windows based Platform Non-Commercial Version Commercial Version Not Full-Fledged Support in Full-Fledged Support in SDK SDK Skeleton Tracking is not Skeleton Tracking is better good enough than Kinect XBOX 10
  • 11. Objectives  Introduction and History  Design and Working  Kinect Xbox v/s Kinect for Windows  Kinect SDK  Similar Technologies  Advantages and Disadvantages  Application and Future Scope 11
  • 12. Kinect SDK (Kinect Software Development Kit)  Classes for each part of Hardware kit of Kinect  Kinect SDK Beta v 1.0 released in June 2011  Kinect SDK Beta v 2.0 released in October 2011  Kinect SDK commercial version released in February 2012 12
  • 13. Development using Kinect  Visual Studio 2010 Ultimate with Kinect SDK  .NET Framework 4.0  Knowledge of SDK API‟s  .NET based language experience i.e. C#, VB.NET, VC++  OpenNI v/s Kinect SDK 13
  • 14. SDK Namespaces and Classes  NameSpace ◦ Microsoft.Kinect Namespace  Classes ◦ Skeleton ◦ Joints ◦ ImageStream ◦ NUIAudioStream ◦ DepthStream 14
  • 15. Objectives  Introduction and History  Design and Working  Kinect Xbox v/s Kinect for Windows  Kinect SDK  Similar Technologies  Advantages and Disadvantages  Application and Future Scope 15
  • 16. Similar Technologies combination of the Playstation Move with the Playstation Eye 16
  • 17. Objectives  Introduction and History  Design and Working  Kinect Xbox v/s Kinect for Windows  Kinect SDK  Similar Technologies  Advantages and Disadvantages  Application and Future Scope 17
  • 18. Advantages  Our movements become the movements in the games we play  Games that educate will now incorporate the whole body  Kinect is easy to handle and use  Microsoft Kinect is entertaining and ultimate source of fun  Bridge the gap between virtual world and real world 18
  • 19. Disadvantages  Fingers aren‟t mapped individually  Need a lot of space  It sometimes doesn't catch on to your body movements  Don't always want to be running or jumping  Limitation in Kinect SDK 19
  • 20. Objectives  Introduction and History  Design and Working  Kinect Xbox v/s Kinect for Windows  Kinect SDK  Similar Technologies  Advantages and Disadvantages  Applications and Future Scope 20
  • 21. Applications  Gestured Based Game  NUI based Software  Kinect in Robotics  Gesture Based Learning  Voice Recognition based Software 21
  • 22. Future Scope  Kinect Studio  Kinect in Home Automation  Seated Skeleton  Kinect In Education  Support for new Languages 22
  • 23. Conclusion  Mostly used for games  Pioneer in the Consumer Market of the Human / Virtual Environment Interaction  Gesture and Voice User Interface  Application in many different domains  Opening the doors of the Virtual and Augmented Reality 23
  • 24. References  http://www.xbox.com/en-IN/Kinect  http://booktype-demo.sourcefabric.org/after-kinect/  http://en.wikipedia.org/wiki/Kinect  http://channel9.msdn.com/coding4fun/kinect  http://spectrum.ieee.org/automaton/robotics/diy/top-10- robotic-kinect-hacks  http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=61 65146  Meet the Kinect. Author: Jonathan Hall, Phoenix Perry, Sean Kean 24
  • 25. T H A N K Y O U 25

Notas do Editor

  1. Real time human pose recognition in parts from single depth image