001445924 000__ 06660cam\a2200565Ia\4500 001445924 001__ 1445924 001445924 003__ OCoLC 001445924 005__ 20230310003858.0 001445924 006__ m\\\\\o\\d\\\\\\\\ 001445924 007__ cr\un\nnnunnun 001445924 008__ 220415s2022\\\\nyu\\\\\o\\\\\001\0\eng\d 001445924 019__ $$a1311158338$$a1311239252$$a1311267098$$a1311356548 001445924 020__ $$a9781484280706$$q(electronic bk.) 001445924 020__ $$a1484280709$$q(electronic bk.) 001445924 020__ $$z1484280695 001445924 020__ $$z9781484280690 001445924 0247_ $$a10.1007/978-1-4842-8070-6$$2doi 001445924 035__ $$aSP(OCoLC)1311080535 001445924 040__ $$aYDX$$beng$$cYDX$$dORMDA$$dEBLCP$$dGW5XE$$dOCLCO$$dYDX$$dOCLCF$$dUKAHL$$dOCLCQ 001445924 049__ $$aISEA 001445924 050_4 $$aTJ223.P76 001445924 08204 $$a006.3/7$$223 001445924 1001_ $$aPterneas, Vangos,$$eauthor. 001445924 24510 $$aMastering the Microsoft Kinect :$$bbody tracking, object detection, and the Azure cloud services /$$cVangos Pterneas. 001445924 260__ $$aNew York :$$bApress,$$c2022. 001445924 300__ $$a1 online resource :$$billustrations 001445924 500__ $$aIncludes index. 001445924 5050_ $$aIntro -- Table of Contents -- About the Author -- About the Technical Reviewer -- Acknowledgments -- Introduction -- Part I: Meet the Kinect -- Chapter 1: Mixed Reality and Kinect -- A Brief History of Mixed Reality -- Natural User Interfaces -- Kinect Sensor Anatomy -- The RGB Video Camera -- The Depth Sensor -- The Microphone Arrays -- The IMU (Accelerometer and Gyroscope) -- The External Sync Pins -- Enhancing Kinect with Azure -- Key Points -- Chapter 2: The Developer Toolbox -- Overview of the Microsoft Azure SDK -- Azure Kinect Sensor SDK -- Sensor SDK System Requirements 001445924 5058_ $$aThe Kinect Viewer -- Azure Kinect Body Tracking SDK -- Body Tracking SDK System Requirements -- The Kinect Body Tracking Viewer -- Setting Up the Development Environment -- Unity3D and Visual Studio -- Bringing It All Together -- Key Points -- Part II: The Basics -- Chapter 3: Configuring the Device -- Adding the Kinect SDKs in Unity3D -- The Azure Kinect Binaries -- Managed C# Binaries -- Native C++ Binaries -- The Machine Learning Models -- Running in the Editor -- Deploying Your Unity Application -- Mastering Azure Kinect: Source Code -- Starting and Stopping the Device 001445924 5058_ $$aBasic Device Properties -- Kinect Device Configuration -- Handling Invalid Configurations -- Receiving Captures -- Reading Data -- Key Points -- Chapter 4: Color Data -- Structure of a Color Frame -- The BGRA32 Color Format -- The MJPG Color Format -- Displaying Color Data in Unity3D -- Specifying the Color Configuration -- Reading Kinect Color Data as BGRA32 -- Reading Kinect Color Data as MJPG -- Key Points -- Chapter 5: Depth Data -- Structure of a Depth Frame -- Narrow and Wide Fields of View -- Displaying Depth Data in Unity3D -- Depth Configuration and Data -- Grayscale Depth Visualization 001445924 5058_ $$aJet Depth Visualization -- Ambiguous Depth Cases -- Too Close to the Camera or Too Far from the Camera -- Object Edges -- Moving Objects -- Corners -- Key Points -- Chapter 6: Body Tracking -- The Technology of Body Tracking -- The New Azure Kinect Approach -- Structure of a Human Body -- Joint ID -- Joint Confidence Level -- Joint Position -- Acquiring Body Data -- Tracker Initialization -- Tracker Update -- Constructing Body Objects -- Tracker Release -- Displaying Body Data in Unity3D -- Key Points -- Part III: The Magic -- Chapter 7: Streaming Data in the Background -- Creating a Data Package 001445924 5058_ $$aCreating the Streaming Class -- Starting and Stopping the Device -- Streaming Data in a Background Thread -- Updating the Main Thread -- Using the KinectSensor Class -- Key Points -- Chapter 8: Coordinate Mapping -- Coordinate Systems -- 2D Coordinates -- 3D Coordinates -- Coordinate Mapping -- Coordinate Transformations -- World to Color -- World to Depth -- Color to World -- Depth to World -- Color to Depth -- Depth to Color -- Using the Coordinate Mapper Class -- The Complete Coordinate Mapper Class -- Key Points -- Chapter 9: Augmented Reality: Removing the Background of the Users 001445924 506__ $$aAccess limited to authorized users. 001445924 520__ $$aKnow how to program the Microsoft Kinect and use the device for applications that interact directly with humans through gestures and motion. This book covers the mathematics and theoretical background needed for depth sensing, motion tracking, and object recognition while maintaining a practical focus on getting things done. You will learn to track the human body in three-dimensional space, analyze the human motion, and remove the background to isolate the person being tracked. You will see how to recognize objects and voice, and transform between the three-dimensional physical space and a computer's two-dimensional screen. The book is written with real-world applications in mind. It provides step-by-step tutorials and source code for common use cases. The author has worked with startups and Fortune 500 companies, and all of the examples are taken directly from the industry. The book's practical focus simplifies the core principles, removes the clutter, and allows developers to start writing code right away. Also covered is the use of Azure Cognitive Services on Microsoft's cloud platform and their use for object and voice recognition, enabling your applications to "see" objects and respond to their environment. What You Will Learn Visualize color, depth, and body data Calculate angles between different body joints Analyze human motion and create fitness applications Recognize objects and voice using cloud-powered artificial intelligence Remove the background from a scene to create virtual worlds Who This Book Is For Developers who want to build demanding Kinect apps and games, and those who are looking for a careful balance between theoretical knowledge and practical application that favors the practical. Readers should have a basic knowledge of C# and some familiarity with the Unity3D engine. 001445924 63000 $$aMicrosoft .NET Framework. 001445924 650_0 $$aMicrosoft Azure (Computing platform) 001445924 650_0 $$aKinect (Programmable controller) 001445924 650_0 $$aComputer vision. 001445924 650_0 $$aHuman activity recognition$$xData processing. 001445924 650_6 $$aKinect. 001445924 650_6 $$aVision par ordinateur. 001445924 650_6 $$aReconnaissance de l'activité humaine (Informatique)$$xInformatique. 001445924 655_0 $$aElectronic books. 001445924 77608 $$iPrint version:$$z1484280695$$z9781484280690$$w(OCoLC)1291171559 001445924 852__ $$bebk 001445924 85640 $$3Springer Nature$$uhttps://univsouthin.idm.oclc.org/login?url=https://link.springer.com/10.1007/978-1-4842-8070-6$$zOnline Access$$91397441.1 001445924 909CO $$ooai:library.usi.edu:1445924$$pGLOBAL_SET 001445924 980__ $$aBIB 001445924 980__ $$aEBOOK 001445924 982__ $$aEbook 001445924 983__ $$aOnline 001445924 994__ $$a92$$bISE