I’m excited! I don’t want to divulge details yet but I’ve thought of a way to interact with an application using Kinect that doesn’t involve hover-over, and if it works well it ought to have all the power and flexibility of a standard Apple mouse! (pretty low standard, I know… /rib /rib) I’ll post a [...]
Archive for the ‘Kinect’ Category
In case you haven’ t seen, I have a series of blogs published on IdentityMine’s website regarding Kinect-based interaction and some of the thoughts and experiments I’ve done with it. You’ll find it here: Part 1: Intro Part 2: Gestures Part 3: Cursor Part 4: Buttons Part 5: Multiple Users My thinking surrounding a lot [...]
WPF animations are described through the use of Storyboard objects. They’re nice because a designer can create them in Blend and nobody has to mess with their XAML. Write a couple storyboards manually and you’ll see just how important that is. But storyboard objects animate only with respect to the simple passage of time. This [...]
As promised, this post is about how to calibrate your Kinect and display to allow the user to physically point at the screen. See my previous post if you missed it, as it describes exactly what data is needed to be derived during calibration. In short, we need two things: coefficients of a plane equation, [...]
So I put together a fancy gesture recognition library for the Kinect. I used some fancy math to get the system to recognize common movements, and translated those directly into specific events that an application could work with. To get an application to interpret the events directly, I implemented a focus model for controls very [...]
Back! Gonna try to blog more regularly… I always have a problem trying to find things worth saying. But, gonna put some more effort into that from now on! I’ve gotten the chance to play around with ‘hacking’ the Kinect recently, trying to apply its capabilities to non-game NUI. The biggest hurdle with this is [...]