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Flexible Action and Articulated Skeleton Toolkit (FAAST) Contributors Evan A. Suma, Belinda Lange, Skip Rizzo, David Krum, and Mark Bolas Project Email Address: 32-bit(recommended for most users) 64-bit(for advanced users) Note from Evan Suma, the developer of FAAST: I have recently transitioned to a faculty position at USC, and unfortunately that means I have very limited time for further development of the toolkit. You may also view our online video gallery, which contains videos that demonstrate FAAST’s capabilities, as well as interesting applications that use the toolkit. Have a Kinect for Windows v2? We have developed an experimental version of FAAST with support for the Kinect for Windows v2, available for download here (64-bit only). Recent News December 12, 2013 FAAST 1.2 has been released, adding compatibility for Windows 8. Summary FAAST is middleware to facilitate integration of full-body control with games and VR applications using either OpenNI or the Microsoft Kinect for Windows skeleton tracking software. E. Support

Main Page The Kinect effect: how Harmonix mastered Dance Central's menus Dance Central has quickly emerged as one of the best-received titles for Microsoft's Kinect. Not only is the game great, but the smaller details like the way the menu system works are also superior to the other current Kinect offerings. Since gesture-based controls are such a new frontier, the developers at Harmonix had a difficult time creating an intuitive control scheme for navigating menus. The major problem for Harmonix was that, aside from that one scene in Minority Report, there weren't any real solid examples that the team could look at for inspiration. The main goal was to create a menu system that didn't make players wish they were using a controller instead. Another early prototype featured a virtual scroll wheel, something along the lines of the big wheel from The Price Is Right. Things went on like this for around two months. Eventually they settled on removing the cursor all together and went back to one of the earliest ideas: sliding buttons.

Antonis Argyros, Tracking the Articulated Motion of Two Strongly Interacting Hands Brief description We propose a method that relies on markerless visual observations to track the full articulation of two hands that interact with each-other in a complex, unconstrained manner. We formulate this as an optimization problem whose 54-dimensional parameter space represents all possible configurations of two hands, each represented as a kinematic structure with 26 Degrees of Freedom (DoFs). From a methodological point of view, the proposed approach combines the merits of two recently proposed methods for tracking hand articulations. Experimental results demonstrate that the accuracy achieved in two hands tracking is in the order of 6mm, in scenarios involving complex interaction between two hands. Graphical illustration of the proposed method. Sample results Quantitative results See a video with sample qualitative results Contributors Iason Oikonomidis, Nikolaos Kyriazis, Antonis Argyros. This work was partially supported by the IST-FP7-IP-215821 project GRASP and Robohow.cog.

Berkeley 3-D Object Dataset Joaquim Rocha's Web Page Vergleich verschiedener Maus-Emulatoren für Microsoft Kinect | Soziotechnische Integration Mit dem Er­schei­nen von Mi­cro­soft Kinect als Zu­be­hör für die Spie­le­kon­so­le Xbox 360 im No­vem­ber 2010 wur­de erst­mal ein kos­ten­güns­ti­ger In­fra­rot-Tie­fen­sen­sor für ei­ne brei­te Nut­zer­schaft ver­füg­bar und schuf so­mit die Mög­lich­keit zur Ent­wick­lung von An­wen­dun­gen, die durch ei­ne ges­ten­ba­sier­te Nut­zer­inter­ak­ti­on oh­ne zu­sätz­li­che Ein­ga­be­ge­rä­te das Po­ten­ti­al zur Re­vo­lu­ti­on der Ge­stal­tung der Hu­man-Com­pu­ter­rec In­ter­ac­tion ver­spre­chen. Da­her ent­stand in kur­zer Zeit ei­ne Com­mu­ni­ty, die die An­bin­dung an ei­nen PC zu­nächst mit selbst­ent­wi­ckel­ten Trei­bern, ei­ni­ge Wo­chen spä­ter dann mit Trei­bern und Soft­ware De­ve­lop­ment Kit (SDK) von dem eben­falls an der Ent­wick­lung von Kinect be­tei­lig­ten Un­ter­neh­men Pri­me­sen­se er­mög­lich­te und ers­te An­wen­dun­gen mit viel­fäl­ti­gen An­wen­dungs­ge­bie­ten ver­öf­fent­lich­te. Kinect Maus-Emu­la­to­ren Ki­nE­mo­te Ki­nE­mo­te Fo­kus­be­rei­che von FAAST

Kinect Multiarray Microphone The new Xbox 360 peripheral has a multiarray microphone that is capable of separate the voices that there are in front of the device from the others sounds of the enviroment to chat and use voice commands. Here you will learn how is done this difficult task. A multiarray microphone is a lot of microphones that there are each one at the side of the other around a surface, recording all of them, the sound that arrive from all directions. In the case of Kinect we have, 4 microphones in a line, three of them in the left side and another in the right, all of them placed below of the devic As is logic, if we put microphones in different places, the sound will arrive to them in different instants, in that way, we can calculate from where comes the source of sound if we take in to account the difference between the signals that get the microphones and the speed of the sound in the air.

An open source implementation of KinectFusion - Point Cloud Library