Muutke küpsiste eelistusi

E-raamat: Mastering the Microsoft Kinect: Body Tracking, Object Detection, and the Azure Cloud Services

  • Formaat: EPUB+DRM
  • Ilmumisaeg: 12-Apr-2022
  • Kirjastus: APress
  • Keel: eng
  • ISBN-13: 9781484280706
  • Formaat - EPUB+DRM
  • Hind: 67,91 €*
  • * hind on lõplik, st. muud allahindlused enam ei rakendu
  • Lisa ostukorvi
  • Lisa soovinimekirja
  • See e-raamat on mõeldud ainult isiklikuks kasutamiseks. E-raamatuid ei saa tagastada.
  • Formaat: EPUB+DRM
  • Ilmumisaeg: 12-Apr-2022
  • Kirjastus: APress
  • Keel: eng
  • ISBN-13: 9781484280706

DRM piirangud

  • Kopeerimine (copy/paste):

    ei ole lubatud

  • Printimine:

    ei ole lubatud

  • Kasutamine:

    Digitaalõiguste kaitse (DRM)
    Kirjastus on väljastanud selle e-raamatu krüpteeritud kujul, mis tähendab, et selle lugemiseks peate installeerima spetsiaalse tarkvara. Samuti peate looma endale  Adobe ID Rohkem infot siin. E-raamatut saab lugeda 1 kasutaja ning alla laadida kuni 6'de seadmesse (kõik autoriseeritud sama Adobe ID-ga).

    Vajalik tarkvara
    Mobiilsetes seadmetes (telefon või tahvelarvuti) lugemiseks peate installeerima selle tasuta rakenduse: PocketBook Reader (iOS / Android)

    PC või Mac seadmes lugemiseks peate installima Adobe Digital Editionsi (Seeon tasuta rakendus spetsiaalselt e-raamatute lugemiseks. Seda ei tohi segamini ajada Adober Reader'iga, mis tõenäoliselt on juba teie arvutisse installeeritud )

    Seda e-raamatut ei saa lugeda Amazon Kindle's. 

Know 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. 


Intermediate user level
About the Author xi
About the Technical Reviewer xiii
Acknowledgments xv
Introduction xvii
Part I Meet the Kinect
1(40)
Chapter 1 Mixed Reality and Kinect
3(18)
A Brief History of Mixed Reality
3(2)
Natural User Interfaces
5(5)
Kinect Sensor Anatomy
10(8)
The RGB Video Camera
12(1)
The Depth Sensor
12(4)
The Microphone Arrays
16(1)
The IMU (Accelerometer and Gyroscope)
17(1)
The External Sync Pins
17(1)
Enhancing Kinect with Azure
18(1)
Key Points
18(3)
Chapter 2 The Developer Toolbox
21(20)
Overview of the Microsoft Azure SDK
21(1)
Azure Kinect Sensor SDK
22(10)
Sensor SDK System Requirements
22(1)
The Kinect Viewer
23(9)
Azure Kinect Body Tracking SDK
32(3)
Body Tracking SDK System Requirements
32(2)
The Kinect Body Tracking Viewer
34(1)
Setting Up the Development Environment
35(4)
Unity 3D and Visual Studio
36(3)
Bringing It All Together
39(1)
Key Points
39(2)
Part II The Basics
41(86)
Chapter 3 Configuring the Device
43(26)
Adding the Kinect SDKs in Unity3D
43(12)
The Azure Kinect Binaries
44(7)
Running in the Editor
51(1)
Deploying Your Unity Application
52(2)
Mastering Azure Kinect: Source Code
54(1)
Starting and Stopping the Device
55(3)
Basic Device Properties
57(1)
Kinect Device Configuration
58(7)
Handling Invalid Configurations
61(1)
Receiving Captures
62(3)
Reading Data
65(1)
Key Points
66(3)
Chapter 4 Color Data
69(14)
Structure of a Color Frame
69(2)
The BGRA 32 Color Format
71(3)
The MJPG Color Format
74(1)
Displaying Color Data in Unity3D
75(5)
Specifying the Color Configuration
76(2)
Reading Kinect Color Data as BGRA32
78(1)
Reading Kinect Color Data as MJPG
79(1)
Key Points
80(3)
Chapter 5 Depth Data
83(20)
Structure of a Depth Frame
83(2)
Narrow and Wide Fields of View
85(4)
Displaying Depth Data in Unity3D
89(7)
Depth Configuration and Data
91(3)
Grayscale Depth Visualization
94(1)
Jet Depth Visualization
94(2)
Ambiguous Depth Cases
96(4)
Too Close to the Camera or Too Far from the Camera
96(1)
Object Edges
97(1)
Moving Objects
98(1)
Corners
99(1)
Key Points
100(3)
Chapter 6 Body Tracking
103(24)
The Technology of Body Tracking
103(4)
The New Azure Kinect Approach
105(2)
Structure of a Human Body
107(4)
Joint ID
107(3)
Joint Confidence Level
110(1)
Joint Position
110(1)
Acquiring Body Data
111(6)
Tracker Initialization
112(3)
Tracker Update
115(1)
Constructing Body Objects
116(1)
Tracker Release
116(1)
Displaying Body Data in Unity3D
117(8)
Key Points
125(2)
Part III The Magic
127(90)
Chapter 7 Streaming Data in the Background
129(14)
Creating a Data Package
130(1)
Creating the Streaming Class
131(1)
Starting and Stopping the Device
132(2)
Streaming Data in a Background Thread
134(3)
Updating the Main Thread
137(1)
Using the KinectSensor Class
138(2)
Key Points
140(3)
Chapter 8 Coordinate Mapping
143(26)
Coordinate Systems
144(5)
2D Coordinates
145(1)
3D Coordinates
145(1)
Coordinate Mapping
146(3)
Coordinate Transformations
149(17)
World to Color
151(2)
World to Depth
153(1)
Color to World
154(2)
Depth to World
156(1)
Color to Depth
157(1)
Depth to Color
158(1)
Using the Coordinate Mapper Class
159(2)
The Complete Coordinate Mapper Class
161(5)
Key Points
166(3)
Chapter 9 Augmented Reality: Removing the Background of the Users
169(22)
Mixing the Physical and the Digital Worlds
170(1)
Background Removal
170(4)
The Body Index Map
174(11)
Mapping Color to Depth
178(7)
A Background Removal Game in Unity3D
185(4)
Key Points
189(2)
Chapter 10 Motion Analysis
191(26)
Motion Analysis
192(2)
1) Skeleton Data
192(1)
2) Measurements
193(1)
3) Feedback
193(1)
Measuring Physical Distances
194(6)
Example: Evaluating a Squat
197(3)
Measuring Angles
200(11)
Example: Counting Bicep Curls
205(6)
Measuring Speed
211(5)
Example: How Fast Are You Walking?
212(4)
Key Points
216(1)
Part IV The "Azure" in Kinect
217(42)
Chapter 11 Azure Cognitive Services
219(14)
There Is an API for That!
220(4)
Azure Cognitive Services
221(1)
Offline Approach
221(1)
Online Approach
222(2)
Understanding Azure in Kinect
224(1)
Creating a Computer Vision API
224(8)
Key Points
232(1)
A Demo Service for You
232(1)
Chapter 12 Computer Vision and Object Detection
233(26)
Do You Need a Kinect After All?
235(2)
The Azure Cognitive Services SDK
237(6)
The Computer Vision NuGet Package
238(1)
Importing the Packages in Unity3D
239(2)
Creating a New Unity Scene
241(1)
Referencing the Azure Computer Vision SDK
242(1)
Computer Vision in Action
243(14)
Input: Kinect Color Frames
244(3)
Output: Object Rectangles
247(1)
Coordinate Mapping
248(2)
Visualizing the Results
250(6)
Closing the Service
256(1)
Key Points
257(2)
Index 259
Vangos Pterneas is a professional software engineer and an award-winning Microsoft Most Valuable Professional. Since 2012, Vangos has been helping Fortune 500 companies and ambitious startups create demanding motion-tracking applications. He is obsessive about analyzing and modeling every aspect of the human motion using computer vision and mathematics. Kinect programming started as a hobby and quickly evolved into a full-time business. Vangos is sharing his passion by regularly publishing articles and open-source projects that help fellow developers understand the fascinating Kinect technology.