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Kinect for Windows SDK Programming Guide

You're reading from   Kinect for Windows SDK Programming Guide

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Product type Paperback
Published in Dec 2012
Publisher Packt
ISBN-13 9781849692380
Length 392 pages
Edition 1st Edition
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Author (1):
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Abhijit Jana Abhijit Jana
Author Profile Icon Abhijit Jana
Abhijit Jana
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Table of Contents (19) Chapters Close

Kinect for Windows SDK Programming Guide
Credits
About the Author
Acknowledgement
About the Reviewers
www.PacktPub.com
Preface
1. Understanding the Kinect Device 2. Getting Started FREE CHAPTER 3. Starting to Build Kinect Applications 4. Getting the Most out of Kinect Camera 5. The Depth Data – Making Things Happen 6. Human Skeleton Tracking 7. Using Kinect's Microphone Array 8. Speech Recognition 9. Building Gesture-controlled Applications 10. Developing Applications Using Multiple Kinects 11. Putting Things Together Index

What is a gesture


A gesture is a human body motion or action that is intended to communicate a message, and these gestures let our application know what we want to do. In the context of the Kinect for Windows SDK, a gesture can be interpreted as a bodily action by which the player conveys some messages or information to the application. It is similar to the concept of typing on a keyboard, or drawing with the help of paper and a pad, or using touch on a touch-based device. In all these cases the input was meant for a particular purpose, which the device needs to understand and then provide the desired output by interacting with the application.

Similarly, a gesture acts as an input for a Kinect device. Based on this input, the application needs to perform certain functions. There is actually no physical connection between users and the device in case of gesture technology. Thus, this technology forms the backbone of the NUI for Kinect.

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