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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

Augmented reality applications


Augmented reality is another great innovation in the computer world. This is a process where we can mix up the real-world data and computer-generated objects. It overlays computer images, video, audio, and other objects from computer screens onto real-time environments. The Kinect sensor will be used to obtain the player data by capturing depth information or skeleton information and positioning it in the application. For example, you could place a virtual hat on a player's head. You can just perform this by tracking the human skeleton and positioning one hat image based on the head joint position.

For a quick example of an augmented reality application, you can take a look at the Green Screen sample application available with the Kinect for Windows Developer Toolkit. The Green Screen application renders the player body over the background image by removing the live background pixels of the player index using depth data as shown in the following screenshot:

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