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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

Player index with depth data


So far, we have seen how to work with the raw depth data from the sensor and manipulate the data based on the distance. In this section you will learn how Kinect returns the player information and how to deal with the player who is standing in front of the Kinect sensor.

While we were discussing depth data and distance, you have seen that for a 16-bit raw depth data, the first three bits represent the player index and the higher 13 bits represent the distance. You have already learned how the distance calculation works with those higher 13 bits; let's have a look at how those first three bits represent a player.

Note

Player tracking requires the skeleton stream to be enabled. If you have enabled only the depth stream, the sensor won't be able to return the player information. The sensor returns the player index values within the depth pixel bits only if the skeleton stream is enabled. We will discuss skeleton tracking in the upcoming chapters.

How player index...

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