"Practical Windows Kinect In C#" series
- Posted: Feb 24, 2012 at 6:00 AM
- 10,510 Views
- 3 Comments
Loading User Information from Channel 9
Something went wrong getting user information from Channel 9
Loading User Information from MSDN
Something went wrong getting user information from MSDN
Loading Visual Studio Achievements
Something went wrong getting the Visual Studio Achievements
We've had code, hardware, inspirational posts this week. Now it's time for a little learning and getting started...
This e-book is for Version 1.0 of the Kinect SDK together with the Windows version of the Kinect hardware. It brings together articles in the series Getting started with Microsoft Kinect SDK which was based on the final beta of the SDK. These articles are still available.
- Introduction to Kinect
- Getting started with Microsoft Kinect SDK 1
- Depth (in preparation)
- Player index (in preparation)
- Depth and Video space (in preparation)
- Skeletons (in preparation)
- The Full Skeleton (in preparation)
The Microsoft official SDK for Kinect version 1.0 is easy to use. Basically you download it, plug the Kinect into a free USB socket and start programming. You can create applications in C#, VB or any .NET language including C++. Its only disadvantage is that it only works with Windows 7 and 8.
As well as being easy to use, the new SDK is also significantly more powerful than the open source alternatives. It has an improved body tracker and it supports the Kinect's sound hardware.
You can also now use the SDK to create commercial applications which you can sell without the need to pay a license fee to Microsoft. The only downside is that you have to buy the Windows Kinect rather than the Xbox 360 version, and this is more expensive because it isn't subsidized by revenue from games.
Currently the SDK does work with the Xbox 360 version of the Kinect but some features - near mode, for example - are not supported. If you want to make full use of the SDK then you really do need the Windows version.
It is also worth noting that, while you can use the Xbox 360 version with the development environment, the runtime environment will reject it and request a Windows Kinect. What this means is that you can use a cheap Kinect Xbox 360 to get started, but once you have perfected your application you need to move to the Windows device to make use of it.
In this chapter we look at how easy it is to start writing software using C#.
First you need to prepare the hardware and this isn't without its difficulties.
Project Information URL: http://www.i-programmer.info/ebooks/practical-windows-kinect-in-c.html, http://www.i-programmer.info/ebooks/practical-windows-kinect-in-c/3738-introduction-to-kinect.html, http://www.i-programmer.info/ebooks/practical-windows-kinect-in-c/3725-getting-started-with-windows-kinect-sdk-10.html