"Pixelbending" with the Kinect

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Today's inspirational project comes to us via Kinect Hacks and is a fun example of the Kinect and UDK.


For our course project in 3D User Interfaces, we chose to make a game loosely inspired by the hit show Avatar: Last Airbender. As the class was aimed at innovation, we created a Kinect-UDK interface that not only recognizes gestures and postures, but has a continuous component...no more simply mapping a gesture to a button press!

As you do each movement, there is one or more continuous attribute, say how high your hands are, or how fast you throw the release, meaning there are virtually unlimited results from a single gesture 'sentence.'

This is very much a work in progress, so we took a tongue-and-cheek approach to the vid; Hope you enjoy. Check back for more videos as we continue development!

Technologies: Microsoft Kinect SDK, Unreal Developer's Kit, nVidia 3DTV Play (with an LG passive 3D TV). The gesture recognizer runs on one machine and communicates the kinect state to the game engine machine via TCP/IP (this is only because of driver conflicts and simplicity).

Project Information URL: http://www.youtube.com/watch?feature=player_embedded&v=Zt2jZEYRgUQ

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