Stepping into Kinect development and getting your application Kinect-ed
Today's project is in the theme of getting started developing with the Kinect and Kinect for Windows SDK. There's been a few Gallery entries like this already (and there will be more in the future) and while they may appear duplicative, each author provides a different and unique point of view and approach. So where one might not connect with you, another just might.
Getting Your Application Kinect-ed
For those of you who don't follow the news, or just happen to live under rocks, Microsoft Research released a beta SDK for the Xbox 360 Kinect. If you don't know what a Kinect is, then I will assume you do indeed live under a rock. The Xbox 360 peripheral has wowed gamers since 2010, and now Microsoft has seen fit to release a potential SDK for the device. In this article, I intend to demonstrate my first crack at the API. This article is targeted at anyone interested in developing applications which make use of the Kinect. Novice coders should have no trouble following what I did (since, in the Kinect world, I am a novice myself!).
The requirements of this project are as follows:
- Visual Studio 2010* (any edition should work, even Express)
- .NET 4.0 (this should be installed with VS 2010, if not already installed)
- A Kinect (duh!)
- Your system should have:
- A dual-core 2.66 GHz or better processor
- 2 GB RAM
- Windows 7
- Graphics card which supports DirectX 9.0c
My goals in this project were simple: become familiar with the API. Many of the samples that come with the SDK are written to take advantage of WPF. I haven't had much experience with that technology (yet), and so I was compelled to create a Forms application that could utilize this API. I played around with the Skeletal Tracking capabilities and I also dabbled in Speech Recognition. Let's first examine Skeletal Tracking, found under the Microsoft.Research.Kinect.Nui namespace.