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Flexible Action and Articulated Skeleton Toolkit (FAAST) Contributors Evan A. Suma, Belinda Lange, Skip Rizzo, David Krum, and Mark Bolas Project Email Address: faast@ict.usc.edu 32-bit(recommended for most users) 64-bit(for advanced users) Note from Evan Suma, the developer of FAAST: I have recently transitioned to a faculty position at USC, and unfortunately that means I have very limited time for further development of the toolkit. You may also view our online video gallery, which contains videos that demonstrate FAAST’s capabilities, as well as interesting applications that use the toolkit. Have a Kinect for Windows v2? We have developed an experimental version of FAAST with support for the Kinect for Windows v2, available for download here (64-bit only). Recent News December 12, 2013 FAAST 1.2 has been released, adding compatibility for Windows 8. Summary FAAST is middleware to facilitate integration of full-body control with games and VR applications using either OpenNI or the Microsoft Kinect for Windows skeleton tracking software. E. Support

Main Page KinEmote - Free XBox Kinect Software for Windows The Kinect effect: how Harmonix mastered Dance Central's menus Dance Central has quickly emerged as one of the best-received titles for Microsoft's Kinect. Not only is the game great, but the smaller details like the way the menu system works are also superior to the other current Kinect offerings. Since gesture-based controls are such a new frontier, the developers at Harmonix had a difficult time creating an intuitive control scheme for navigating menus. The major problem for Harmonix was that, aside from that one scene in Minority Report, there weren't any real solid examples that the team could look at for inspiration. The main goal was to create a menu system that didn't make players wish they were using a controller instead. Another early prototype featured a virtual scroll wheel, something along the lines of the big wheel from The Price Is Right. Things went on like this for around two months. Eventually they settled on removing the cursor all together and went back to one of the earliest ideas: sliding buttons.

Antonis Argyros, Tracking the Articulated Motion of Two Strongly Interacting Hands Brief description We propose a method that relies on markerless visual observations to track the full articulation of two hands that interact with each-other in a complex, unconstrained manner. We formulate this as an optimization problem whose 54-dimensional parameter space represents all possible configurations of two hands, each represented as a kinematic structure with 26 Degrees of Freedom (DoFs). From a methodological point of view, the proposed approach combines the merits of two recently proposed methods for tracking hand articulations. Experimental results demonstrate that the accuracy achieved in two hands tracking is in the order of 6mm, in scenarios involving complex interaction between two hands. Graphical illustration of the proposed method. Sample results Quantitative results See a video with sample qualitative results Contributors Iason Oikonomidis, Nikolaos Kyriazis, Antonis Argyros. This work was partially supported by the IST-FP7-IP-215821 project GRASP and Robohow.cog.

Kinect for Windows Software and Multitouch Monitors Berkeley 3-D Object Dataset Joaquim Rocha's Web Page Trackmate 1. Print Tags Trackmate uses a small, specially designed circular barcode that stores information which can be easily decoded by the Trackmate Tracker. The tag measures less than 1"x1" square, contains a six byte unique ID (over 280 trillion unique IDs are possible), and is entirely open source. 2. There are a lot of different ways that you can build a Trackmate system. 3. The Trackmate Tracker reads Trackmate tags (by processing images from a webcam) and then sends the corresponding data to any spatial application via LusidOSC. 4. Trackmate sends object data via LusidOSC (a protocol layer for unique spatial input devices), allowing any LusidOSC-based application to work with the system.

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