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Flexible Action and Articulated Skeleton Toolkit (FAAST)

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

OpenNI - OpenNI > Home RINIONS - Network System Laboratory - Rinions (ex- SLKinect2) RINIONS is Real Time Input from NI/NUI and Output to the Network and Shared Memory System Glossary: NI: Natural Interaction, NUI: Natural User Interface Rinions Rinions transfers animation data from Kinect/Xtion to Second Life/OpenSim Viwer.And Rinions realizes Real-Time Animation on Second Life or OpenSim.Rinions supports animation data file (BVH), too.Technical Data: ppt Latest Version is 3.4.0 (4 March 2013). Voice Control (for Kinect SDK 1.6/1.7)Support OpenNI2 and NiTE2Enhancement of a log functionFace Tracking is enable.Joint Rotation Restriction.Rinions supports BVH file and MikuMikuDance(MMD). Why is SLKinect renamed to Rinions ? Functions of Rinions Dual Library Stack (OpenNI2+NiTE2 and Kinect SDK 1.6/1.7)Voice Control (for Kinect SDK 1.6)Support Log File of Joint Data.Detection of position and Qauternion of joints. Dual Library Stack (OpenNI/NiTE and Kinect SDK) Usage and Fuctions Voice Control (for Kinect SDK) You need to install Runtime of Speech Platform. Face Tracking Kinect SDK

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 solution? Creating lots of prototypes and simply seeing what worked. 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. All that, just to create a menu.

O que existe no momento? Berkeley 3-D Object Dataset Virtual Worlds with Kinect Vergleich verschiedener Maus-Emulatoren für Microsoft Kinect | Soziotechnische Integration Mit dem Er­schei­nen von Mi­cro­soft Kinect als Zu­be­hör für die Spie­le­kon­so­le Xbox 360 im No­vem­ber 2010 wur­de erst­mal ein kos­ten­güns­ti­ger In­fra­rot-Tie­fen­sen­sor für ei­ne brei­te Nut­zer­schaft ver­füg­bar und schuf so­mit die Mög­lich­keit zur Ent­wick­lung von An­wen­dun­gen, die durch ei­ne ges­ten­ba­sier­te Nut­zer­inter­ak­ti­on oh­ne zu­sätz­li­che Ein­ga­be­ge­rä­te das Po­ten­ti­al zur Re­vo­lu­ti­on der Ge­stal­tung der Hu­man-Com­pu­ter­rec In­ter­ac­tion ver­spre­chen. Da­her ent­stand in kur­zer Zeit ei­ne Com­mu­ni­ty, die die An­bin­dung an ei­nen PC zu­nächst mit selbst­ent­wi­ckel­ten Trei­bern, ei­ni­ge Wo­chen spä­ter dann mit Trei­bern und Soft­ware De­ve­lop­ment Kit (SDK) von dem eben­falls an der Ent­wick­lung von Kinect be­tei­lig­ten Un­ter­neh­men Pri­me­sen­se er­mög­lich­te und ers­te An­wen­dun­gen mit viel­fäl­ti­gen An­wen­dungs­ge­bie­ten ver­öf­fent­lich­te. Kinect Maus-Emu­la­to­ren Ki­nE­mo­te Ki­nE­mo­te Fo­kus­be­rei­che von FAAST

OpenNI | The standard framework for 3D sensing An open source implementation of KinectFusion - Point Cloud Library Armadillo | John McCaffery Armadillo is Virtual World client aimed at supporting immersive interactions. It aims to support hands free input (via the Kinect or other NUI devices) and immersive output (via multiple screens and fisheye projection). It’s purpose is to serve as a research platform for experimenting with immersive technology and also as a practical platform to be used by educators, museum curators or anyone else wishing to explore immersive interaction in Virtual Worlds. The first prototype of Armadillo has been built.

kinect_calibration/technical Description: Technical aspects of the Kinect device and its calibration Tutorial Level: ADVANCED Authors: Kurt Konolige, Patrick Mihelich Imager and projector placement The Kinect device has two cameras and one laser-based IR projector. This image is provided by iFixit. All the calibrations done below are based on IR and RGB images of chessboard patterns, using OpenCV's calibration routines. Depth calculation The IR camera and the IR projector form a stereo pair with a baseline of approximately 7.5 cm. Depth is calculated by triangulation against a known pattern from the projector. Disparity to depth relationship For a normal stereo system, the cameras are calibrated so that the rectified images are parallel and have corresponding horizontal lines. z = b*f / d, where z is the depth (in meters), b is the horizontal baseline between the cameras (in meters), f is the (common) focal length of the cameras (in pixels), and d is the disparity (in pixels). d = 1/8 * (doff - kd), to find b and doff.

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