Category: Work In Progress
Tommy Hoffmann corrects Kinect with Zoom
Kinect sensor space planning for Fusebox Gallery
Kinect field tested floor plan
Our set of Kinects have consistently recognized a human blob within this triangular space. They have been placed on the floor at the left-hand side of this image pointed up and toward the figure. We have been using Kinect For PC 1.5. The dimensions are ± 1 inch. Read more →
Kinect for Windows Sensor Components and Specifications
Kinect for Windows 1.5, 1.6, 1.7 Inside the sensor case, a Kinect for Windows sensor contains: An RGB camera that stores three channel data in a 1280×960 resolution. This makes capturing a color image possible. An infrared (IR) emitter and an IR depth sensor. The emitter emits infrared light beams and the depth sensor reads the IR beams reflected back… Read more →
Kinect Sensor on Microsoft Developer Network
The Kinect Services support the following features: Depth image including Player Index RGB image Tilt (Get and Set) Microphone Array (not in simulation) Skeleton Tracking (not in simulation) You can specify the resolution of the Depth and RGB cameras independently via a config file, as well as the depth camera mode.The config file also specifies whether you want skeleton… Read more →
Fusebox sensor and projector sketch
Fusebox gallery rough measured drawing in Google Sketchup
Rough measured drawing of Fusebox Gallery of the Denver Art Museum, accurate to within a few inches in each dimension. Thanks to our friend Christopher Coleman for sharing his rendition in Blender and the copy he made from the annotated blueprints. Teri is working up a rendition in Maya with very few polygons so that we can use it in… Read more →
Camera.ScreenPointToRay
our friend Erika L. thinks this may be of some use for Andre, given his last update. Camera.ScreenPointToRay ScreenPointToRay(position: Vector3): Ray; Description Returns a ray going from camera through a screen point. Resulting ray is in world space, starting on the near plane of the camera and going through position’s x,y pixel coordinates on the screen position.z is ignored. Screenspace… Read more →
Andre Update 7/26
I’ve successfully changed the code on the player avatar(currently represented by a small sphere) and the poppies to make them children of the Main Camera. This allows me to move the camera around without having to adjust player and poppy positions. The relative positions of the player and poppies are still hard coded ( -10 to 10 , for example) so… Read more →