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EBOOKCENTRAL_ocn853238766 |
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OCoLC |
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130719s2013 xx o 000 0 eng d |
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|z (OCoLC)858027911
|z (OCoLC)968072353
|z (OCoLC)969014466
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|b MIL
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|a TK6681
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0 |
4 |
|a 006
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049 |
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|a UAMI
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100 |
1 |
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|a Wang, Rui
|c (Software engineer)
|1 https://id.oclc.org/worldcat/entity/E39PCjwywhd4PMv3t8fcRHq98P
|
245 |
1 |
0 |
|a Augmented Reality with Kinect.
|
260 |
|
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|b Packt Publishing,
|c 2013.
|
300 |
|
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|a 1 online resource
|
336 |
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|a text
|b txt
|2 rdacontent
|
337 |
|
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|a computer
|b c
|2 rdamedia
|
338 |
|
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|a online resource
|b cr
|2 rdacarrier
|
347 |
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|a text file
|2 rda
|
490 |
1 |
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|a Community experience distilled
|
505 |
0 |
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|a Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started with Kinect; Installation of Kinect; Set up your Kinect software on PCs; Why did I do that?; The idea of the AR-based Fruit Ninja game; Summary; Chapter 2: Creating Your First Program; Preparing the development environment; Building the Visual Studio project; Starting the device; Initializing and using Kinect in C++; Understanding the code; Additional information; Summary; Chapter 3: Rendering the Player; Choosing image stream types.
|
505 |
8 |
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|a Obtaining color and depth imagesDrawing color and depth as textures; Understanding the code; An incorrect way to combine depth and color; A traditional way for background subtraction; Understanding the code; Aligning color with depth; Generating a color image from depth; Understanding the code; Additional information; Using a green screen with Kinect; Making a magic photographer; Understanding the code; Additional information; Summary; Chapter 4: Skeletal Motion and Face Tracking; Understanding skeletal mapping; Obtaining joint positions; Drawing the skeleton; Understanding the code.
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505 |
8 |
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|a Drawing the linetrails following the handsDrawing the path for specified joints; Understanding the code; Face tracking in Kinect; Detecting a face from the camera; Detecting and drawing the face rectangle; Understanding the code; Constructing the face model; Drawing the parametric face model; Understanding the code; Summary; Chapter 5: Designing a Touchable User Interface; Multitouch systems; Locating the cursors; Drawing cursors from two hands; Understanding the code; Additional information; Common touching gestures; Recognizing holding and swiping gestures; Drawing cursors using two hands.
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505 |
8 |
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|a Understanding the code?Additional information; Sending cursors to external applications; Emulating Windows mouse with cursors; Understanding the code; Summary; Chapter 6: Implementing the Scene and Gameplay; Integrating the current code; Integrating existing elements in a scene; Understanding the code; Cutting the fruits; Adding and handling fruit objects; Understanding the code; Playing the game; Adding simple game logic; Understanding the code; Additional information; Summary; Appendix: Where to Go from Here; libfreenect -- the pioneer of Kinect middleware.
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505 |
8 |
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|a OpenNI -- a complete and powerful Kinect middlewareFree and open source resources; Commercial products using Kinect; Index.
|
520 |
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|a This book is a mini tutorial with plenty of code examples and strategies to give you many options when building your own applications. This book is meant for readers who are familiar with C/C++ programming and want to write simple programs with Kinect. The standard template library can also be used as it is simple enough to understand.
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588 |
0 |
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|a Print version record.
|
590 |
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|a ProQuest Ebook Central
|b Ebook Central Academic Complete
|
650 |
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0 |
|a Kinect (Programmable controller)
|
650 |
|
0 |
|a Kinect (Programmable controller)
|x Programming.
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650 |
|
0 |
|a Multimodal user interfaces (Computer systems)
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650 |
|
6 |
|a Kinect.
|
650 |
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6 |
|a Kinect
|x Programmation.
|
650 |
|
6 |
|a Interfaces utilisateurs multimodales (Systèmes informatiques)
|
650 |
|
7 |
|a COMPUTERS
|x Interactive & Multimedia.
|2 bisacsh
|
650 |
|
7 |
|a TECHNOLOGY & ENGINEERING
|x Engineering (General)
|2 bisacsh
|
650 |
|
7 |
|a COMPUTERS
|x Programming
|x Games.
|2 bisacsh
|
650 |
|
7 |
|a COMPUTERS
|x Digital Media
|x Video & Animation.
|2 bisacsh
|
650 |
|
7 |
|a COMPUTERS
|x Intelligence (AI) & Semantics.
|2 bisacsh
|
650 |
|
7 |
|a COMPUTERS
|x Computer Science.
|2 bisacsh
|
650 |
|
7 |
|a Kinect (Programmable controller)
|2 fast
|
650 |
|
7 |
|a Multimodal user interfaces (Computer systems)
|2 fast
|
655 |
|
4 |
|a Llibres electrònics.
|
758 |
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|i has work:
|a Augmented reality with Kinect (Text)
|1 https://id.oclc.org/worldcat/entity/E39PCH3Gtck4txmJGpt6p9KVyd
|4 https://id.oclc.org/worldcat/ontology/hasWork
|
776 |
0 |
8 |
|i Print version:
|z 9781299735088
|
830 |
|
0 |
|a Community experience distilled.
|
856 |
4 |
0 |
|u https://ebookcentral.uam.elogim.com/lib/uam-ebooks/detail.action?docID=1210006
|z Texto completo
|
938 |
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|a EBL - Ebook Library
|b EBLB
|n EBL1210006
|
938 |
|
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|a ProQuest MyiLibrary Digital eBook Collection
|b IDEB
|n cis25840669
|
994 |
|
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|a 92
|b IZTAP
|