Day #9: getting kinected

Written by Stefanie.
skeleton

The first step in our implementation phase was to connect the Kinect System and get hold of the depth and Skeleton data.

When Microsoft released the Kinect for XBOX 360 in 2010, it was and still is the fastest selling product in consumer electronics. Using its integrated depth-sensor, the system was able to capture 3D-data at extremely low cost. Microsoft first underestimated the potential of the sensor-system. So hackers around the world started developing their own drivers to work with Kinect on a PC. It was only after seeing all the amazing projects which were realized using those 3rd party drivers, that Microsoft released a SDK for Kinect.

You can do a lot of fun things with the Kinect. From plain silhouette tracking, to generating pointclouds, to 3D skeleton tracking – which is what we need for Digital Fragments. With its depth sensor, the system enables to layer a virtual 3D space over the physical space. In order to merge this digital reproduction of space and objects with the actual environment, a reference system for Digital Fragments needed to be created.
So Hannes ended up searching for a compatible and applicable version on GitHub which suits the needs of our installation setup and is of maximum use for the tracking he did.
To give you a brief insight of how simple the outcome of such a complicated procedure looks at the end, we have a screenshot of the skeleton tracking testing.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Well, believe it or not, something big is happening here. Apparently…