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Borenstein - Making things see: 3D vision with Kinect, Processing, Arduino and MakerBot

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Borenstein Making things see: 3D vision with Kinect, Processing, Arduino and MakerBot
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Making things see: 3D vision with Kinect, Processing, Arduino and MakerBot: summary, description and annotation

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This detailed, hands-on guide provides the technical and conceptual information you need to build cool applications with Microsofts Kinect, the amazing motion-sensing device that enables computers to see. Through half a dozen meaty projects, youll learn how to create gestural interfaces for software, use motion capture for easy 3D character animation, 3D scanning for custom fabrication, and many other applications. Perfect for hobbyists, makers, artists, and gamers.

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Making Things See
Greg Borenstein
Editor
Brian Jepson

Copyright 2012 Greg Borenstein

OReilly Media books may be purchased for educational, business, or sales promotional use. Online editions are also available for most titles (.

The OReilly logo is a registered trademark of OReilly Media, Inc. Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and OReilly Media, Inc., was aware of a trademark claim, the designations have been printed in caps or initial caps.

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Preface

When Microsoft first released the Kinect, Matt Webb, CEO of design and invention firm Berg London, captured the sense of possibility that had so many programmers, hardware hackers, and tinkerers so excited:

WW2 and ballistics gave us digital computers. Cold War decentralization gave us the Internet. Terrorism and mass surveillance: Kinect.

Why the Kinect Matters

The Kinect announces a revolution in technology akin to those that shaped the most fundamental breakthroughs of the 20th century. Just like the premiere of the personal computer or the Internet, the release of the Kinect was another moment when the fruit of billions of dollars and decades of research that had previously only been available to the military and the intelligence community fell into the hands of regular people.

Face recognition, gait analysis, skeletonization, depth imagingthis cohort of technologies that had been developed to detect terrorists in public spaces could now suddenly be used for creative civilian purposes: building gestural interfaces for software, building cheap 3D scanners for personalized fabrication, using motion capture for easy 3D character animation, using biometrics to create customized assistive technologies for people with disabilities, etc.

While this development may seem wide-ranging and diverse, it can be summarized simply: for the first time, computers can see. While weve been able to use computers to process still images and video for decades, simply iterating over red, green, and blue pixels misses most of the amazing capabilities that we take for granted in the human vision system: seeing in stereo, differentiating objects in space, tracking people over time and space, recognizing body language, etc. For the first time, with this revolution in camera and image-processing technology, were starting to build computing applications that take these same capabilities as a starting point. And, with the arrival of the Kinect, the ability to create these applications is now within the reach of even weekend tinkerers and casual hackers.

Just like the personal computer and Internet revolutions before it, this Vision Revolution will surely also lead to an astounding flowering of creative and productive projects. Comparing the arrival of the Kinect to the personal computer and the Internet may sound absurd. But keep in mind that when the personal computer was first invented, it was a geeky toy for tinkerers and enthusiasts. The Internet began life as a way for government researchers to access one anothers mainframe computers. All of these technologies only came to assume their critical roles in contemporary life slowly as individuals used them to make creative and innovative applications that eventually became fixtures in our daily lives. Right now it may seem absurd to compare the Kinect with the PC and the Internet, but a few decades from now, we may look back on it and compare it with the Altair or the ARPAnet as the first baby step toward a new technological world.

The purpose of this book is to provide the context and skills needed to build exactly these projects that reveal this newly possible world. Those skills include:

  • Working with depth information from 3D cameras

  • Analyzing and manipulating point clouds

  • Tracking the movement of peoples joints

  • Background removal and scene analysis

  • Pose and gesture detection

The first three chapters of this book will introduce you to all of these skills. Youll learn how to implement each of these techniques in the Processing programming environment. Well start with the absolute basics of accessing the data from the Kinect and build up your ability to write ever more sophisticated programs throughout the book. Learning these skills means not just mastering a particular software library or API, but understanding the principles behind them so that you can apply them even as the practical details of the technology rapidly evolve.

And yet even mastering these basic skills will not be enough to build the projects that really make the most of this Vision Revolution. To do that, you also need to understand some of the wider context of the fields that will be revolutionized by the cheap, easy availability of depth data and skeleton information. To that end, this book will provide introductions and conceptual overviews of the fields of 3D scanning, digital fabrication, robotic vision, and assistive technology. You can think of these sections as teaching you what you can do with the depth and skeleton information once youve gotten it. They will include topics such as:

  • Building meshes

  • Preparing 3D models for fabrication

  • Defining and detecting gestures

  • Displaying and manipulating 3D models

  • Designing custom input devices for people with limited ranges of motion

  • Forward and inverse kinematics

In covering these topics, our focus will expand outward from simply working with the Kinect to using a whole toolbox of software and techniques. The last three chapters of this book will explore these topics through a series of in-depth projects. Well write a program that uses the Kinect as a scanner to produce physical objects on a 3D printer, well create a game that will help a stroke patient with physical therapy, and well construct a robot arm that copies the motions of your actual arm. In these projects, well start by introducing the basic principles behind each general field and then seeing how our newfound knowledge of programming with the Kinect can put those principles into action. But we wont stop with Processing and the Kinect. Well work with whatever tools are necessary to build each application, from 3D modeling programs to microcontrollers.

This book will not be a definitive reference to any of these topics; each is vast, comprehensive, and filled with its own fascinating intricacies. This book aims to serve as a provocative introduction to each areagiving you enough context and techniques to start using the Kinect to make interesting projects and hoping that your progress will inspire you to follow the leads provided to investigate further.

Who This Book Is For

At its core, this book is for anyone who wants to learn more about building creative interactive applications with the Kinect, from interaction and game designers who want to build gestural interfaces to makers who want to work with a 3D scanner to artists who want to get started with computer vision.

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