Kinect at Tech Valley .NET User Group

Posted December 6, 2011 1:15 PM Categories: .NET | Events | Kinect | Tech Valley Code Camp

imageFor my fellow Capital District folks, I’ll be giving a session to the Tech Valley .NET Users Group (TVUG) Tuesday, December 13th at 6:30pm on everything that is Kinect and the Kinect for Windows SDK  Here are the details….

Where: Tyler Technologies, Latham, NY
When: Tuesday, December 13th, 2011, 6:30-8:30PM

Join us as Brian Peek demonstrates the basics of using the Kinect for Windows SDK including:  how Kinect works, installing and setting up the Kinect sensor, setting up the development environment, reading camera, depth and skeleton data, understanding what depth data is and how it works, skeletal tracking and working with the Kinect microphone array to record audio and use speech recognition.

Hope to see you all there!

Visual Studio Live! - Orlando

Posted December 1, 2011 12:59 PM Categories: .NET | Events | Multi-touch | VSLive Orlando | Windows Phone | XNA

imageI will be speaking at Visual Studio Live! in Orlando this December 5-9.  The conference is a full 5 day event and there’s still time to register!  The two sessions I’m presenting are:

TH2 - XNA Games for Windows Phone 7
Date: Thursday, December 8, 2011
Time: 8:00 AM – 9:15 AM 
Level: Introductory to Intermediate

You have Silverlight on Windows Phone 7 under control, but what about XNA? If you're looking to create a more advanced game with better performance than Silverlight, XNA is the platform for you. In this session, developers will learn how to build an XNA game targeted for Windows Phone 7. The basics of the platform will be demonstrated while building a simple Space Invaders-type game that would be Marketplace acceptable. Specifically, this session will cover how to deal with user input, play sound effects and music, display animated 2D graphics, and how to create a game that's ready to be sold on the Marketplace.

TH12 - Multi-touch Madness!
Date: Thursday, December 8, 2011 
Time: 11:00 AM – 12:15 PM 
Level: Introductory to Intermediate

Multi-touch technology is popping up everywhere, most recently in Windows 7 and various .NET technologies. Windows 7 has been designed from the ground-up with multi-touch in mind, and the newest versions of WPF and Silverlight are multi-touch capable as well. In this session I will take you through the 4 biggest areas of Microsoft multi-touch technology: Windows 7, WPF 4, Silverlight, and Surface, including the forthcoming Surface Toolkit for Windows Touch. You will learn how to make your applications multi-touch aware and capable using each of these platforms, how to handle gestures and manipulations properly across platforms, and learn where multi-touch is heading in the future with regard to Microsoft development.

We will also be playing another round of Developer Duel on Wednesday night during the Wild Wednesday event.  Join us for the event and have a chance to win fabulous prizes while playing a game similar to one you’ve seen on TV for the past 30 years…

Get more information on the conference at:

Hope to see you all there!

Kinect for Windows SDK + XNA

Posted November 21, 2011 1:13 PM Categories: .NET | C# | Kinect | XNA

imageI have seen a few people talk about using the Kinect for Windows SDK with XNA lately, and many of those projects aren't using the SDK how it's intended to be used from a framework such as this.

When I had a hand in working on the managed SDK, I made a point that the API should allow for both an "eventing" model, and a polling model.  In the land of WPF and WinForms, an eventing model makes perfect sense.  In these frameworks, the SDK is intended to be used thusly:

private Nui.Runtime _kinect = Nui.Runtime.Kinects[0];

private void Window_Loaded(object sender, RoutedEventArgs e)
{
    _kinect.DepthFrameReady += DepthFrameReady;
    _kinect.SkeletonFrameReady += SkeletonFrameReady;
}

void DepthFrameReady(object sender, ImageFrameReadyEventArgs e)
{
    // do something with the depth frame
}

void SkeletonFrameReady(object sender, SkeletonFrameReadyEventArgs e)
{
    // do something with the skeleton frame
}

But, in the land of XNA, where all of your code is shared between the Update and Draw methods, and where events don't really exist in the normal flow of things, trying to synchronize the Kinect events and the data they provide with the Update and Draw loop can be difficult, and can lead to conditions where data is being updated from an event while you're touching it in the Update method.  Sure, you could use locks to help synchronize things, but there's an easier way.

To help with this, the API contains methods to directly poll for the latest data, such as the current depth frame or skeleton frame.  These methods can be used as shown:

private Runtime _kinect = Runtime.Kinects[0];
private SkeletonFrame _skeletonFrame;
private ImageFrame _depthFrame;

protected override void Update(GameTime gameTime)
{
    _skeletonFrame = _kinect.SkeletonEngine.GetNextFrame(0);
    _depthFrame = _kinect.DepthStream.GetNextFrame(0);

    base.Update(gameTime);
}

protected override void Draw(GameTime gameTime)
{
    // do something with _skeletonFrame and/or _depthFrame
    // such as, draw it to the screen
    
    base.Draw(gameTime);
}

So, if you're using XNA in tandem with the Kinect for Windows SDK, be sure to use the API as it was intended.  It will likely save you some debugging headaches later on.

Kinect for Windows SDK is here!

Posted June 16, 2011 12:47 PM Categories: Gaming | .NET | Coding4Fun | Hardware | C/C++ | C# | NUI | Kinect

image

Hooray!  I can finally talk about this!  As I've alluded to previously, I had a hand (one of many) in the managed portion of the SDK and what was originally shown at MIX. Since then the SDK has changed a bit but it's finally ready to go!

The Kinect for Windows SDK is now available for download on the Microsoft Research site.  We have also launched several samples over at Coding4Fun that you can begin using immediately:

Coding4Fun Kinect Toolkit

You definitely want to download this one when you get started.  This toolkit contains a variety of extension methods and controls to make using the Kinect for Windows SDK even easier to use.  Some of my code appears in this one.  Smile

Kinect Mouse Cursor

This sample is entirely mine.  Kinect Mouse Cursor is a demo application that uses the Kinect for Windows SDK and its skeletal tracking features to allow a user to use their hands to control the Windows mouse cursor.  Use your right hand to move the cursor, and raise your left hand to press the left mouse button.  Use the check box to switch hands…
image

Kinect Paint

Kinect Paint is a skeleton tracking application that allows you to become the paint brush!  IdentityMine built this for us.

imageimageimage

imageimage

Kinect for Windows SDK Quickstarts

This is a series of quick start videos starring the lovely and talented Dan Fernandez, who walks you through the basics of Kinect development from the very beginning.  Don't miss these!

Coding4Fun's Kinect for Windows SDK Blog

Add a bookmark to this now.  Coding4Fun will be tracking awesome projects using the new SDK here.  Have something to show off?  Tell us!

Kinect Hack-a-thon

In coordination with the Kinect launch, developers were invited out to the Microsoft campus to develop applications in a 24 hour "code-a-thon".  Some health issues prevented me from attending this event, but I'm looking forward to seeing what these people came up with…

We will have more samples and fun projects at Coding4Fun soon, so be sure to check back there (and here) regularly for more Kinect goodness.  Until then, enjoy the new SDK, our new samples, and see what you can build!  I'd love to hear about any projects you create with these tools…

MJPEG Decoder

Posted February 10, 2011 9:12 AM Categories: .NET | Coding4Fun | Hardware | MIX10 | Silverlight | Windows Phone | WPF | XNA

209653324My latest article and library is now live on the brand new Coding4Fun site, now on Channel 9, and over at CodePlex.  This project allows you to very easily decode a MJPEG (Motion JPEG) stream from a network camera (or any other source) into a consumable type for WinForms, WPF, Silverlight, XNA and Windows Phone 7 (both Silverlight and XNA).

The MJPEG Decoder library started life as a project for the t-shirt cannon built for the MIX10 keynote.  The original plan was to have an IP camera attached to the robot for a real-time video stream from the bot's perspective, but the feature wound up being cut for time, and due to some issues rendering the video on the very early Windows Phone 7 tools.  The library has been sitting around a while, has gone through several rewrites and now supports almost every platform I can think of.  With the new Coding4Fun up and running, it was time to polish it off and get it posted.

Take a look at the article, download the binaries and source, and let me know how it works!

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