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1

Manuylova, Ekaterina. "Investigations of stereo setup for Kinect." Thesis, Linköpings universitet, Institutionen för teknik och naturvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-75855.

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The main purpose of this work is to investigate the behavior of the recently released by Microsoft company the Kinect sensor, which contains the properties that go beyond ordinary cameras. Normally, in order to create a 3D reconstruction of the scene two cameras are required. Whereas, the Kinect device, due to the properties of the Infrared projector and sensor allows to create the same type of the reconstruction using only one device. However, the depth images, which are generated by the Infrared laser projector and monochrome sensor in Kinect can contain undefined values. Therefore, in addit
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Nordmark, Anton. "Kinect 3D Mapping." Thesis, Linköpings universitet, Datorseende, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-85158.

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This is a master thesis of the Master of Science degree program in Applied Physics and Electrical Engineering at Linköping University. The goal of this thesis is to find out how the Microsoft Kinect can be used as a part of a camera rig to create accurate 3D-models of an indoor environment. The Microsoft Kinect is marketed as a touch free game controller for the Microsoft Xbox 360 game console. The Kinect contains a color and a depth camera. The depth camera works by constantly projecting a near infrared dot pattern that is observed with a near infrared camera. In this thesis it is described h
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Eagle, James. "Kinect Surface Tracking." Thesis, University of Canterbury. Physics and Astronomy, 2014. http://hdl.handle.net/10092/10283.

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A cost effective method for evaluating patient motion during external beam radiotherapy has been developed. This system consists of a 3D depth camera and tracking software. The system was tested using a range of custom built phantoms and motion platforms. Kinect v1 and v2 sensors were chosen for this project due to their low cost and high resolution as compared to other depth cameras. Various tracking algorithms were evaluated to determine the optimal method for the system. Testing determined that the Kinect v2 was the more suitable sensor primarily due to the significantly lower depth variat
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Kharchenko, N. I. "Technology of kinect." Thesis, Sumy State University, 2014. http://essuir.sumdu.edu.ua/handle/123456789/45412.

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Kinect (codenamed in development as Project Natal) is a line of motion sensing input devices by Microsoft. Based on a peripheral addition, it enables users to control and interact with their computer without the need for a game controller, through a natural user interface using gestures and spoken commands. The first-generation Kinect was first introduced in November 2010 in an attempt to broaden Xbox 360's audience.
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Dal, Monte Sara. "Kinect based personal trainer." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2017.

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Hillman, Joel. "Kinect in retro games." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5201.

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Have you ever asked yourself whether new technology mixed with older might have a great outcome? How about using a modern kind of input control, such as a camera with gesture recognition in an older game? This study is meant to nd out whether or not camera-based input is suitable in older retro games and how it di ers in comparison to standard gamepad input. A modi ed version of In nite Super Mario is used to receive input from a Kinect application and control the character inside the game. Questionnaires and logging is added into the application to collect research data to help in answering t
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Bengtsson, Morgan. "Indoor 3D Mapping using Kinect." Thesis, Linköpings universitet, Datorseende, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-106145.

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In recent years several depth cameras have emerged on the consumer market, creating many interesting possibilities forboth professional and recreational usage. One example of such a camera is the Microsoft Kinect sensor originally usedwith the Microsoft Xbox 360 game console. In this master thesis a system is presented that utilizes this device in order to create an as accurate as possible 3D reconstruction of an indoor environment. The major novelty of the presented system is the data structure based on signed distance fields and voxel octrees used to represent the observed environment.<br>Un
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Czompál, Zsolt. "Ovládání desktopu pomocí senzoru Kinect." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2012. http://www.nusl.cz/ntk/nusl-236428.

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The aim of this master's thesis was to create a user interface that allows controlling the PC using voice commands, static poses and dynamic gestures. It contains an implementation of a natural user interface that emulates the functionality of the keyboard and the mouse. In this thesis for detecting and tracking the user was used the sensor Kinect. For implementation I have chosen platform Windows and the Kinect for Windows SDK with programming language C#. During the implementation and testing of the interface, sensor Kinect for Xbox 360 was used. The result of this master's thesis is a natur
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Brodd-Reijer, Christoffer. "Dance quantification with Kinect : Adjusting music volume by using depth data from a Kinect sensor." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-181928.

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Humans interact with computers in many various ways. Different interaction models are suited for different situations and tasks. This thesis explores the motion based interaction made possible by the Kinect for Windows device. A stand-alone library is built for interpreting, analyzing and quantifying movements in a room. It highlights the complexity in movement analysis in real time and discusses various algorithms for interpolation and filtering. The finished library is integrated into an existing music application by expanding its plugin system, allowing users to control the volume level of
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Candefors, Joakim, and Mikael Söderqvist. "3D-ansiktsigenkänning med Kinect : En studie i ansiktsigenkänning med Kinect och dess beroende påansiktets horisontella rotation." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-157682.

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Denna rapport syftar till att utforska och visa på möjligheten till ansiktsigenkänning vilket görs lättillgängligt för allmänheten genom Microsoft Kinect for XBOX360 och eventuella framtida liknande lösningar med lågupplösta 3D-sensorer. Det finns många komplicerande faktorer inom ansiktsigenkänning och däribland ansiktsrotation. Beroendet på ansiktets horisontella vinklar i förhållande till Kinectenheten undersöks för 5 testsubjekt genom användandet av en 3D-baserad matchningsalgoritm.Detta sker med en metod baserad på Microsoft Kinect Face Tracking SDK och de ansiktsmodeller i 3D denna lever
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Moses, Andrew. "Natural Interaction Programming with Microsoft Kinect." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-78418.

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This report has the purpose of exploring the area of developing a natural interaction game using Microsoft Kinect. The launch of Kinect for Microsoft Xbox 360 has given us hardware for tracking humans, face recognition, speech recognition and 3D reconstruction for a relatively cheap price. This has created other areas of usage for Kinect than just in the area of games for Xbox. In this report I find out which development tools that are available today for developing applications for the PC platform and what they offer. I also choose one of them and develop a game with it with the purpose of ev
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Palade, Nicolae. "Autonomous Stroke Rehabilitation with Microsoft Kinect." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-153659.

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The aim of the work is to design and prototype an autonomous stroke rehabilitation system using the Microsoft Kinect camera that allows patients to undergo their rehab therapy from home without the constant need of specialized staff involvement in the rehab process. The rehab system tracks and computes a set of measurable indicators that reflect the rehab progress. Today, patients that have suffered a stroke usually have to visit specialized centers to perform the rehabilitation program. This proves to be hard for the patients with motion disorders, especially in the northern parts of Sweden w
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Ramstedt, John. "Implementation av slagbaserat interaktionsmönster för Kinect." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-132767.

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Kinect är en spelkontroll för rörelse- och gestbaserade spel. Genom specifika interaktionsmönster interagerar en spelare med en spelapplikation. I denna studie utvecklades en spelapplikation där spelaren ska boxa till måltavlor som dyker upp på en spelplan. I studien undersöktes hur man kan gå tillväga för att utveckla en slagbaserad spelapplikation för Kinect. Olika typer av visuell återkoppling samt olika sätt att styra spelplanen implementerades och testades. Metoderna analyserades utifrån hur de påverkade spelupplevelsen. Studien visar att den visuella återkopplingen från en spelapplikatio
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Udovenko, Nikita. "3D geometrijos atstatymas panaudojant Kinect jutiklį." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2012. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2012~D_20120723_110949-72095.

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Šiame darbe yra tiriamos atrankiojo aplinkos 3D geometrijos atstatymo galimybės panaudojant Kinect jutiklio kombinuotą vaizdo-gylio kamerą: pateikiamas matematinis atstatymo modelis, jo parametrizavimui reikalingi koeficientai, apibūdinama tikėtinų paklaidų apimtis, siūloma aktualių scenos duomenų išskyrimo iš scenos procedūra, tiriamas gaunamo modelio triukšmas ir jo pašalinimo galimybės ir metodai. Atstatyta geometrija yra pateikiama metrinėje matų sistemoje, ir kiekvienas 3D scenos taškas papildomai saugo savo spalvinę informaciją. Praktinėje dalyje pateikiama sukurta taikomoji programa yra
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Cardia, Neto João Baptista. "Reconhecimento de faces 3D com Kinect /." São José do Rio Preto, 2014. http://hdl.handle.net/11449/127666.

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Aparecido Nilceu Marana<br>Banca: Adilson Gonzaga<br>Banca: Antonio Carlos Sementille<br>Resumo: Para identificação de pessoas o reconhecimento facila possui várias vantagens sobre outros tipos de biometria, principalmente por sua alta universalidade, coletabilidade e aceitabilidade. Quando lidando com reconhecimento de faces 2D vários probelmas aparecem normalmente relacionaos com pose, iluminação e espressão facial. Para aumentar a performance de métodos de reconhecimento facial vários algoritmos que utilizam modelos 3D foram propostos, uma vez que esse tipo de dado permite maios facilidade
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Wang, Chun-Kai M. Eng Massachusetts Institute of Technology. "Multiple mice tracking using Microsoft Kinect." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/85517.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2013.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 65-66).<br>Mouse tracking is integral to any attempt to automate mouse behavioral analysis in neuroscience. Systems that rely on vision have successfully tracked a single mouse in one cage[10], but when attempting to track multiple mice, video-based systems often struggle when the mice interact physically. In this thesis, I develop a novel vision-based tracking system that addresses the ch
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Cardia, Neto João Baptista [UNESP]. "Reconhecimento de faces 3D com Kinect." Universidade Estadual Paulista (UNESP), 2014. http://hdl.handle.net/11449/127666.

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Made available in DSpace on 2015-09-17T15:24:52Z (GMT). No. of bitstreams: 0 Previous issue date: 2014-12-18. Added 1 bitstream(s) on 2015-09-17T15:47:06Z : No. of bitstreams: 1 000844097.pdf: 1535133 bytes, checksum: 699b70aed69809f3d4b5c8d779c22c04 (MD5)<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)<br>Para identificação de pessoas o reconhecimento facila possui várias vantagens sobre outros tipos de biometria, principalmente por sua alta universalidade, coletabilidade e aceitabilidade. Quando lidando com reconhecimento de faces 2D vários probelmas aparecem normalm
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Chaumpanich, Kritsakorn. "Kinect™ Based Biology Education System." University of Akron / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=akron1427864008.

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Chiday, Soumya. "Developing a Kinect based Holoportation System." Wright State University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=wright1547564945866049.

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Ludvigsson, Mattias, and Eric Jennebo. "Kinect – utvecklande till och undersökning av styrenheten." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-12782.

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Den här rapporten innehåller vårt arbete om Kinect, en ny styrenhet lanserad av Microsoft. I den här rapporten så svarar vi på frågor som t ex: hur det är att programmera till Kinect, hur tekniken bakom Kinect fungerar, hur länge man orkar spela med Kinect och om ett klassiskt spel blir roligare att spela med Kinect. För att kunna svara på de här frågorna så har vi utvecklat kontroller till ett PC-spel, vi har även skrivit några frågor som vi sedan lät användare svara på efter dem testat Kinect. Vår slutsats är att programmering till Kinect är relativt enkel och har stor potential. Dessutom ka
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Albrektsen, Sigurd Mørkved. "Using the Kinect Sensor for Social Robotics." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for teknisk kybernetikk, 2011. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-13862.

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This thesis presents an innovative approach to social robotics through gesture recognition. The focus is on recognizing gestures because this is an important aspect regarding interpretation of a person&apos;s intent when he or she gives commands to a robot.The equipment used is a Kinect sensor, developed by Microsoft, attached to a moving platform. The Kinect communicates with software running on a PC through the OpenNI interface and uses the NITE middleware by PrimeSense.The results of this thesis are: - a broad literature study presenting the state of the art of gesture recognition - a sys
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HUNG, VICTOR, and LARS LARSSON. "Positionsbaserad och hastighetsbaseradrobotstyrning med Kinect & handkontroll." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-157470.

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Robotar blir allt mer komplexa och används i allt fler situationer. Detta ställer stora krav på styrningen av robotarna för att de ska kunna användas effektivt. Denna rapport avser att jämföra positionsbaserade och hastighetsbaserade styrmetoder mot varandra. Detta görs för att se om någon av dem är en effektivare styrmetod till att utföra en mängd uppgifter med en specifik simulerad robot som styrs med hjälp av antingen en Microsoft Xbox 360 Kinect elleren Microsoft Xbox 360 handkontroll. Resultaten från användartesterna visade att vardera styrmetod var överlägsen den andre för de uppgifter s
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Geries, Simon, and Julius Bladh. "Känsloigenkänning i form av ansiktsuttryck med Kinect." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-157634.

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Facial expressions are a part of our body language that helps us to clarify the verbal communication between humans. We use our facial expressions every day, both consciously and unconsciously, to express emotions and attitudes depending on the situation. The hypothesis of the study is: Given a facial expression, how well can Microsoft Kinect, as an input method, determine a person’s feelings with the two algorithms Naive Bayes and Sequential Minimal Optimization? The feelings are limited to happy, sad, surprised and disgusted. With the help of Kinect, a person’s facial data, both coordinates
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Aarts, Marcel. "Using Kinect to interact with presentation software." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-20866.

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Imagination Studios is a company specialized in motion capturing and animation. Part of their daily business is working at trade shows where they have a booth to keep close contact with existing customers and also to find new ones. However, usually only two to three people will be working at the booth, and frequently, these people will be in meetings with potential customers. During a time like this, nobody is free to attend to other people checking out the booth. This can result in a potential loss of a new customer. This project seeks a way to alleviate that problem.The idea behind this proj
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Ramnor, Björn, and Mathias Persson. "En undersökning av interaktion med Microsoft Kinect." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-93217.

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Denna rapport beskriver ett examensarbete som gjorts vid Linköpings Universitet under hösten 2012 och våren 2013. Arbetet gick ut på att utforska de olika interaktionsmöjligheterna för Microsoft Kinect samt vad man själv kan utveckla till denna plattform. I detta arbete gjordes en förstudie för att utröna existerande metoder och hur dessa fungerar. Utifrån denna studie formulerades en frågeställning enligt nedan. Hur kan man använda Microsoft Kinect för att identifiera fysiska objekt på en yta? Kan vi använda Kinect för att klassificera objekt? Kan vi utveckla en produkt som kan användas i hem
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Sinkus, Skirmantas. "Kinect įrenginiui skirtų gestų atpažinimo algoritmų tyrimas." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2014. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2014~D_20140806_143213-09689.

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Microsoft Kinect įrenginys išleistas tik 2010 metais. Jis buvo skirtas Microsoft Xbox 360 vaizdo žaidimų konsolei, vėliau 2012 metais buvo pristatytas Kinect ir Windows personaliniams kompiuteriams. Taigi tai palyginus naujas įrenginys ir aktualus šiai dienai. Daugiausiai yra sukurta kompiuterinių žaidimų, kurie naudoja Microsoft Kinect įrenginį, bet šį įrenginį galima panaudoti daug plačiau ne tik žaidimuose, viena iš sričių tai sportas, konkrečiau treniruotės, kurias būtų galima atlikti namuose. Šiuo metu pasaulyje yra programinės įrangos, žaidimų, sportavimo programų, kuri leidžia kontroliu
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Varanasi, Srikanth, and Vinay Kanth Devu. "3D Object Reconstruction Using XBOX Kinect V2.0." Thesis, Blekinge Tekniska Högskola, Institutionen för tillämpad signalbehandling, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-13614.

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Three dimensional image processing and analysis, particularly, the imaging and reconstruction of an environment in three dimensions  has received significant attention, interest and concern  during the recent years. In the light of this background, this research study intends to provide an efficient way to reconstruct an irregular surfaced object, for example "the sole of a shoe", with good precision at a low cost using XBOX Kinect V2.0 sensor. Three dimensional reconstruction can be achieved either by using active or passive methods. Active methods make use of light source such as lasers or i
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Crussell, Matthew. "Workplace Posture Assessment and Biofeedback with Kinect." DigitalCommons@CalPoly, 2017. https://digitalcommons.calpoly.edu/theses/1710.

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With the prevalence of computing, many workers today are confined to desk within an office. By sitting in these positions for long periods of time, workers are prone to develop one of many musculoskeletal disorders (MSDs), such as carpal tunnel syndrome. In order to prevent MSDs in the long term, workers must employ good sitting habits. One promising method to ensure good workplace posture is through camera monitoring. To date, camera systems have been used in determining posture in a clean environment. However, an occluded and cluttered background, which is typical in an office setting, impos
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Rafibakhsh, Nima. "Industrial Applications of Microsoft Xbox Kinect Sensor." Thesis, Southern Illinois University at Edwardsville, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=1549815.

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<p> Sensing and site data acquisition are active areas of research for industrial applications, particularly, for construction engineering and management. A number of research initiatives around the globe are focused on noble sensing applications for managing site safety, productivity improvements, progress monitoring, site lay out planning, and for innovative approaches to supply chain management. Time of Flight (TOF) cameras and laser scanners are the tools of choice for real time and near real time decision making on jobsites. However, most of these applications are limited to academic rese
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Pilch, Petr. "3D mapování vnitřního prostředí senzorem Microsoft Kinect." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2013. http://www.nusl.cz/ntk/nusl-231012.

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This work is focused on creating 3D maps of indoor enviroment using Microsoft Kinect sensor. The first part shows the description of Microsoft Kinect sensor, the methods for acquisition and processing of depth data and their registration using different algorithms. The second part shows application of algorithms for map registration and final 3D maps of indoor enviroment.
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Linder, Johannes, and Magnus Gudmandsen. "Telepresence using Kinect and an animated robotic face : An experimental study regarding the sufficiency of using a subset of the CANDIDE-3 model and the Microsoft Kinect Face Tracking device for capturing and animating the most typical facial expressions." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-177115.

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This Bachelor’s Thesis in Computer Science investigates the use of the parameterised facial animation model named CANDIDE-3 (J. Ahlberg, 2001) in Telepresence communication with relatively cheap hardware. An experimental study was conducted to evaluate how well an implementation using the Microsoft Kinect Face Tracking device could capture and animate the 6 classical emotional states: joy, sadness, surprise, anger, fear and disgust. A total of 80 test candidates took part in a survey where they were to try and classify the emotional states of images of photographed and animated faces. The anim
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Mathi, Krishna Chaithanya. "Augment HoloLens’ Body Recognition and Tracking Capabilities Using Kinect." Wright State University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=wright1484670493776915.

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I, Made Satrya Rudana. "Kinect-based Music Application for Children with Severe Physical Disabilities : Kinect-based Music Application for Children with Severe Physical Disabilities." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-322535.

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Based on initial interviews with music teachers at Årstra SpecialSchool, Uppsala, it was found that each child in a music playing session has different preferences of type and sound of a musical instrument. However, most of them have combined cognitive and physical impairments, preventing them from playing the instrument that theymight like.Starting from this idea, we developed a music application using virtual instruments, so that various types of instruments and sound can be used during a single music playing session. As an input device, we used aKinect sensor developed by Microsoft, i.e., a
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Lindqvist, Erik. "Microsoft Kinect i öppenvårdsapplikationer : Utvärdering av Microsoft Kinect som kliniskt längdmätningsverktyg som led i att minimera antalet tagytor i öppenvården." Thesis, KTH, Maskinkonstruktion (Inst.), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-168840.

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Denna rapport avser att presentera tillvägagångssättet vid framtagandet av en ny metod för beröringslös längdmätning med den avancerade bildsensorn Microsoft Kinect. Metoden har tagits fram som del i ett projekt att förse Barnonkologen på Astrid Lindgrens barnsjukhus med en incheckningsmodul för att avhjälpa problem kring det dagliga flödet av patienter på avdelningen. Den utvecklade metoden innebär att patienten avfotograferas med Kinectsensornsdjupkamera, varpå sensorns integrerade krets för bildruteanalys identifierar patientens huvud och dess position i förhållande till sensorn. Då sensorn
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Samini, Ali. "Large scale audience interaction with a Kinect sensor." Thesis, Linköpings universitet, Institutionen för teknik och naturvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-75520.

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We present investigation and designing of a system that interacts with big audience, sitting in a dimmed theater environment. The goal is to automatically detect audiences and some of their actions. Test results indicate that because of low light condition we can’t rely on RGB camera footage in a dimmed environment. We use Microsoft Kinect Sensor to collect data from environment. Kinect is designed to be used with Microsoft Xbox 360 for gaming purposes. It has both RGB and Infrared depth camera. Change in amount of visible light doesn’t affect data from depth camera. Kinect is not a strong cam
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Chumpitaz, Luna Edinson Ricardo, and Morales Diana Vonneth Paredes. "Sistema de aprendizaje de matemática con Kinect v2." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2016. http://hdl.handle.net/10757/620793.

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La tesis contiene información adicional sobre los códigos fuentes, manuales, diccionario de datos, diseño de arquitectura, entre otros documentos. Para ello acceder al siguiente enlace: http://hdl.handle.net/10757/620794<br>Presenta una solución innovadora para abordar esta problemática ofreciendo una alternativa para enseñar los conceptos matemáticos de una forma natural y divertida, utilizando la tecnología de vanguardia. El proyecto Sistema de Aprendizaje de Matemática con Kinect v2 (SAMK), tiene como objetivo apoyar la enseñanza de competencias matemáticas de “Números y Relaciones” para l
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Palmeiro, Miguel Alexandre Martins dos Anjos. "Kinect-sign." Master's thesis, 2014. http://hdl.handle.net/10362/14417.

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A nova era da informação que se está a assistir tem possibilitado a criação de novas e vastas coleções de intelecto virtual, como por exemplo o Wikipedia, Corsera, entre outros. Estas ferramentas vieram possibilitar a procura por cultura, resoluções de problemas do quotidiano, novos métodos de aprendizagem, por parte da sociedade em geral. Porém, como é habitual, tem-se vindo a verificar uma certa dificuldade inerente por parte de certas minorias sociais, que não possuem as mesmas capacidades de um indivíduo “normal“. Esta dissertação tem como objetivo a criação de uma ferramenta, em formato
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Costa, Rui. "Superficies interativas com Kinect." Dissertação, 2013. http://hdl.handle.net/10216/74017.

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Cheng, Yung-Chin, and 鄭永欽. "Kinect-Driven Animation Generation." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/k2ey97.

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碩士<br>國立中正大學<br>資訊工程研究所<br>102<br>With a rapidly increasing use of the interactive 3D animation in the video games and virtual environments, more and more animation information is applied to the commercial game. How to generate the realistic animation e±ciently has been an signi¯cant issue. Traditionally, we use the motion capture system to generate the realistic animation. However, the motion capture system is expensive and complex setting process. To tackle this issue, we develop the animation generation system for Kinect device, which enables users to generate the realistic animation easily
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Costa, Rui Miguel Costeira Alves da. "Superficies interativas com Kinect." Master's thesis, 2013. https://repositorio-aberto.up.pt/handle/10216/68055.

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Hsiao, Wei-Ting, and 蕭維廷. "Kinect-Based Facial Reconstruction." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/59780966140334143869.

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碩士<br>銘傳大學<br>資訊傳播工程學系碩士班<br>102<br>In 2013, KinectFusion, which enables the scanning and reconstruction of point cloud models, was integrated into the newest SDK. However, point cloud models are not suitable for direct animation because (1) dense point clouds (approximately 50&;#8201;000 points) require substantial computational resources; (2) no feature point can control rigging; and (3) the grid triangles do not follow the muscular structure for feasible rigging. The purpose of this study was to seamlessly integrate face tracking and KinectFusion to solve the three aforementioned issues by
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Costa, Rui Miguel Costeira Alves da. "Superficies interativas com Kinect." Dissertação, 2013. https://repositorio-aberto.up.pt/handle/10216/68055.

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Cheng, Ya-Hsuan, and 鄭雅軒. "See-through Display with Kinect." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/31334523347275197932.

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碩士<br>銘傳大學<br>資訊傳播工程學系碩士班<br>103<br>This research proposes a system to see through an object by using Kinect V2. In this system, we display the hidden view on the pillar surface. This system can be applied to the A-Pillar or B-Pillar (pillars are the vertical supports of a car&apos;&apos;s window area) to let people safer. The system integrates three parts: tracking eyes for VR display, finding camera trajectory, and displaying hidden object on arbitrary surface. First, we implement single view and stereo view VR display based on eye position. Second, the camera pose recovery in KinectFusion f
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Martins, Gonçalo dos Santos. "Kinect - Innovative Face Recognition System." Master's thesis, 2013. https://repositorio-aberto.up.pt/handle/10216/68885.

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Chang, Shu-Yuan, and 張書淵. "Use kinect to analyze dementia." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/20672701358279956899.

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碩士<br>國立交通大學<br>資訊科學與工程研究所<br>104<br>With the aging of the population , dementia disease is getting more and more. Biological scholars want to improve the way they examine dementia disease. This thesis is discussing about if we can find a way using programs on XBOX KINECT to further analyze dementia disease. Nowadays, we use a evaluation form which is called MMSE (Mini-Mental State Examination) to evaluate dementia disease. MMSE has six testing subjects. They are Orientation to time and place, Registration, Attention, calculation, Language and Complex commands. We want to add a subject whic
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Huang, Zheng-jie, and 黃政杰. "3D modeling based on kinect." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/97947743045016193633.

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碩士<br>國立臺灣科技大學<br>資訊管理系<br>101<br>The purpose of this thesis is to make use of Microsoft’s KINECT for a rapid 3D model construction of objects in the real word. As KINECT is equipped with both the capability of capturing both color and depth, it can be used to construct a 3D mesh, together with the color and texture of mesh. The main technique involved is Iterative Closest Point, or ICP in short, to align the point clouds captured from multiple viewing angles by KINECT, so that a more complete model can be obtained. As ICP is a time-consuming process, and the data for alignment is huge, a prep
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Cha, Chung-MIn, and 查忠敏. "A Kinect-based Interactive Laboratory." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/32983278641795053357.

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碩士<br>國立中央大學<br>資訊工程學系<br>101<br>This thesis presents a gesture-based interactive laboratory simulation system. The proposed system is consisted of two main modules. The first module is the “gesture recognition module” and the second one is the “interactive laboratory simulation module”. The proposed system provides users with a simulation environment to conduct experiments with the real sense of the operations via gestures. The current proposed “Kinect-based interactive laboratory” is developed to simulate the chemical experiments designed for students at senior high-schools. Ten basic gestur
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Chen, Chih-Hao, and 陳志豪. "Smoking Event Analysis Using Kinect." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/51127915166416312032.

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碩士<br>國立臺灣海洋大學<br>電機工程學系<br>101<br>" Indoor workplaces and public spaces smoking ban " has become an important global issues, the traditional methods for indoor monitor surveillance, requires considered human cost, and does not guarantee that no one will be missed when events happen. The conventional automatic vision based system usually adopts background subtraction to detect objects. But it often fail to work due to the following problems such as the substantial change of light and shadows, tracking objects similar to the background color or background objects disturbance problems. In or
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Weigl, Libor. "Využití platformy Kinect pro marketing." Master's thesis, 2013. http://www.nusl.cz/ntk/nusl-167746.

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Martins, Gonçalo dos Santos. "Kinect - Innovative Face Recognition System." Dissertação, 2013. https://repositorio-aberto.up.pt/handle/10216/68885.

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