Kinect for windows sdk windows 10 x64

Kinect for Windows SDK installation. Contribute to alwynmathew/Kinect-for-windows development by creating an account on GitHub.

Kinect for Windows

Kinect is a motion sensing input device by Microsoft for the Xbox 360 video game console and Windows PCs. Based around a webcam-style add-on peripheral for the Xbox 360 console, it enables users to control and interact with the Xbox 360 without the need to touch a game controller, through a natural user interface using gestures and spoken commands.The project is aimed at broadening the Xbox 360’s audience beyond its typical gamer base. Microsoft released Kinect software development kit for Windows 7 in June, 2011. This SDK allows developers to
write Kinecting apps in C++/CLI, C#, or Visual Basic .NET.

Requirements

  • Kinect for Xbox 360 / Kinect for Windows sensor
  • Visual Studio 2013 Community update 5 [download]
  • Microsoft .NET Framework 4.0
  • Microsoft DirectX 9 or later

Getting Started With Microsoft Kinect SDK 1.0

Kinect SDK includes drivers, rich APIs for raw sensor streams and human motion tracking, installation documents, and resource materials. Kinect SDK is a freeware and can be downloaded [here].

Install SDK

  1. Make sure the Kinect sensor is not plugged into any of the USB ports on the computer.
  2. If you installed a previous version of the Kinect for Windows SDK, you must uninstall it before proceeding.
  3. Remove any other drivers for the Kinect sensor.
  4. Close Visual Studio. You must close Visual Studio before installing the SDK and then restart it after installation is complete to pick up environment variables that the SDK requires.
  5. Once the SDK has completed installing successfully, ensure the Kinect sensor is plugged into an external power source and then plug the Kinect sensor into the PC’s USB port. The drivers will load automatically.
  6. The Kinect sensor should now be working correctly.

Testing SDK

  1. Go to Start Menu
  2. Search for «Kinect SDK Sample Browser»
  3. You will see a list of C++,C# samples
  4. Click «Install» and «Run Sample» to see it in action

Files

  • C# samples — Kinect for windows C# samples.rar
  • VB samples — Kinect for windows CV samples.rar
  • C++ samples — Kinect for windows C++ samples
  • Dependencies — Dependencies.rar

Note: Tested on Windows 10 with Visual Studio 2013 Community update 5 (Direct X12 & Kinect SDK v1.0)

This utility enables users to develop different Kinect applications. Moreover, they can explore the sample projects and check out helpful documentation.

Windows version:

Windows 7, Windows 8, Windows 10, Windows 11

  • Kinect for Windows SDK Samples and documentation

Kinect for Windows SDK is a Windows program package that offers a set of components that help you to build sophisticated Kinect applications. It provides a considerable amount of tools, APIs, samples and thorough documentation. If you need to configure a VR device, you may use Oculus Runtime.

Purpose

Kinect has been a game changer in the world of motion games since release. The developer version of the working environment, Kinect for Windows SDK, offers users with tools to create various applications that run on Windows. For example, you may use the Kinect Studio to record and work with your project data during debugging.

Setup

The installation files are available on the official Microsoft website. After deploying the Developer Toolkit, you will get a standalone executable that you may use to launch the program. Next, you need to ensure that the Kinect sensor is connected to the power hub and plug it in your computer via the USB cable. The driver installation will begin automatically.

Advanced functionality

The software provides a library that enables you to directly interact with the camera sensors, the microphone array and the motor. It is also possible to extend an application for gesture recognition using body motion. What is more, you have the option to toggle speech recognition.

Features

  • free to download and use;
  • compatible with modern Windows versions;
  • gives you the ability to develop Kinect apps;
  • it is possible to configure the camera sensors;
  • provides a wide range of design tools.

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  • [Kinect for Windows SDK. Часть 1. Сенсор]
  • Kinect for Windows SDK. Часть 2. Потоки данных
  • Kinect for Windows SDK. Часть 3. Функциональные возможности
  • Играем в кубики с Kinect
  • Программа, апорт!

Три части обзорной статьи можно считать вводными к двум другим: «Играем в кубики с Kinect» и «Программа, апорт!». Хотя хронологически они идут последними. Более того, за время их написания Microsoft успел выпустить новую версию SDK – 1.5. Какой удар со стороны корпорации!

Как вам должно быть известно, Kinect – это бесконтактный контроллер, т.е. скажем в играх, вместо того, чтобы яростно стучать по клавиатуре или терзать gamepad, вы размахиваете руками и ногами и время от времени голосом даете какие-то команды. Самое время спрятать дорогие китайские вазы X века подальше!

Начинать знакомство с Kinect лучше со знакомства с самим сенсором. Это небольшая черная коробочка с тремя камерами, длиной чуть более 20 см и высотой около 5 см (не считая ножки). Один нюанс – в Kinect две камеры. И это изображение (взято из MSDN) тому подтверждение.

image

  • IR Emitter – Инфракрасный излучатель. Да, это не камера. Его назначение испускать инфракрасные лучи, которые, отражаясь от предметов, попадают назад в сенсор, где их принимает:
  • IR Depth Sensor – Инфракрасный приёмник. Собирает отраженные лучи, преобразуя их в расстояние от сенсора до объекта(ов). И таким образом строится, можно сказать, матрица расстояний — целый кадр. Максимальное разрешение 640×480 (30 fps). Если говорить о переводе мне кажется, «ИК приёмник» лучше отражает суть, чем дословный «ИК датчик глубины».
  • Color Sensor – Цветная камера. Захват видео с максимальным разрешением 1280×960 (12fps). Угол обзора камеры: 43° по вертикали и 57° по горизонтали (угол обзора дальномера идентичный). Можно выбрать формат картинки: RGB или YUV.
  • Microphone Array – набор микрофонов. 4 встроенных микрофона позволяют определить местоположение источника звука и направление звуковых волн. Встроенный обработчик звукового сигнала включает подавление эха и уменьшение шума.
  • Tilt Motor – Коррекция наклона. Позволяет программно настраивать наклон сенсора в диапазоне ±27° по вертикали.

Сенсор подключается к компьютеру через USB, хотя, строго говоря, USB устройством не является, т.к. имеет несколько отличную прошивку, нежели стандартное USB устройство. Найти какие-либо комментарии по этому поводу не получилось, но можно предположить, что сделано это исключительно в целях повышения производительности. Вы можете подключить до четырех сенсоров одновременно.

Другой важный аспект аппаратной части – диапазон «рабочих» расстояний, т.е. на каком расстоянии сенсор способен видеть объекты (данные дальномера). И снова картинка помогает продемонстрировать возможности Kinect.

image

Режим Default Range доступен как для Kinect for Windows, так и для Kinect for XBox, но Near Range доступен только для сенсора Kinect for Windows. Простой пример: для всех объектов в кадре находящихся в пределах Normal Values сенсор вернёт измеренное расстояние, но для объектов, выходящих за этот диапазон, сенсор вернёт либо ноль, либо определенную для каждого диапазона константу (зависит от заданных вами настроек). Одно из существенных отличий SDK 1.5 от 1.0 в том, что теперь в режиме Near Range можно получить информацию о сидящем человеке, это так называемый трекинг сидящей фигуры (seated skeletal tracking). Kinect отслеживает 10 точек: голову, шею и руки. Но об этом чуть позже.

Хочется обратить внимание на различия двух Kinect (XBox и Windows). Первый разрабатывался и тестировался с одним устройством – XBox. Второй же, напротив, должен работать с широким диапазоном устройств (компьютеров), поэтому его кабель короче, а специальное устройство призвано не позволить Kinect подраться с остальной USB периферией. Лицензионное соглашение позволяет использовать Kinect for Windows в коммерческих целях, а Kinect for XBox нет.

Перейдем теперь к установке SDK. В версии 1.5 Microsoft разделил SDK на два пакета. Скачать их можно с официальной страницы:

  • Kinect for Windows SDK. Включает APIs и драйверы сенсора.
  • Kinect for Windows Developer Toolkit. Включает Kinect Studio (полезный для отладки инструмент), Face Tracking SDK, примеры кода и документация.

Не будем останавливаться на установке SDK, в этом нет ничего сложного или интересного. А вот что действительно интересно так это то, что же разработчик может получить от Kinect? Взглянем на следующие возможности:

  • Skeletal Tracking (трекинг человеческой фигуры)
  • Face Tracking (трекинг лица)
  • Speech Recognition (распознавание речи)

Обзор этих функций вы найдете в следующих частях статьи.

Полезные ссылки:

  • Kinect for Windows SDK
  • Руководство разработчика. Можно найти примеры на C# (managed code) и на C/C++ (unmanaged code)
  • Kinect for Windows Quickstart Series. Серия видео-уроков о возможностях Kinect (весьма полезная для знакомства с устройством).
  • Near Mode: What it is (and isn’t). Статья о near mode, хотя написана в преддверии SDK 1.0, но полезна в плане разоблачения некоторых мифов.
  • Форумы Kinect for Windows SDK. Здесь можно обратиться за советом к экспертам.

Microsoft Kinect for Windows SDK v2. Provides data source APIs for Kinect.

Product Versions
.NET Framework net45
net451
net452
net46
net461
net462
net463
net47
net471
net472
net48
net481

This package has no dependencies.

NuGet packages (15)

Showing the top 5 NuGet packages that depend on Microsoft.Kinect:

Package Downloads

Microsoft.Kinect.Face.x64

Microsoft Kinect Face and HD Face runtimes to track and analyze faces

27.6K

VL.Devices.Kinect2

Kinect2 for vvvv

14.5K

KinectX

Extensions for Microsoft Kinect v2

11.7K

Kinect.ReactiveV2

This project contains extension methods to ease the use of the Kinect V2 SDK with the help of Rx.

10.7K

Microsoft.Kinect.Fusion.x64

Microsoft Kinect Fusion reconstructs a 3-D model of an object or environment by combining a continuous stream of data from the Kinect for Windows sensor. It allows you to capture information about the object or environment being scanned that isn’t viewable from any one perspective. This can be accomplished either by moving the sensor around an object or environment or by moving the object being scanned in front of the sensor.

10.2K

GitHub repositories (2)

Showing the top 2 popular GitHub repositories that depend on Microsoft.Kinect:

Repository Stars

microsoft/RoomAliveToolkit

691

microsoft/psi

Platform for Situated Intelligence

445

This version works with Kinect for Windows v2.0. We recommend you install the SDK for access to samples and tools.

This release introduces support for the Kinect for Windows v2 sensor, and introduces a broad range of capabilities for developers. The Kinect for Windows SDK 2.0 includes the following:

  • Drivers for using Kinect v2 sensors on a computer running Windows 8 (x64), Windows 8.1 (x64), and Windows Embedded Standard 8 (x64)
  • Application programming interfaces (APIs) and device interfaces
  • Code samples

To install the Kinect for Windows SDK 2.0:

  1. Make sure the Kinect sensor is not plugged into any of the USB ports on the computer.
  2. From the download location, double-click on KinectSDK-v2.0_1409-Setup.exe
  3. Once the Kinect for Windows SDK has completed installing successfully, ensure the Kinect sensor is connected to the power hub and the power hub is plugged into an outlet. Plug the USB cable from the power hub into a USB 3.0 port on your computer. Driver installation will begin automatically.
  4. Wait for driver installation to complete. You can verify that installation has completed by launching Device Manager and verifying that «KinectSensor Device» exists in the device list. Note:On first plugin, the firmware on the device will be updated. This may result in the device enumeration happening several times in the first minute.
  5. Installation is now complete.

What’s New:

Windows Store Support

With this release of Kinect for Windows, you are able to develop and publish Kinect enabled applications which target the Windows Store. We are incredibly excited to see what people create. All of the Kinect SDK and sensor functionality are available in this API surface, except for Speech. For more information about developing Windows Store applications which use Kinect, please see: https://go.microsoft.com/fwlink/?LinkId=517592.

Unity Support

For the first time, the Kinect API set is available in Unity Pro, through a Unity Package. We are excited to be able to offer the platform to our developers. APIs for Kinect for Windows core functionality, visual gesture builder and face are now available to be called from Unity apps. The Unity plugins are available for download at: https://go.microsoft.com/fwlink/?LinkID=513177

.NET APIs

The Managed API set should feel familiar to developers who worked with our managed APIs in the past. We know this is one of the fastest development environments available, and that many development shops have an existing investment in this space. All of the Kinect SDK and sensor functionality are available in this API surface.

Native APIs

Many Kinect applications require the full power and speed that writing native C++ code requires. We are excited to share this iteration of the native APIs for Kinect. The form and structure of the APIs is identical to the Managed API set, but allow a developer to access the full speed of C++. These APIs are a significant divergence from the v1.x native APIs, and should be significantly easier to use. All of the Kinect SDK and sensor functionality are available in this API surface.

Audio

The Kinect sensor and SDK provide a best in class array microphone and advanced signal processing to create a virtual, software based microphone which is highly directional, and which can understand the direction sounds are coming from. In addition, this provides a very high quality input for Speech recognition.

Face APIs

Extended massively from v1, the Face APIs provide a wide variety of functionality to enable rich face experiences and scenarios. Within the Face APIs, developers will be able to detect faces in view of the sensor, align them to 5 unique facial identifiers, and track orientation in real-time. With HD Face, the technology provides 94 unique «shape units» per face, to create meshes with a very rich likeness to the user. The meshes can be tracked in real-time to show rich expressiveness and live tracking of the user’s facial movements and expressions.

Kinect for Windows v2 Hand Pointer Gestures Support

If you would like to enable your applications to be controls through hand pointer gestures, Kinect for Windows v2 has improved support. See ControlsBasics-XAML, ControlsBasics-WPF and ControlsBasics-DX for examples of how to hand pointer gesture enable your applications. This is an evolution of the KinectRegion/KinectUserViewer support that we provided in Kinect for Windows v1.7 and later. KinectRegion and KinectUserViewer are available for XAML and WPF applications. The DirectX support is built on top of a lower level Toolkit Input component.

Kinect Fusion

With this release of Kinect for Windows, you are able develop and deploy Kinect Fusion applications. This provides higher resolution, better camera tracking and performance than the 1.x releases of Kinect Fusion.

Kinect Studio

Kinect Studio has had a major rewrite since the v1 days, in order to handle the new sensor, and to provide users with more customization and control. The new user-interface offers flexibility in the layout of various workspaces and customization of the different views. It is now possible e.g. to compare two 2D or 3D views side-by-side or to create a custom layout to meet your needs. The separation of the monitoring, recording and playback streams exposes additional functionality such as file- and stream-level metadata. The timeline features: in- and out-points to control what portion of the playback to play; pause-points that let you set multiple points at which to suspend a playback; markers, that let you attach meta-data to various points in time. This preview also exposes playback looping and additional 2D/3D visualization settings. There is still some ‘placeholder’ artwork here and there, but the tooltips should guide you along.

Visual Gesture Builder (Preview)

Introducing Visual Gesture Builder, a gesture detector builder that uses machine-learning and body-frame data to ‘define’ a gesture. Multiple body-data clips are marked (aka ‘tagged’) with metadata about the gesture which is then used by a machine-learning trainer during the build step to extract a gesture definition from the body-data clips. The gesture definition can subsequently be used by the gesture detection runtime — called by your application — to detect one or more gestures. While using machine-learning for gesture detection is not for the faint of heart, it offers a path to rapid prototyping. Using vgbview, you can benchmark your gesture definitions without requiring that you write any code. For detailed walkthrough videos and a whitepaper on using VGB, please see the resources at: https://social.msdn.microsoft.com/Forums/en-US/02e0302a-e3bd-46d3-9146-0dacd11d2a8d/deep-dive-videos-and-whitepaper-for-visual-gesture-builder?forum=kinectv2sdk.

(For more resources related to this topic, see here.)

System requirements for the Kinect for Windows SDK

While developing applications for any device using an SDK, compatibility plays a pivotal role. It is really important that your development environment must fulfill the following set of requirements before starting to work with the Kinect for Windows SDK.

Downloading the example code

You can download the example code files for all Packt books you have purchased from your account at http://www.PacktPub.com.
If you purchased this book elsewhere, you can visit http://www.PacktPub.com/support. and register to have the files e-mailed directly to you.

Supported operating systems

The Kinect for Windows SDK, as its name suggests, runs only on the Windows operating system. The following are the supported operating systems for development:

  • Windows 7

  • Windows Embedded 7

  • Windows 8

The Kinect for Windows sensor will also work on Windows operating systems running in a virtual machine such as Microsoft HyperV, VMWare, and Parallels.

System configuration

The hardware requirements are not as stringent as the software requirements. It can be run on most of the hardware available in the market. The following are the minimum configurations required for development with Kinect for Windows:

  • A 32- (x86) or 64-bit (x64) processor

  • Dual core 2.66 GHz or faster processor

  • Dedicated USB 2.0 bus

  • 2 GB RAM

The Kinect sensor

It goes without saying, you need a Kinect sensor for your development. You can use the Kinect for Windows or the Kinect for Xbox sensor for your development.

Before choosing a sensor for your development, make sure you are clear about the limitations of the Kinect for Xbox sensor over the Kinect for Windows sensor, in terms of features, API supports, and licensing mechanisms.

The Kinect for Windows sensor

By now, you are already familiar with the Kinect for Windows sensor and its different components. The Kinect for Windows sensor comes with an external power supply, which supplies the additional power, and a USB adapter to connect with the system. For the latest updates and availability of the Kinect for Windows sensor, you can refer to http://www.microsoft.com/en-us/kinectforwindows/site.

The Kinect for Xbox sensor

If you already have a Kinect sensor with your Xbox gaming console, you may use it for development. Similar to the Kinect for Windows sensor, you will require a separate power supply for the device so that it can power up the motor, camera, IR sensor, and so on.

If you have bought a Kinect sensor with an Xbox as a bundle, you will need to buy the adapter / power supply separately. You can check out the external power supply adapter at http://www.microsoftstore.com. If you have bought only the Kinect for Xbox sensor, you will have everything that is required for a connection with a PC and external power cable.

Development tools and software

The following are the software that are required for development with Kinect SDK:

  • Microsoft Visual Studio 2010 Express or higher editions of Visual Studio

  • Microsoft .NET Framework 4.0 or higher

  • Kinect for Windows SDK

Kinect for Windows SDK uses the underlying speech capability of a Windows operating system to interact with the Kinect audio system. This will require Microsoft Speech Platform – Server Runtime, the Microsoft Speech Platform SDK, and a language pack to be installed in the system, and these will be installed along with the Kinect for Windows SDK. The system requirements for SDK may change with upcoming releases. Refer to http://www.microsoft.com/en-us/ kinectforwindows/. for the latest system requirements.

Evaluation of the Kinect for Windows SDK

Though the Kinect for Xbox sensor has been in the market for quite some time, Kinect for Windows SDK is still fairly new in the developer paradigm, and it’s evolving. The book is written on Kinect for Windows SDK v1.6. The Kinect for Windows SDK was first launched as a Beta 1 version in June 2011, and after a thunderous response from the developer community, the updated version of Kinect for Windows SDK Beta 2 version was launched in November 2011. Initially, both the SDK versions were a non-commercial release and were meant only for hobbyists. The first commercial version of Kinect for Windows SDK (v1.0) was launched in February 2012 along with a separate commercial hardware device. SDK v1.5 was released on May 2012 with bunches of new features, and the current version of Kinect for Windows SDK (v1.6) was launched in October 2012. The hardware hasn’t changed since its first release. It was initially limited to only 12 countries across the globe. Now the new Kinect for Windows sensor is available in more than 40 countries. The current version of SDK also has the support of speech recognition for multiple languages.

Downloading the SDK and the Developer Toolkit

The Kinect SDK and the Developer Toolkit are available for free and can be downloaded from http://www.microsoft.com/en-us/kinectforwindows/.

The installer will automatically install the 64- or 32-bit version of SDK depending on your operating system. The Kinect for Windows Developer Toolkit is an additional installer that includes samples, tools, and other development extensions. The following diagram shows these components:

The main reason behind keeping SDK and Developer Toolkit in two different installers is to update the Developer Toolkit independently from the SDK. This will help to keep the toolkit and samples updated and distributed to the community without changing or updating the actual SDK version. The version of Kinect for Windows SDK and that for the Kinect for Windows Developer Toolkit might not be the same.

Installing Kinect for Windows SDK

Before running the installation, make sure of the following:

  • You have uninstalled all the previous versions of Kinect for Windows SDK

  • The Kinect sensor is not plugged into the USB port on the computer

  • There are no Visual Studio instances currently running

Start the installer, which will display the start screen as End User License Agreement. You need to read and accept this agreement to proceed with the installation. The following screenshot shows the license agreement:

Accept the agreement by selecting the checkbox and clicking on the Install option, which will do the rest of the job automatically.

Before the installation, your computer may pop out the User Access Control (UAC) dialog, to get a confirmation from you that you are authorizing the installer to make changes in your computer.

Once the installation is over, you will be notified along with an option for installing the Developer Toolkit, as shown in the next screenshot:

Is it mandatory to uninstall the previous version of SDK before we install the new one?

The upgrade will happen without any hassles if your current version is a non-Beta version. As a standard procedure, it is always recommended to uninstall the older SDK prior to installing the newer one, if your current version is a Beta version.

Installing the Developer Toolkit

If you didn’t downloaded the Developer Toolkit installer earlier, you can click on the Download the Developer Toolkit option of the SDK setup wizard (refer to the previous screenshot); this will first download and then install the Developer Toolkit setup. If you have already downloaded the setup, you can close the current window and execute the standalone Toolkit installer. The installation process for Developer Toolkit is similar to the process for the SDK installer.

Components installed by the SDK and the Developer Toolkit

The Kinect for Windows SDK and Kinect for Windows Developer Toolkit install the drivers, assemblies, samples, and the documentation. To check which components are installed, you can navigate to the Install and Uninstall Programs section of Control Panel and search for Kinect. The following screenshot shows the list of components that are installed with the SDK and Toolkit installer:

The default location for the SDK and Toolkit installation is %ProgramFiles%/Microsoft SDKs/Kinect.

Kinect management service

The Kinect for Windows SDK also installs Kinect Management, which is a Windows service that runs in the background while your PC communicates with the device. This service is responsible for the following tasks:

  • Listening to the Kinect device for any status changes

  • Interacting with the COM Server for any native support

  • Managing the Kinect audio components by interacting with Windows audio drivers

You can view this service by launching Services by navigating to Control Panel |Administrative Tools, or by typing Services.msc in the Run command.

Is it necessary to install the Kinect SDK to end users’ systems?

The answer is No. When you install the Kinect for Windows SDK, it creates a Redist directory containing an installer that is designed to be deployed with Kinect applications, which install the runtime and drivers. This is the path where you can find the setup file after the SDK is installed:

%ProgramFiles%/Microsoft SDKsKinectv1.6Redist KinectRuntime-v1.6-Setup.exe

This can be used with your application deployment package, which will install only the runtime and necessary drivers.

Connecting the sensor with the system

Now that we have installed the SDK, we can plug the Kinect device into your PC. The very first time you plug the device into your system, you will notice the LED indicator of the Kinect sensor turning solid red and the system will start installing the drivers automatically.

The default location of the driver is %Program Files%Microsoft Kinect DriversDrivers.

The drivers will be loaded only after the installation of SDK is complete and it’s a one-time job. This process also checks for the latest Windows updates on USB Drivers, so it is good to be connected to the Internet if you don’t have the latest updates of Windows.

The check marks in the dialog box shown in the next screenshot indicate successful driver software installation:

When the drivers have finished loading and are loaded properly, the LED light on your Kinect sensor will turn solid green. This indicates that the device is functioning properly and can communicate with the PC as well.

Verifying the installed drivers

This is typically a troubleshooting procedure in case you encounter any problems. Also, the verification procedure will help you to understand how the device drivers are installed within your system. In order to verify that the drivers are installed correctly, open Control Panel and select Device Manager; then look for the Kinect for Windows node. You will find the Kinect for Windows Device option listed as shown in the next screenshot:

Not able to view all the device components

At some point of time, it may happen that you are able to view only the Kinect for Windows Device node (refer to the following screenshot). At this point of time, it looks as if the device is ready. However, a careful examination reveals a small hitch. Let’s see whether you can figure it out or not! The Kinect device LED is on and Device Manager has also detected the device, which is absolutely fine, but we are still missing something here. The device is connected to the PC using the USB port, and the system prompt shows the device installed successfully—then where is the problem?

The default USB port that is plugged into the system doesn’t have the power capabilities required by the camera, sensor, and motor. At this point, if you plug it into an external power supplier and turn the power on, you will find all the driver nodes in Device Manager loaded automatically.

This is one of the most common mistakes made by the developers. While working with Kinect SDK, make sure your Kinect device is connected with the computer using the USB port, and the external power adapter is plugged in and turned on.

The next picture shows the Kinect sensor with USB connector and power adapter, and how they have been used:

With the aid of the external power supply, the system will start searching for Windows updates for the USB components. Once everything is installed properly, the system will prompt you as shown in the next screenshot:

All the check marks in the screenshot indicate that the corresponding components are ready to be used and the same components are also reflected in Device Manager.

The messages prompting for the loading of drivers, and the prompts for the installation displaying during the loading of drivers, may vary depending upon the operating system you are using. You might also not receive any of them if the drivers are being loaded in the background.

Detecting the loaded drivers in Device Manager

Navigate to Control Panel | Device Manager, look for the Kinect for Windows node, and you will find the list of components detected. Refer to the next screenshot:

The Kinect for Windows Audio Array Control option indicates the driver for the Kinect audio system whereas the Kinect for Windows Camera option controls the camera sensor. The Kinect for Windows Security Control option is used to check whether the device being used is a genuine Microsoft Kinect for Windows or not. In addition to appearing under the Kinect for Windows node, the Kinect for Windows USB Audio option should also appear under the Sound, Video and Game Controllers node, as shown in the next screenshot:

Once the Kinect sensor is connected, you can identify the Kinect microphone like any other microphone connected to your PC in the Audio Device Manager section. Look at the next screenshot:

As I have been writing my series on using sensors with Windows and .NET, it occurred to me that I actually had a pretty amazing set of sensors sitting unused – the Kinect device from my XBox One.

I don’t have any games that really use the XBox One, and with some of the refinements to the console operating system, I’ve found it to be easier to use the gamepad than to use voice commands.

I knew that the Kinect for the XBox 360 wasn’t compatible with my PC, and that there’s actually a separate Kinect for Windows device – but after a little research, I found that the Kinect for the XBox One could work with a PC, as long as it was connected through an adapter.

I want to write about my experiences – as usual, things didn’t work quite as smoothly as I’d have liked! Hopefully my experiences will be useful to someone else out there.

Installing the Kinect Software SDK

As I mentioned above, my Kinect wouldn’t connect to a PC directly, it needed to go through an adapter. There were some other system requirements listed at this link.

If I were starting this process again, I would install the SDK (available here) before purchasing the Kinect Adapter. This ships is a tool which analyses your PC for compatibility, and would have told me if my PC wasn’t good enough. Fortunately it was good enough, but it could have been an expensive mistake if I bought the adapter and found my machine wasn’t up to the job.

Step 1: Download the Kinect for Windows SDK 2.0

The SDK is freely available for download from this link.

When the SDK has downloaded, you double click on the executable to start the installation process. The first thing you’ll be challenged to do is to accept the licence agreement and click Install.

screenshot.1468005312

The install is pretty straightforward, and if it successfully installs it will finish on the screen below:

screenshot.1468005367

At this point, it’s possible to load up the verification tool – there will be a new Windows app called “SDK Browser 2.0 (Kinect for Windows)”. You can search for this through the Windows Start menu. If you start this up, you’ll see a screen something like the one below.

screenshot.1468006060

You can see at the top of the list, there’s a component named “Kinect Configuration Verifier”, which has a “Run” button on the right hand side. If you click on Run, you’ll see a screen like the one below.

screenshot.1468153097

After a few seconds, this should change to a screen like the one below:

screenshot.1468153091

Hopefully your machine will have green ticks against everything – in my system, I don’t have a Kinect connected yet – therefore the “Kinect Connected” test has failed, as has the “Verify Kinect Depth and Color Streams” test.

Step 2: Connecting the Kinect Device

I set up my Kinect device in the configuration shown in the Microsoft site, also displayed below. I plugged this into the electrical power, and also connected the USB cable into the USB 3.0 port on my PC.

Using USB 3.0 is really important – I also tried it with a USB 2 socket, and this didn’t work.

en-intl-l-microsoft-kinect-for-win-plug-9j7-00001-rm3-mnco

There were some alerts as Windows installed the drivers for the Kinect, but I was able to check that the Kinect had installed correctly by looking at the Device Manager. There is a new node for Kinect sensor devices, shown below:

screenshot.1468005635

Under the Sound, video and game controllers now there was a new item called Xbox NUI Sensor, shown below:

screenshot.1468005736

And finally, under Audio inputs and outputs, there is a new item called “Microphone Array (Xbox NUI Sensor)”.

screenshot.1468005692

After this point, I re-ran the verification tool, expecting different results as the Kinect sensor was connected to the machine. The results are shown below.

screenshot.1468006208

Unfortunately one of the tests failed – “Verify Kinect Depth and Color Streams”. This is very strange, as when I expanded the item to see more details, I was clearly able to see the output from the Kinect sensor, with a frame-rate varying between 20 – 30 FPS.

Other people have not been so lucky. I’ve included some links below which might be helpful.

Troubleshooting and Common Issues Guide

Error: Verify Kinect Depth and Color Streams

Red Mark on “Graphic Processor” and “Verify Kinect Depth and Color Streams”

Testing the Kinect out with some of the samples

Obviously I’d some concerns that my Kinect wasn’t going to work given that one of the verification tests had failed, but I pressed on with some experiments.

Face Basics-WPF

The first application I tested was “Face Basics-WPF”. This demonstrates how to use the FaceFrameReader to obtain information about the faces that the Kinect sees.

After running the application, I found that my face was detected if I stood back a couple of metres from the sensor – I’ve shown the output below. Basically everything detected in the image is correct – although it’s a shame it didn’t detect me as being happy! This value changed depending on whether I was smiling or not, which shows the level of detail that the Kinect and its software is able to pick up.

screenshot.1468006438

I found that this application was installed on my machine in the location:

C:Program FilesMicrosoft SDKsKinectv2.0_1409SamplesManagedFaceBasics-WPF

Discrete Gesture Basics-WPF

The next application I tested was the “Discrete Gesture Basics-WPF” application. This uses the VisualGestureBuilderFrame object to detect people in front of the sensor, and also to track gestures from these people. In the screenshot below, I’m standing a couple of metres in front of the Kinect, and my left hand is open and my right hand is closed (and you can see the different way each hand is displayed, the open hand is green and the closed hand is red). It’s a pretty good recognition of a person standing.

screenshot.1468006948

When I moved closed to the Kinect, and sat down in front of it, the Kinect correctly saw that I was seated, but I was too close to the Kinect for it to display a useful representation.

screenshot.1468006984

Again, I found this application installed to my hard disk at the location below:

C:Program FilesMicrosoft SDKsKinectv2.0_1409SamplesManagedDiscreteGestureBasics-WPF

Conclusion

I’ve successfully tested the Kinect sensor for the XBox One with a PC, and found the process to get it working was actually really straightforward. I had to purchase a Kinect Adapter which cost my about £33 (in UK pounds sterling) to get this to work. I’m looking forward to starting some more development projects involving computer vision and speech recognition.

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