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Creating my own gestures RRS feed

  • General discussion

  • I'm new to the topic of gestures and I'm a bit confused about what it takes to create new gestures. I'm working on an application that's written in Unity in Csharp. I'd like to create a few motion gestures. How do I go about doing this? I see there are some tools that help with it like GesturePak but it's not clear to me how I refer to gestures that I record there from within my application. Also, if I use OpenNI - would it be complicated to create my own gesture? I imagine there are many developers that are interested in the same thing - what do people usually do? write there own gestures or rely on a middleware like GesturePak?

    I would really appreciate any answer to these questions!

    Steve

    Thursday, October 10, 2013 2:19 PM

All replies

  • Gestures require computer learning process to gather enough data of how one might produce the shape you are intending to be the "gesture". Other questions are how long does someone get to complete the action and who is the intended audience. The more broad of scope, the harder it become to meet the demands of every scenario. Not everyone is going to plot the same path to create a shape or do an action which you intend. The most simple of gestures is to plot the points of the skeletal positions and compare those to a data you already collected for known good and bad scenarios. Does it match? Probably not, but was it close enough. There isn't one way to do it.

    Given that the Kinect for Windows Interactions library provides a base for interacting with user interfaces. We can track and register grip and release action which you can build upon. Have a look at the Interactions demo in the Kinect for Windows Toolkit.

    http://msdn.microsoft.com/en-us/library/dn188701.aspx
    http://msdn.microsoft.com/en-us/library/jj663801.aspx 


    Carmine Sirignano - MSFT

    Monday, October 14, 2013 5:55 PM
  • Gestures require computer learning process to gather enough data of how one might produce the shape you are intending to be the "gesture". Other questions are how long does someone get to complete the action and who is the intended audience. The more broad of scope, the harder it become to meet the demands of every scenario. Not everyone is going to plot the same path to create a shape or do an action which you intend. The most simple of gestures is to plot the points of the skeletal positions and compare those to a data you already collected for known good and bad scenarios. Does it match? Probably not, but was it close enough. There isn't one way to do it.

    Given that the Kinect for Windows Interactions library provides a base for interacting with user interfaces. We can track and register grip and release action which you can build upon. Have a look at the Interactions demo in the Kinect for Windows Toolkit.

    http://msdn.microsoft.com/en-us/library/dn188701.aspx
    http://msdn.microsoft.com/en-us/library/jj663801.aspx 


    Carmine Sirignano - MSFT


    For reference, their is Kinect toolbox: http://kinectoolbox.codplex.com which has a gesture library that involves saving points of the user and kinectdtw (http://kinectdtw.codeplex.com) which I think the original author abandoned. These are some gesture libraries created by the open source community and use the Kinect sdk from Microsoft. Carmine is right too you could use his idea.

    Once you eliminate the impossible, whatever remains, no matter how improbable, must be the truth. - "Sherlock holmes" "speak softly and carry a big stick" - theodore roosevelt. Fear leads to anger, anger leads to hate, hate leads to suffering - Yoda. Blog - http://www.computerprofessions.co.nr


    • Edited by The Thinker Tuesday, October 15, 2013 2:15 PM
    Tuesday, October 15, 2013 2:14 PM