• Kinect for Windows Product Blog

    Easy Access to Kinect for Windows Sample Code


    We are happy to announce we are releasing the Kinect for Windows samples under an open source license.  You can find everything on CodePlex: http://kinectforwindows.codeplex.com/.  We have posted a total of 22 unique samples in C#, C++, and Visual Basic.

    We’re doing this for a few reasons:

    1. Easy Access -> we will continue to release our sample applications as part of our Developer Toolkit.  However, that’s a large download & install that can be cumbersome if you just want to quickly view or access code on the web
    2. Reuse The Code -> we’re releasing all the samples under an Apache 2.0 license so that you can take the code and reuse, remix, etc.  Also, we’re using a Git repository so it’s easy clone & fork if you want
    3. Get Feedback -> we will use CodePlex's built-in feedback & discussion tools to get community input on the samples.  We want to hear from you to understand what we can do better with the samples
    4. Faster Updates -> we will be able to update samples more quickly on CodePlex (compared to Toolkit releases).  CodePlex also has a “Subscribe” feature that enables you to follow the project and get notified when something changes, a bug gets fixed, someone says something smart in the discussions, etc.  (note:  the subscription feature doesn’t actually track the smartness of a post but one can dream :-))


    Browse K4W sample code right in your browser...  

    Oh Yeah, This Blog is New

    You probably noticed:  this is our first blog post.  We are committed to this blog becoming a useful resource to the Kinect for Windows development community.  Our existing product blog (at http://blogs.msdn.com/b/kinectforwindows/) will continue to focus on announcements, product news, and highlighting great, real-world uses of Kinect for Windows.  The developer blog (where you are now) will focus on going behind the scenes with the K4W engineering team and will go deeper on the technology and APIs, share tips & tricks, and provide other tidbits of information relevant to those building K4W applications.

    We have ideas in mind for future posts but would love to hear from you to understand what topics would be most useful to you.  Please use the comments below, hit up the team on Twitter @KinectWindows, or get in touch with me directly (contact info below).



    @benlower | kinectninja@microsoft.com | mobile:  +1 (206) 659-NINJA (6465)

  • Kinect for Windows Product Blog

    Get in the game…literally!


    You’re the hero, blasting your way through a hostile battlefield, dispatching villains right and left. You feel the power as you control your well-armed, sculpted character through the game. But there is always the nagging feeling: that avatar doesn’t really look like me. Wouldn’t it be great if you could create a fully animated 3D game character that was a recognizable version of yourself?

    Well, with the Kinect for Windows v2 sensor and Fuse from Mixamo, you can do just that—no prior knowledge of 3D modelling required. In almost no time, you’ll have a fully armed, animated version of you, ready to insert into selected games and game engines.

    The magic begins with the Kinect for Windows v2 sensor. You simply pose in front of the Kinect for Windows v2 sensor while its 1080p high-resolution camera captures six images of you: four of your body in static poses, and two of your face. With its enhanced depth sensing—up to three times greater than the original Kinect for Windows sensor—and its improved facial and body tracking, the v2 sensor captures your body in incredible, 3D detail. It tracks 25 joint positions and, with a mesh of 2,000 points, a wealth of facial detail.

    You begin creating your personal 3D avatar by posing in front of the Kinect for Windows v2 sensor.
    You begin creating your personal 3D avatar by posing in front of the Kinect for Windows v2 sensor.

    Once you have captured your image with the Kinect sensor, you simply upload it to Body Snap or a similar scanning software program, which will render it as a 3D model. This model is ready for download into an .obj file format designed for Fuse import requirements, which takes place in Body Hub, which, like Body Snap, is a product of Body Labs.

    In Body Hub, your 3D model is prepared for download as an .obj file.
    In Body Hub, your 3D model is prepared for download as an .obj file.

    Next, you upload the 3D model to Fuse, where you can take advantage of more 280 “blendshapes” that you can push and pull, sculpting your 3D avatar as much as you want. You can also change your hairstyle and your coloring, as well as choose from a large assortment of clothing.

    With your model imported to Fuse, you can customize its shape, hair style, and coloring.
    With your model imported to Fuse, you can customize its shape, hair style, and coloring.

    The customization process gives you an extensive array of wardrobe choices.
    The customization process also gives you an extensive array of wardrobe choices.

    Once you’ve customized your newly scanned image, you export it to Mixamo, where it gets automatically rigged and animated. The process is so simple that it seems almost unreal. Rigging prepares your static 3D model for animation by inserting a 3D skeleton and binding it to the skin of your avatar. Normally, you would need to be a highly skilled technical director to accomplish this, but with Maximo, any gamer can rig a character. Now you’re ready to save and export your animated self into Garry’s Mod and Team Fortress 2—which are just the first two games that have community-made workflows for Fuse-created characters. Support for exporting directly from Fuse to other popular "modding" games is on the Fuse development roadmap.

    On the left is a customized 3D avatar created from the scans of the gamer on the right.
    On the left is a customized 3D avatar created from the scans of the gamer on the right.

    The beauty of this system is not only its simplicity, but also its speed and relatively low cost. Within just minutes, you can create a fully rigged and animated 3D character. The Kinect for Windows v2 sensor costs just US$199 in the Microsoft Store, and Body Snap from Body Labs is free to download. Fuse can be purchased through Steam for $99, and includes two free auto-rigs per week.

    In Mixamo, your image gets automatically rigged and animated.
    In Mixamo, your avatar really comes to life, as auto-rigging makes it fully animated.

    The speed and low cost of this system make it appealing to professional game developers and designers, too, especially since workflows exist for Unity, UDK, Unreal Engine, Source Engine, and Source Filmmaker.

    Rigged and ready for action, your personal 3D avatar can be added to games and game engines, as in this shot from a game being developed with Unity.
    Rigged and ready for action, your personal 3D avatar can be added to games and game engines, as in this shot from a game being developed with Unity.

    The folks at Mixamo are committed to making character creation as easy and accessible as possible. “Mixamo’s mission is to make 3D content creation accessible for everyone, and this is another step in that direction,” says Stefano Corazza, CEO of Mixamo. “Kinect for Windows v2 and Fuse make it easier than ever for gamers and game developers to put their likeness into a game. In minutes, the 3D version of you can be running around in a 3D scene.”

    And here's the payoff—the gamer plays the 3D avatar of himself. Now that’s putting yourself in the action!
    And here's the payoff—the gamer plays the 3D avatar of himself. Now that’s putting yourself in the action!

    The expertise and equipment required for 3D modeling have long thwarted players and developers who want to add more characters to games, but Kinect for Windows v2 plus Fuse is poised to break down this barrier. Soon, you can thrill to an animated version of you fulfilling your gaming desires, be it holding off alien hordes or building a virtual community. It’s just one more example of how Kinect for Windows technology and partnerships are enhancing entertainment and creativity.

    Kinect for Windows Team

    Key links

  • Kinect for Windows Product Blog

    Thousands of developers are participating in Kinect for Windows v2 Developer Preview—starting today


    In addition to being a great day for Xbox One, today is also a great day for Kinect for Windows. We have started delivering Kinect for Windows v2 Developer Preview kits to program participants. The Developer Preview includes a pre-release Kinect for Windows v2 sensor, access to the new generation Kinect for Windows software development kit (SDK), as well as ongoing updates and access to private program forums. Participants will also receive a Kinect for Windows v2 sensor when they become available next summer (northern hemisphere).

    Microsoft is committed to making the Kinect for Windows sensor and SDK available early to qualifying developers and designers so they can prepare to have their new-generation applications ready in time for general availability next summer. We continue to see a groundswell for Kinect for Windows. We received thousands of applications for this program and selected participants based on the applicants’ expertise, passion, and the raw creativity of their ideas. We are impressed by the caliber of the applications we received and look forward to seeing the innovative NUI experiences our Developer Preview customers will create.

    The new Kinect for Windows v2 sensor will feature the core capabilities of the new Kinect for Xbox One sensor. With the first version of Kinect for Xbox 360, developers and businesses saw the potential to apply the technology beyond gaming—in many different computing environments. Microsoft believes that the opportunities for revolutionizing computing experiences will be even greater with this new sensor. The benefits will raise the bar and accelerate the development of NUI applications across multiple industries, from retail and manufacturing to healthcare, education, communications, and more:

    Real Vision
    Kinect Real Vision technology dramatically expands its field of view for greater line of sight. An all-new active IR camera enables it to see in the dark. And by using advanced three-dimensional geometry, it can even tell if you’re standing off balance.

    Real Motion
    Kinect Real Motion technology tracks even the slightest gestures. So a simple squeeze of your hand results in precise control over an application, whether you’re standing up or sitting down.

    Real Voice
    Kinect Real Voice technology focuses on the sounds that matter. Thanks to an all-new multi-microphone array, the advanced noise isolation capability lets the sensor know who to listen to, even in a crowded space.

    2014 will be exciting, to say the least. We will keep you updated as the Developer Preview program evolves and we get closer to the Kinect for Windows v2 worldwide launch next summer. Additionally, follow the progress of the early adopter community by keeping an eye on them (#k4wdev) and by following us (@kinectwindows).

    The Kinect for Windows Team

    Key links

  • Kinect for Windows Product Blog

    Join Now, BUILD for Tomorrow


    Today at Microsoft BUILD 2013, we made two important announcements for our Kinect for Windows developer community.

    First, starting today, developers can apply for a place in our upcoming developer kit program. This program will give participants exclusive early access to everything they need to start building applications for the recently-announced new generation Kinect for Windows sensor, including a pre-release version of the new sensor hardware and software development kit (SDK) in November, and a replacement unit of the final sensor hardware and firmware when it is publicly available next year. The cost for the program will be US$399 (or local equivalent). Applications must be received by July 31 and successful applicants will be notified and charged in August. Interested developers are strongly encouraged to apply early, as spots are very limited and demand is already great for the new sensor. Review complete program details and apply for the program.

    The upcoming Kinect for Windows SDK 1.8 will include more realistic color capture with Kinect Fusion.
    The upcoming Kinect for Windows SDK 1.8 will include more realistic color capture with Kinect Fusion.

    Additionally, in September we will again refresh the Kinect for Windows SDK with several exciting updates including:

    • The ability to extract the user from the background in real time
    • The ability to develop Kinect for Windows desktop applications by using HTML5/JavaScript
    • Enhancements to Kinect Fusion, including capture of color data and improvements to tracking robustness and accuracy

    The feature enhancements will enable even better Kinect for Windows-based applications for businesses and end users, and the convenience of HTML5 will make it easier for developers to build leading-edge touch-free experiences.

    This will be the fourth significant update to the Kinect for Windows SDK since we launched 17 months ago. We are committed to continuing to improve the existing Kinect for Windows platform as we prepare to release the new generation Kinect for Windows sensor and SDK.  If you aren’t already using Kinect for Windows to develop touch-free solutions, now is a great time to start. Join us as we continue to make technology easier to use and more intuitive for everyone.

    Bob Heddle
    Director, Kinect for Windows

    Key links 

  • Kinect for Windows Product Blog

    Windows Store app development is coming to Kinect for Windows


    Today at Microsoft BUILD 2014, Microsoft made it official: the Kinect for Windows v2 sensor and SDK are coming this summer (northern hemisphere). With it, developers will be able to start creating Windows Store apps with Kinect for the first time. The ability to build such apps has been a frequent request from the developer community. We are delighted that it’s now on the immediate horizon—with the ability for developers to start developing this summer and to commercially deploy their solutions and make their apps available to Windows Store customers later this summer.

    The ability to create Windows Store apps with Kinect for Windows not only fulfills a dream of our developer community, it also marks an important step forward in Microsoft’s vision of providing a unified development platform across Windows devices, from phones to tablets to laptops and beyond. Moreover, access to the Windows Store opens a whole new marketplace for business and consumer experiences created with Kinect for Windows.

    The Kinect for Windows v2 has been re-engineered with major enhancements in color fidelity, video definition, field of view, depth perception, and skeletal tracking. In other words, the v2 sensor offers greater overall precision, improved responsiveness, and intuitive capabilities that will accelerate your development of voice and gesture experiences.

    Specifically, the Kinect for Windows v2 includes 1080p HD video, which allows for crisp, high-quality augmented scenarios; a wider field of view, which means that users can stand closer to the sensor—making it possible to use the sensor in smaller rooms; improved skeletal tracking, which opens up even better scenarios for health and fitness apps and educational solutions; and new active infrared detection, which provides better facial tracking and gesture detection, even in low-light situations.

    The Kinect for Windows v2 SDK brings the sensor’s new capabilities to life:

    • Window Store app development: Being able to integrate the latest human computing technology into Windows apps and publish those to the Windows Store will give our developers the ability to reach more customers and open up access to natural user experiences in the home.
    • Unity Support: We are committed to supporting the broader developer community with a mix of languages, frameworks, and protocols. With support for Unity this summer, more developers will be able to build and publish their apps to the Windows Store by using tools they already know.
    • Improved anatomical accuracy: With the first-generation SDK, developers were able to track up to two people simultaneously; now, their apps can track up to six. And the number of joints that can be tracked has increased from 20 to 25 joints per person. Lastly, joint orientation is better. The result is skeletal tracking that’s greatly enhanced overall, making it possible for developers to deliver new and improved applications with skeletal tracking, which our preview participants are calling “seamless.”
    • Simultaneous, multi-app support: Multiple Kinect-enabled applications can run simultaneously. Our community has frequently requested this feature and we’re excited to be able to give it to them with the upcoming release.

    Developers who have been part of the Kinect for Windows v2 Developer Preview program praise the new sensor’s capabilities, which take natural, human computing to the next level. We are in awe and humbled by what they’ve already been able to create.

    Technologists from a few participating companies are on hand at BUILD, showing off the apps they have created by using the Kinect for Windows v2. See what two of them, Freak’n Genius and Reflexion Health, have already been able to achieve, and learn more about these companies.

    The v2 sensor and SDK dramatically enhance the world of gesture and voice control that were pioneered in the original Kinect for Windows, opening up new ways for developers to create applications that transform how businesses and consumers interact with computers. If you’re using the original Kinect for Windows to develop natural voice- and gesture-based solutions, you know how intuitive and powerful this interaction paradigm can be. And if you haven’t yet explored the possibilities of building natural applications, what are you waiting for? Join us as we continue to make technology easier to use and more intuitive for everyone.

    The Kinect for Windows Team

    Key links

  • Kinect for Windows Product Blog

    Kinect for Windows Solution Leads to the Perfect Fitting Jeans


    The Bodymetric Pod is small enough to be used in retail locations for capturing customers’ unique body shapes to virtually to select and purchase garmentsThe writer Mark Twain once said “We are alike, on the inside.” On the outside, however, few people are the same. While two people might be the same height and wear the same size, the way their clothing fits their bodies can vary dramatically. As a result, up to 40% of clothing purchased both online and in person is returned because of poor fit.

    Finding the perfect fit so clothing conforms to a person’s unique body shape is at the heart of the Bodymetrics Pod. Developed by Bodymetrics, a London-based pioneer in 3D body-mapping, the Bodymetrics Pod was introduced to American shoppers for the first time today during Women’s Denim Days at Bloomingdale’s in Century City, Los Angeles. This is the first time Kinect for Windows has been used commercially in the United States for body mapping in a retail clothing environment.

    Bloomingdale’s, a leader in retail innovation, has one of the largest offerings in premium denim from fashion-forward brands like J Brand, 7 for all mankind, Citizens and Humanity, AG, and Paige. The Bodymetrics services allows customers to get their body mapped and find jeans that fit and flatter their unique shape from the hundreds of different jeans styles that Bloomingdale’s stocks.

    During Bloomingdale’s Denim Days, March 15 – 18, customers will be able to get their body mapped, and also become a Bodymetrics member. This free service enables customers to access an online account and order jeans based on their body shape.

    The Bodymetric scanning technology maps hundreds of measurements and contours, which can be used for choosing clothing that perfectly fits a person’s body“We’re very excited about bringing Bodymetrics to US shoppers,” explains Suran Goonatilake, CEO of Bodymetrics. “Once we 3D map a customer’s body, we classify their shape into three categories - emerald, sapphire and ruby. A Bodymetrics Stylist will then find jeans that exactly match the body shape of the customer from jean styles that Bloomingdale’s stocks.”

    The process starts with a customer creating a Bodymetrics account. They are then directed to the Bodymetrics Pod, a secure, private space, where their body is scanned by 8 Kinect for Windows sensors arranged in a circle. Bodymetrics’ proprietary software produces a 3D map of the customer’s body, and then calculates the shape of the person, taking hundreds of measurements and contours into account. The body-mapping process takes less than 5 seconds.

    Helping women shop for best-fitting jeans in department stores is just the start of what Bodymetrics envisions for their body-mapping technologies. The company is working on a solution that can be used at home. Individuals will be able to scan their body, and then go online to select, virtually try on, and purchase clothing that match their body shape.

    Goonatilake explains, “Body-mapping is in its infancy. We’re just starting to explore what’s possible in retail stores and at home. Stores are increasingly looking to provide experiences that entice shoppers into their stores, and then allow a seamless journey from stores to online. And we all want shopping experiences that are personalized to us – our size, shape and style.”

    Even though people may not be identical on the outside, we desire clothing that fits well and complements our body shapes. The Kinect for Windows-enabled Bodymetrics Pod offers a retail-ready solution that makes the perfect fit beautifully simple.

    Kinect for Windows Team

  • Kinect for Windows Product Blog

    Microsoft’s Kinect Accelerator Begins Today


    I am pleased to announce that the finalists for our Kinect Accelerator have arrived in ever-sunny Seattle and today are launching into a three-month program to build new products and business using Kinect. I can’t wait to see what they come up with – using Kinect, these teams have the ability to reimagine the way products are used, and perhaps even revolutionize entire industries along the way.

    Kinect Accelerator is powered by TechStars, in close collaboration with the Microsoft BizSpark program; my team and I have been working closely with the BizSpark team and others in the Interactive Entertainment Business to help develop and bring this program to life. The response to the Kinect Accelerator has been phenomenal and we expect to see remarkable innovation coming out of the program.

    Craig Eisler and other executives from Microsoft and TechStars met in February to review program applications.We were hoping to receive 100 to 150 applications, with a goal of selecting the best ten. But the worldwide entrepreneurial community completely surprised us by submitting almost five hundred applications with concepts spanning nearly 20 different industries, including healthcare, education, retail, entertainment, and more. 

    There were so many clever and innovative ideas and so many great teams it was super challenging to narrow things down – we spent many, many hours in a rigorous and highly energetic review process. We finally landed on 11 finalists from five countries, chosen based on their experience, qualifications, and the potential benefit that could result from their Kinect Accelerator.  The finalists are: 

    • Freak'n Genius – Seattle, WA
    • GestSure Technologies – Toronto, Canada
    • IKKOS – Seattle, WA
    • Kimetric – Buenos Aires, Argentina
    • Jintronix Inc.  – Montreal, Canada
    • Manctl – Lyon, France
    • NConnex – Hadley, MA
    • Styku - Los Angeles, CA
    • übi interactive – Munich, Germany
    • VOXON – New York, NY
    • Zebcare – Boston, MA

    The Kinect Accelerator will be held in Microsoft’s state of the art facility in Seattle’s vibrant South Lake Union neighborhood.Each team will be mentored by entrepreneurs and venture capitalists as well as leaders from Kinect for Windows, Xbox, Microsoft Studios, Microsoft Research and other Microsoft organizations. The teams will spend the first several weeks ideating and refining their business concepts with input and advice from their mentors, followed by several weeks of design and development.  They will present their results at an event at the end of June.

    We were so amazed by the quality, caliber, and uniqueness of the applications and teams that we decided to reward the top 100 applicants that didn’t make it into the program with a complimentary Kinect for Windows sensor. I believe we are going to see great things from many of the folks that applied to the program and we wish them all the best.

    We will share more information about the Kinect Accelerator teams and their applications on this blog in coming months. And for more information on the Kinect Accelerator program in general, go to KinectAccelerator.com.

    Craig Eisler
    General Manager, Kinect for Windows

  • Kinect for Windows Product Blog

    Developing with Kinect for Windows v2 on a Mac


    With the launch of the Kinect for Windows v2 public preview, we want to ensure that developers have access to the SDK so that you can start writing Kinect-based applications. As you may be aware, the Kinect for Windows SDK 2.0 public preview will run only on Windows 8 and Windows 8.1 64-bit systems. If you have a Windows 8 PC that meets the minimum requirements, you’re ready to go.

    For our Macintosh developers, this may be bittersweet news, but we’re here to help. There are two options available for developers who have an Intel-based Mac: (1) install Windows to the Mac’s hard drive, or (2) install Windows to an external USB 3.0 drive. Many Mac users are aware of the first option, but the second is less well known.

    First, you need to ensure that your hardware meets the minimum requirements for Kinect for Windows v2.

    Due to the requirements for full USB 3.0 bandwidth and GPU Shader Model 5 (DirectX 11), virtualization products such as VMWare Fusion, Parallels Desktop, or Oracle VirtualBox are not supported. If you’re not sure what hardware you have, you can find out on these Apple websites:

    Installing Windows on the internal hard drive of your Intel-based Macintosh

    We’re going to focus on getting Windows 8.1 installed, since this is typically the stumbling block. (If you need help installing Visual Studio or other applications on Windows, you can find resources online.)

    Apple has provided a great option called Boot Camp. This tool will download the drivers for Windows, set up bootable media for installation, and guide you through the partitioning process. Please refer to Apple’s website on using this option:

    Alternative to installing Windows on your primary drive

    Boot Camp requires Windows to be installed on your internal hard drive. This might be impractical or impossible for a variety of reasons, including lack of available free space, technical failures during setup, or personal preferences.

    An alternative is to install Windows to an external drive using Windows To Go, a feature of Windows 8 and 8.1 Enterprise. (Learn more about this feature in Windows 8.1 Enterprise.)

    In the section, Hardware considerations for Windows To Go, on Windows To Go: Feature Overview, you can find a list of recommended USB 3.0 drives. These drives have additional security features that you may want to review with your systems administrators, to ensure you are in compliance with your company’s security policies.

    Getting started with Windows To Go

    • You will need the following to proceed:
    • Existing PC with USB 3.0 that has Windows 8/8.1 Enterprise installed (the “technician computer”)
    • USB 3.0 flash or external hard drive
    • Windows 8/8.1 Enterprise installation media (CD or ISO)
    • Windows 8/8.1 product key

    You will need to log in as the administrator. Start the Windows to Go tool, press Win-Q to start the search, and enter Windows To Go:

    press Win-Q to start the search, and enter "Windows To Go"

    Launch the Windows To Go application from the list. From the main application window, you will see a list of the attached drives that you can use with the tool. As shown below, you may be alerted of USB 3.0 drives that are not Windows To Go certified. You can still use the drive but understand that it might not work or could have an impact on performance. If you are using a non-certified USB 3.0 drive, you will have do your own testing to ensure it meets your needs. (Note: while not officially supported by Microsoft, we have used the Western Digital My Passport Ultra 500 GB and 1 TB drives at some of our developer hackathons to get people using Macs up and running with our dev tools on Windows.)

    "Choose the drive you want to use" window

    Select the drive you wish to use and click Next. If you have not already done so, insert the Windows 8.1 Enterprise CD at this time. If you have the .ISO, you can double-click the icon or right-click and select Mount to use it as a virtual drive.

    If you have the .ISO, you can double-click the icon or right-click and select Mount to use it as a virtual drive.

    If you do not see an image in the list, click the Add search location button and browse your system to find the DVD drive or mounted CD partition:

    Browse your system to find the DVD drive or mounted CD partition.

    It should now appear in the list, and you can select it and click Next.

    Select your Windows 8.1 image and click "Next."

    If you need or wish to use BitLocker, you can enable that now. We will Skip this.

    "Set a BitLocker password (optional)" screen 

    The confirmation screen will summarize the selections you have made. This is your last chance to ensure that you are using the correct drive. Please avail yourself of this opportunity, as the Windows To Go installation process will reformat the drive and you will not be able to recover any data that is currently on the drive. Once you have confirmed that you are using the correct drive, click Create to continue.

    "Ready to create your Windows To Go workspace" window

    Once the creation step is complete, you are ready to reboot the system. But first, you’ll need to download the drivers necessary for running Windows on Macintosh hardware from the Apple support page, as, by default, Windows setup does not include these drivers.

    I recommend that you create an Extras folder on your drive and copy the files you’ll need. As shown below, I downloaded and extracted the Boot Camp drivers in this folder, since this will be the first thing I’ll need after logging in for the first time.

    Extracting the Boot Camp drivers from the Extras folder I created.

    Disconnect the hard drive from the Windows computer and connect it to your Mac. Be sure that you are using the USB 3.0 connection if you have both USB 2 and USB 3.0 hardware ports. Once the drive is connected, boot or restart your system while holding down the option key. (Learn more about these startup key shortcuts for Intel-based Macs.)

    Connect the hard drive to your Mac and restart your system while holding down the option key.

    During the initial setup, you will be asked to enter your product key, enter some default settings, and create an account. If your system has to reboot at any time, repeat the previous step to ensure that you return to the USB 3.0 workspace. Once you have successfully logged in for the first time, install the Boot Camp driver and any other applications you wish to use. Then you’ll have a fully operational Windows environment you can use for your Kinect for Windows development.

    Carmine Sirignano
    Developer Support Escalation Engineer
    Kinect for Windows

    Key links


  • Kinect for Windows Product Blog

    Nissan Pathfinder Virtual Showroom is Latest Auto Industry Tool Powered by Kinect for Windows


    Automotive companies Audi, Ford, and Nissan are adopting Kinect for Windows as a the newest way to put a potential driver into a vehicle. Most car buyers want to get "hands on" with a car before they are ready to buy, so automobile manufacturers have invested in tools such as online car configurators and 360-degree image viewers that make it easier for customers to visualize the vehicle they want.

    Now, Kinect's unique combination of camera, body tracking capability, and audio input can put the car buyer into the driver's seat in more immersive ways than have been previously possible—even before the vehicle is available on the retail lot!

    The most recent example of this automotive trend is the 2013 Nissan Pathfinder application powered by Kinect for Windows, which was originally developed to demonstrate the new Pathfinder at auto shows before there was a physical car available.

    Nissan quickly recognized the value of this application for building buzz at local dealerships, piloting it in 16 dealerships in 13 states nationwide.

    "The Pathfinder application using Kinect for Windows is a game changer in terms of the way we can engage with consumers," said John Brancheau, vice president of marketing at Nissan North America. "We're taking our marketing to the next level, creating experiences that enhance the act of discovery and generate excitement about new models before they're even available. It's a powerful pre-sales tool that has the potential to revolutionize the dealer experience."

    Digital marketing agency Critical Mass teamed with interactive experience developer IdentityMine to design and build the Kinect-enabled Pathfinder application for Nissan. "We're pioneering experiences like this one for two reasons: the ability to respond to natural human gestures and voice input creates a rich experience that has broad consumer appeal," notes Critical Mass President Chris Gokiert. "Additionally, the commercial relevance of an application like this can fulfill a critical role in fueling leads and actually helping to drive sales on site."

    Each dealer has a kiosk that includes a Kinect for Windows sensor, a monitor, and a computer that’s running the Pathfinder application built with the Kinect for Windows SDK. Since the Nissan Pathfinder application first debuted at the Chicago Auto Show in February 2012, developers made several enhancements, including a new pop-up tutorial, and interface improvements, such as larger interaction icons and instructional text along the bottom of the screen so a customer with no Kinect experience could jump right in. "In the original design for the auto show, the application was controlled by a trained spokesperson. That meant aspects like discoverability and ease-of-use for first-time users were things we didn’t need to design for," noted IdentityMine Research Director Evan Lang.

    Now, shoppers who approach the Kinect-based showroom are guided through an array of natural movements—such as extending their hands, stepping forward and back, and leaning from side to side—to activate hotspots on the Pathfinder model, allowing them to inspect the car inside and out.

    Shoppers who approach the Kinect-based showroom are guided through an array of natural movements that allow them to inspect the car inside and out.The project was not, however, without a few challenges. The detailed Computer-Aided Design (CAD) model data provided by Nissan, while ideal for commercials and other post-rendered uses, did not lend itself easily to a real-time engine. "A lot of rework was necessary that involved 'retopolgizing' the mesh," reported IdentityMine’s 3D Design Lead Howard Schargel. "We used the original as a template and traced over to get a cleaner, more manageable polygon count. We were able to remove much more than half of the original polygons, allowing for more fluid interactions and animations while still retaining the fidelity of the client's original model."

    And then, the development team pushed further. "The application uses a dedicated texture to provide a dynamic, scalable level of detail to the mesh by adding or removing polygons, depending on how close it is to the camera,” explained Schargel. “It may sound like mumbo jumbo—but when you see it, you won't believe it."

    You can see the Nissan Pathfinder app in action at one of the 16 participating dealerships or by watching our video case study.

    Kinect for Windows Team

    Key Links

  • Kinect for Windows Product Blog

    Kinect for Windows expands its developer preview program


    Last June, we announced that we would be hosting a limited, exclusive developer preview program for Kinect for Windows v2 prior to its general availability in the summer (northern hemisphere) of 2014. And a few weeks ago, we began shipping Kinect for Windows v2 Developer Preview kits to thousands of participants all over the world.

    It’s been exciting to hear from so many developers as they take their maiden voyage with Microsoft’s new generation NUI technology. We’ve seen early unboxing videos that were recorded all over the world, from London to Tokyo. We’ve heard about some promising early experiments that are taking advantage of the higher resolution data and the ability to see six people.  People have told us about early success with the new sensor’s ability to track the tips of hands and thumbs.  And some developers have even described how easy it’s been to port their v1 apps to the new APIs.

    Kinect for Windows v2 Developer Preview kit (Photo courtesy of Vladimir Kolesnikov [@vladkol], a developer preview program participant)
    Kinect for Windows v2 Developer Preview kit
    (Photo courtesy of Vladimir Kolesnikov [@vladkol], a developer preview program participant)

    But we’ve also heard from many people who were not able to secure a place in the program and are eager to get their hands on the Kinect for Windows v2 sensor and SDK as soon as possible. For everyone who has been hoping and waiting, we’re pleased to announce that we are expanding the program so that more of you can participate!

    We are creating 500 additional developer preview kits for people who have great ideas they want to bring to life with the Kinect for Windows sensor and SDK. Like before, the program is open to professional developers, students, researchers, artists, and other creative individuals.

    The program fee is US$399 (or local equivalent) and offers the following benefits:

    • Direct access to the Kinect for Windows engineering team via a private forum and exclusive webcasts
    • Early SDK access (alpha, beta, and any updates along the way to release)
    • Private access to all API and sample documentation
    • A pre-release version of the new generation sensor
    • A final, released sensor at launch next summer (northern hemisphere)

    Applications must be completed and submitted by January 31, 2014, at 9:00 A.M. (Pacific Time), but don’t wait until then to apply! We will award positions in the program on a rolling basis to qualified applicants. Once all 500 kits have been awarded, the application process will be closed.

    Learn more and apply now

    The Kinect for Windows Team

    Key links

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