Special techniques used during development

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Table of contents

1. Introduction 
2. Project Requirements
3. State of the Art Overview 
4. Design Phase
4.1 Concept
4.2 Design process
4.3 Gestural Control
4.4 Description of Designed Features
4.5 Idle system
4.6 User detection
4.7 Data Access
4.8 Contact Information
4.9 Other Developed Ideas
4.9.1 A city of data
4.9.2 The Data Tree
5. Hardware / Used Tools
5.1 Kinect Hardware
5.2 Kinect SDK
5.2.1 Licensing
5.2.2 Featureds
5.2.3 Decision
5.3 Game Engine Comparison
5.3.1 Cryengine 3
5.3.2 Unreal Engine 3
5.3.3 Unity3D
5.3.4 Decision
5.4 Tools
5.4.1 nFringe
5.4.2 Visual Studio
5.4.3 Adobe Photoshop
5.5 Special techniques used during development
5.5.1 Gesture Recognition
5.5.2 Detecting if hand indicators are hovering over a bubble
5.5.3 Using opacity maps for hover effects
5.5.4 Bubbles and Animations
6. Test and Evaluation
7. Conclusion and Outlook 
8. References

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