Overview
Preface:
I published this guide in 2013 on Creative Applications and moved it to Github in 2016. I don't think the Kinect 2 was even out at the time of the original, and many other cameras have since come and gone. Camera technologies have obviously changed a lot in the 7 years since I published, so it is certainly time for a major update. The 2013 version is being kept in the repository for historical reference.
Introduction
Cameras are one of the most commonly used sensors for interactive installations. They are useful for a wide range of interactions - motion detection, motion visualization, image detection, video and still recording, and more advanced feature and object detection, just to name a few possible applications. Essentially every creative technology coding framework has the ability to take in a basic camera feed and many beginner examples use a laptop's build-in webcams as their input source. The camera's traits of accessibility, portability, and ubiquity make them an ideal sensor for both early prototypes and advanced applications.