private void InitGestures()
        {
            if (Utilities.IsDesignMode)
            {
                return;
            }

            // open the reader for the body frames
            //	This may need to be opened on a more higher level
            this.bodyFrameReader = this.kinectSensor.BodyFrameSource.OpenReader();

            // set the BodyFramedArrived event notifier
            this.bodyFrameReader.FrameArrived += this.Reader_BodyFrameArrived;

            this.gestureDetectorList = new List <GestureDetector>();

            //	Setup Gestures for each potential skeleton
            int maxBodies = this.kinectSensor.BodyFrameSource.BodyCount;

            for (int i = 0; i < maxBodies; ++i)
            {
                GestureDetector detector = new IGVirtualReceptionist.Gestures.GestureDetector(this, this.kinectSensor);

                detector.GestureDetected += detector_GestureDetected;
                this.gestureDetectorList.Add(detector);
            }
        }
        private void InitGestures()
        {
            if (Utilities.IsDesignMode)
                return;

            // open the reader for the body frames
            //	This may need to be opened on a more higher level
            this.bodyFrameReader = this.kinectSensor.BodyFrameSource.OpenReader();

            // set the BodyFramedArrived event notifier
            this.bodyFrameReader.FrameArrived += this.Reader_BodyFrameArrived;

            this.gestureDetectorList = new List<GestureDetector>();

            //	Setup Gestures for each potential skeleton
            int maxBodies = this.kinectSensor.BodyFrameSource.BodyCount;
            for (int i = 0; i < maxBodies; ++i)
            {
                GestureDetector detector = new IGVirtualReceptionist.Gestures.GestureDetector(this, this.kinectSensor);

                detector.GestureDetected += detector_GestureDetected;
                this.gestureDetectorList.Add(detector);
            }
        }