/// <summary>
        /// 
        /// </summary>
        /// <param name="Sensor">The Kinect Sensor to use</param>
        /// <param name="WaitingTime">Reppresent the time, in milliseconnds, to wait before taking another screenshot</param>
        /// <param name="Checker"></param>
        public KinectInterrogator(KinectSensor Sensor, int WaitingTime)
        {
            attBodyCount = 0;
            attEnableTakingScreenshot = false;
            attBarcodeChecker = new BarCodeRecognized();
            attPlayerChecker = new PlayerChecker();
            attWaitingTime = WaitingTime;
            this.attKinectSensor = Sensor;

            attBodyFrameReader = attKinectSensor.BodyFrameSource.OpenReader();
            attBodyFrameReader.FrameArrived += this.Reader_BodyFrameArrived;

            attColorFrameReader = Sensor.ColorFrameSource.OpenReader();
            attColorFrameReader.FrameArrived += this.Reader_ColorFrameArrived;

            attKinectSensor.Open();
            attLastcheck = DateTime.Now;

            SetBackgroundWorker();
        }
 /// <summary>
 /// Called to handle the <see cref="BarCodeRecognized"/> event
 /// </summary>
 /// <param name="Sender"></param>
 /// <param name="Parameters"></param>
 private void HandleBarCodeRecognized(object Sender, BarCodeRecognized.Arguments Parameters)
 {
     try
     {
         attGame.SetInInventory(Parameters.BarCode);
         attUpdateInventory.RaiseEvent(Parameters.BarCode, attGame.ActualRoomIndex);
     }
     catch (ItemAlreadyInInvetory ex)
     {
         attNotifyItemException.RaiseEvent(ex.Message);
     }
     catch (ItemNotInGameException ex)
     {
         attNotifyItemException.RaiseEvent(ex.Message);
     }
 }