Sprite GetSpriteForGesture(Gestures gesture) {
		foreach (var sprite in sprites) {
			if (sprite.name == gesture.ToString ()) {
				return sprite;
			}
		}
		return null;
	}
        //////////////////////////////////
        ////// Main Window Elements //////
        //////////////////////////////////

        /// Called when each depth frame is ready
        /// Does necessary processing to get our finger points and predicting gestures
        /// Most of the interesting stuff happens in here
        private void GestureDepthFrameReady(object sender, DepthImageFrameReadyEventArgs e)
        {
            // Calculating and storing finger and palm positions
            Image <Gray, Byte> emguImg = convertToEmgu();

            CalculateAndStorePos(emguImg);
            this.emguImage.Source = BitmapSourceConvert.ToBitmapSource(emguImg);

            using (DepthImageFrame depthFrame = e.OpenDepthImageFrame())
            {
                if (depthFrame != null)
                {
                    // Copy the pixel data from the image to a temporary array
                    depthFrame.CopyDepthImagePixelDataTo(this.depthPixels);

                    // Get the min and max reliable depth for the current frame
                    int minDepth = depthFrame.MinDepth;
                    int maxDepth = depthFrame.MaxDepth;

                    // Convert the depth to RGB
                    int colorPixelIndex = 0;
                    for (int i = 0; i < this.depthPixels.Length; ++i)
                    {
                        int x = i % this.sensor.DepthStream.FrameWidth;
                        int y = (int)(i / this.sensor.DepthStream.FrameWidth);

                        // Get the depth for this pixel
                        short depth = depthPixels[i].Depth;

                        // To convert to a byte, we're discarding the most-significant
                        // rather than least-significant bits.
                        // We're preserving detail, although the intensity will "wrap."
                        // Values outside the reliable depth range are mapped to 0 (black).

                        // Note: Using conditionals in this loop could degrade performance.
                        // Consider using a lookup table instead when writing production code.
                        // See the KinectDepthViewer class used by the KinectExplorer sample
                        // for a lookup table example.
                        byte intensity = (byte)(0);
                        //if (depth >= minDepth && depth <= threshDepth)
                        if (depth >= 180 && depth <= threshDepth)
                        {
                            intensity = (byte)(depth);
                        }
                        // Write out blue byte
                        this.depthcolorPixels[colorPixelIndex++] = intensity;

                        // Write out green byte
                        this.depthcolorPixels[colorPixelIndex++] = intensity;

                        // Write out red byte
                        this.depthcolorPixels[colorPixelIndex++] = intensity;

                        // We're outputting BGR, the last byte in the 32 bits is unused so skip it
                        // If we were outputting BGRA, we would write alpha here.
                        ++colorPixelIndex;
                    }

                    // If read is enabled
                    if (_video.Count > MinimumFrames && _capturing == true)
                    {
                        sample = new Matrix <float>(1, _dimension);
                        string[] features = _dtw.ExtractFeatures().Split(' ');
                        for (int i = 0; i < features.Length; i++)
                        {
                            int featureIndex;
                            if (Int32.TryParse(features[i], out featureIndex))
                            {
                                sample[0, i] = (float)featureIndex;
                            }
                        }

                        Gestures recordedGesture = EmguCVKNearestNeighbors.Predict(sample);

                        results.Text = "Recognised as: " + recordedGesture.ToString();

                        if (SerialSender.GetSendState() && recordedGesture != Gestures.ReadySignal)
                        {
                            SerialSender.SendGesture(recordedGesture, pulse);
                            SerialSender.SetSendState(false);
                            recordedGesture             = Gestures.None;
                            imageBorder.BorderThickness = new Thickness(0);
                        }

                        if (recordedGesture == Gestures.ReadySignal)
                        {
                            imageBorder.BorderThickness = new Thickness(10);
                            SerialSender.SetSendState(true);
                        }


                        if (recordedGesture == Gestures.None)
                        {
                            // There was no match so reset the buffer
                            _video = new ArrayList();
                        }
                    }

                    // Ensures that we remember only the last x frames
                    if (_video.Count > BufferSize)
                    {
                        // If we are currently capturing and we reach the maximum buffer size then automatically store
                        if (_capturing)
                        {
                            DtwStoreClick(null, null);
                        }
                        else
                        {
                            // Remove the first // 2 frame in the buffer
                            for (int i = 0; i < 3; ++i)
                            {
                                _video.RemoveAt(0);
                            }
                        }
                    }

                    // Write the pixel data into our bitmap
                    this.depthBitmap.WritePixels(
                        new Int32Rect(0, 0, this.depthBitmap.PixelWidth, this.depthBitmap.PixelHeight),
                        this.depthcolorPixels,
                        this.depthBitmap.PixelWidth * sizeof(int),
                        0);
                }
            }
        }