Ning Ma's FLying Squares with dynamically controlled background perspective and changing colours.
Mac OS X
There aren't very many instructional guides or videos out there that go into detail when describing how to take a kinect captured image, import it into blender and then map a texture to it. Trust me, I spent a lot of time looking around. That goes double for Mac users. I've never used Blender before and right away I can tell you it doesn't boast the most straight forward and easy to use interface that I've come across.
The other day I posted an article about a great little game developed by Paul & Syd. They built this easy to use and fun to play Dance competition game that matches up your skeletal positioning with data captured from the Kinect and then pumps it into a browser that supports HTML5 using Jens Alexander Ewald's WebSocketP5 library.
Here a quick -- and when I say quick, I mean quick -- guide to get you up and running with libfreenect drivers on a Mac OS X.
UPDATE: OpenNI has a new site so a lot of the links (and some instruction on how to obtain things) have changed. To download previous versions of OpenNI and NiTE, go to http://www.openni.org/openni-sdk/openni-sdk-history-2/
Ryan Challinor wrote an incredibly useful tool for speeding up the set up process involved with using your Kinect sensor with Apple's free visual programming tool Quartz Composer. I was able to easily set up a quick demo where A particle system with a halo effect would follow my left hand along the X and Y axis. Incredibly easy to set up with a very rewarding end result.