http://www.html5canvastutorials.com/category/labs/
Unless that's specifically what you're dissatisfied with.
But thanks for the link, I'll go about giving it another try :)
PS: It's Kinetic, not Kinect, that might be screwing up your googling!
I've actually built very similar graphs to the examples shown in vis.js with d3.js. I was a bit surprised that it wasn't just a wrapper library on top of d3.js (plenty of those exist to make working with d3 a little easier).
d3 really is a three-legged stool of HTML, JS and CSS. When targeting <canvas>, you loose both HTML and CSS and thus much of the power.
EDIT: I should clarify that I'm thinking of HTML in an abstract sense that also includes SVG. By hooking into the DOM, d3 gets a free scenegraph that makes it easy to modify the components of the visualization without writing low-level code.
http://bost.ocks.org/mike/chart/
Examples in the core library, all compatible with Canvas, include scales, layouts, geographic projections, time/color utilities, CSV/TSV loading, and behaviors (drag/zoom/etc). There's some built-in canvas rendering like d3.geo.path which can be provided a canvas context.
The only things you lose are selections and the convenient transitions that go along with selections. But you can use these to modify and transition the canvas elements themselves!
I have use d3 to create composite graphics that included elements rendered to canvas and it certainly is powerful. But, I still believe that the sweet spot of the library requires being able to work with the DOM and CSS.