\documentclass[twoside,openright]{uva-bachelor-thesis} \usepackage[english]{babel} \usepackage[utf8]{inputenc} \usepackage{hyperref,graphicx,float,tikz,subfigure} % Link colors \hypersetup{colorlinks=true,linkcolor=black,urlcolor=blue,citecolor=DarkGreen} % Title Page \title{A generic architecture for the detection of multi-touch gestures} \author{Taddeüs Kroes} \supervisors{Dr. Robert G. Belleman (UvA)} \signedby{Dr. Robert G. Belleman (UvA)} \begin{document} % Title page \maketitle \begin{abstract} % TODO \end{abstract} % Set paragraph indentation \parindent 0pt \parskip 1.5ex plus 0.5ex minus 0.2ex % Table of content on separate page \tableofcontents \chapter{Introduction} % TODO: put Qt link in bibtex Multi-touch devices enable a user to interact with software using intuitive body gestures, rather than with interaction tools like mouse and keyboard. With the upcoming use of touch screens in phones and tablets, multi-touch interaction is becoming increasingly common.The driver of a touch device provides low-level events. The most basic representation of these low-level event consists of \emph{down}, \emph{move} and \emph{up} events. Multi-touch gestures must be designed in such a way, that they can be represented by a sequence of basic events. For example, a ``tap'' gesture can be represented as a \emph{down} event that is followed by an \emph{up} event within a certain time. The translation process of driver-specific messages to basic events, and events to multi-touch gestures is a process that is often embedded in multi-touch application frameworks, like Nokia's Qt \cite{qt}. However, there is no separate implementation of the process itself. Consequently, an application developer who wants to use multi-touch interaction in an application is forced to choose an application framework that includes support for multi-touch gestures. Moreover, the set of supported gestures is limited by the application framework. To incorporate some custom event in an application, the chosen framework needs to provide a way to extend existing multi-touch gestures. % Hoofdvraag The goal of this thesis is to create a generic architecture for the support of multi-touch gestures in applications. To test the design of the architecture, a reference implementation is written in Python. The architecture should incorporate the translation process of low-level driver messages to multi-touch gestures. It should be able to run beside an application framework. The definition of multi-touch gestures should allow extensions, so that custom gestures can be defined. % Deelvragen To design such an architecture properly, the following questions are relevant: \begin{itemize} \item What is the input of the architecture? This is determined by the output of multi-touch drivers. \item How can extendability of the supported gestures be accomplished? % TODO: zijn onderstaande nog relevant? beter omschrijven naar "Design" % gerelateerde vragen? \item How can the architecture be used by different programming languages? A generic architecture should not be limited to be used in only one language. \item Can events be used by multiple processes at the same time? For example, a network implementation could run as a service instead of within a single application, triggering events in any application that needs them. \end{itemize} % Afbakening The scope of this thesis includes the design of a generic multi-touch triggering architecture, a reference implementation of this design, and its integration into a test case application. To be successful, the design should allow for extensions to be added to any implementation. The reference implementation is a Proof of Concept that translates TUIO messages to some simple touch gestures that are used by a test application. \section{Structure of this document} % TODO: pas als thesis af is \chapter{Related work} \section{Gesture and Activity Recognition Toolkit} The Gesture and Activity Recognition Toolkit (GART) \cite{GART} is a toolkit for the development of gesture-based applications. The toolkit states that the best way to classify gestures is to use machine learning. The programmer trains a program to recognize using the machine learning library from the toolkit. The toolkit contains a callback mechanism that the programmer uses to execute custom code when a gesture is recognized. Though multi-touch input is not directly supported by the toolkit, the level of abstraction does allow for it to be implemented in the form of a ``touch'' sensor. The reason to use machine learning is the statement that gesture detection ``is likely to become increasingly complex and unmanageable'' when using a set of predefined rules to detect whether some sensor input can be seen as a specific gesture. This statement is not necessarily true. If the programmer is given a way to separate the detection of different types of gestures and flexibility in rule definitions, over-complexity can be avoided. % oplossing: trackers. bijv. TapTracker, TransformationTracker gescheiden \section{Gesture recognition software for Windows 7} The online article \cite{win7touch} presents a Windows 7 application, written in Microsofts .NET. The application shows detected gestures in a canvas. Gesture trackers keep track of stylus locations to detect specific gestures. The event types required to track a touch stylus are ``stylus down'', ``stylus move'' and ``stylus up'' events. A \texttt{GestureTrackerManager} object dispatches these events to gesture trackers. The application supports a limited number of pre-defined gestures. An important observation in this application is that different gestures are detected by different gesture trackers, thus separating gesture detection code into maintainable parts. \section{Processing implementation of simple gestures in Android} An implementation of a detection architecture for some simple multi-touch gestures (tap, double tap, rotation, pinch and drag) using Processing\footnote{Processing is a Java-based development environment with an export possibility for Android. See also \url{http://processing.org/.}} can be found found in a forum on the Processing website \cite{processingMT}. The implementation is fairly simple, but it yields some very appealing results. The detection logic of all gestures is combined in a single class. This does not allow for extendability, because the complexity of this class would increase to an undesirable level (as predicted by the GART article \cite{GART}). However, the detection logic itself is partially re-used in the reference implementation of the generic gesture detection architecture. \section{Analysis of related work} The simple Processing implementation of multi-touch events provides most of the functionality that can be found in existing multi-touch applications. In fact, many applications for mobile phones and tablets only use tap and scroll events. For this category of applications, using machine learning seems excessive. Though the representation of a gesture using a feature vector in a machine learning algorithm is a generic and formal way to define a gesture, a programmer-friendly architecture should also support simple, ``hard-coded'' detection code. A way to separate different pieces of gesture detection code, thus keeping a code library manageable and extendable, is to user different gesture trackers. % FIXME: change title below \chapter{Design} % Diagrams are defined in a separate file \input{data/diagrams} \section{Introduction} % TODO: rewrite intro, reference to experiment appendix This chapter describes a design for a generic multi-touch gesture detection architecture. The architecture constists of multiple components, each with a specific set of tasks. Naturally, the design is based on a number of requirements. The first three sections each describe a requirement, and a solution that meets the requirement. The following sections show the cohesion of the different components in the architecture. To test multi-touch interaction properly, a multi-touch device is required. The University of Amsterdam (UvA) has provided access to a multi-touch table from PQlabs. The table uses the TUIO protocol \cite{TUIO} to communicate touch events. See appendix \ref{app:tuio} for details regarding the TUIO protocol. \subsection*{Position of architecture in software} The input of the architecture comes from some multi-touch device driver. For example, the table used in the experiments uses the TUIO protocol. The task of the architecture is to translate this input to multi-touch gestures that are used by an application, as illustrated in figure \ref{fig:basicdiagram}. In the course of this chapter, the diagram is extended with the different components of the architecture. \basicdiagram{A diagram showing the position of the architecture relative to the device driver and a multi-touch application.} \section{Supporting multiple drivers} The TUIO protocol is an example of a touch driver that can be used by multi-touch devices. Other drivers do exist, which should also be supported by the architecture. Therefore, there must be some translation of driver-specific messages to a common format in the arcitecture. Messages in this common format will be called \emph{events}. Events can be translated to multi-touch \emph{gestures}. The most basic set of events is $\{point\_down, point\_move, point\_up\}$. Here, a ``point'' is a touch object with only an (x, y) position on the screen. A more extended set could also contain more complex events. An object can also have a rotational property, like the ``fiducials'' type in the TUIO protocol. This results in $\{point\_down, point\_move,\\point\_up, object\_down, object\_move, object\_up, object\_rotate\}$. The component that translates driver-specific messages to events, is called the \emph{event driver}. The event driver runs in a loop, receiving and analyzing driver messages. The event driver that is used in an application is dependent of the support of the multi-touch device. When a sequence of messages is analyzed as an event, the event driver delegates the event to other components in the architecture for translation to gestures. \driverdiagram{Extension of the diagram from figure \ref{fig:basicdiagram}, showing the position of the event driver in the architecture.} \section{Restricting gestures to a screen area} An application programmer should be able to bind a gesture handler to some element on the screen. For example, a button tap\footnote{A ``tap'' gesture is triggered when a touch object releases the screen within a certain time and distance from the point where it initially touched the screen.} should only occur on the button itself, and not in any other area of the screen. A solution to this program is the use of \emph{widgets}. The button from the example can be represented as a rectangular widget with a position and size. The position and size are compared with event coordinates to determine whether an event should occur within the button. \subsection*{Widget tree} A problem occurs when widgets overlap. If a button in placed over a container and an event occurs occurs inside the button, should the button handle the event first? And, should the container receive the event at all or should it be reserved for the button?. The solution to this problem is to save widgets in a tree structure. There is one root widget, whose size is limited by the size of the touch screen. Being the leaf widget, and thus the widget that is actually touched when an object touches the device, the button widget should receive an event before its container does. However, events occur on a screen-wide level and thus at the root level of the widget tree. Therefore, an event is delegated in the tree before any analysis is performed. Delegation stops at the ``lowest'' widget in the three containing the event coordinates. That widget then performs some analysis of the event, after which the event is released back to the parent widget for analysis. This release of an event to a parent widget is called \emph{propagation}. To be able to reserve an event to some widget or analysis, the propagation of an event can be stopped during analysis. % TODO: insprired by JavaScript DOM % TODO: add GTK to bibliography Many GUI frameworks, like GTK \cite{GTK}, also use a tree structure to manage their widgets. This makes it easy to connect the architecture to such a framework. For example, the programmer can define a \texttt{GtkTouchWidget} that synchronises the position of a touch widget with that of a GTK widget, using GTK signals. \subsection*{Callbacks} \label{sec:callbacks} When an event is propagated by a widget, it is first used for event analysis on that widget. The event analysis can then trigger a gesture in the widget, which has to be handled by the application. To handle a gesture, the widget should provide a callback mechanism: the application binds a handler for a specific type of gesture to a widget. When a gesture of that type is triggered after event analysis, the widget triggers the callback. \subsection*{Position of widget tree in architecture} \widgetdiagram{Extension of the diagram from figure \ref{fig:driverdiagram}, showing the position of widgets in the architecture.} \section{Event analysis} The events that are delegated to widgets must be analyzed in some way to from gestures. This analysis is specific to the type of gesture being detected. E.g. the detection of a ``tap'' gesture is very different from detection of a ``rotate'' gesture. The \cite[.NET implementation]{win7touch} separates the detection of different gestures into different \emph{gesture trackers}. This keeps the different pieces of detection code managable and extandable. Therefore, the architecture also uses gesture trackers to separate the analysis of events. A single gesture tracker detects a specific set of gesture types, given a sequence of events. An example of a possible gesture tracker implementation is a ``transformation tracker'' that detects rotation, scaling and translation gestures. \subsection*{Assignment of a gesture tracker to a widget} As explained in section \ref{sec:callbacks}, events are delegated from a widget to some event analysis. The analysis component of a widget consists of a list of gesture trackers, each tracking a specific set of gestures. No two trackers in the list should be tracking the same gesture type. When a handler for a gesture is ``bound'' to a widget, the widget asserts that it has a tracker that is tracking this gesture. Thus, the programmer does not create gesture trackers manually. Figure \ref{fig:trackerdiagram} shows the position of gesture trackers in the architecture. \trackerdiagram{Extension of the diagram from figure \ref{fig:widgetdiagram}, showing the position of gesture trackers in the architecture.} \section{Nog iets hier met example diagrams...} % TODO \section{Example usage} This section describes an example that illustrates the API of the architecture. The example application listens to tap events in a GUI window. \begin{verbatim} # Add a new window to the server, representing the GUI widget = new rectangular Widget object set widget position and size to that of the GUI window # If the GUI toolkit allows it, bind window movement and resize handlers # that alter the position size and sieze of the window object # Create an event server that will be started later server = new EventServer object set widget as root widget for server # Define a handler that must be triggered when a tap gesture is detected begin function handler(gesture) # Do something end function # Bind the handler to the 'tap' event (the widget creates a tap tracker) bind ('tap', handler) to widget # Start event server (which in turn starts a driver-specific event server) start server \end{verbatim} \chapter{Test applications} % TODO % testprogramma's met PyGame/Cairo %\chapter{Conclusions} % TODO % Windows zijn een manier om globale events toe te wijzen aan vensters % Trackers zijn een effectieve manier om gebaren te detecteren % Trackers zijn uitbreidbaar door object-orientatie \chapter{Suggestions for future work} % TODO % geruik formele definitie van gestures in gesture trackers, bijv. state machine % Network protocol (ZeroMQ) voor meerdere talen en simultane processen % Hierij ook: extra laag die gesture windows aanmaakt die corresponderen met window manager % Window in boomstructuur voor efficientie \bibliographystyle{plain} \bibliography{report}{} \appendix \chapter{The TUIO protocol} \label{app:tuio} The TUIO protocol \cite{TUIO} defines a way to geometrically describe tangible objects, such as fingers or objects on a multi-touch table. Object information is sent to the TUIO UDP port (3333 by default). For efficiency reasons, the TUIO protocol is encoded using the Open Sound Control \cite[OSC]{OSC} format. An OSC server/client implementation is available for Python: pyOSC \cite{pyOSC}. A Python implementation of the TUIO protocol also exists: pyTUIO \cite{pyTUIO}. However, the execution of an example script yields an error regarding Python's built-in \texttt{socket} library. Therefore, the reference implementation uses the pyOSC package to receive TUIO messages. The two most important message types of the protocol are ALIVE and SET messages. An ALIVE message contains the list of session id's that are currently ``active'', which in the case of multi-touch a table means that they are touching the screen. A SET message provides geometric information of a session id, such as position, velocity and acceleration. Each session id represents an object. The only type of objects on the multi-touch table are what the TUIO protocol calls ``2DCur'', which is a (x, y) position on the screen. ALIVE messages can be used to determine when an object touches and releases the screen. For example, if a session id was in the previous message but not in the current, The object it represents has been lifted from the screen. SET provide information about movement. In the case of simple (x, y) positions, only the movement vector of the position itself can be calculated. For more complex objects such as fiducials, arguments like rotational position and acceleration are also included. ALIVE and SET messages can be combined to create ``point down'', ``point move'' and ``point up'' events (as used by the \cite[.NET application]{win7touch}). TUIO coordinates range from $0.0$ to $1.0$, with $(0.0, 0.0)$ being the left top corner of the screen and $(1.0, 1.0)$ the right bottom corner. To focus events within a window, a translation to window coordinates is required in the client application, as stated by the online specification \cite{TUIO_specification}: \begin{quote} In order to compute the X and Y coordinates for the 2D profiles a TUIO tracker implementation needs to divide these values by the actual sensor dimension, while a TUIO client implementation consequently can scale these values back to the actual screen dimension. \end{quote} \chapter{Experimental program} \label{app:experiment} % TODO: rewrite intro When designing a software library, its API should be understandable and easy to use for programmers. To find out the basic requirements of the API to be usable, an experimental program has been written based on the Processing code from \cite{processingMT}. The program receives TUIO events and translates them to point \emph{down}, \emph{move} and \emph{up} events. These events are then interpreted to be (double or single) \emph{tap}, \emph{rotation} or \emph{pinch} gestures. A simple drawing program then draws the current state to the screen using the PyGame library. The output of the program can be seen in figure \ref{fig:draw}. \begin{figure}[H] \center \label{fig:draw} \includegraphics[scale=0.4]{data/experimental_draw.png} \caption{Output of the experimental drawing program. It draws the touch points and their centroid on the screen (the centroid is used as center point for rotation and pinch detection). It also draws a green rectangle which responds to rotation and pinch events.} \end{figure} One of the first observations is the fact that TUIO's \texttt{SET} messages use the TUIO coordinate system, as described in appendix \ref{app:tuio}. The test program multiplies these with its own dimensions, thus showing the entire screen in its window. Also, the implementation only works using the TUIO protocol. Other drivers are not supported. Though using relatively simple math, the rotation and pinch events work surprisingly well. Both rotation and pinch use the centroid of all touch points. A \emph{rotation} gesture uses the difference in angle relative to the centroid of all touch points, and \emph{pinch} uses the difference in distance. Both values are normalized using division by the number of touch points. A pinch event contains a scale factor, and therefore uses a division of the current by the previous average distance to the centroid. There is a flaw in this implementation. Since the centroid is calculated using all current touch points, there cannot be two or more rotation or pinch gestures simultaneously. On a large multi-touch table, it is desirable to support interaction with multiple hands, or multiple persons, at the same time. This kind of application-specific requirements should be defined in the application itself, whereas the experimental implementation defines detection algorithms based on its test program. Also, the different detection algorithms are all implemented in the same file, making it complex to read or debug, and difficult to extend. \chapter{Reference implementation in Python} \label{app:implementation} % TODO % alleen window.contains op point down, niet move/up % een paar simpele windows en trackers \end{document}