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  1. \documentclass[twoside,openright]{uva-bachelor-thesis}
  2. \usepackage[english]{babel}
  3. \usepackage[utf8]{inputenc}
  4. \usepackage{hyperref,graphicx,float,tikz,subfigure}
  5. % Link colors
  6. \hypersetup{colorlinks=true,linkcolor=black,urlcolor=blue,citecolor=DarkGreen}
  7. % Title Page
  8. \title{A generic architecture for the detection of multi-touch gestures}
  9. \author{Taddeüs Kroes}
  10. \supervisors{Dr. Robert G. Belleman (UvA)}
  11. \signedby{Dr. Robert G. Belleman (UvA)}
  12. \begin{document}
  13. % Title page
  14. \maketitle
  15. \begin{abstract}
  16. % TODO
  17. \end{abstract}
  18. % Set paragraph indentation
  19. \parindent 0pt
  20. \parskip 1.5ex plus 0.5ex minus 0.2ex
  21. % Table of contant on separate page
  22. \tableofcontents
  23. \chapter{Introduction}
  24. % Ruwe probleemstelling
  25. Multi-touch interaction is becoming increasingly common, mostly due to the wide
  26. use of touch screens in phones and tablets. When programming applications using
  27. this method of interaction, the programmer needs an abstraction of the raw data
  28. provided by the touch driver of the device. This abstraction exists in several
  29. multi-touch application frameworks like Nokia's
  30. Qt\footnote{\url{http://qt.nokia.com/}}. However, applications that do not use
  31. these frameworks have no access to their multi-touch events.
  32. % Aanleiding
  33. This problem was observed during an attempt to create a multi-touch
  34. ``interactor'' class for the Visualization Toolkit \cite[VTK]{VTK}. Because VTK
  35. provides the application framework here, it is undesirable to use an entire
  36. framework like Qt simultaneously only for its multi-touch support.
  37. % Ruw doel
  38. The goal of this project is to define a generic multi-touch event triggering
  39. architecture. To test the definition, a reference implementation is written in
  40. Python.
  41. \section{Definition of the problem}
  42. % Hoofdvraag
  43. The goal of this thesis is to a create generic architecture for a
  44. multi-touch event triggering mechanism for use in multi-touch applications.
  45. % Deelvragen
  46. To design such an architecture properly, the following questions are relevant:
  47. \begin{itemize}
  48. \item What is the input of the architecture? Different touch drivers
  49. have different API's. To be able to support different drivers
  50. (which is highly desirable), there should be a translation from the
  51. driver API to a fixed input format.
  52. \item How can extendability be accomplished? The set of supported
  53. events should not be limited to a single implementation, but an
  54. application should be able to define its own custom events.
  55. \item How can the architecture be used by different programming
  56. languages? A generic architecture should not be limited to be used
  57. in only one language.
  58. \item Can events be used by multiple processes at the same time? For
  59. example, a network implementation could run as a service instead of
  60. within a single application, triggering events in any application
  61. that needs them.
  62. \end{itemize}
  63. % Afbakening
  64. The scope of this thesis includes the design of a generic multi-touch
  65. triggering architecture, a reference implementation of this design, and its
  66. integration into a test case application. To be successful, the design
  67. should allow for extensions to be added to any implementation.
  68. The reference implementation is a Proof of Concept that translates TUIO
  69. messages to some simple touch gestures that are used by some test
  70. applications.
  71. %Being a Proof of Concept, the reference implementation itself does not
  72. %necessarily need to meet all the requirements of the design.
  73. \section{Structure of this document}
  74. % TODO: pas als thesis af is
  75. \chapter{Related work}
  76. \section{Gesture and Activity Recognition Toolkit}
  77. The Gesture and Activity Recognition Toolkit (GART) \cite{GART} is a
  78. toolkit for the development of gesture-based applications. The toolkit
  79. states that the best way to classify gestures is to use machine learning.
  80. The programmer trains a program to recognize using the machine learning
  81. library from the toolkit. The toolkit contains a callback-mechanism that
  82. the programmer uses to execute custom code when a gesture is recognized.
  83. Though multi-touch input is not directly supported by the toolkit, the
  84. level of abstraction does allow for it to be implemented in the form of a
  85. ``touch'' sensor.
  86. The reason to use machine learning is the statement that gesture detection
  87. ``is likely to become increasingly complex and unmanageable'' when using a
  88. set of predefined rules to detect whether some sensor input can be seen as
  89. a specific gesture. This statement is not necessarily true. If the
  90. programmer is given a way to separate the detection of different types of
  91. gestures and flexibility in rule definitions, over-complexity can be
  92. avoided.
  93. % oplossing: trackers. bijv. TapTracker, TransformationTracker gescheiden
  94. \section{Gesture recognition software for Windows 7}
  95. The online article \cite{win7touch} presents a Windows 7 application,
  96. written in Microsofts .NET. The application shows detected gestures in a
  97. canvas. Gesture trackers keep track of stylus locations to detect specific
  98. gestures. The event types required to track a touch stylus are ``stylus
  99. down'', ``stylus move'' and ``stylus up'' events. A
  100. \texttt{GestureTrackerManager} object dispatches these events to gesture
  101. trackers. The application supports a limited number of pre-defined
  102. gestures.
  103. An important observation in this application is that different gestures are
  104. detected by different gesture trackers, thus separating gesture detection
  105. code into maintainable parts.
  106. \section{Processing implementation of simple gestures in Android}
  107. An implementation of a detection architecture for some simple multi-touch
  108. gestures (tap, double tap, rotation, pinch and drag) using
  109. Processing\footnote{Processing is a Java-based development environment with
  110. an export possibility for Android. See also \url{http://processing.org/.}}
  111. can be found found in a forum on the Processing website
  112. \cite{processingMT}. The implementation is fairly simple, but it yields
  113. some very appealing results. The detection logic of all gestures is
  114. combined in a single class. This does not allow for extendability, because
  115. the complexity of this class would increase to an undesirable level (as
  116. predicted by the GART article \cite{GART}). However, the detection logic
  117. itself is partially re-used in the reference implementation of the
  118. generic gesture detection architecture.
  119. \section{Analysis of related work}
  120. The simple Processing implementation of multi-touch events provides most of
  121. the functionality that can be found in existing multi-touch applications.
  122. In fact, many applications for mobile phones and tablets only use tap and
  123. scroll events. For this category of applications, using machine learning
  124. seems excessive. Though the representation of a gesture using a feature
  125. vector in a machine learning algorithm is a generic and formal way to
  126. define a gesture, a programmer-friendly architecture should also support
  127. simple, ``hard-coded'' detection code. A way to separate different pieces
  128. of gesture detection code, thus keeping a code library manageable and
  129. extendable, is to user different gesture trackers.
  130. % FIXME: change title below
  131. \chapter{Design}
  132. % Diagrams are defined in a separate file
  133. \input{data/diagrams}
  134. \section{Introduction}
  135. % TODO: rewrite intro, reference to experiment appendix
  136. This chapter describes a design for a generic multi-touch gesture detection
  137. architecture. The architecture constists of multiple components, each with
  138. a specific set of tasks. Naturally, the design is based on a number of
  139. requirements. The first three sections each describe a requirement, and a
  140. solution that meets the requirement. The following sections show the
  141. cohesion of the different components in the architecture.
  142. To test multi-touch interaction properly, a multi-touch device is required.
  143. The University of Amsterdam (UvA) has provided access to a multi-touch
  144. table from PQlabs. The table uses the TUIO protocol \cite{TUIO} to
  145. communicate touch events. See appendix \ref{app:tuio} for details regarding
  146. the TUIO protocol.
  147. \subsection*{Position of architecture in software}
  148. The input of the architecture comes from some multi-touch device
  149. driver. For example, the table used in the experiments uses the TUIO
  150. protocol. The task of the architecture is to translate this input to
  151. multi-touch gestures that are used by an application, as illustrated in
  152. figure \ref{fig:basicdiagram}. In the course of this chapter, the
  153. diagram is extended with the different components of the architecture.
  154. \basicdiagram{A diagram showing the position of the architecture
  155. relative to the device driver and a multi-touch application.}
  156. \section{Supporting multiple drivers}
  157. The TUIO protocol is an example of a touch driver that can be used by
  158. multi-touch devices. Other drivers do exist, which should also be supported
  159. by the architecture. Therefore, there must be some translation of
  160. driver-specific messages to a common format in the arcitecture. Messages in
  161. this common format will be called \emph{events}. Events can be translated
  162. to multi-touch \emph{gestures}. The most basic set of events is
  163. $\{point\_down, point\_move, point\_up\}$. Here, a ``point'' is a touch
  164. object with only an (x, y) position on the screen.
  165. A more extended set could also contain more complex events. An object can
  166. also have a rotational property, like the ``fiducials'' type in the TUIO
  167. protocol. This results in $\{point\_down, point\_move,\\point\_up,
  168. object\_down, object\_move, object\_up, object\_rotate\}$.
  169. The component that translates driver-specific messages to events, is called
  170. the \emph{event driver}. The event driver runs in a loop, receiving and
  171. analyzing driver messages. The event driver that is used in an application
  172. is dependent of the support of the multi-touch device.
  173. When a sequence of messages is analyzed as an event, the event driver
  174. delegates the event to other components in the architecture for translation
  175. to gestures.
  176. \driverdiagram{Extension of the diagram from figure \ref{fig:basicdiagram},
  177. showing the position of the event driver in the architecture.}
  178. \section{Restricting gestures to a screen area}
  179. An application programmer should be able to bind a gesture handler to some
  180. element on the screen. For example, a button tap\footnote{A ``tap'' gesture
  181. is triggered when a touch object releases the screen within a certain time
  182. and distance from the point where it initially touched the screen.} should
  183. only occur on the button itself, and not in any other area of the screen. A
  184. solution to this program is the use of \emph{widgets}. The button from the
  185. example can be represented as a rectangular widget with a position and
  186. size. The position and size are compared with event coordinates to
  187. determine whether an event should occur within the button.
  188. \subsection*{Widget tree}
  189. A problem occurs when widgets overlap. If a button in placed over a
  190. container and an event occurs occurs inside the button, should the
  191. button handle the event first? And, should the container receive the
  192. event at all or should it be reserved for the button?.
  193. The solution to this problem is to save widgets in a tree structure.
  194. There is one root widget, whose size is limited by the size of the
  195. touch screen. Being the leaf widget, and thus the widget that is
  196. actually touched when an object touches the device, the button widget
  197. should receive an event before its container does. However, events
  198. occur on a screen-wide level and thus at the root level of the widget
  199. tree. Therefore, an event is delegated in the tree before any analysis
  200. is performed. Delegation stops at the ``lowest'' widget in the three
  201. containing the event coordinates. That widget then performs some
  202. analysis of the event, after which the event is released back to the
  203. parent widget for analysis. This release of an event to a parent widget
  204. is called \emph{propagation}. To be able to reserve an event to some
  205. widget or analysis, the propagation of an event can be stopped during
  206. analysis.
  207. % TODO: insprired by JavaScript DOM
  208. % TODO: add GTK to bibliography
  209. Many GUI frameworks, like GTK \cite{GTK}, also use a tree structure to
  210. manage their widgets. This makes it easy to connect the architecture to
  211. such a framework. For example, the programmer can define a
  212. \texttt{GtkTouchWidget} that synchronises the position of a touch
  213. widget with that of a GTK widget, using GTK signals.
  214. \subsection*{Callbacks}
  215. \label{sec:callbacks}
  216. When an event is propagated by a widget, it is first used for event
  217. analysis on that widget. The event analysis can then trigger a gesture
  218. in the widget, which has to be handled by the application. To handle a
  219. gesture, the widget should provide a callback mechanism: the
  220. application binds a handler for a specific type of gesture to a widget.
  221. When a gesture of that type is triggered after event analysis, the
  222. widget triggers the callback.
  223. \subsection*{Position of widget tree in architecture}
  224. \widgetdiagram{Extension of the diagram from figure
  225. \ref{fig:driverdiagram}, showing the position of widgets in the
  226. architecture.}
  227. \section{Event analysis}
  228. The events that are delegated to widgets must be analyzed in some way to
  229. from gestures. This analysis is specific to the type of gesture being
  230. detected. E.g. the detection of a ``tap'' gesture is very different from
  231. detection of a ``rotate'' gesture. The \cite[.NET
  232. implementation]{win7touch} separates the detection of different gestures
  233. into different \emph{gesture trackers}. This keeps the different pieces of
  234. detection code managable and extandable. Therefore, the architecture also
  235. uses gesture trackers to separate the analysis of events. A single gesture
  236. tracker detects a specific set of gesture types, given a sequence of
  237. events. An example of a possible gesture tracker implementation is a
  238. ``transformation tracker'' that detects rotation, scaling and translation
  239. gestures.
  240. \subsection*{Assignment of a gesture tracker to a widget}
  241. As explained in section \ref{sec:callbacks}, events are delegated from
  242. a widget to some event analysis. The analysis component of a widget
  243. consists of a list of gesture trackers, each tracking a specific set of
  244. gestures. No two trackers in the list should be tracking the same
  245. gesture type.
  246. When a handler for a gesture is ``bound'' to a widget, the widget
  247. asserts that it has a tracker that is tracking this gesture. Thus, the
  248. programmer does not create gesture trackers manually. Figure
  249. \ref{fig:trackerdiagram} shows the position of gesture trackers in the
  250. architecture.
  251. \trackerdiagram{Extension of the diagram from figure
  252. \ref{fig:widgetdiagram}, showing the position of gesture trackers in
  253. the architecture.}
  254. \section{Nog iets hier met example diagrams...}
  255. % TODO
  256. \section{Example usage}
  257. This section describes an example that illustrates the API of the
  258. architecture. The example application listens to tap events in a GUI
  259. window.
  260. \begin{verbatim}
  261. # Add a new window to the server, representing the GUI
  262. widget = new rectangular Widget object
  263. set widget position and size to that of the GUI window
  264. # If the GUI toolkit allows it, bind window movement and resize handlers
  265. # that alter the position size and sieze of the window object
  266. # Create an event server that will be started later
  267. server = new EventServer object
  268. set widget as root widget for server
  269. # Define a handler that must be triggered when a tap gesture is detected
  270. begin function handler(gesture)
  271. # Do something
  272. end function
  273. # Bind the handler to the 'tap' event (the widget creates a tap tracker)
  274. bind ('tap', handler) to widget
  275. # Start event server (which in turn starts a driver-specific event server)
  276. start server
  277. \end{verbatim}
  278. \chapter{Test applications}
  279. % TODO
  280. % testprogramma's met PyGame
  281. %\chapter{Conclusions}
  282. % TODO
  283. % Windows zijn een manier om globale events toe te wijzen aan vensters
  284. % Trackers zijn een effectieve manier om gebaren te detecteren
  285. % Trackers zijn uitbreidbaar door object-orientatie
  286. \chapter{Suggestions for future work}
  287. % TODO
  288. % geruik formele definitie van gestures in gesture trackers, bijv. state machine
  289. % Network protocol (ZeroMQ) voor meerdere talen en simultane processen
  290. % Hierij ook: extra laag die gesture windows aanmaakt die corresponderen met window manager
  291. % Window in boomstructuur voor efficientie
  292. \bibliographystyle{plain}
  293. \bibliography{report}{}
  294. \appendix
  295. \chapter{The TUIO protocol}
  296. \label{app:tuio}
  297. The TUIO protocol \cite{TUIO} defines a way to geometrically describe tangible
  298. objects, such as fingers or objects on a multi-touch table. Object information
  299. is sent to the TUIO UDP port (3333 by default).
  300. For efficiency reasons, the TUIO protocol is encoded using the Open Sound
  301. Control \cite[OSC]{OSC} format. An OSC server/client implementation is
  302. available for Python: pyOSC \cite{pyOSC}.
  303. A Python implementation of the TUIO protocol also exists: pyTUIO \cite{pyTUIO}.
  304. However, the execution of an example script yields an error regarding Python's
  305. built-in \texttt{socket} library. Therefore, the reference implementation uses
  306. the pyOSC package to receive TUIO messages.
  307. The two most important message types of the protocol are ALIVE and SET
  308. messages. An ALIVE message contains the list of session id's that are currently
  309. ``active'', which in the case of multi-touch a table means that they are
  310. touching the screen. A SET message provides geometric information of a session
  311. id, such as position, velocity and acceleration.
  312. Each session id represents an object. The only type of objects on the
  313. multi-touch table are what the TUIO protocol calls ``2DCur'', which is a (x, y)
  314. position on the screen.
  315. ALIVE messages can be used to determine when an object touches and releases the
  316. screen. For example, if a session id was in the previous message but not in the
  317. current, The object it represents has been lifted from the screen.
  318. SET provide information about movement. In the case of simple (x, y) positions,
  319. only the movement vector of the position itself can be calculated. For more
  320. complex objects such as fiducials, arguments like rotational position is also
  321. included.
  322. ALIVE and SET messages can be combined to create ``point down'', ``point move''
  323. and ``point up'' events (as used by the \cite[.NET application]{win7touch}).
  324. TUIO coordinates range from $0.0$ to $1.0$, with $(0.0, 0.0)$ being the left
  325. top corner of the screen and $(1.0, 1.0)$ the right bottom corner. To focus
  326. events within a window, a translation to window coordinates is required in the
  327. client application, as stated by the online specification
  328. \cite{TUIO_specification}:
  329. \begin{quote}
  330. In order to compute the X and Y coordinates for the 2D profiles a TUIO
  331. tracker implementation needs to divide these values by the actual sensor
  332. dimension, while a TUIO client implementation consequently can scale these
  333. values back to the actual screen dimension.
  334. \end{quote}
  335. \chapter{Experimental program}
  336. \label{app:experiment}
  337. % TODO: rewrite intro
  338. When designing a software library, its API should be understandable and easy to
  339. use for programmers. To find out the basic requirements of the API to be
  340. usable, an experimental program has been written based on the Processing code
  341. from \cite{processingMT}. The program receives TUIO events and translates them
  342. to point \emph{down}, \emph{move} and \emph{up} events. These events are then
  343. interpreted to be (double or single) \emph{tap}, \emph{rotation} or
  344. \emph{pinch} gestures. A simple drawing program then draws the current state to
  345. the screen using the PyGame library. The output of the program can be seen in
  346. figure \ref{fig:draw}.
  347. \begin{figure}[H]
  348. \center
  349. \label{fig:draw}
  350. \includegraphics[scale=0.4]{data/experimental_draw.png}
  351. \caption{Output of the experimental drawing program. It draws the touch
  352. points and their centroid on the screen (the centroid is used as center
  353. point for rotation and pinch detection). It also draws a green
  354. rectangle which responds to rotation and pinch events.}
  355. \end{figure}
  356. One of the first observations is the fact that TUIO's \texttt{SET} messages use
  357. the TUIO coordinate system, as described in appendix \ref{app:tuio}. The test
  358. program multiplies these with its own dimensions, thus showing the entire
  359. screen in its window. Also, the implementation only works using the TUIO
  360. protocol. Other drivers are not supported.
  361. Though using relatively simple math, the rotation and pinch events work
  362. surprisingly well. Both rotation and pinch use the centroid of all touch
  363. points. A \emph{rotation} gesture uses the difference in angle relative to the
  364. centroid of all touch points, and \emph{pinch} uses the difference in distance.
  365. Both values are normalized using division by the number of touch points. A
  366. pinch event contains a scale factor, and therefore uses a division of the
  367. current by the previous average distance to the centroid.
  368. There is a flaw in this implementation. Since the centroid is calculated using
  369. all current touch points, there cannot be two or more rotation or pinch
  370. gestures simultaneously. On a large multi-touch table, it is desirable to
  371. support interaction with multiple hands, or multiple persons, at the same time.
  372. This kind of application-specific requirements should be defined in the
  373. application itself, whereas the experimental implementation defines detection
  374. algorithms based on its test program.
  375. Also, the different detection algorithms are all implemented in the same file,
  376. making it complex to read or debug, and difficult to extend.
  377. \chapter{Reference implementation in Python}
  378. \label{app:implementation}
  379. % TODO
  380. % alleen window.contains op point down, niet move/up
  381. % een paar simpele windows en trackers
  382. \end{document}