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  1. \documentclass[twoside,openright]{uva-bachelor-thesis}
  2. \usepackage[english]{babel}
  3. \usepackage[utf8]{inputenc}
  4. \usepackage{hyperref,graphicx,tikz,subfigure,float}
  5. % Link colors
  6. \hypersetup{colorlinks=true,linkcolor=black,urlcolor=blue,citecolor=DarkGreen}
  7. % Title Page
  8. \title{A generic architecture for gesture-based interaction}
  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. Applications that use complex gesture-based interaction need to translate
  17. primitive messages from low-level device drivers to complex, high-level
  18. gestures, and map these gestures to elements in an application. This report
  19. presents a generic architecture for the detection of complex gestures in an
  20. application. The architecture translates device driver messages to a common
  21. set of ``events''. The events are then delegated to a tree of ``event
  22. areas'', which are used to separate groups of events and assign these
  23. groups to an element in the application. Gesture detection is performed on
  24. a group of events assigned to an event area, using detection units called
  25. ``gesture tackers''. An implementation of the architecture as a daemon
  26. process would be capable of serving gestures to multiple applications at
  27. the same time. A reference implementation and two test case applications
  28. have been created to test the effectiveness of the architecture design.
  29. \end{abstract}
  30. % Set paragraph indentation
  31. \parindent 0pt
  32. \parskip 1.5ex plus 0.5ex minus 0.2ex
  33. % Table of content on separate page
  34. \tableofcontents
  35. \chapter{Introduction}
  36. \label{chapter:introduction}
  37. Surface-touch devices have evolved from pen-based tablets to single-touch
  38. trackpads, to multi-touch devices like smartphones and tablets. Multi-touch
  39. devices enable a user to interact with software using hand gestures, making the
  40. interaction more expressive and intuitive. These gestures are more complex than
  41. primitive ``click'' or ``tap'' events that are used by single-touch devices.
  42. Some examples of more complex gestures are ``pinch''\footnote{A ``pinch''
  43. gesture is formed by performing a pinching movement with multiple fingers on a
  44. multi-touch surface. Pinch gestures are often used to zoom in or out on an
  45. object.} and ``flick''\footnote{A ``flick'' gesture is the act of grabbing an
  46. object and throwing it in a direction on a touch surface, giving it momentum to
  47. move for some time after the hand releases the surface.} gestures.
  48. The complexity of gestures is not limited to navigation in smartphones. Some
  49. multi-touch devices are already capable of recognizing objects touching the
  50. screen \cite[Microsoft Surface]{mssurface}. In the near future, touch screens
  51. will possibly be extended or even replaced with in-air interaction (Microsoft's
  52. Kinect \cite{kinect} and the Leap \cite{leap}).
  53. The interaction devices mentioned above generate primitive events. In the case
  54. of surface-touch devices, these are \emph{down}, \emph{move} and \emph{up}
  55. events. Application programmers who want to incorporate complex, intuitive
  56. gestures in their application face the challenge of interpreting these
  57. primitive events as gestures. With the increasing complexity of gestures, the
  58. complexity of the logic required to detect these gestures increases as well.
  59. This challenge limits, or even deters the application developer to use complex
  60. gestures in an application.
  61. The main question in this research project is whether a generic architecture
  62. for the detection of complex interaction gestures can be designed, with the
  63. capability of managing the complexity of gesture detection logic. The ultimate
  64. goal would be to create an implementation of this architecture that can be
  65. extended to support a wide range of complex gestures. With the existence of
  66. such an implementation, application developers do not need to reinvent gesture
  67. detection for every new gesture-based application.
  68. Application frameworks for surface-touch devices, such as Nokia's Qt \cite{qt},
  69. do already include the detection of commonly used gestures like \emph{pinch}
  70. gestures. However, this detection logic is dependent on the application
  71. framework. Consequently, an application developer who wants to use multi-touch
  72. interaction in an application is forced to use an application framework that
  73. includes support for multi-touch gestures. Moreover, the set of supported
  74. gestures is limited by the application framework of choice. To incorporate a
  75. custom event in an application, the application developer needs to extend the
  76. framework. This requires extensive knowledge of the framework's architecture.
  77. Also, if the same gesture is needed in another application that is based on
  78. another framework, the detection logic has to be translated for use in that
  79. framework. Nevertheless, application frameworks are a necessity when it comes
  80. to fast, cross-platform development. A generic architecture design should aim
  81. to be compatible with existing frameworks, and provide a way to detect and
  82. extend gestures independent of the framework.
  83. Application frameworks are written in a specific programming language. To
  84. support multiple frameworks and programming languages, the architecture should
  85. be accessible for applications using a language-independent method of
  86. communication. This intention leads towards the concept of a dedicated gesture
  87. detection application that serves gestures to multiple applications at the same
  88. time.
  89. The scope of this thesis is limited to the detection of gestures on multi-touch
  90. surface devices. It presents a design for a generic gesture detection
  91. architecture for use in multi-touch based applications. A reference
  92. implementation of this design is used in some test case applications, whose
  93. goal is to test the effectiveness of the design and detect its shortcomings.
  94. \section{Structure of this document}
  95. % TODO: pas als thesis af is
  96. \chapter{Related work}
  97. \section{Gesture and Activity Recognition Toolkit}
  98. The Gesture and Activity Recognition Toolkit (GART) \cite{GART} is a
  99. toolkit for the development of gesture-based applications. The toolkit
  100. states that the best way to classify gestures is to use machine learning.
  101. The programmer trains a program to recognize using the machine learning
  102. library from the toolkit. The toolkit contains a callback mechanism that
  103. the programmer uses to execute custom code when a gesture is recognized.
  104. Though multi-touch input is not directly supported by the toolkit, the
  105. level of abstraction does allow for it to be implemented in the form of a
  106. ``touch'' sensor.
  107. The reason to use machine learning is the statement that gesture detection
  108. ``is likely to become increasingly complex and unmanageable'' when using a
  109. set of predefined rules to detect whether some sensor input can be seen as
  110. a specific gesture. This statement is not necessarily true. If the
  111. programmer is given a way to separate the detection of different types of
  112. gestures and flexibility in rule definitions, over-complexity can be
  113. avoided.
  114. \section{Gesture recognition implementation for Windows 7}
  115. The online article \cite{win7touch} presents a Windows 7 application,
  116. written in Microsofts .NET. The application shows detected gestures in a
  117. canvas. Gesture trackers keep track of stylus locations to detect specific
  118. gestures. The event types required to track a touch stylus are ``stylus
  119. down'', ``stylus move'' and ``stylus up'' events. A
  120. \texttt{GestureTrackerManager} object dispatches these events to gesture
  121. trackers. The application supports a limited number of pre-defined
  122. gestures.
  123. An important observation in this application is that different gestures are
  124. detected by different gesture trackers, thus separating gesture detection
  125. code into maintainable parts.
  126. \section{Analysis of related work}
  127. The simple Processing implementation of multi-touch events provides most of
  128. the functionality that can be found in existing multi-touch applications.
  129. In fact, many applications for mobile phones and tablets only use tap and
  130. scroll events. For this category of applications, using machine learning
  131. seems excessive. Though the representation of a gesture using a feature
  132. vector in a machine learning algorithm is a generic and formal way to
  133. define a gesture, a programmer-friendly architecture should also support
  134. simple, ``hard-coded'' detection code. A way to separate different pieces
  135. of gesture detection code, thus keeping a code library manageable and
  136. extendable, is to user different gesture trackers.
  137. \chapter{Design}
  138. \label{chapter:design}
  139. % Diagrams are defined in a separate file
  140. \input{data/diagrams}
  141. \section{Introduction}
  142. This chapter describes a design for a generic multi-touch gesture detection
  143. architecture. The architecture is represented as diagram of relations
  144. between different components. Sections \ref{sec:driver-support} to
  145. \ref{sec:daemon} define requirements for the architecture, and extend the
  146. diagram with components that meet these requirements. Section
  147. \ref{sec:example} describes an example usage of the architecture in an
  148. application.
  149. The input of the architecture comes from a multi-touch device driver.
  150. The task of the architecture is to translate this input to multi-touch
  151. gestures that are used by an application, as illustrated in figure
  152. \ref{fig:basicdiagram}. In the course of this chapter, the diagram is
  153. extended with the different components of the architecture.
  154. \basicdiagram
  155. \section{Supporting multiple drivers}
  156. \label{sec:driver-support}
  157. The TUIO protocol \cite{TUIO} is an example of a driver that can be used by
  158. multi-touch devices. TUIO uses ALIVE- and SET-messages to communicate
  159. low-level touch events (see appendix \ref{app:tuio} for more details).
  160. These messages are specific to the API of the TUIO protocol. Other drivers
  161. may use different messages types. To support more than one driver in the
  162. architecture, there must be some translation from driver-specific messages
  163. to a common format for primitive touch events. After all, the gesture
  164. detection logic in a ``generic'' architecture should not be implemented
  165. based on driver-specific messages. The event types in this format should be
  166. chosen so that multiple drivers can trigger the same events. If each
  167. supported driver would add its own set of event types to the common format,
  168. the purpose of it being ``common'' would be defeated.
  169. A minimal expectation for a touch device driver is that it detects simple
  170. touch points, with a ``point'' being an object at an $(x, y)$ position on
  171. the touch surface. This yields a basic set of events: $\{point\_down,
  172. point\_move, point\_up\}$.
  173. The TUIO protocol supports fiducials\footnote{A fiducial is a pattern used
  174. by some touch devices to identify objects.}, which also have a rotational
  175. property. This results in a more extended set: $\{point\_down, point\_move,
  176. point\_up, object\_down, object\_move, object\_up,\\ object\_rotate\}$.
  177. Due to their generic nature, the use of these events is not limited to the
  178. TUIO protocol. Another driver that can keep apart rotated objects from
  179. simple touch points could also trigger them.
  180. The component that translates driver-specific messages to common events,
  181. will be called the \emph{event driver}. The event driver runs in a loop,
  182. receiving and analyzing driver messages. When a sequence of messages is
  183. analyzed as an event, the event driver delegates the event to other
  184. components in the architecture for translation to gestures. This
  185. communication flow is illustrated in figure \ref{fig:driverdiagram}.
  186. \driverdiagram
  187. Support for a touch driver can be added by adding an event driver
  188. implementation. The choice of event driver implementation that is used in an
  189. application is dependent on the driver support of the touch device being
  190. used.
  191. Because driver implementations have a common output format in the form of
  192. events, multiple event drivers can run at the same time (see figure
  193. \ref{fig:multipledrivers}). This design feature allows low-level events
  194. from multiple devices to be aggregated into high-level gestures.
  195. \multipledriversdiagram
  196. \section{Restricting events to a screen area}
  197. \label{sec:areas}
  198. % TODO: in introduction: gestures zijn opgebouwd uit meerdere primitieven
  199. Touch input devices are unaware of the graphical input
  200. widgets\footnote{``Widget'' is a name commonly used to identify an element
  201. of a graphical user interface (GUI).} rendered by an application, and
  202. therefore generate events that simply identify the screen location at which
  203. an event takes place. User interfaces of applications that do not run in
  204. full screen modus are contained in a window. Events which occur outside the
  205. application window should not be handled by the program in most cases.
  206. What's more, widget within the application window itself should be able to
  207. respond to different gestures. E.g. a button widget may respond to a
  208. ``tap'' gesture to be activated, whereas the application window responds to
  209. a ``pinch'' gesture to be resized. In order to be able to direct a gesture
  210. to a particular widget in an application, a gesture must be restricted to
  211. the area of the screen covered by that widget. An important question is if
  212. the architecture should offer a solution to this problem, or leave the task
  213. of assigning gestures to application widgets to the application developer.
  214. If the architecture does not provide a solution, the ``Event analysis''
  215. component in figure \ref{fig:multipledrivers} receives all events that
  216. occur on the screen surface. The gesture detection logic thus uses all
  217. events as input to detect a gesture. This leaves no possibility for a
  218. gesture to occur at multiple screen positions at the same time. The problem
  219. is illustrated in figure \ref{fig:ex1}, where two widgets on the screen can
  220. be rotated independently. The rotation detection component that detects
  221. rotation gestures receives all four fingers as input. If the two groups of
  222. finger events are not separated by cluster detection, only one rotation
  223. event will occur.
  224. \examplefigureone
  225. A gesture detection component could perform a heuristic way of cluster
  226. detection based on the distance between events. However, this method cannot
  227. guarantee that a cluster of events corresponds with a particular
  228. application widget. In short, a gesture detection component is difficult to
  229. implement without awareness of the location of application widgets.
  230. Secondly, the application developer still needs to direct gestures to a
  231. particular widget manually. This requires geometric calculations in the
  232. application logic, which is a tedious and error-prone task for the
  233. developer.
  234. A better solution is to group events that occur inside the area covered by
  235. a widget, before passing them on to a gesture detection component.
  236. Different gesture detection components can then detect gestures
  237. simultaneously, based on different sets of input events. An area of the
  238. screen surface will be represented by an \emph{event area}. An event area
  239. filters input events based on their location, and then delegates events to
  240. gesture detection components that are assigned to the event area. Events
  241. which are located outside the event area are not delegated to its gesture
  242. detection components.
  243. In the example of figure \ref{fig:ex1}, the two rotatable widgets can be
  244. represented by two event areas, each having a different rotation detection
  245. component.
  246. \subsection*{Callback mechanism}
  247. When a gesture is detected by a gesture detection component, it must be
  248. handled by the client application. A common way to handle events in an
  249. application is a ``callback'' mechanism: the application developer binds a
  250. function to an event, that is called when the event occurs. Because of the
  251. familiarity of this concept with developers, the architecture uses a
  252. callback mechanism to handle gestures in an application. Callback handlers
  253. are bound to event areas, since events areas controls the grouping of
  254. events and thus the occurrence of gestures in an area of the screen.
  255. Figure \ref{fig:areadiagram} shows the position of areas in the
  256. architecture.
  257. \areadiagram
  258. %Note that the boundaries of an area are only used to group events, not
  259. %gestures. A gesture could occur outside the area that contains its
  260. %originating events, as illustrated by the example in figure \ref{fig:ex2}.
  261. %\examplefiguretwo
  262. A remark must be made about the use of event areas to assign events to the
  263. detection of some gesture. The concept of an event area is based on the
  264. assumption that the set or originating events that form a particular
  265. gesture, can be determined based exclusively on the location of the events.
  266. This is a reasonable assumption for simple touch objects whose only
  267. parameter is a position, such as a pen or a human finger. However, more
  268. complex touch objects can have additional parameters, such as rotational
  269. orientation or color. An even more generic concept is the \emph{event
  270. filter}, which detects whether an event should be assigned to a particular
  271. gesture detection component based on all available parameters. This level
  272. of abstraction provides additional methods of interaction. For example, a
  273. camera-based multi-touch surface could make a distinction between gestures
  274. performed with a blue gloved hand, and gestures performed with a green
  275. gloved hand.
  276. As mentioned in the introduction chapter [\ref{chapter:introduction}], the
  277. scope of this thesis is limited to multi-touch surface based devices, for
  278. which the \emph{event area} concept suffices. Section \ref{sec:eventfilter}
  279. explores the possibility of event areas to be replaced with event filters.
  280. \subsection{Area tree}
  281. \label{sec:tree}
  282. The most simple usage of event areas in the architecture would be a list of
  283. event areas. When the event driver delegates an event, it is accepted by
  284. each event area that contains the event coordinates.
  285. If the architecture were to be used in combination with an application
  286. framework like GTK \cite{GTK}, each GTK widget that responds to gestures
  287. should have a mirroring event area that synchronizes its location with that
  288. of the widget. Consider a panel with five buttons that all listen to a
  289. ``tap'' event. If the location of the panel changes as a result of movement
  290. of the application window, the positions of all buttons have to be updated
  291. too.
  292. This process is simplified by the arrangement of event areas in a tree
  293. structure. A root event area represents the panel, containing five other
  294. event areas which are positioned relative to the root area. The relative
  295. positions do not need to be updated when the panel area changes its
  296. position. GUI frameworks, like GTK, use this kind of tree structure to
  297. manage graphical widgets.
  298. If the GUI toolkit provides an API for requesting the position and size of
  299. a widget, a recommended first step when developing an application is to
  300. create some subclass of the area that automatically synchronizes with the
  301. position of a widget from the GUI framework.
  302. \subsection{Event propagation}
  303. \label{sec:eventpropagation}
  304. Another problem occurs when event areas overlap, as shown by figure
  305. \ref{fig:eventpropagation}. When the white square is rotated, the gray
  306. square should keep its current orientation. This means that events that are
  307. used for rotation of the white square, should not be used for rotation of
  308. the gray square. The use of event areas alone does not provide a solution
  309. here, since both the gray and the white event area accept an event that
  310. occurs within the white square.
  311. The problem described above is a common problem in GUI applications, and
  312. there is a common solution (used by GTK \cite{gtkeventpropagation}, among
  313. others). An event is passed to an ``event handler''. If the handler returns
  314. \texttt{true}, the event is considered ``handled'' and is not
  315. ``propagated'' to other widgets.
  316. Applied to the example of the rotating squares, the rotation detection
  317. component of the white square should stop the propagation of events to the
  318. event area of the gray square. This is illustrated in figure
  319. \ref{fig:eventpropagation}.
  320. In the example, rotation of the white square has priority over rotation of
  321. the gray square because the white area is the widget actually being touched
  322. at the screen surface. In general, events should be delegated to event
  323. areas according to the order in which the event areas are positioned over
  324. each other. The tree structure in which event areas are arranged, is an
  325. ideal tool to determine the order in which an event is delegated. Event
  326. areas in deeper layers of the tree are positioned on top of their parent.
  327. An object touching the screen is essentially touching the deepest event
  328. area in the tree that contains the triggered event. That event area should
  329. be the first to delegate the event to its gesture detection components, and
  330. then propagate the event up in the tree to its ancestors. A gesture
  331. detection component can stop the propagation of the event.
  332. An additional type of event propagation is ``immediate propagation'', which
  333. indicates propagation of an event from one gesture detection component to
  334. another. This is applicable when an event area uses more than one gesture
  335. detection component. One of the components can stop the immediate
  336. propagation of an event, so that the event is not passed to the next
  337. gesture detection component, nor to the ancestors of the event area.
  338. When regular propagation is stopped, the event is propagated to other
  339. gesture detection components first, before actually being stopped.
  340. \eventpropagationfigure
  341. \newpage
  342. \section{Detecting gestures from events}
  343. \label{sec:gesture-detection}
  344. The low-level events that are grouped by an event area must be translated
  345. to high-level gestures in some way. Simple gestures, such as a tap or the
  346. dragging of an element using one finger, are easy to detect by comparing
  347. the positions of sequential $point\_down$ and $point\_move$ events. More
  348. complex gestures, like the writing of a character from the alphabet,
  349. require more advanced detection algorithms.
  350. A way to detect these complex gestures based on a sequence of input events,
  351. is with the use of machine learning methods, such as the Hidden Markov
  352. Models \footnote{A Hidden Markov Model (HMM) is a statistical model without
  353. a memory, it can be used to detect gestures based on the current input
  354. state alone.} used for sign language detection by
  355. \cite{conf/gw/RigollKE97}. A sequence of input states can be mapped to a
  356. feature vector that is recognized as a particular gesture with a certain
  357. probability. An advantage of using machine learning with respect to an
  358. imperative programming style is that complex gestures can be described
  359. without the use of explicit detection logic. For example, the detection of
  360. the character `A' being written on the screen is difficult to implement
  361. using an imperative programming style, while a trained machine learning
  362. system can produce a match with relative ease.
  363. Sequences of events that are triggered by a multi-touch based surfaces are
  364. often of a manageable complexity. An imperative programming style is
  365. sufficient to detect many common gestures, like rotation and dragging. The
  366. imperative programming style is also familiar and understandable for a wide
  367. range of application developers. Therefore, the architecture should support
  368. an imperative style of gesture detection. A problem with an imperative
  369. programming style is that the explicit detection of different gestures
  370. requires different gesture detection components. If these components are
  371. not managed well, the detection logic is prone to become chaotic and
  372. over-complex.
  373. To manage complexity and support multiple styles of gesture detection
  374. logic, the architecture has adopted the tracker-based design as described
  375. by \cite{win7touch}. Different detection components are wrapped in separate
  376. gesture tracking units, or \emph{gesture trackers}. The input of a gesture
  377. tracker is provided by an event area in the form of events. Each gesture
  378. detection component is wrapped in a gesture tracker with a fixed type of
  379. input and output. Internally, the gesture tracker can adopt any programming
  380. style. A character recognition component can use an HMM, whereas a tap
  381. detection component defines a simple function that compares event
  382. coordinates.
  383. \trackerdiagram
  384. When a gesture tracker detects a gesture, this gesture is triggered in the
  385. corresponding event area. The event area then calls the callbacks which are
  386. bound to the gesture type by the application. Figure
  387. \ref{fig:trackerdiagram} shows the position of gesture trackers in the
  388. architecture.
  389. The use of gesture trackers as small detection units provides extendability
  390. of the architecture. A developer can write a custom gesture tracker and
  391. register it in the architecture. The tracker can use any type of detection
  392. logic internally, as long as it translates events to gestures.
  393. An example of a possible gesture tracker implementation is a
  394. ``transformation tracker'' that detects rotation, scaling and translation
  395. gestures.
  396. \section{Serving multiple applications}
  397. \label{sec:daemon}
  398. The design of the architecture is essentially complete with the components
  399. specified in this chapter. However, one specification has not yet been
  400. discussed: the ability to address the architecture using a method of
  401. communication independent of the application's programming language.
  402. If the architecture and a gesture-based application are written in the same
  403. language, the main loop of the architecture can run in a separate thread of
  404. the application. If the application is written in a different language, the
  405. architecture has to run in a separate process. Since the application needs
  406. to respond to gestures that are triggered by the architecture, there must
  407. be a communication layer between the separate processes.
  408. A common and efficient way of communication between two separate processes
  409. is through the use of a network protocol. In this particular case, the
  410. architecture can run as a daemon\footnote{``daemon'' is a name Unix uses to
  411. indicate that a process runs as a background process.} process, listening
  412. to driver messages and triggering gestures in registered applications.
  413. \vspace{-0.3em}
  414. \daemondiagram
  415. An advantage of a daemon setup is that it can serve multiple applications
  416. at the same time. Alternatively, each application that uses gesture
  417. interaction would start its own instance of the architecture in a separate
  418. process, which would be less efficient.
  419. \section{Example usage}
  420. \label{sec:example}
  421. This section describes an extended example to illustrate the data flow of
  422. the architecture. The example application listens to tap events on a button
  423. within an application window. The window also contains a draggable circle.
  424. The application window can be resized using \emph{pinch} gestures. Figure
  425. \ref{fig:examplediagram} shows the architecture created by the pseudo code
  426. below.
  427. \begin{verbatim}
  428. initialize GUI framework, creating a window and nessecary GUI widgets
  429. create a root event area that synchronizes position and size with the application window
  430. define 'rotation' gesture handler and bind it to the root event area
  431. create an event area with the position and radius of the circle
  432. define 'drag' gesture handler and bind it to the circle event area
  433. create an event area with the position and size of the button
  434. define 'tap' gesture handler and bind it to the button event area
  435. create a new event server and assign the created root event area to it
  436. start the event server in a new thread
  437. start the GUI main loop in the current thread
  438. \end{verbatim}
  439. \examplediagram
  440. \chapter{Test applications}
  441. A reference implementation of the design has been written in Python. Two test
  442. applications have been created to test if the design ``works'' in a practical
  443. application, and to detect its flaws. One application is mainly used to test
  444. the gesture tracker implementations. The other program uses multiple event
  445. areas in a tree structure, demonstrating event delegation and propagation.
  446. To test multi-touch interaction properly, a multi-touch device is required. The
  447. University of Amsterdam (UvA) has provided access to a multi-touch table from
  448. PQlabs. The table uses the TUIO protocol \cite{TUIO} to communicate touch
  449. events. See appendix \ref{app:tuio} for details regarding the TUIO protocol.
  450. %The reference implementation and its test applications are a Proof of Concept,
  451. %meant to show that the architecture design is effective.
  452. %that translates TUIO messages to some common multi-touch gestures.
  453. \section{Reference implementation}
  454. \label{sec:implementation}
  455. The reference implementation is written in Python and available at
  456. \cite{gitrepos}. The following component implementations are included:
  457. \textbf{Event drivers}
  458. \begin{itemize}
  459. \item TUIO driver, using only the support for simple touch points with an
  460. $(x, y)$ position.
  461. \end{itemize}
  462. \textbf{Gesture trackers}
  463. \begin{itemize}
  464. \item Basic tracker, supports $point\_down,~point\_move,~point\_up$ gestures.
  465. \item Tap tracker, supports $tap,~single\_tap,~double\_tap$ gestures.
  466. \item Transformation tracker, supports $rotate,~pinch,~drag$ gestures.
  467. \end{itemize}
  468. \textbf{Event areas}
  469. \begin{itemize}
  470. \item Circular area
  471. \item Rectangular area
  472. \item Full screen area
  473. \end{itemize}
  474. The implementation does not include a network protocol to support the daemon
  475. setup as described in section \ref{sec:daemon}. Therefore, it is only usable in
  476. Python programs. Thus, the two test programs are also written in Python.
  477. The event area implementations contain some geometric functions to determine
  478. whether an event should be delegated to an event area. All gesture trackers
  479. have been implemented using an imperative programming style. Technical details
  480. about the implementation of gesture detection are described in appendix
  481. \ref{app:implementation-details}.
  482. \section{Full screen Pygame program}
  483. %The goal of this program was to experiment with the TUIO
  484. %protocol, and to discover requirements for the architecture that was to be
  485. %designed. When the architecture design was completed, the program was rewritten
  486. %using the new architecture components. The original variant is still available
  487. %in the ``experimental'' folder of the Git repository \cite{gitrepos}.
  488. An implementation of the detection of some simple multi-touch gestures (single
  489. tap, double tap, rotation, pinch and drag) using Processing\footnote{Processing
  490. is a Java-based programming environment with an export possibility for Android.
  491. See also \cite{processing}.} can be found in a forum on the Processing website
  492. \cite{processingMT}. The program has been ported to Python and adapted to
  493. receive input from the TUIO protocol. The implementation is fairly simple, but
  494. it yields some appealing results (see figure \ref{fig:draw}). In the original
  495. program, the detection logic of all gestures is combined in a single class
  496. file. As predicted by the GART article \cite{GART}, this leads to over-complex
  497. code that is difficult to read and debug.
  498. The application has been rewritten using the reference implementation of the
  499. architecture. The detection code is separated into two different gesture
  500. trackers, which are the ``tap'' and ``transformation'' trackers mentioned in
  501. section \ref{sec:implementation}.
  502. The application receives TUIO events and translates them to \emph{point\_down},
  503. \emph{point\_move} and \emph{point\_up} events. These events are then
  504. interpreted to be \emph{single tap}, \emph{double tap}, \emph{rotation} or
  505. \emph{pinch} gestures. The positions of all touch objects are drawn using the
  506. Pygame library. Since the Pygame library does not provide support to find the
  507. location of the display window, the root event area captures events in the
  508. entire screens surface. The application can be run either full screen or in
  509. windowed mode. If windowed, screen-wide gesture coordinates are mapped to the
  510. size of the Pyame window. In other words, the Pygame window always represents
  511. the entire touch surface. The output of the program can be seen in figure
  512. \ref{fig:draw}.
  513. \begin{figure}[h!]
  514. \center
  515. \includegraphics[scale=0.4]{data/pygame_draw.png}
  516. \caption{Output of the experimental drawing program. It draws all touch
  517. points and their centroid on the screen (the centroid is used for rotation
  518. and pinch detection). It also draws a green rectangle which
  519. \label{fig:draw}
  520. responds to rotation and pinch events.}
  521. \end{figure}
  522. \section{GTK/Cairo program}
  523. The second test application uses the GIMP toolkit (GTK+) \cite{GTK} to create
  524. its user interface. Since GTK+ defines a main event loop that is started in
  525. order to use the interface, the architecture implementation runs in a separate
  526. thread. The application creates a main window, whose size and position are
  527. synchronized with the root event area of the architecture.
  528. % TODO
  529. \emph{TODO: uitbreiden en screenshots erbij (dit programma is nog niet af)}
  530. \section{Discussion}
  531. % TODO
  532. \emph{TODO: Tekortkomingen aangeven die naar voren komen uit de tests}
  533. % Verschillende apparaten/drivers geven een ander soort primitieve events af.
  534. % Een vertaling van deze device-specifieke events naar een algemeen formaat van
  535. % events is nodig om gesture detection op een generieke manier te doen.
  536. % Door input van meerdere drivers door dezelfde event driver heen te laten gaan
  537. % is er ondersteuning voor meerdere apparaten tegelijkertijd.
  538. % Event driver levert low-level events. niet elke event hoort bij elke gesture,
  539. % dus moet er een filtering plaatsvinden van welke events bij welke gesture
  540. % horen. Areas geven de mogelijkheid hiervoor op apparaten waarvan het
  541. % filteren locatiegebonden is.
  542. % Het opsplitsten van gesture detection voor gesture trackers is een manier om
  543. % flexibel te zijn in ondersteunde types detection logic, en het beheersbaar
  544. % houden van complexiteit.
  545. \chapter{Suggestions for future work}
  546. \section{A generic method for grouping events}
  547. \label{sec:eventfilter}
  548. As mentioned in section \ref{sec:areas}, the concept of an event area is based
  549. on the assumption that the set or originating events that form a particular
  550. gesture, can be determined based exclusively on the location of the events.
  551. Since this thesis focuses on multi-touch surface based devices, and every
  552. object on a multi-touch surface has a position, this assumption is valid.
  553. However, the design of the architecture is meant to be more generic; to provide
  554. a structured design of managing gesture detection.
  555. An in-air gesture detection device, such as the Microsoft Kinect \cite{kinect},
  556. provides 3D positions. Some multi-touch tables work with a camera that can also
  557. determine the shape and rotational orientation of objects touching the surface.
  558. For these devices, events delegated by the event driver have more parameters
  559. than a 2D position alone. The term ``area'' is not suitable to describe a group
  560. of events that consist of these parameters.
  561. A more generic term for a component that groups similar events is the
  562. \emph{event filter}. The concept of an event filter is based on the same
  563. principle as event areas, which is the assumption that gestures are formed from
  564. a subset of all events. However, an event filter takes all parameters of an
  565. event into account. An application on the camera-based multi-touch table could
  566. be to group all objects that are triangular into one filter, and all
  567. rectangular objects into another. Or, to separate small finger tips from large
  568. ones to be able to recognize whether a child or an adult touches the table.
  569. \section{Using a state machine for gesture detection}
  570. All gesture trackers in the reference implementation are based on the explicit
  571. analysis of events. Gesture detection is a widely researched subject, and the
  572. separation of detection logic into different trackers allows for multiple types
  573. of gesture detection in the same architecture. An interesting question is
  574. whether multi-touch gestures can be described in a formal way so that explicit
  575. detection code can be avoided.
  576. \cite{GART} and \cite{conf/gw/RigollKE97} propose the use of machine learning
  577. to recognizes gestures. To use machine learning, a set of input events forming
  578. a particular gesture must be represented as a feature vector. A learning set
  579. containing a set of feature vectors that represent some gesture ``teaches'' the
  580. machine what the feature of the gesture looks like.
  581. An advantage of using explicit gesture detection code is the fact that it
  582. provides a flexible way to specify the characteristics of a gesture, whereas
  583. the performance of feature vector-based machine learning is dependent on the
  584. quality of the learning set.
  585. A better method to describe a gesture might be to specify its features as a
  586. ``signature''. The parameters of such a signature must be be based on input
  587. events. When a set of input events matches the signature of some gesture, the
  588. gesture is be triggered. A gesture signature should be a complete description
  589. of all requirements the set of events must meet to form the gesture.
  590. A way to describe signatures on a multi-touch surface can be by the use of a
  591. state machine of its touch objects. The states of a simple touch point could be
  592. ${down, move, up, hold}$ to indicate respectively that a point is put down, is
  593. being moved, is held on a position for some time, and is released. In this
  594. case, a ``drag'' gesture can be described by the sequence $down - move - up$
  595. and a ``select'' gesture by the sequence $down - hold$. If the set of states is
  596. not sufficient to describe a desired gesture, a developer can add additional
  597. states. For example, to be able to make a distinction between an element being
  598. ``dragged'' or ``thrown'' in some direction on the screen, two additional
  599. states can be added: ${start, stop}$ to indicate that a point starts and stops
  600. moving. The resulting state transitions are sequences $down - start - move -
  601. stop - up$ and $down - start - move - up$ (the latter does not include a $stop$
  602. to indicate that the element must keep moving after the gesture had been
  603. performed).
  604. An additional way to describe even more complex gestures is to use other
  605. gestures in a signature. An example is to combine $select - drag$ to specify
  606. that an element must be selected before it can be dragged.
  607. The application of a state machine to describe multi-touch gestures is an
  608. subject well worth exploring in the future.
  609. \section{Daemon implementation}
  610. Section \ref{sec:daemon} proposes the usage of a network protocol to
  611. communicate between an architecture implementation and (multiple) gesture-based
  612. applications, as illustrated in figure \ref{fig:daemon}. The reference
  613. implementation does not support network communication. If the architecture
  614. design is to become successful in the future, the implementation of network
  615. communication is a must. ZeroMQ (or $\emptyset$MQ) \cite{ZeroMQ} is a
  616. high-performance software library with support for a wide range of programming
  617. languages. A good basis for a future implementation could use this library as
  618. the basis for its communication layer.
  619. If an implementation of the architecture will be released, a good idea would be
  620. to do so within a community of application developers. A community can
  621. contribute to a central database of gesture trackers, making the interaction
  622. from their applications available for use other applications.
  623. Ideally, a user can install a daemon process containing the architecture so
  624. that it is usable for any gesture-based application on the device. Applications
  625. that use the architecture can specify it as being a software dependency, or
  626. include it in a software distribution.
  627. \bibliographystyle{plain}
  628. \bibliography{report}{}
  629. \appendix
  630. \chapter{The TUIO protocol}
  631. \label{app:tuio}
  632. The TUIO protocol \cite{TUIO} defines a way to geometrically describe tangible
  633. objects, such as fingers or objects on a multi-touch table. Object information
  634. is sent to the TUIO UDP port (3333 by default).
  635. For efficiency reasons, the TUIO protocol is encoded using the Open Sound
  636. Control \cite[OSC]{OSC} format. An OSC server/client implementation is
  637. available for Python: pyOSC \cite{pyOSC}.
  638. A Python implementation of the TUIO protocol also exists: pyTUIO \cite{pyTUIO}.
  639. However, the execution of an example script yields an error regarding Python's
  640. built-in \texttt{socket} library. Therefore, the reference implementation uses
  641. the pyOSC package to receive TUIO messages.
  642. The two most important message types of the protocol are ALIVE and SET
  643. messages. An ALIVE message contains the list of session id's that are currently
  644. ``active'', which in the case of multi-touch a table means that they are
  645. touching the screen. A SET message provides geometric information of a session
  646. id, such as position, velocity and acceleration.
  647. Each session id represents an object. The only type of objects on the
  648. multi-touch table are what the TUIO protocol calls ``2DCur'', which is a (x, y)
  649. position on the screen.
  650. ALIVE messages can be used to determine when an object touches and releases the
  651. screen. For example, if a session id was in the previous message but not in the
  652. current, The object it represents has been lifted from the screen.
  653. SET provide information about movement. In the case of simple (x, y) positions,
  654. only the movement vector of the position itself can be calculated. For more
  655. complex objects such as fiducials, arguments like rotational position and
  656. acceleration are also included.
  657. ALIVE and SET messages can be combined to create ``point down'', ``point move''
  658. and ``point up'' events (as used by the Windows 7 implementation
  659. \cite{win7touch}).
  660. TUIO coordinates range from $0.0$ to $1.0$, with $(0.0, 0.0)$ being the left
  661. top corner of the screen and $(1.0, 1.0)$ the right bottom corner. To focus
  662. events within a window, a translation to window coordinates is required in the
  663. client application, as stated by the online specification
  664. \cite{TUIO_specification}:
  665. \begin{quote}
  666. In order to compute the X and Y coordinates for the 2D profiles a TUIO
  667. tracker implementation needs to divide these values by the actual sensor
  668. dimension, while a TUIO client implementation consequently can scale these
  669. values back to the actual screen dimension.
  670. \end{quote}
  671. \chapter{Gesture detection in the reference implementation}
  672. \label{app:implementation-details}
  673. Both rotation and pinch use the centroid of all touch points. A \emph{rotation}
  674. gesture uses the difference in angle relative to the centroid of all touch
  675. points, and \emph{pinch} uses the difference in distance. Both values are
  676. normalized using division by the number of touch points. A pinch event contains
  677. a scale factor, and therefore uses a division of the current by the previous
  678. average distance to the centroid.
  679. % TODO
  680. \emph{TODO: rotatie en pinch gaan iets anders/uitgebreider worden beschreven.}
  681. \end{document}