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- \documentclass[twoside,openright]{uva-bachelor-thesis}
- \usepackage[english]{babel}
- \usepackage[utf8]{inputenc}
- \usepackage{hyperref,graphicx,float,tikz}
- \usetikzlibrary{shapes,arrows}
- % Link colors
- \hypersetup{colorlinks=true,linkcolor=black,urlcolor=blue,citecolor=DarkGreen}
- % Title Page
- \title{A universal detection mechanism for 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 contant on separate page
- \tableofcontents
- \chapter{Introduction}
- % Ruwe probleemstelling
- Multi-touch interaction is becoming increasingly common, mostly due to the wide
- use of touch screens in phones and tablets. When programming applications using
- this method of interaction, the programmer needs an abstraction of the raw data
- provided by the touch driver of the device. This abstraction exists in several
- multi-touch application frameworks like Nokia's
- Qt\footnote{\url{http://qt.nokia.com/}}. However, applications that do not use
- these frameworks have no access to their multi-touch events.
- % Aanleiding
- This problem was observed during an attempt to create a multi-touch
- ``interactor'' class for the Visualization Toolkit \cite[VTK]{VTK}. Because VTK
- provides the application framework here, it is undesirable to use an entire
- framework like Qt simultaneously only for its multi-touch support.
- % Ruw doel
- The goal of this project is to define a universal multi-touch event triggering
- mechanism. To test the definition, a reference implementation is written in
- Python.
- % Setting
- 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.
- \section{Definition of the problem}
- % Hoofdvraag
- The goal of this thesis is to create a multi-touch event triggering mechanism
- for use in a VTK interactor. The design of the mechanism must be universal.
- % Deelvragen
- To design such a mechanism properly, the following questions are relevant:
- \begin{itemize}
- \item What is the input of the mechanism? Different touch drivers have
- different API's. To be able to support different drivers (which is
- highly desirable), there should probably be a translation from the
- driver API to a fixed input format.
- \item How can extendability be accomplished? The set of supported events
- should not be limited to a single implementation, but an application
- should be able to define its own custom events.
- \item How can the mechanism be used by different programming languages?
- A universal mechanism should not be limited to be used in only one
- language.
- \item Can events be shared with 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.
- % FIXME: gaan we nog wat doen met onderstaand?
- %\item Is performance an issue? For example, an event loop with rotation
- % detection could swallow up more processing resources than desired.
- \item How can the mechanism be integrated in a VTK interactor?
- \end{itemize}
- % Afbakening
- The scope of this thesis includes the design of a universal multi-touch
- triggering mechanism, a reference implementation of this design, and its
- integration into a VTK interactor. 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
- events to some simple touch gestures that are used by a VTK interactor.
- Being a Proof of Concept, the reference implementation itself does not
- necessarily need to meet all the requirements of the design.
- \section{Structure of this document}
- % TODO: pas als het klaar 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}
- % TODO
- 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 mechanism 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
- universal gesture detection mechanism.
- \chapter{Preliminary}
- \section{The TUIO protocol}
- \label{sec:tuio}
- The TUIO protocol \cite{TUIO} defines a way to geometrically describe
- tangible objects, such as fingers or fiducials on a multi-touch table. The
- table used for this thesis uses the protocol in its driver. 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 is 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}
- \section{The Visualization Toolkit}
- \label{sec:vtk}
- % TODO
- \chapter{Experiments}
- % testimplementatie met taps, rotatie en pinch. Hieruit bleek:
- % - dat er verschillende manieren zijn om bijv. "rotatie" te
- % detecteren, (en dat daartussen onderscheid moet kunnen worden
- % gemaakt)
- % - dat detectie van verschillende soorten gestures moet kunnen
- % worden gescheiden, anders wordt het een chaos.
- % - Er zijn een aantal keuzes gemaakt bij het ontwerpen van de gestures,
- % bijv dat rotatie ALLE vingers gebruikt voor het centroid. Het is
- % wellicht in een ander programma nodig om maar 1 hand te gebruiken, en
- % dus punten dicht bij elkaar te kiezen (oplossing: windows).
- % Tekenprogramma dat huidige points + centroid tekent en waarmee
- % transformatie kan worden getest Link naar appendix "supported events"
- % Proof of Concept: VTK interactor
- \section{Experimenting with TUIO and event bindings}
- \label{sec:experimental-draw}
- 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 section \ref{sec: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.
- Also, the different detection algorithms are all implemented in the same
- file, making it complex to read or debug, and difficult to extend.
- \section{VTK interactor}
- % TODO
- % VTK heeft eigen pipeline, mechanisme moet daarnaast draaien
- \section{Summary of observations}
- \label{sec:observations}
- \begin{itemize}
- \item The TUIO protocol uses a distinctive coordinate system and set of
- messages.
- \item Touch events occur outside of the application window.
- \item Gestures that use multiple touch points are using all touch
- points (not a subset of them).
- \item Code complexity increases when detection algorithms are added.
- \item % TODO: VTK interactor observations
- \end{itemize}
- % -------
- % Results
- % -------
- \chapter{Design}
- \section{Requirements}
- \label{sec:requirements}
- From the observations in section \ref{sec:observations}, a number of
- requirements can be specified for the design of the event mechanism:
- \begin{itemize}
- % vertalen driver-specifieke events naar algemeen formaat
- \item To be able to support multiple input drivers, there must be a
- translation from driver-specific messages to some common format
- that can be used in gesture detection algorithms.
- % events toewijzen aan GUI window (windows)
- \item An application GUI window should be able to receive only events
- occuring within that window, and not outside of it.
- % scheiden groepen touchpoints voor verschillende gestures (windows)
- \item To support multiple objects that are performing different
- gestures at the same time, the mechanism must be able to perform
- gesture detection on a subset of the active touch points.
- % scheiden van detectiecode voor verschillende gesture types
- \item To avoid an increase in code complexity when adding new detection
- algorithms, detection code of different gesture types must be
- separated.
- \end{itemize}
- \section{Components}
- Based on the requirements from section \ref{sec:requirements}, a design
- for the mechanism has been created. The design consists of a number of
- components, each having a specific set of tasks.
- \subsection{Event server}
- % vertaling driver naar point down, move, up
- % vertaling naar schermpixelcoordinaten
- % TUIO in reference implementation
- The \emph{event server} is an abstraction for driver-specific server
- implementations, such as a TUIO server. It receives driver-specific
- messages and tanslates these to a common set of events and a common
- coordinate system.
- A minimal example of a common set of events is $\{point\_down,
- point\_move, point\_up\}$. This is the set used by the reference
- implementation. Respectively, these events represent an object being
- placed on the screen, moving along the surface of the screen, and being
- released from the screen.
- A more extended set could also contain the same three events for a
- surface touching the screen. However, a surface can have a rotational
- property, like the ``fiducials'' type in the TUIO protocol. This
- results in as $\{point\_down, point\_move, point\_up, surface\_down,
- surface\_move, surface\_up,\\surface\_rotate\}$.
- An important note here, is that similar events triggered by different
- event servers must have the same event type and parameters. In other
- words, the output of the event servers should be determined by the
- gesture servers (not the contrary).
- The output of an event server implementation should also use a common
- coordinate system, that is the coordinate system used by the gesture
- server. For example, the reference implementation uses screen
- coordinates in pixels, where (0, 0) is the upper left corner of the
- screen.
- The abstract class definition of the event server should provide some
- functionality to detect which driver-specific event server
- implementation should be used.
- \subsection{Gesture trackers}
- A \emph{gesture tracker} detects a single gesture type, given a set of
- touch points. If one group of points on the screen is assigned to one
- tracker and another group to another tracker, multiple gestures, an be
- detected at the same time. For this assignment, the mechanism uses
- windows. These will be described in the next section.
- % event binding/triggering
- A gesture tracker triggers a gesture event by executing a callback.
- Callbacks are ``bound'' to a tracker by the application. Because
- multiple gesture types can have very similar detection algorithm, a
- tracker can detect multiple different types of gestures. For instance,
- the rotation and pinch gestures from the experimental program in
- section \ref{sec:experimental-draw} both use the centroid of all touch
- points.
- If no callback is bound for a particular gesture type, no detection of
- that type is needed. A tracker implementation can use this knowledge
- for code optimization.
- % scheiding algoritmiek
- A tracker implementation defines the gesture types it can trigger, and
- the detection algorithms to trigger them. Consequently, detection
- algorithms can be separated in different trackers. Different
- trackers can be saved in different files, reducing the complexity of
- the code in a single file. \\
- % extendability
- Because tacker defines its own set of gesture types, the application
- developer can define application-specific trackers (by extending a base
- \texttt{GestureTracker} class, for example). In fact, any built-in
- gesture trackers of an implementation are also created this way. This
- allows for a plugin-like way of programming, which is very desirable if
- someone would want to build a library of gesture trackers. Such a
- library can easy be extended by others.
- \subsection{Windows}
- A \emph{window} represents a subset of the entire screen surface. The
- goal of a window is to restrict the detection of certain gestures to
- certain areas. A window contains a list of touch points, and a list of
- trackers. A window server (defined in the next section) assigns touch
- points to a window, but the window itself defines functionality to
- check whether a touch point is inside the window. This way, new windows
- can be defined to fit over any 2D object used by the application.
- The first and most obvious use of a window is to restrict touch events
- to a single application window. However, the use of windows can be used
- in a lot more powerful way.
- For example, an application contains an image with a transparent
- background that can be dragged around. The user can only drag the image
- by touching its foreground. To accomplish this, the application
- programmer can define a window type that uses a bitmap to determine
- whether a touch point is on the visible image surface. The tracker
- which detects drag gestures is then bound to this window, limiting the
- occurence of drag events to the image surface.
- % toewijzen even aan deel v/h scherm:
- % TUIO coördinaten zijn over het hele scherm en van 0.0 tot 1.0, dus
- % moeten worden vertaald naar pixelcoördinaten binnen een ``window''
- % TODO
- \subsection{Gesture server}
- % luistert naar point down, move, up
- The \emph{gesture server} delegates events from the event server to the
- set of windows that contain the touch points related to the events.
- % toewijzing point (down) aan window(s)
- The gesture server contains a list of windows. When the event server
- triggers an event, the gesture server ``asks'' each window whether it
- contains the related touch point. If so, the window updates its gesture
- trackers, which can then trigger gestures.
- \section{Diagram of component relations}
- \begin{figure}[H]
- \input{data/diagram}
- % TODO: caption
- \end{figure}
- \section{Example usage}
- % TODO
- % vertellen hoe je tracker aanmaakt, binnen een window
- %\section{Network protocol}
- % TODO
- % ZeroMQ gebruiken voor communicatie tussen meerdere processen (in
- % verschillende talen)
- \chapter{Reference implementation}
- % TODO
- % alleen window.contains op point down, niet move/up
- \chapter{Integration in VTK}
- % VTK interactor
- %\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
- % Network protocol (ZeroMQ) voor meerdere talen en simultane processen
- % Hierij ook: extra laag die gesture windows aanmaakt die corresponderen met window manager
- % State machine
- % Window in boomstructuur voor efficientie
- \bibliographystyle{plain}
- \bibliography{report}{}
- %\appendix
- \end{document}
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