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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. \section{Structure of this document}
  69. The scope of this thesis is limited to the detection of gestures on
  70. multi-touch surface devices. It presents a design for a generic gesture
  71. detection architecture for use in multi-touch based applications. A
  72. reference implementation of this design is used in some test case
  73. applications, whose purpose is to test the effectiveness of the design and
  74. detect its shortcomings.
  75. Chapter \ref{chapter:related} describes related work that inspired a design
  76. for the architecture. The design is presented in chapter
  77. \ref{chapter:design}. Chapter \ref{chapter:testapps} presents a reference
  78. implementation of the architecture, an two test case applications that show
  79. the practical use of its components as presented in chapter
  80. \ref{chapter:design}. Finally, some suggestions for future research on the
  81. subject are given in chapter \ref{chapter:futurework}.
  82. \chapter{Related work}
  83. \label{chapter:related}
  84. Applications that use gesture-based interaction need a graphical user
  85. interface (GUI) on which gestures can be performed. The creation of a GUI
  86. is a platform-specific task. For instance, Windows and Linux support
  87. different window managers. To create a window in a platform-independent
  88. application, the application would need to include separate functionalities
  89. for supported platforms. For this reason, GUI-based applications are often
  90. built on top of an application framework that abstracts platform-specific
  91. tasks. Frameworks often include a set of tools and events that help the
  92. developer to easily build advanced GUI widgets.
  93. % Existing frameworks (and why they're not good enough)
  94. Some frameworks, such as Nokia's Qt \cite{qt}, provide support for basic
  95. multi-touch gestures like tapping, rotation or pinching. However, the
  96. detection of gestures is embedded in the framework code in an inseparable
  97. way. Consequently, an application developer who wants to use multi-touch
  98. interaction in an application, is forced to use an application framework
  99. that includes support for those multi-touch gestures that are required by
  100. the application. Kivy \cite{kivy} is a GUI framework for Python
  101. applications, with support for multi-touch gestures. It uses a basic
  102. gesture detection algorithm that allows developers to define custom
  103. gestures to some degree \cite{kivygesture} using a set of touch point
  104. coordinates. However, these frameworks do not provide support for extension
  105. with custom complex gestures.
  106. Many frameworks are also device-specific, meaning that they are developed
  107. for use on either a tablet, smartphone, PC or other device. OpenNI
  108. \cite{OpenNI2010}, for example, provides API's for only natural interaction
  109. (NI) devices such as webcams and microphones. The concept of complex
  110. gesture-based interaction, however, is applicable to a much wider set of
  111. devices. VRPN \cite{VRPN} provides a software library that abstracts the
  112. output of devices, which enables it to support a wide set of devices used
  113. in Virtual Reality (VR) interaction. The framework makes the low-level
  114. events of these devices accessible in a client application using network
  115. communication. Gesture detection is not included in VRPN.
  116. % Methods of gesture detection
  117. The detection of high-level gestures from low-level events can be
  118. approached in several ways. GART \cite{GART} is a toolkit for the
  119. development of gesture-based applications, which states that the best way
  120. to classify gestures is to use machine learning. The programmer trains an
  121. application to recognize gestures using a machine learning library from the
  122. toolkit. Though multi-touch input is not directly supported by the toolkit,
  123. the level of abstraction does allow for it to be implemented in the form of
  124. a ``touch'' sensor. The reason to use machine learning is that gesture
  125. detection ``is likely to become increasingly complex and unmanageable''
  126. when using a predefined set of rules to detect whether some sensor input
  127. can be classified as a specific gesture.
  128. The alternative to machine learning is to define a predefined set of rules
  129. for each gesture. Manoj Kumar \cite{win7touch} presents a Windows 7
  130. application, written in Microsofts .NET, which detects a set of basic
  131. directional gestures based on the movement of a stylus. The complexity of
  132. the code is managed by the separation of different gesture types in
  133. different detection units called ``gesture trackers''. The application
  134. shows that predefined gesture detection rules do not necessarily produce
  135. unmanageable code.
  136. \section{Analysis of related work}
  137. Implementations for the support of complex gesture based interaction do
  138. already exist. However, gesture detection in these implementations is
  139. device-specific (Nokia Qt and OpenNI) or limited to use within an
  140. application framework (Kivy).
  141. An abstraction of device output allows VRPN and GART to support multiple
  142. devices. However, VRPN does not incorporate gesture detection. GART does,
  143. but only in the form of machine learning algorithms. Many applications for
  144. mobile phones and tablets only use simple gestures such as taps. For this
  145. category of applications, machine learning is an excessively complex method
  146. of gesture detection. Manoj Kumar shows that when managed well, a
  147. predefined set of gesture detection rules is sufficient to detect simple
  148. gestures.
  149. This thesis explores the possibility to create an architecture that
  150. combines support for multiple input devices with different methods of
  151. gesture detection.
  152. \chapter{Design}
  153. \label{chapter:design}
  154. % Diagrams are defined in a separate file
  155. \input{data/diagrams}
  156. \section{Introduction}
  157. Application frameworks are a necessity when it comes to fast,
  158. cross-platform development. A generic architecture design should aim to be
  159. compatible with existing frameworks, and provide a way to detect and extend
  160. gestures independent of the framework. Since an application framework is
  161. written in a specific programming language, the architecture should be
  162. accessible for applications using a language-independent method of
  163. communication. This intention leads towards the concept of a dedicated
  164. gesture detection application that serves gestures to multiple applications
  165. at the same time.
  166. This chapter describes a design for such an architecture. The architecture
  167. is represented as diagram of relations between different components.
  168. Sections \ref{sec:multipledrivers} to \ref{sec:daemon} define requirements
  169. for the architecture, and extend this diagram with components that meet
  170. these requirements. Section \ref{sec:example} describes an example usage of
  171. the architecture in an application.
  172. The input of the architecture comes from a multi-touch device driver.
  173. The task of the architecture is to translate this input to multi-touch
  174. gestures that are used by an application, as illustrated in figure
  175. \ref{fig:basicdiagram}. In the course of this chapter, the diagram is
  176. extended with the different components of the architecture.
  177. \basicdiagram
  178. \section{Supporting multiple drivers}
  179. \label{sec:multipledrivers}
  180. The TUIO protocol \cite{TUIO} is an example of a driver that can be used by
  181. multi-touch devices. TUIO uses ALIVE- and SET-messages to communicate
  182. low-level touch events (see appendix \ref{app:tuio} for more details).
  183. These messages are specific to the API of the TUIO protocol. Other drivers
  184. may use different messages types. To support more than one driver in the
  185. architecture, there must be some translation from driver-specific messages
  186. to a common format for primitive touch events. After all, the gesture
  187. detection logic in a ``generic'' architecture should not be implemented
  188. based on driver-specific messages. The event types in this format should be
  189. chosen so that multiple drivers can trigger the same events. If each
  190. supported driver would add its own set of event types to the common format,
  191. the purpose of it being ``common'' would be defeated.
  192. A minimal expectation for a touch device driver is that it detects simple
  193. touch points, with a ``point'' being an object at an $(x, y)$ position on
  194. the touch surface. This yields a basic set of events: $\{point\_down,
  195. point\_move, point\_up\}$.
  196. The TUIO protocol supports fiducials\footnote{A fiducial is a pattern used
  197. by some touch devices to identify objects.}, which also have a rotational
  198. property. This results in a more extended set: $\{point\_down, point\_move,
  199. point\_up, object\_down, object\_move, object\_up,\\ object\_rotate\}$.
  200. Due to their generic nature, the use of these events is not limited to the
  201. TUIO protocol. Another driver that can keep apart rotated objects from
  202. simple touch points could also trigger them.
  203. The component that translates driver-specific messages to common events,
  204. will be called the \emph{event driver}. The event driver runs in a loop,
  205. receiving and analyzing driver messages. When a sequence of messages is
  206. analyzed as an event, the event driver delegates the event to other
  207. components in the architecture for translation to gestures. This
  208. communication flow is illustrated in figure \ref{fig:driverdiagram}.
  209. \driverdiagram
  210. Support for a touch driver can be added by adding an event driver
  211. implementation. The choice of event driver implementation that is used in an
  212. application is dependent on the driver support of the touch device being
  213. used.
  214. Because driver implementations have a common output format in the form of
  215. events, multiple event drivers can be used at the same time (see figure
  216. \ref{fig:multipledrivers}). This design feature allows low-level events
  217. from multiple devices to be aggregated into high-level gestures.
  218. \multipledriversdiagram
  219. \section{Restricting events to a screen area}
  220. \label{sec:areas}
  221. Touch input devices are unaware of the graphical input
  222. widgets\footnote{``Widget'' is a name commonly used to identify an element
  223. of a graphical user interface (GUI).} rendered by an application, and
  224. therefore generate events that simply identify the screen location at which
  225. an event takes place. User interfaces of applications that do not run in
  226. full screen modus are contained in a window. Events which occur outside the
  227. application window should not be handled by the application in most cases.
  228. What's more, a widget within the application window itself should be able
  229. to respond to different gestures. E.g. a button widget may respond to a
  230. ``tap'' gesture to be activated, whereas the application window responds to
  231. a ``pinch'' gesture to be resized. In order to be able to direct a gesture
  232. to a particular widget in an application, a gesture must be restricted to
  233. the area of the screen covered by that widget. An important question is if
  234. the architecture should offer a solution to this problem, or leave the task
  235. of assigning gestures to application widgets to the application developer.
  236. If the architecture does not provide a solution, the ``Event analysis''
  237. component in figure \ref{fig:multipledrivers} receives all events that
  238. occur on the screen surface. The gesture detection logic thus uses all
  239. events as input to detect a gesture. This leaves no possibility for a
  240. gesture to occur at multiple screen positions at the same time. The problem
  241. is illustrated in figure \ref{fig:ex1}, where two widgets on the screen can
  242. be rotated independently. The rotation detection component that detects
  243. rotation gestures receives all four fingers as input. If the two groups of
  244. finger events are not separated by cluster detection, only one rotation
  245. event will occur.
  246. \examplefigureone
  247. A gesture detection component could perform a heuristic way of cluster
  248. detection based on the distance between events. However, this method cannot
  249. guarantee that a cluster of events corresponds with a particular
  250. application widget. In short, a gesture detection component is difficult to
  251. implement without awareness of the location of application widgets.
  252. Secondly, the application developer still needs to direct gestures to a
  253. particular widget manually. This requires geometric calculations in the
  254. application logic, which is a tedious and error-prone task for the
  255. developer.
  256. The architecture described here groups events that occur inside the area
  257. covered by a widget, before passing them on to a gesture detection
  258. component. Different gesture detection components can then detect gestures
  259. simultaneously, based on different sets of input events. An area of the
  260. screen surface will be represented by an \emph{event area}. An event area
  261. filters input events based on their location, and then delegates events to
  262. gesture detection components that are assigned to the event area. Events
  263. which are located outside the event area are not delegated to its gesture
  264. detection components.
  265. In the example of figure \ref{fig:ex1}, the two rotatable widgets can be
  266. represented by two event areas, each having a different rotation detection
  267. component.
  268. \subsection{Callback mechanism}
  269. When a gesture is detected by a gesture detection component, it must be
  270. handled by the client application. A common way to handle events in an
  271. application is a ``callback'' mechanism: the application developer binds a
  272. function to an event, that is called when the event occurs. Because of the
  273. familiarity of this concept with developers, the architecture uses a
  274. callback mechanism to handle gestures in an application. Callback handlers
  275. are bound to event areas, since events areas controls the grouping of
  276. events and thus the occurrence of gestures in an area of the screen.
  277. Figure \ref{fig:areadiagram} shows the position of areas in the
  278. architecture.
  279. \areadiagram
  280. \subsection{Area tree}
  281. \label{sec:tree}
  282. A basic usage of event areas in the architecture would be a list of event
  283. areas. When the event driver delegates an event, it is accepted by each
  284. 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 use this kind of tree structure to manage
  297. 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 a 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. \newpage
  341. \eventpropagationfigure
  342. The concept of an event area is based on the assumption that the set of
  343. originating events that form a particular gesture, can be determined based
  344. exclusively on the location of the events. This is a reasonable assumption
  345. for simple touch objects whose only parameter is a position, such as a pen
  346. or a human finger. However, more complex touch objects can have additional
  347. parameters, such as rotational orientation or color. An even more generic
  348. concept is the \emph{event filter}, which detects whether an event should
  349. be assigned to a particular gesture detection component based on all
  350. available parameters. This level of abstraction provides additional methods
  351. of interaction. For example, a camera-based multi-touch surface could make
  352. a distinction between gestures performed with a blue gloved hand, and
  353. gestures performed with a green gloved hand.
  354. As mentioned in the introduction chapter [\ref{chapter:introduction}], the
  355. scope of this thesis is limited to multi-touch surface based devices, for
  356. which the \emph{event area} concept suffices. Section \ref{sec:eventfilter}
  357. explores the possibility of event areas to be replaced with event filters.
  358. \section{Detecting gestures from low-level events}
  359. \label{sec:gesture-detection}
  360. The low-level events that are grouped by an event area must be translated
  361. to high-level gestures in some way. Simple gestures, such as a tap or the
  362. dragging of an element using one finger, are easy to detect by comparing
  363. the positions of sequential $point\_down$ and $point\_move$ events. More
  364. complex gestures, like the writing of a character from the alphabet,
  365. require more advanced detection algorithms.
  366. A way to detect these complex gestures based on a sequence of input events,
  367. is with the use of machine learning methods, such as the Hidden Markov
  368. Models \footnote{A Hidden Markov Model (HMM) is a statistical model without
  369. a memory, it can be used to detect gestures based on the current input
  370. state alone.} used for sign language detection by
  371. \cite{conf/gw/RigollKE97}. A sequence of input states can be mapped to a
  372. feature vector that is recognized as a particular gesture with a certain
  373. probability. An advantage of using machine learning with respect to an
  374. imperative programming style is that complex gestures can be described
  375. without the use of explicit detection logic. For example, the detection of
  376. the character `A' being written on the screen is difficult to implement
  377. using an imperative programming style, while a trained machine learning
  378. system can produce a match with relative ease.
  379. Sequences of events that are triggered by a multi-touch based surfaces are
  380. often of a manageable complexity. An imperative programming style is
  381. sufficient to detect many common gestures, like rotation and dragging. The
  382. imperative programming style is also familiar and understandable for a wide
  383. range of application developers. Therefore, the architecture should support
  384. an imperative style of gesture detection. A problem with an imperative
  385. programming style is that the explicit detection of different gestures
  386. requires different gesture detection components. If these components are
  387. not managed well, the detection logic is prone to become chaotic and
  388. over-complex.
  389. To manage complexity and support multiple styles of gesture detection
  390. logic, the architecture has adopted the tracker-based design as described
  391. by \cite{win7touch}. Different detection components are wrapped in separate
  392. gesture tracking units, or \emph{gesture trackers}. The input of a gesture
  393. tracker is provided by an event area in the form of events. Each gesture
  394. detection component is wrapped in a gesture tracker with a fixed type of
  395. input and output. Internally, the gesture tracker can adopt any programming
  396. style. A character recognition component can use an HMM, whereas a tap
  397. detection component defines a simple function that compares event
  398. coordinates.
  399. \trackerdiagram
  400. When a gesture tracker detects a gesture, this gesture is triggered in the
  401. corresponding event area. The event area then calls the callbacks which are
  402. bound to the gesture type by the application. Figure
  403. \ref{fig:trackerdiagram} shows the position of gesture trackers in the
  404. architecture.
  405. The use of gesture trackers as small detection units provides extendability
  406. of the architecture. A developer can write a custom gesture tracker and
  407. register it in the architecture. The tracker can use any type of detection
  408. logic internally, as long as it translates events to gestures.
  409. An example of a possible gesture tracker implementation is a
  410. ``transformation tracker'' that detects rotation, scaling and translation
  411. gestures.
  412. \section{Serving multiple applications}
  413. \label{sec:daemon}
  414. The design of the architecture is essentially complete with the components
  415. specified in this chapter. However, one specification has not yet been
  416. discussed: the ability to address the architecture using a method of
  417. communication independent of the application's programming language.
  418. If the architecture and a gesture-based application are written in the same
  419. language, the main loop of the architecture can run in a separate thread of
  420. the application. If the application is written in a different language, the
  421. architecture has to run in a separate process. Since the application needs
  422. to respond to gestures that are triggered by the architecture, there must
  423. be a communication layer between the separate processes.
  424. A common and efficient way of communication between two separate processes
  425. is through the use of a network protocol. In this particular case, the
  426. architecture can run as a daemon\footnote{``daemon'' is a name Unix uses to
  427. indicate that a process runs as a background process.} process, listening
  428. to driver messages and triggering gestures in registered applications.
  429. \vspace{-0.3em}
  430. \daemondiagram
  431. An advantage of a daemon setup is that it can serve multiple applications
  432. at the same time. Alternatively, each application that uses gesture
  433. interaction would start its own instance of the architecture in a separate
  434. process, which would be less efficient.
  435. \section{Example usage}
  436. \label{sec:example}
  437. This section describes an extended example to illustrate the data flow of
  438. the architecture. The example application listens to tap events on a button
  439. within an application window. The window also contains a draggable circle.
  440. The application window can be resized using \emph{pinch} gestures. Figure
  441. \ref{fig:examplediagram} shows the architecture created by the pseudo code
  442. below.
  443. \begin{verbatim}
  444. initialize GUI framework, creating a window and nessecary GUI widgets
  445. create a root event area that synchronizes position and size with the application window
  446. define 'rotation' gesture handler and bind it to the root event area
  447. create an event area with the position and radius of the circle
  448. define 'drag' gesture handler and bind it to the circle event area
  449. create an event area with the position and size of the button
  450. define 'tap' gesture handler and bind it to the button event area
  451. create a new event server and assign the created root event area to it
  452. start the event server in a new thread
  453. start the GUI main loop in the current thread
  454. \end{verbatim}
  455. \examplediagram
  456. \chapter{Implementation and test applications}
  457. \label{chapter:testapps}
  458. A reference implementation of the design has been written in Python. Two test
  459. applications have been created to test if the design ``works'' in a practical
  460. application, and to detect its flaws. One application is mainly used to test
  461. the gesture tracker implementations. The other application uses multiple event
  462. areas in a tree structure, demonstrating event delegation and propagation. The
  463. second application also defines a custom gesture tracker.
  464. To test multi-touch interaction properly, a multi-touch device is required. The
  465. University of Amsterdam (UvA) has provided access to a multi-touch table from
  466. PQlabs. The table uses the TUIO protocol \cite{TUIO} to communicate touch
  467. events. See appendix \ref{app:tuio} for details regarding the TUIO protocol.
  468. %The reference implementation and its test applications are a Proof of Concept,
  469. %meant to show that the architecture design is effective.
  470. %that translates TUIO messages to some common multi-touch gestures.
  471. \section{Reference implementation}
  472. \label{sec:implementation}
  473. The reference implementation is written in Python and available at
  474. \cite{gitrepos}. The following component implementations are included:
  475. \textbf{Event drivers}
  476. \begin{itemize}
  477. \item TUIO driver, using only the support for simple touch points with an
  478. $(x, y)$ position.
  479. \end{itemize}
  480. \textbf{Event areas}
  481. \begin{itemize}
  482. \item Circular area
  483. \item Rectangular area
  484. \item Polygon area
  485. \item Full screen area
  486. \end{itemize}
  487. \textbf{Gesture trackers}
  488. \begin{itemize}
  489. \item Basic tracker, supports $point\_down,~point\_move,~point\_up$ gestures.
  490. \item Tap tracker, supports $tap,~single\_tap,~double\_tap$ gestures.
  491. \item Transformation tracker, supports $rotate,~pinch,~drag,~flick$ gestures.
  492. \end{itemize}
  493. The implementation does not include a network protocol to support the daemon
  494. setup as described in section \ref{sec:daemon}. Therefore, it is only usable in
  495. Python programs. The two test programs are also written in Python.
  496. The event area implementations contain some geometric functions to determine
  497. whether an event should be delegated to an event area. All gesture trackers
  498. have been implemented using an imperative programming style. Technical details
  499. about the implementation of gesture detection are described in appendix
  500. \ref{app:implementation-details}.
  501. \section{Full screen Pygame application}
  502. %The goal of this application was to experiment with the TUIO
  503. %protocol, and to discover requirements for the architecture that was to be
  504. %designed. When the architecture design was completed, the application was rewritten
  505. %using the new architecture components. The original variant is still available
  506. %in the ``experimental'' folder of the Git repository \cite{gitrepos}.
  507. An implementation of the detection of some simple multi-touch gestures (single
  508. tap, double tap, rotation, pinch and drag) using Processing\footnote{Processing
  509. is a Java-based programming environment with an export possibility for Android.
  510. See also \cite{processing}.} can be found in a forum on the Processing website
  511. \cite{processingMT}. The application has been ported to Python and adapted to
  512. receive input from the TUIO protocol. The implementation is fairly simple, but
  513. it yields some appealing results (see figure \ref{fig:draw}). In the original
  514. application, the detection logic of all gestures is combined in a single class
  515. file. As predicted by the GART article \cite{GART}, this leads to over-complex
  516. code that is difficult to read and debug.
  517. The application has been rewritten using the reference implementation of the
  518. architecture. The detection code is separated into two different gesture
  519. trackers, which are the ``tap'' and ``transformation'' trackers mentioned in
  520. section \ref{sec:implementation}.
  521. The positions of all touch objects and their centroid are drawn using the
  522. Pygame library. Since the Pygame library does not provide support to find the
  523. location of the display window, the root event area captures events in the
  524. entire screens surface. The application can be run either full screen or in
  525. windowed mode. If windowed, screen-wide gesture coordinates are mapped to the
  526. size of the Pyame window. In other words, the Pygame window always represents
  527. the entire touch surface. The output of the application can be seen in figure
  528. \ref{fig:draw}.
  529. \begin{figure}[h!]
  530. \center
  531. \includegraphics[scale=0.4]{data/pygame_draw.png}
  532. \caption{Output of the experimental drawing program. It draws all touch
  533. points and their centroid on the screen (the centroid is used for rotation
  534. and pinch detection). It also draws a green rectangle which responds to
  535. rotation and pinch events.}
  536. \label{fig:draw}
  537. \end{figure}
  538. \section{GTK+/Cairo application}
  539. The second test application uses the GIMP toolkit (GTK+) \cite{GTK} to create
  540. its user interface. Since GTK+ defines a main event loop that is started in
  541. order to use the interface, the architecture implementation runs in a separate
  542. thread.
  543. The application creates a main window, whose size and position are synchronized
  544. with the root event area of the architecture. The synchronization is handled
  545. automatically by a \texttt{GtkEventWindow} object, which is a subclass of
  546. \texttt{gtk.Window}. This object serves as a layer that connects the event area
  547. functionality of the architecture to GTK+ windows.
  548. The main window contains a number of polygons which can be dragged, resized and
  549. rotated. Each polygon is represented by another event area to allow
  550. simultaneous interaction with different polygons. The main window also responds
  551. to transformation, by transforming all polygons. Additionally, double tapping
  552. on a polygon changes its color.
  553. An ``overlay'' event area is used to detect all fingers currently touching the
  554. screen. The application defines a custom gesture tracker, called the ``hand
  555. tracker'', which is used by the overlay. The hand tracker uses distances
  556. between detected fingers to detect which fingers belong to the same hand. The
  557. application draws a line from each finger to the hand it belongs to, as visible
  558. in figure \ref{fig:testapp}.
  559. \begin{figure}[h!]
  560. \center
  561. \includegraphics[scale=0.35]{data/testapp.png}
  562. \caption{Screenshot of the second test application. Two polygons can be
  563. dragged, rotated and scaled. Separate groups of fingers are recognized as
  564. hands, each hand is drawn as a centroid with a line to each finger.}
  565. \label{fig:testapp}
  566. \end{figure}
  567. To manage the propagation of events used for transformations, the applications
  568. arranges its event areas in a tree structure as described in section
  569. \ref{sec:tree}. Each transformable event area has its own ``transformation
  570. tracker'', which stops the propagation of events used for transformation
  571. gestures. Because the propagation of these events is stopped, overlapping
  572. polygons do not cause a problem. Figure \ref{fig:testappdiagram} shows the tree
  573. structure used by the application.
  574. Note that the overlay event area, though covering the whole screen surface, is
  575. not the root event area. The overlay event area is placed on top of the
  576. application window (being a rightmost sibling of the application window event
  577. area in the tree). This is necessary, because the transformation trackers stop
  578. event propagation. The hand tracker needs to capture all events to be able to
  579. give an accurate representations of all fingers touching the screen Therefore,
  580. the overlay should delegate events to the hand tracker before they are stopped
  581. by a transformation tracker. Placing the overlay over the application window
  582. forces the screen event area to delegate events to the overlay event area
  583. first.
  584. \testappdiagram
  585. \section{Results}
  586. \emph{TODO: Tekortkomingen aangeven die naar voren komen uit de tests}
  587. % Verschillende apparaten/drivers geven een ander soort primitieve events af.
  588. % Een vertaling van deze device-specifieke events naar een algemeen formaat van
  589. % events is nodig om gesture detection op een generieke manier te doen.
  590. % Door input van meerdere drivers door dezelfde event driver heen te laten gaan
  591. % is er ondersteuning voor meerdere apparaten tegelijkertijd.
  592. % Event driver levert low-level events. niet elke event hoort bij elke gesture,
  593. % dus moet er een filtering plaatsvinden van welke events bij welke gesture
  594. % horen. Areas geven de mogelijkheid hiervoor op apparaten waarvan het
  595. % filteren locatiegebonden is.
  596. % Het opsplitsten van gesture detection voor gesture trackers is een manier om
  597. % flexibel te zijn in ondersteunde types detection logic, en het beheersbaar
  598. % houden van complexiteit.
  599. \chapter{Suggestions for future work}
  600. \label{chapter:futurework}
  601. \section{A generic method for grouping events}
  602. \label{sec:eventfilter}
  603. As mentioned in section \ref{sec:areas}, the concept of an event area is based
  604. on the assumption that the set of originating events that form a particular
  605. gesture, can be determined based exclusively on the location of the events.
  606. Since this thesis focuses on multi-touch surface based devices, and every
  607. object on a multi-touch surface has a position, this assumption is valid.
  608. However, the design of the architecture is meant to be more generic; to provide
  609. a structured design for managing gesture detection.
  610. An in-air gesture detection device, such as the Microsoft Kinect \cite{kinect},
  611. provides 3D positions. Some multi-touch tables work with a camera that can also
  612. determine the shape and rotational orientation of objects touching the surface.
  613. For these devices, events delegated by the event driver have more parameters
  614. than a 2D position alone. The term ``area'' is not suitable to describe a group
  615. of events that consist of these parameters.
  616. A more generic term for a component that groups similar events is the
  617. \emph{event filter}. The concept of an event filter is based on the same
  618. principle as event areas, which is the assumption that gestures are formed from
  619. a subset of all events. However, an event filter takes all parameters of an
  620. event into account. An application on the camera-based multi-touch table could
  621. be to group all objects that are triangular into one filter, and all
  622. rectangular objects into another. Or, to separate small finger tips from large
  623. ones to be able to recognize whether a child or an adult touches the table.
  624. \section{Using a state machine for gesture detection}
  625. All gesture trackers in the reference implementation are based on the explicit
  626. analysis of events. Gesture detection is a widely researched subject, and the
  627. separation of detection logic into different trackers allows for multiple types
  628. of gesture detection in the same architecture. An interesting question is
  629. whether multi-touch gestures can be described in a formal way so that explicit
  630. detection code can be avoided.
  631. \cite{GART} and \cite{conf/gw/RigollKE97} propose the use of machine learning
  632. to recognize gestures. To use machine learning, a set of input events forming a
  633. particular gesture must be represented as a feature vector. A learning set
  634. containing a set of feature vectors that represent some gesture ``teaches'' the
  635. machine what the feature of the gesture looks like.
  636. An advantage of using explicit gesture detection code is the fact that it
  637. provides a flexible way to specify the characteristics of a gesture, whereas
  638. the performance of feature vector-based machine learning is dependent on the
  639. quality of the learning set.
  640. A better method to describe a gesture might be to specify its features as a
  641. ``signature''. The parameters of such a signature must be be based on input
  642. events. When a set of input events matches the signature of some gesture, the
  643. gesture is be triggered. A gesture signature should be a complete description
  644. of all requirements the set of events must meet to form the gesture.
  645. A way to describe signatures on a multi-touch surface can be by the use of a
  646. state machine of its touch objects. The states of a simple touch point could be
  647. ${down, move, up, hold}$ to indicate respectively that a point is put down, is
  648. being moved, is held on a position for some time, and is released. In this
  649. case, a ``drag'' gesture can be described by the sequence $down - move - up$
  650. and a ``select'' gesture by the sequence $down - hold$. If the set of states is
  651. not sufficient to describe a desired gesture, a developer can add additional
  652. states. For example, to be able to make a distinction between an element being
  653. ``dragged'' or ``thrown'' in some direction on the screen, two additional
  654. states can be added: ${start, stop}$ to indicate that a point starts and stops
  655. moving. The resulting state transitions are sequences $down - start - move -
  656. stop - up$ and $down - start - move - up$ (the latter does not include a $stop$
  657. to indicate that the element must keep moving after the gesture had been
  658. performed).
  659. An additional way to describe even more complex gestures is to use other
  660. gestures in a signature. An example is to combine $select - drag$ to specify
  661. that an element must be selected before it can be dragged.
  662. The application of a state machine to describe multi-touch gestures is an
  663. subject well worth exploring in the future.
  664. \section{Daemon implementation}
  665. Section \ref{sec:daemon} proposes the use of a network protocol to communicate
  666. between an architecture implementation and (multiple) gesture-based
  667. applications, as illustrated in figure \ref{fig:daemon}. The reference
  668. implementation does not support network communication. If the architecture
  669. design is to become successful in the future, the implementation of network
  670. communication is a must. ZeroMQ (or $\emptyset$MQ) \cite{ZeroMQ} is a
  671. high-performance software library with support for a wide range of programming
  672. languages. A good basis for a future implementation could use this library as
  673. the basis for its communication layer.
  674. If an implementation of the architecture will be released, a good idea would be
  675. to do so within a community of application developers. A community can
  676. contribute to a central database of gesture trackers, making the interaction
  677. from their applications available for use in other applications.
  678. Ideally, a user can install a daemon process containing the architecture so
  679. that it is usable for any gesture-based application on the device. Applications
  680. that use the architecture can specify it as being a software dependency, or
  681. include it in a software distribution.
  682. \bibliographystyle{plain}
  683. \bibliography{report}{}
  684. \appendix
  685. \chapter{The TUIO protocol}
  686. \label{app:tuio}
  687. The TUIO protocol \cite{TUIO} defines a way to geometrically describe tangible
  688. objects, such as fingers or objects on a multi-touch table. Object information
  689. is sent to the TUIO UDP port (3333 by default).
  690. For efficiency reasons, the TUIO protocol is encoded using the Open Sound
  691. Control \cite[OSC]{OSC} format. An OSC server/client implementation is
  692. available for Python: pyOSC \cite{pyOSC}.
  693. A Python implementation of the TUIO protocol also exists: pyTUIO \cite{pyTUIO}.
  694. However, the execution of an example script yields an error regarding Python's
  695. built-in \texttt{socket} library. Therefore, the reference implementation uses
  696. the pyOSC package to receive TUIO messages.
  697. The two most important message types of the protocol are ALIVE and SET
  698. messages. An ALIVE message contains the list of session id's that are currently
  699. ``active'', which in the case of multi-touch a table means that they are
  700. touching the screen. A SET message provides geometric information of a session
  701. id, such as position, velocity and acceleration.
  702. Each session id represents an object. The only type of objects on the
  703. multi-touch table are what the TUIO protocol calls ``2DCur'', which is a (x, y)
  704. position on the screen.
  705. ALIVE messages can be used to determine when an object touches and releases the
  706. screen. For example, if a session id was in the previous message but not in the
  707. current, The object it represents has been lifted from the screen.
  708. SET provide information about movement. In the case of simple (x, y) positions,
  709. only the movement vector of the position itself can be calculated. For more
  710. complex objects such as fiducials, arguments like rotational position and
  711. acceleration are also included.
  712. ALIVE and SET messages can be combined to create ``point down'', ``point move''
  713. and ``point up'' events.
  714. TUIO coordinates range from $0.0$ to $1.0$, with $(0.0, 0.0)$ being the left
  715. top corner of the screen and $(1.0, 1.0)$ the right bottom corner. To focus
  716. events within a window, a translation to window coordinates is required in the
  717. client application, as stated by the online specification
  718. \cite{TUIO_specification}:
  719. \begin{quote}
  720. In order to compute the X and Y coordinates for the 2D profiles a TUIO
  721. tracker implementation needs to divide these values by the actual sensor
  722. dimension, while a TUIO client implementation consequently can scale these
  723. values back to the actual screen dimension.
  724. \end{quote}
  725. \chapter{Gesture detection in the reference implementation}
  726. \label{app:implementation-details}
  727. Both rotation and pinch use the centroid of all touch points. A \emph{rotation}
  728. gesture uses the difference in angle relative to the centroid of all touch
  729. points, and \emph{pinch} uses the difference in distance. Both values are
  730. normalized using division by the number of touch points. A pinch event contains
  731. a scale factor, and therefore uses a division of the current by the previous
  732. average distance to the centroid.
  733. % TODO
  734. \emph{TODO: rotatie en pinch gaan iets anders/uitgebreider worden beschreven.}
  735. \end{document}