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  1. \documentclass[twoside,openright]{uva-bachelor-thesis}
  2. \usepackage[english]{babel}
  3. \usepackage[utf8]{inputenc}
  4. \usepackage{hyperref,graphicx,float,tikz,subfigure}
  5. % Link colors
  6. \hypersetup{colorlinks=true,linkcolor=black,urlcolor=blue,citecolor=DarkGreen}
  7. % Title Page
  8. \title{A generic architecture for the detection of multi-touch gestures}
  9. \author{Taddeüs Kroes}
  10. \supervisors{Dr. Robert G. Belleman (UvA)}
  11. \signedby{Dr. Robert G. Belleman (UvA)}
  12. \begin{document}
  13. % Title page
  14. \maketitle
  15. \begin{abstract}
  16. % TODO
  17. \end{abstract}
  18. % Set paragraph indentation
  19. \parindent 0pt
  20. \parskip 1.5ex plus 0.5ex minus 0.2ex
  21. % Table of contant on separate page
  22. \tableofcontents
  23. \chapter{Introduction}
  24. % Ruwe probleemstelling
  25. Multi-touch interaction is becoming increasingly common, mostly due to the wide
  26. use of touch screens in phones and tablets. When programming applications using
  27. this method of interaction, the programmer needs an abstraction of the raw data
  28. provided by the touch driver of the device. This abstraction exists in several
  29. multi-touch application frameworks like Nokia's
  30. Qt\footnote{\url{http://qt.nokia.com/}}. However, applications that do not use
  31. these frameworks have no access to their multi-touch events.
  32. % Aanleiding
  33. This problem was observed during an attempt to create a multi-touch
  34. ``interactor'' class for the Visualization Toolkit \cite[VTK]{VTK}. Because VTK
  35. provides the application framework here, it is undesirable to use an entire
  36. framework like Qt simultaneously only for its multi-touch support.
  37. % Ruw doel
  38. The goal of this project is to define a generic multi-touch event triggering
  39. architecture. To test the definition, a reference implementation is written in
  40. Python.
  41. \section{Definition of the problem}
  42. % Hoofdvraag
  43. The goal of this thesis is to a create generic architecture for a
  44. multi-touch event triggering mechanism for use in multi-touch applications.
  45. % Deelvragen
  46. To design such an architecture properly, the following questions are relevant:
  47. \begin{itemize}
  48. \item What is the input of the architecture? Different touch drivers
  49. have different API's. To be able to support different drivers
  50. (which is highly desirable), there should be a translation from the
  51. driver API to a fixed input format.
  52. \item How can extendability be accomplished? The set of supported
  53. events should not be limited to a single implementation, but an
  54. application should be able to define its own custom events.
  55. \item How can the architecture be used by different programming
  56. languages? A generic architecture should not be limited to be used
  57. in only one language.
  58. \item Can events be used by multiple processes at the same time? For
  59. example, a network implementation could run as a service instead of
  60. within a single application, triggering events in any application
  61. that needs them.
  62. \end{itemize}
  63. % Afbakening
  64. The scope of this thesis includes the design of a generic multi-touch
  65. triggering architecture, a reference implementation of this design, and its
  66. integration into a test case application. To be successful, the design
  67. should allow for extensions to be added to any implementation.
  68. The reference implementation is a Proof of Concept that translates TUIO
  69. events to some simple touch gestures that are used by some test
  70. applications.
  71. %Being a Proof of Concept, the reference implementation itself does not
  72. %necessarily need to meet all the requirements of the design.
  73. \section{Structure of this document}
  74. % TODO: pas als thesis af is
  75. \chapter{Related work}
  76. \section{Gesture and Activity Recognition Toolkit}
  77. The Gesture and Activity Recognition Toolkit (GART) \cite{GART} is a
  78. toolkit for the development of gesture-based applications. The toolkit
  79. states that the best way to classify gestures is to use machine learning.
  80. The programmer trains a program to recognize using the machine learning
  81. library from the toolkit. The toolkit contains a callback-mechanism that
  82. the programmer uses to execute custom code when a gesture is recognized.
  83. Though multi-touch input is not directly supported by the toolkit, the
  84. level of abstraction does allow for it to be implemented in the form of a
  85. ``touch'' sensor.
  86. The reason to use machine learning is the statement that gesture detection
  87. ``is likely to become increasingly complex and unmanageable'' when using a
  88. set of predefined rules to detect whether some sensor input can be seen as
  89. a specific gesture. This statement is not necessarily true. If the
  90. programmer is given a way to separate the detection of different types of
  91. gestures and flexibility in rule definitions, over-complexity can be
  92. avoided.
  93. % oplossing: trackers. bijv. TapTracker, TransformationTracker gescheiden
  94. \section{Gesture recognition software for Windows 7}
  95. % TODO
  96. The online article \cite{win7touch} presents a Windows 7 application,
  97. written in Microsofts .NET. The application shows detected gestures in a
  98. canvas. Gesture trackers keep track of stylus locations to detect specific
  99. gestures. The event types required to track a touch stylus are ``stylus
  100. down'', ``stylus move'' and ``stylus up'' events. A
  101. \texttt{GestureTrackerManager} object dispatches these events to gesture
  102. trackers. The application supports a limited number of pre-defined
  103. gestures.
  104. An important observation in this application is that different gestures are
  105. detected by different gesture trackers, thus separating gesture detection
  106. code into maintainable parts.
  107. \section{Processing implementation of simple gestures in Android}
  108. An implementation of a detection architecture for some simple multi-touch
  109. gestures (tap, double tap, rotation, pinch and drag) using
  110. Processing\footnote{Processing is a Java-based development environment with
  111. an export possibility for Android. See also \url{http://processing.org/.}}
  112. can be found found in a forum on the Processing website
  113. \cite{processingMT}. The implementation is fairly simple, but it yields
  114. some very appealing results. The detection logic of all gestures is
  115. combined in a single class. This does not allow for extendability, because
  116. the complexity of this class would increase to an undesirable level (as
  117. predicted by the GART article \cite{GART}). However, the detection logic
  118. itself is partially re-used in the reference implementation of the
  119. generic gesture detection architecture.
  120. \section{Analysis of related work}
  121. The simple Processing implementation of multi-touch events provides most of
  122. the functionality that can be found in existing multi-touch applications.
  123. In fact, many applications for mobile phones and tablets only use tap and
  124. scroll events. For this category of applications, using machine learning
  125. seems excessive. Though the representation of a gesture using a feature
  126. vector in a machine learning algorithm is a generic and formal way to
  127. define a gesture, a programmer-friendly architecture should also support
  128. simple, ``hard-coded'' detection code. A way to separate different pieces
  129. of gesture detection code, thus keeping a code library manageable and
  130. extendable, is to user different gesture trackers.
  131. \chapter{Requirements}
  132. % testimplementatie met taps, rotatie en pinch. Hieruit bleek:
  133. % - dat er verschillende manieren zijn om bijv. "rotatie" te
  134. % detecteren, (en dat daartussen onderscheid moet kunnen worden
  135. % gemaakt)
  136. % - dat detectie van verschillende soorten gestures moet kunnen
  137. % worden gescheiden, anders wordt het een chaos.
  138. % - Er zijn een aantal keuzes gemaakt bij het ontwerpen van de gestures,
  139. % bijv dat rotatie ALLE vingers gebruikt voor het centroid. Het is
  140. % wellicht in een ander programma nodig om maar 1 hand te gebruiken, en
  141. % dus punten dicht bij elkaar te kiezen (oplossing: windows).
  142. \section{Introduction}
  143. % TODO
  144. TODO: doel v/h experiment
  145. To test multi-touch interaction properly, a multi-touch device is required.
  146. The University of Amsterdam (UvA) has provided access to a multi-touch
  147. table from PQlabs. The table uses the TUIO protocol \cite{TUIO} to
  148. communicate touch events. See appendix \ref{app:tuio} for details regarding
  149. the TUIO protocol.
  150. \section{Experimenting with TUIO and event bindings}
  151. \label{sec:experimental-draw}
  152. When designing a software library, its API should be understandable and
  153. easy to use for programmers. To find out the basic requirements of the API
  154. to be usable, an experimental program has been written based on the
  155. Processing code from \cite{processingMT}. The program receives TUIO events
  156. and translates them to point \emph{down}, \emph{move} and \emph{up} events.
  157. These events are then interpreted to be (double or single) \emph{tap},
  158. \emph{rotation} or \emph{pinch} gestures. A simple drawing program then
  159. draws the current state to the screen using the PyGame library. The output
  160. of the program can be seen in figure \ref{fig:draw}.
  161. \begin{figure}[H]
  162. \center
  163. \label{fig:draw}
  164. \includegraphics[scale=0.4]{data/experimental_draw.png}
  165. \caption{Output of the experimental drawing program. It draws the touch
  166. points and their centroid on the screen (the centroid is used
  167. as center point for rotation and pinch detection). It also
  168. draws a green rectangle which responds to rotation and pinch
  169. events.}
  170. \end{figure}
  171. One of the first observations is the fact that TUIO's \texttt{SET} messages
  172. use the TUIO coordinate system, as described in appendix \ref{app:tuio}.
  173. The test program multiplies these with its own dimensions, thus showing the
  174. entire screen in its window. Also, the implementation only works using the
  175. TUIO protocol. Other drivers are not supported.
  176. Though using relatively simple math, the rotation and pinch events work
  177. surprisingly well. Both rotation and pinch use the centroid of all touch
  178. points. A \emph{rotation} gesture uses the difference in angle relative to
  179. the centroid of all touch points, and \emph{pinch} uses the difference in
  180. distance. Both values are normalized using division by the number of touch
  181. points. A pinch event contains a scale factor, and therefore uses a
  182. division of the current by the previous average distance to the centroid.
  183. There is a flaw in this implementation. Since the centroid is calculated
  184. using all current touch points, there cannot be two or more rotation or
  185. pinch gestures simultaneously. On a large multi-touch table, it is
  186. desirable to support interaction with multiple hands, or multiple persons,
  187. at the same time. This kind of application-specific requirements should be
  188. defined in the application itself, whereas the experimental implementation
  189. defines detection algorithms based on its test program.
  190. Also, the different detection algorithms are all implemented in the same
  191. file, making it complex to read or debug, and difficult to extend.
  192. \section{Summary of observations}
  193. \label{sec:observations}
  194. \begin{itemize}
  195. \item The TUIO protocol uses a distinctive coordinate system and set of
  196. messages.
  197. \item Touch events occur outside of the application window.
  198. \item Gestures that use multiple touch points are using all touch
  199. points (not a subset of them).
  200. \item Code complexity increases when detection algorithms are added.
  201. \item A multi-touch application can have very specific requirements for
  202. gestures.
  203. \end{itemize}
  204. \section{Requirements}
  205. \label{sec:requirements}
  206. From the observations in section \ref{sec:observations}, a number of
  207. requirements can be specified for the design of the event mechanism:
  208. \begin{itemize}
  209. % vertalen driver-specifieke events naar algemeen formaat
  210. \item To be able to support multiple input drivers, there must be a
  211. translation from driver-specific messages to some common format
  212. that can be used in gesture detection algorithms.
  213. % events toewijzen aan GUI window (windows)
  214. \item An application GUI window should be able to receive only events
  215. occurring within that window, and not outside of it.
  216. % scheiden groepen touchpoints voor verschillende gestures (windows)
  217. \item To support multiple objects that are performing different
  218. gestures at the same time, the architecture must be able to perform
  219. gesture detection on a subset of the active touch points.
  220. % scheiden van detectiecode voor verschillende gesture types
  221. \item To avoid an increase in code complexity when adding new detection
  222. algorithms, detection code of different gesture types must be
  223. separated.
  224. % extendability
  225. \item The architecture should allow for extension with new detection
  226. algorithms to be added to an implementation. This enables a
  227. programmer to define custom gestures for an application.
  228. \end{itemize}
  229. % -------
  230. % Results
  231. % -------
  232. \chapter{Design}
  233. \section{Components}
  234. Based on the requirements from section \ref{sec:requirements}, a design
  235. for the architecture has been created. The design consists of a number
  236. of components, each having a specific set of tasks.
  237. \subsection{Event server}
  238. % vertaling driver naar point down, move, up
  239. % vertaling naar schermpixelcoordinaten
  240. % TUIO in reference implementation
  241. The \emph{event server} is an abstraction for driver-specific server
  242. implementations, such as a TUIO server. It receives driver-specific
  243. messages and tanslates these to a common set of events and a common
  244. coordinate system.
  245. A minimal example of a common set of events is $\{point\_down,
  246. point\_move, point\_up\}$. This is the set used by the reference
  247. implementation. Respectively, these events represent an object being
  248. placed on the screen, moving along the surface of the screen, and being
  249. released from the screen.
  250. A more extended set could also contain the same three events for an
  251. object touching the screen. However, a object can also have a
  252. rotational property, like the ``fiducials'' type in the TUIO protocol.
  253. This results in $\{point\_down, point\_move, point\_up, object\_down,
  254. object\_move, object\_up,\\object\_rotate\}$.
  255. % TODO: is dit handig? point_down/object_down op 1 of andere manier samenvoegen?
  256. An important note here, is that similar events triggered by different
  257. event servers must have the same event type and parameters. In other
  258. words, the output of the event servers should be determined by the
  259. gesture servers (not the contrary).
  260. The output of an event server implementation should also use a common
  261. coordinate system, that is the coordinate system used by the gesture
  262. server. For example, the reference implementation uses screen
  263. coordinates in pixels, where (0, 0) is the upper left corner and
  264. (\emph{screen width}, \emph{screen height}) the lower right corner of
  265. the screen.
  266. The abstract class definition of the event server should provide some
  267. functionality to detect which driver-specific event server
  268. implementation should be used.
  269. \subsection{Gesture trackers}
  270. Like \cite[the .NET implementation]{win7touch}, the architecture uses a
  271. \emph{gesture tracker} to detect if a sequence of events forms a
  272. particular gesture. A gesture tracker detects and triggers events for a
  273. limited set of gesture types, given a set of touch points. If one group
  274. of touch points is assigned to one tracker and another group to another
  275. tracker, multiple gestures can be detected at the same time. For the
  276. assignment of different groups of touch points to different gesture
  277. trackers, the architecture uses so-called \emph{windows}. These are
  278. described in the next section.
  279. % event binding/triggering
  280. A gesture tracker triggers a gesture event by executing a callback.
  281. Callbacks are ``bound'' to a tracker by the application. Because
  282. multiple gesture types can have very similar detection algorithm, a
  283. tracker can detect multiple different types of gestures. For instance,
  284. the rotation and pinch gestures from the experimental program in
  285. section \ref{sec:experimental-draw} both use the centroid of all touch
  286. points.
  287. If no callback is bound for a particular gesture type, no detection of
  288. that type is needed. A tracker implementation can use this knowledge
  289. for code optimization.
  290. % scheiding algoritmiek
  291. A tracker implementation defines the gesture types it can trigger, and
  292. the detection algorithms to trigger them. Consequently, detection
  293. algorithms can be separated in different trackers. Different
  294. trackers can be saved in different files, reducing the complexity of
  295. the code in a single file. \\
  296. % extendability
  297. Because a tracker defines its own set of gesture types, the application
  298. developer can define application-specific trackers (by extending a base
  299. \texttt{GestureTracker} class, for example). In fact, any built-in
  300. gesture trackers of an implementation are also created this way. This
  301. allows for a plugin-like way of programming, which is very desirable if
  302. someone would want to build a library of gesture trackers. Such a
  303. library can easy be extended by others.
  304. \subsection{Windows}
  305. A \emph{window} represents a subset of the entire screen surface. The
  306. goal of a window is to restrict the detection of certain gestures to
  307. certain areas. A window contains a list of touch points, and a list of
  308. trackers. A gesture server (defined in the next section) assigns touch
  309. points to a window, but the window itself defines functionality to
  310. check whether a touch point is inside the window. This way, new windows
  311. can be defined to fit over any 2D object used by the application.
  312. The first and most obvious use of a window is to restrict touch events
  313. to a single application window. However, the use of windows can be used
  314. in a lot more powerful way.
  315. For example, an application contains an image with a transparent
  316. background that can be dragged around. The user can only drag the image
  317. by touching its foreground. To accomplish this, the application
  318. programmer can define a window type that uses a bitmap to determine
  319. whether a touch point is on the visible image surface. The tracker
  320. which detects drag gestures is then bound to this window, limiting the
  321. occurence of drag events to the image surface.
  322. % toewijzen even aan deel v/h scherm:
  323. % TUIO coördinaten zijn over het hele scherm en van 0.0 tot 1.0, dus
  324. % moeten worden vertaald naar pixelcoördinaten binnen een ``window''
  325. % TODO
  326. \subsection{Gesture server}
  327. % luistert naar point down, move, up
  328. The \emph{gesture server} delegates events from the event server to the
  329. set of windows that contain the touch points related to the events.
  330. % toewijzing point (down) aan window(s)
  331. The gesture server contains a list of windows. When the event server
  332. triggers an event, the gesture server ``asks'' each window whether it
  333. contains the related touch point. If so, the window updates its gesture
  334. trackers, which can then trigger gestures.
  335. \section{Diagrams}
  336. \input{data/diagrams}
  337. \simplediagram
  338. \completediagrams
  339. \section{Example usage}
  340. This section describes an example that illustrates the communication
  341. between different components. The example application listens to tap events
  342. in a GUI window.
  343. \begin{verbatim}
  344. # Create a gesture server that will be started later
  345. server = new GestureServer object
  346. # Add a new window to the server, representing the GUI
  347. window = new Window object
  348. set window position and size to that of GUIO window
  349. add window to server
  350. # Define a handler that must be triggered when a tap gesture is detected
  351. begin function handler(gesture)
  352. # Do something
  353. end function
  354. # Create a tracker that detects tap gestures
  355. tracker = new TapTracker object # Where TapTracker is an implementation of
  356. # abstract Tracker
  357. add tracker tot window
  358. bind handler to tracker.tap
  359. # If the GUI toolkit allows it, bind window movement and resize handlers
  360. # that alter the position size and sieze of the window object
  361. # Start the gesture server (which in turn starts a driver-specific event
  362. # server)
  363. start server
  364. \end{verbatim}
  365. \section{\emph{hier moet een conslusie komen die de componenten aansluit op de requirements(?)}}
  366. % TODO
  367. %
  368. %\section{Network protocol}
  369. % TODO
  370. % ZeroMQ gebruiken voor communicatie tussen meerdere processen (in
  371. % verschillende talen)
  372. \chapter{Reference implementation}
  373. % TODO
  374. % alleen window.contains op point down, niet move/up
  375. % geen netwerk protocol
  376. % een paar simpele windows en trackers
  377. %\chapter{Conclusions}
  378. % TODO
  379. % Windows zijn een manier om globale events toe te wijzen aan vensters
  380. % Trackers zijn een effectieve manier om gebaren te detecteren
  381. % Trackers zijn uitbreidbaar door object-orientatie
  382. \chapter{Suggestions for future work}
  383. % TODO
  384. % geruik formele definitie van gestures in gesture trackers, bijv. state machine
  385. % Network protocol (ZeroMQ) voor meerdere talen en simultane processen
  386. % Hierij ook: extra laag die gesture windows aanmaakt die corresponderen met window manager
  387. % Window in boomstructuur voor efficientie
  388. \bibliographystyle{plain}
  389. \bibliography{report}{}
  390. \appendix
  391. \chapter{The TUIO protocol}
  392. \label{app:tuio}
  393. The TUIO protocol \cite{TUIO} defines a way to geometrically describe tangible
  394. objects, such as fingers or objects on a multi-touch table. Object information
  395. is sent to the TUIO UDP port (3333 by default).
  396. For efficiency reasons, the TUIO protocol is encoded using the Open Sound
  397. Control \cite[OSC]{OSC} format. An OSC server/client implementation is
  398. available for Python: pyOSC \cite{pyOSC}.
  399. A Python implementation of the TUIO protocol also exists: pyTUIO \cite{pyTUIO}.
  400. However, the execution of an example script yields an error regarding Python's
  401. built-in \texttt{socket} library. Therefore, the reference implementation uses
  402. the pyOSC package to receive TUIO messages.
  403. The two most important message types of the protocol are ALIVE and SET
  404. messages. An ALIVE message contains the list of session id's that are currently
  405. ``active'', which in the case of multi-touch a table means that they are
  406. touching the screen. A SET message provides geometric information of a session
  407. id, such as position, velocity and acceleration.
  408. Each session id represents an object. The only type of objects on the
  409. multi-touch table are what the TUIO protocol calls ``2DCur'', which is a (x, y)
  410. position on the screen.
  411. ALIVE messages can be used to determine when an object touches and releases the
  412. screen. For example, if a session id was in the previous message but not in the
  413. current, The object it represents has been lifted from the screen.
  414. SET provide information about movement. In the case of simple (x, y) positions,
  415. only the movement vector of the position itself can be calculated. For more
  416. complex objects such as fiducials, arguments like rotational position is also
  417. included.
  418. ALIVE and SET messages can be combined to create ``point down'', ``point move''
  419. and ``point up'' events (as used by the \cite[.NET application]{win7touch}).
  420. TUIO coordinates range from $0.0$ to $1.0$, with $(0.0, 0.0)$ being the left
  421. top corner of the screen and $(1.0, 1.0)$ the right bottom corner. To focus
  422. events within a window, a translation to window coordinates is required in the
  423. client application, as stated by the online specification
  424. \cite{TUIO_specification}:
  425. \begin{quote}
  426. In order to compute the X and Y coordinates for the 2D profiles a TUIO
  427. tracker implementation needs to divide these values by the actual sensor
  428. dimension, while a TUIO client implementation consequently can scale these
  429. values back to the actual screen dimension.
  430. \end{quote}
  431. \end{document}