A gesture learning and recognition framework for the Leap Motion.
v0.2 contains an all new training UI, seen in the new video below.
For full details of the new features and fixes, take a look at the release notes.
Below is a video of the all new LeapTrainer UI learning and then recognizing some hand gestures. An online demo of the UI can be found right here.
This framework currently supports high- and low- resolution gesture encoding and geometric template matching, cross-correlation, and neural network-based gesture recognition.
It is intended that developers use this framework to explore alternative and improved capture and recognition algorithms.
All contributions are welcome - the best known implementation of each of the core framework functions will be used as the framework default. Currently these are:
- Gesture recording triggered by frame velocity
- 3D geometric positioning capture for simple gesture recording
- Geometric template matching for gesture recognition
- Usage
- Training new gestures
- Receiving events when gestures are detected
- Importing and exporting gestures
- Options
- Events
- API
- Sub-classing the LeapTrainer.Controller
- The LeapTrainer UI
- But it doesn't recognize my gang sign / secret handshake / full double-rimmer salute
- Release Notes
- Thanks
- Author
- Version
- License
First, you'll need a Leap Motion connected to the machine you're running your browser on. The Leap monitors movement and transmits data to the browser via the Leap Motion Javascript API.
This data is then analysed by the LeapTrainer framework and used to learn gestures and fire events when known gestures are detected.
To use the framework, include the Leap Motion Javascript API and leaptrainer.js in your HTML page:
<script src="http://js.leapmotion.com/0.2.0/leap.min.js"></script>
<script src="/path/to/leaptrainer.min.js"></script>
Then create a LeapTrainer controller object:
var trainer = new LeapTrainer.Controller();
This object will internally create a LeapMotion.Controller with which to communicate with the connected device. If you prefer to create your own Leap.Controller object, you can pass one as a parameter to the constructor - just make sure to call the connect function once the trainer is created.
var leapController = new Leap.Controller();
var trainer = new LeapTrainer.Controller({controller: leapController});
leapController.connect();
The LeapTrainer controller constructor also accepts a set of configuration variables.
For developers interested in developing new recording or recognition algorithms, the LeapTrainer controller can be easily sub-classed.
Once a LeapTrainer controller is created it can be used to train new gestures, receive events when known gestures are detected, and import and export gestures.
A new gesture can be created like this:
trainer.create('Halt');
By default, calling the create function will switch the controller into training mode. If a second parameter is passed this will cause the controller to just store the gesture name without moving directly into training.
trainer.create('Halt', true); // The controller won't switch to training mode
While in training mode LeapTrainer will watch for a configured number of training gestures, and once enough input has been gathered 'Halt' will be added to the list of known gestures.
If a learning algorithm is being used that requires an initialization period (for example, neural network-based recognition) then a training completion event will fire once the algorithm has been fully initialized.
The LeapTrainer UI can be used as an interface for training new gestures.
Once a gesture has been learned LeapTrainer will fire an event with the name of the gesture whenever it is detected again.
Components can register to receive these events using the on() function:
trainer.on('Halt', function() { console.log('Stop right there!'); });
Previously registered listeners can unregister themselves using the off() function:
trainer.off('Halt', registeredFunction);
Gestures can be exported from LeapTrainer for persistence or transport using the toJSON() function, which accepts a gesture name as a parameter:
var savedGesture = trainer.toJSON('Halt');
Previously exported gestures can be imported into a LeapTrainer controller using the fromJSON() function:
trainer.fromJSON(savedGesture);
Sub-classes of the controller may implement alternative export formats. By default the JSON exported just contains the name of the gesture and the stored training data - something like this:
{"name":"Halt","data":[[1.940999984741211,8.213000297546387,...'}
Since the training data format may change between controller sub-classes, it is not necessarily true that gestures exported from one LeapTrainer Controller sub-class will be compatible with another. For example, the neural network controller adds an encoded trained neural network to the export format so that networks don't need to be re-trained on import.
Options can be passed to the LeapTrainer.Controller constructor like so:
new LeapTrainer.Controller({minRecordingVelocity: 100, downtime: 100});
Some options apply to the default implementations of functions, and may be removed or redundant in sub-classes of the LeapTrainer controller.
-
controller : An instance of Leap.Controller class from the Leap Motion Javascript API. This will be created with default settings if not passed as an option.
-
pauseOnWindowBlur : If this variable is TRUE, then the LeapTrainer Controller will pause when the browser window loses focus, and resume when it regains focus (default: TRUE)
-
minRecordingVelocity: The minimum velocity a frame needs to be measured at in order to trigger gesture recording. Frames with a velocity below this speed will cause recording to stop. Frame velocity is measured as the fastest moving hand or finger tip in view (default: 300)
-
minGestureFrames: The minimum number of frames that can contain a recognisable gesture (default: 5)
-
hitThreshold: The return value of the recognition function above which a gesture is considered recognized. Raise this to make gesture recognition more strict (default: 0.15)
-
trainingCountdown: The number of seconds after startTraining is called that training begins. This number of training-countdown events will be emit. (default: 3)
-
trainingGestures: The number of training gestures required to be performed in training mode (default: 1)
-
convolutionFactor: The factor by which training samples will be convolved over a gaussian distribution in order to expand the input training data. Set this to zero to disable convolution (default: 0)
-
downtime: The number of milliseconds after a gesture is identified before another gesture recording cycle can begin. This is useful, for example, to avoid a 'Swipe Left' gesture firing when a user moves his or her hand quickly back to center directly afer performing a 'Swipe Right' (default: 200)
The LeapTrainer controller will emit events to listening components during training and recognition.
Apart from events for the names of recognized gestures, several events inform listeners about activity inside the framework. These events may be parameterized to provide listeners with more data.
Components can register to listen for framework events in the same way as they register to listen for gestures:
trainer.on('training-started', function(gestureName) {
console.log('Started training ' + gestureName);
});
The framework events are:
-
gesture-created: Fired when a new gesture is added to a LeapTrainer controller object - either by a call to the create() function or by importing a saved gesture via the fromJSON() function. Carries two parameters: gestureName and trainingSkipped. The latter will be true if this gesture was created by a call to the create() function in which the second parameter was true.
-
training-countdown: Fired a configurable number of times, once per second, after the startTraining function is called, before the training-started event fires and actual training begins
-
training-started: Fired when training begins on a gesture - carries a single parameter, gestureName
-
training-complete: Fired when training completes on a gesture - carries two parameters, gestureName and trainingGestures. The latter is the array of encoded gestures recorded during training.
-
training-gesture-saved: Fired during training when a new training gesture is recorded - carries two parameters, gestureName and trainingGestures. The latter is the array of encoded gestures recorded so far during training, the last entry of which will be the gesture just recorded.
-
started-recording: Fired when the recordableFrame function returns TRUE and causes gesture recording to begin
-
stopped-recording: Fired when the recordableFrame function returns FALSE and recording was active, causing gesture recording to stop
-
gesture-detected: Fired when any gesture is detected, regardless of whether it is recognized or not. This event fires before recognition is attempted and carries two parameters, gesture and frameCount. The first is the recorded encoded gesture, the second is the number of frames in the gesture.
-
gesture-recognized: Fired when a known gesture is recognized - carries two parameters, hit and gestureName. The hit parameter is a value between 0.0 and 1.0 indicating how closely the recognized gesture was matched to the training data, with 1.0 being a 100% match.
-
gesture-unknown: Fired when a gesture is detected that doesn't match any known gesture sufficiently to be considered a match. This event carries two parameters, bestHit and closestGestureName, identifying the closest known gesture.
The LeapTrainer.Controller object offers the following functions, any or all of which can be overidden by sub-classes:
-
initialize(options): Called just after a new instance of the controller is created to parse the options array, connect to the Leap Motion device (unless an existing Leap.Controller object was passed as a parameter), and register a frame listener with the leap controller.
-
onFrame(): Called as each frame arrives from the Leap Motion. Note: This function is actually defined in the bindFrameListener function below.
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bindFrameListener(options): Called by the initialize function in order to create and bind the onFrame function to Leap.Controller frame events.
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recordableFrame(frame, min): Returns TRUE if the provided frame should trigger recording and FALSE if it should stop recording. If the framework isn't already recording, returning FALSE does nothing, and vice versa.. So really it returns whether or not a frame may possibly be part of a gesture. By default this function makes its decision based on one or more hands or fingers in the frame moving faster than the configured minRecordingVelocity, which is provided as a second parameter.
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recordFrame(frame, lastFrame, recordVector, recordValue): Called for each frame during gesture recording, and it is responsible for adding values in frames using the provided recordVector and recordValue functions (which accept a 3-value numeric array and a single numeric value respectively). This function should be overridden to modify the quality and quantity of data recorded for gesture recognition.
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recordRenderableFrame(frame, lastFrame): Records a single frame in a format suited for graphical rendering. Since the recordFrame function will capture data suitable for whatever recognition algorithm is implemented, that data is not necessarily relating to geometric positioning of detected hands and fingers. Consequently, this function should capture this geometric data.
Currently, only the last recorded gesture is stored - so this function should just write to the renderableGesture array.
Any format can be used - but the format expected by the LeapTrainer UI is - for each hand:
{ position: [x, y, z],
direction: [x, y, z],
palmNormal [x, y, z],
fingers: [ { position: [x, y, z], direction: [x, y, z], length: q },
{ position: [x, y, z], direction: [x, y, z], length: q },
... ]
}
So a frame containing two hands would push an array with two objects like that above into the renderableGesture array.
-
create(gestureName, skipTraining): Called to create a new gesture, and - normally - trigger the training countdown for that gesture. The parameter gesture name is added to the gestures array and unless the trainLater parameter is present, the startRecording function is triggered. This function fires the 'gesture-created' event.
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startTraining(gestureName, countdown): Counts down for countdown seconds, firing a 'training-countdown' event on each iteration, and when the countdown reaches zero, sets the object-level trainingGesture variable. This modifies what happens when a gesture is detected by determining whether we save it as a training gesture or attempting to recognize it. This function fires the 'training-countdown' and 'training-started' events.
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retrain(gestureName): Deletes the set of training gestures associated with the provided gesture name, and re-enters training mode for that gesture. If the provided name is unknown, then this function will return false. Otherwise it will call the startTraining function (resulting in a 'training-started' event being fired) and return true.
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trainAlgorithm(gestureName, trainingGestures): For recognition algorithms that need a training operation after training data is gathered, but before the gesture can be recognized, this function can be implemented and will be called in the 'saveTrainingGesture' function below when training data has been collected for a new gesture. The default implementation uses this function to prepare captured gesture data for geometric template matching
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saveTrainingGesture(gestureName, gesture): The saveTrainingGesture function records a single training gesture. If the number of saved training gestures has reached 'trainingGestures', the training is complete and the system switches back out of training mode. This function fires the 'training-complete' and 'training-gesture-saved' events.
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distribute(trainingGestures): Generates a normalized distribution of values around a set of recorded training gestures. The objective of this function is to increase the size of the training data without actually requiring the user to perform more training gestures. The default implementation of this function generates a gaussian normalized distribution.
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recognize(gesture, frameCount): Matches a parameter gesture against the known set of saved gestures. This function does not need to return any value, but it should fire either the 'gesture-recognized' or the 'gesture-unknown' event, providing a numeric value for the closest match and the name of the closest known gesture as parameters to the event. If a gesture is recognized, an event with the name of the gesture and no parameters will also be fired.
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correlate(gestureName, trainingGestures, gesture): This function accepts a set of training gestures and a newly input gesture and produces a number between 0.0 and 1.0 describing how closely the input gesture resembles the set of training gestures. The default implementation uses geometric template matching to perform correlation.
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getRecordingTriggerStrategy(): This and the two functions below are used by the training UI to select alternative strategies - sub-classes should override these functions with names for the algorithms they implement. Each function should return a descriptive name of the strategy implemented. By defult this function returns 'Frame velocity'.
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getFrameRecordingStrategy(): Returns the type and format of gesture data recorded by the recordFrame function. By default, 'Low-Resolution'.
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getRecognitionStrategy(): Returns the name of the mechanism used to recognize learned gestures. By default, 'Cross-Correlation'.
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toJSON(gestureName): Converts the requested stored gesture into a JSON string containing the gesture name and training data. Gestures exported using this function can be re-imported using the fromJSON function below. This function depends on the browser providing the JSON object.
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fromJSON(json): This is a simple import function for restoring gestures exported using the toJSON function above. Returns the object parsed out of the JSON, so that overriding implementations can make use of this function.
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on(event, listener): This is a standard event registration event - paired with the fire event below, it provides an event-oriented mechanism for notifying external components when significant events happen - gestures being matching, training cycles starting and ending, etc.
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off(event, listener): Removes an event listener previously bound using the on() function above.
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fire(event): Called in various function above in order to notify listening components when the events they're registered to hear occur. This function accepts an arbitrary number of arguments, all of which will be passed on to listening functions except the first (so not quite arbitrary.. (arbitrary + 1)), which is the name of the event being fired.
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pause(): Temporarily disables frame monitoring.
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resume(): Resumes paused frame monitoring.
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destroy(): Unbinds the controller from the leap frame event cycle - making it inactive and ready for cleanup.
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extend(overrides): Used to create sub-classes of the LeapTrainer controller - described below.
The default gesture recording and recognition functions are intended only as a starting point for investigation into better mechanisms for performing these functions.
Consequently, a simple mechanism is provided for extending the LeapTrainer.Controller class and overriding the various functions described above. Sub-classes are created using the extend function:
LeapTrainer.SVMController = LeapTrainer.Controller.extend({
getRecognitionStrategy : function() {
return 'Support Vector Machines';
},
trainAlgorithm: function (gestureName, trainingGestures) {
...train an SVM...
},
correlate: function(gestureName, trainingGestures, gesture) {
..perform SVM pattern recognition...
}
});
Sub-classes of the default LeapTrainer.Controller can be found in the /sub-classes/ folder of the project. Currently, three exist:
-
Cross-correlation recognition: This was the default recognition algorithm in the first version of the framework. It performs algebraic cross-correlation to detect simiarities between learned and input gestures.
-
High-Resolution recorder: Records much more data per frame - increases the accuracy of recorded gestures, but makes recognition that much more difficult.
-
Neural network recognition Implements artificial neural network-based gesture recognition.
Sub-classes can be integrated into the LeapTrainer UI for testing and experimentation as described below.
Not every application will need to implement training of new gestures - so a LeapTrainer UI has been created for training and exporting gestures. An online demo of the UI can be found here.
Note: This training UI is a major upgrade for version 0.2 - replacing the original interface from v0.1.
This interface is also useful for experimentation with alternative algorithms for training and recognition, and for getting general feedback on what's happening inside the framework at runtime.
This application is just a simple HTML page and a javascript file - both of which are included in the project - so it's also useful as an example of how to integrate the framework into an HTML interface.
The UI allows configuration variables in the controller to be set:
Handlers on each of the configuration inputs immediately set the associated configuration variable as soon a blur event fires against them.
Setting the recording trigger, gesture encoding, or recognition strategy variables will copy the associated functions out of the controller sub-classes that implement them into the active controller.
Testing new controller implementations is as simple as modifying the training HTML page to include the implementation:
<script src="/path/to/lazer-powered-recognition.js"></script>
If an included javascript contains a sub-class of the LeapTrainer.Controller object, the UI will pick it up automatically and allow it to be selected as the active controller. In this way new implementations can be easily tested by just including them in the training UI HTML page.
The open and close functions for the options panel can be bound to learned gestures as an example of controlling an interface with gesture input.
Output from the leaptrainer controller is displayed in real-time as an animated hand on screen. This hand moves as you move your hand above the Leap Motion. Two hands can be also be rendered if you place a second hand in range of the device.
When the framework is recording, the hand(s) displayed on screen become yellow. When recording stops, they return to white.
The hands are rendered in WebGL - consequently, rendering for browsers that do not support WebGL (for example, Internet Explorer or Safari 5 on Windows) switch to rendering on an HTML5 canvas. Since canvas rendering is less efficient than WebGL, the hands rendered in these browsers is less detailed, composed of less polygons.
When the browser does not support WebGL, a warning is displayed at the bottom left of the screen.
When a gesture is learned or recognized, the data that was captured is rendered as a semi-transparent trail.
This trail disappears as soon as another gesture is detected (whether or not it was recognized).
Captured trails can be rotated by left-clicking and dragging with the mouse. When a new gesture is detected the camera reverts back to its original position.
Finally, trained gestures can be exported from the UI by clicking on them in the list of known gestures and copying the resulting JSON into the target application:
The export overlay also provides a retrain button that will return the interface to training mode for the selected gesture, allowing training data to be re-recorded for existing gestures.
The training UI code is fully commented and can be used as is or modified in other applications (within the bounds of the MIT license).
But it doesn't recognize my gang sign / secret handshake / full double-rimmer salute
Well, maybe not yet - it's a new system. There are some alternative capture and recognition functions already included, as well as a variety of configuration options so maybe selecting the right implementation and tuning the framework will yield better results for the kinds of gestures you need.
With more experimentation and with contributions from the Leap developers community, the training and recognition functions should improve over time. So if you're not getting the results you need now, check back in a while and see how we're doing.
Alternatively, if you've got ideas how the framework might be improved - or if you just want to experiment with gesture training and recognition algorithms - you could take a look at creating a sub-class of the LeapTrainer Controller yourself.
##Release Notes
v0.2
- All new, all shiny training UI
- New started-recording and stopped-recording events
- New training countdown configuration variable and training-countdown event
- Fixed a bug in capture that was causing only absolute values to be recorded
- Added pauseOnWindowBlur configuration variable and functionality
- New capture function - more detailed than the original v0.1 capture
- Added geometric template matching as the new default recognition algorithm
v0.11
- Added a RETRAIN button to the overlay
- Added documentation on the training UI chart
v0.1
- Low-resolution capture
- Cross-correlation based recognition
- The original training UI.
The geometric template matching implementation is based on the $P Point-Colud Recognizer, which you can find right here. The algorithm itself is described in this paper
The code used to render a 3D hand on screen is based on code from jestPlay, by Theo Armour, which you can find right here. Thanks Theo!
Robert O'Leary
Contact: robertjoleary AT gmail DOT com
0.2
Copyright (c) 2013 Robert O'Leary
Licensed under MIT. Go nuts.
The $P Point-Cloud Recognizer is not directly used, but the geometric template matcher is based on it. $P is released under the New BSD License.