コード例 #1
0
ファイル: MeleeBetaActivity.cs プロジェクト: EFinley/Atropos
        protected async void RespondToPromptCue(object o, EventArgs <ChoreographyCue> eargs)
        {
            CurrentCue = eargs.Value;
            Classifier = CueClassifiers[CurrentCue.ClassifierKey];
            //await GimmeCue(eargs.Value.GestureClass);
            SelectedGestureClass = Classifier.MatchingDatasetClasses[CurrentCue.GestureClassIndex];
            if (CurrentCue.CueTime < DateTime.Now)
            {
                Log.Debug(_tag, $"Timing issue - CurrentCue.CueTime is {CurrentCue.CueTime}, now is {DateTime.Now}.");
                CurrentCue.CueTime = DateTime.Now + TimeSpan.FromMilliseconds(250);
            }
            var delay = CurrentCue.CueTime - DateTime.Now;
            await Task.Delay(delay);

            Speech.Say(SelectedGestureClass.className, SoundOptions.AtSpeed(2.0));
            Stopwatch.Restart();
            if (_singleMode)
            {
                MeleeChoreographer.Deactivate();
            }
        }
コード例 #2
0
 public void SubmitResults(ChoreographyCue MyResultCue, ChoreographyCue OppResultCue)
 {
     // This variant completely ignores the CONTENTS of what you just sent back; all it cares about is the fact that you sent 'em now.
     readyToProceed.Set();
 }
コード例 #3
0
ファイル: MeleeBetaActivity.cs プロジェクト: EFinley/Atropos
        protected void ResolveEndOfGesture(Sequence <DKS> resultSequence)
        {
            MostRecentSample = resultSequence;
            if (!_userTrainingMode)
            {
                MostRecentSample.TrueClassIndex = SelectedGestureClass.index;
            }
            //Dataset?.AddSequence(MostRecentSample);

            string StageLabel = (!_userTrainingMode)
                ? $"Cued gesture {SelectedGestureClass.className}#{SelectedGestureClass.numExamples + SelectedGestureClass.numNewExamples}"
                : $"User gesture (#{Dataset.SequenceCount + 1})";

            if (!_advancedCueMode)
            {
                ResetStage(StageLabel);
            }

            _collectingData = false;
            if (Classifier == null)
            {
                return;
            }
            MostRecentSample = Analyze(MostRecentSample).Result;

            // If right or wrong, tweak the display properties of the sample.  This depends on the active mode.
            //DisplaySampleInfo(MostRecentSample);

            if (_userTrainingMode && MostRecentSample.RecognizedAsIndex >= 0)
            {
                var sc     = MostRecentSample.RecognitionScore;
                var prefix = (sc < 1) ? "Arguably " :
                             (sc < 1.5) ? "Maybe " :
                             (sc < 2) ? "Probably " :
                             (sc < 2.5) ? "Clearly " :
                             (sc < 3) ? "Certainly " :
                             "A perfect ";
                Speech.Say(prefix + MostRecentSample.RecognizedAsName);
            }
            else if (!_userTrainingMode)
            {
                if (CurrentCue == null)
                {
                    CurrentCue = new ChoreographyCue();
                }
                else if (MostRecentSample.RecognizedAsIndex == -1)
                {
                    CurrentCue.Score = double.NaN;
                }
                else if (MostRecentSample.RecognizedAsIndex != MostRecentSample.TrueClassIndex)
                {
                    CurrentCue.Score             = -1 * MostRecentSample.RecognitionScore;
                    CurrentCue.GestureClassIndex = MostRecentSample.RecognizedAsIndex;
                }
                //CuePrompter?.ReactToFinalizedGesture(MostRecentSample);
                else
                {
                    var points = MostRecentSample.RecognitionScore;
                    var delay  = MostRecentSample.Metadata.Delay;

                    CurrentCue.Score = points;
                    CurrentCue.Delay = delay;
                }
                //if (!_singleMode) Choreographer?.ProceedWithNextCue();
                MeleeChoreographer.SubmitResult(CurrentCue);
            }
        }
コード例 #4
0
ファイル: MeleeBetaActivity.cs プロジェクト: EFinley/Atropos
        public override bool OnKeyUp([GeneratedEnum] Keycode keyCode, KeyEvent e)
        {
            if (keyCode == Keycode.VolumeDown || keyCode == Keycode.VolumeUp)
            {
                if (_collectingData)
                {
                    lock (SelectedGestureClass)
                    {
                        // Respond to single-click events
                        if (SingleClickWatch.Elapsed < ((MeleeChoreographer == null) ? TimeSpan.FromSeconds(0.5) : TimeSpan.FromSeconds(0.2)))
                        {
                            RelayToast("Single-clicked.");
                            if (MeleeChoreographer == null)
                            {
                                AwaitChoreographer();
                            }
                            else
                            {
                                MeleeChoreographer.Deactivate();
                                Task.Delay(100).Wait();
                                MeleeChoreographer = null;
                                CurrentCue         = default(ChoreographyCue);
                                Speech.Say("Shutting down.");
                            }
                            // Either way, go no further handling this button-press (and discard the sequence unlooked-at).
                            CurrentStage.Deactivate();
                            Stopwatch.Reset();
                            _collectingData = false;
                            return(true);
                        }
                        //Log.Debug("MachineLearning", $"{keyCode} up");

                        if (MeleeChoreographer == null)
                        {
                            RelayToast("No choreographer.");
                            _collectingData = false;
                            return(true); // Long press without "Get Ready" first - ignore.
                        }

                        Task.Run(async() =>
                        {
                            await Task.Delay(250);

                            // Halt the gesture-collection stage and query it.
                            var resultData = await CurrentStage.StopAndReturnResultsAsync();
                            //RelayToast("Evaluating.");
                            var resultSeq = new Sequence <DKS>()
                            {
                                SourcePath = resultData
                            };
                            var meta           = CurrentStage.GetMetadata(GetAccelForDatapoint);
                            meta.Delay         = Delay;
                            resultSeq.Metadata = meta;
                            ResolveEndOfGesture(resultSeq);
                        });


                        //if (_userTrainingMode)
                        //{
                        //    // Halt the gesture-collection stage and query it.
                        //    var resultData = CurrentStage.StopAndReturnResults();
                        //    var resultSeq = new Sequence<DKS>() { SourcePath = resultData };
                        //    resultSeq.Metadata = CurrentStage.GetMetadata(GetAccelForDatapoint);
                        //    ResolveEndOfGesture(resultSeq);
                        //}
                        //else if (_singleMode)
                        //{
                        //    Choreographer = new Choreographer(Dataset);
                        //    Choreographer.OnSendCue += async (o, eargs) =>
                        //    {
                        //        await GimmeCue(eargs.Value);
                        //        Choreographer.Deactivate();
                        //    };
                        //    Choreographer.Activate();
                        //}
                        //else if (!_seriesModeActive)
                        //{
                        //    Choreographer = new Choreographer(Dataset);
                        //    Choreographer.OnSendCue += async (o, eargs) => { await GimmeCue(eargs.Value); };
                        //    Choreographer.Activate();
                        //}
                        //else
                        //{
                        //    Choreographer?.Deactivate();
                        //}

                        return(true); // Handled it, thanks.
                    }
                }
            }
            return(base.OnKeyUp(keyCode, e));
        }