I've been able to use Project Oxford, specifically the Emotions API by manually asking a user to upload pictures. However, I'm now looking to do this using a video stream (the webpage shows a live video stream from their webcam and the user can take a snapshot of the stream and then choose to have the emotions API run on that image, which will then run the API and show the scores in a dialogue window - this is the part which I am currently stuck with).
Below I've written the HTML and JavaScript code which sets up the video stream on the webpage and then allows the user to take a snapshot, which then converts the canvas to an image.
<video id="video" width="640" height="480" autoplay></video>
<button id="snap">Snap Photo</button>
<canvas id="canvas" width="640" height="480"></canvas>
<img id="file" src = "" alt="Emotions">
<!--input type="file" id="file" name="filename"-->
<button id="btn">Click here</button>
<script>
// Put event listeners into place
window.addEventListener("DOMContentLoaded", function() {
// Grab elements, create settings, etc.
var canvas = document.getElementById("canvas"),
context = canvas.getContext("2d"),
video = document.getElementById("video"),
videoObj = { "video": true },
errBack = function(error) {
console.log("Video capture error: ", error.code);
};
// Put video listeners into place
if(navigator.getUserMedia) { // Standard
navigator.getUserMedia(videoObj, function(stream) {
video.src = stream;
video.play();
}, errBack);
} else if(navigator.webkitGetUserMedia) { // WebKit-prefixed
navigator.webkitGetUserMedia(videoObj, function(stream){
video.src = window.webkitURL.createObjectURL(stream);
video.play();
}, errBack);
} else if(navigator.mozGetUserMedia) { // WebKit-prefixed
navigator.mozGetUserMedia(videoObj, function(stream){
video.src = window.URL.createObjectURL(stream);
video.play();
}, errBack);
}
// Trigger photo take
document.getElementById("snap").addEventListener("click", function() {
context.drawImage(video, 0, 0, 640, 480);
var dataURL = document.getElementById("canvas");
if (dataURL.getContext){
var ctx = dataURL.getContext("2d");
var link = document.createElement('a');
link.download = "test.png";
var myImage = link.href = dataURL.toDataURL("image/png").replace("image/png", "image/octet-stream");
link.click();
}
var imageElement = document.getElementById("file");
imageElement.src = myImage;
//document.getElementById("file").src = dataURL;
$('#btn').click(function () {
//var file = document.getElementById('file').files[0];
$.ajax({
url: "https://api.projectoxford.ai/emotion/v1.0/recognize",
beforeSend: function(xhrObj) {
// Request headers
xhrObj.setRequestHeader("Content-Type", "application/octet-stream");
xhrObj.setRequestHeader("Ocp-Apim-Subscription-Key", "my-key");
},
type: "POST",
data: imageElement,
processData: false
})
.done(function(data) {
JSON.stringify(data);
alert(JSON.stringify(data));
})
.fail(function(error) {
//alert(error.getAllResponseHeaders());
alert("Error");
});
});
});
}, false);
</script>
I'm not able to get the API running on the image after it's been converted as a canvas. After reading around, I believe this has something to do with the file extension that's given to the image after it's been converted as a canvas (there is none), as the API only allows for image file types. I believe this might be where the problem lies and any help would be very much appreciated. Many thanks!