You should be able to do something like this about the renderer was initialized and assuming of course that the variable you stored the renderer into is named 'renderer'.
renderer.context.canvas.addEventListener("webglcontextlost", function(event) {
event.preventDefault();
// animationID would have been set by your call to requestAnimationFrame
cancelAnimationFrame(animationID);
}, false);
renderer.context.canvas.addEventListener("webglcontextrestored", function(event) {
// Do something
}, false);
BTW - loseContext is not defined by Three.JS and it isn't a standard method as of this time. You can simulate it by doing the following.
Load this script before Three.JS
https://github.com/vorg/webgl-debug
Then after you've started your renderer you can hook the loseContext to the canvas.
renderer.context.canvas = WebGLDebugUtils.makeLostContextSimulatingCanvas(renderer.context.canvas);
To trigger the loseContext you would do this.
renderer.context.canvas.loseContext();
And you can then also have it fail after a set number of calls by doing this.
renderer.context.canvas.loseContextInNCalls(5);