LAB 002 · Computer vision / Human interface
Motion Intent Engine
Person-relative calibration, temporal evidence, and bounded handoff from recognizer to game action.
- Question
- Can noisy 2D pose observations become deliberate game commands without treating each frame as an action?
- Status
- In research
- Year
- 2026
- Related work
- Phi Motion ↗
—
Current investigation
- iPhone pose provider
- Neutral reference
- Normalized motion
- Temporal intent evidence
- Intent event
- Unity Runner bridge
01
Question
A wrist, hip, or shoulder moving in one frame is not yet a command. How can a game distinguish an intended move from camera noise, ordinary posture changes, and stale observations?
02
Approach
A provider-neutral pose frame crosses from native capture into Unity. Neutral calibration provides a person-relative reference; normalized geometry and time-based evidence feed stateful recognizers rather than fixed pixel thresholds.
The source implements seven intent types: move left, move right, crouch, punch left, punch right, block, and jump. The experimental Runner bridge maps only the four movements its game understands: left, right, jump, and crouch/slide.
03
Integration boundary
The iOS Apple Vision provider is implemented, while the experimental Runner path defaults to MediaPipe with Demo Assist. The bridge checks calibration, tracking, intent phase, order, and a bounded pending queue before attempting a game action. Recognition, bridge acceptance, and actual controller response remain separate observations.
04
Evidence
Source-level and deterministic test coverage exist for calibration, recognizers, provider boundaries, and Runner mapping. Historical packaging and process liveness are recorded, but neither a successful automated test nor app launch proves physical gameplay acceptance.
05
What remains open
The current research record still notes readiness and quietness edge cases, correlated jitter, and slower-cadence behavior. A bounded human-operated pose and gameplay comparison is needed before claiming reliable, low-latency control.