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Interactive Systems · Motion Input

Phi Motion

An experimental camera-to-game input system that turns body-pose observations into discrete motion intents.

Motion Systems EngineeringExperimental integrationResearch prototype

01 · Overview

Phi Motion combines a pose-provider boundary, neutral calibration, normalized motion features, intent recognition, and a Unity input bridge. The Runner integration translates a subset of intents into lane changes, jump, and slide.

02 · Product context

Noisy 2D pose frames do not directly become useful game controls. The system must establish a person-relative reference, interpret motion over time, and suppress stale or repeated commands.

03 · Intended users

Players and engineers exploring camera-based game interaction.

04 · My responsibility

Provider and native-to-Unity boundaries, calibration and intent logic, deterministic diagnostics, and Runner input integration.

05 · Constraints and accuracy

Apple Vision and MediaPipe providers are implemented, but the Runner's experimental default is MediaPipe with Demo Assist. Seven intent types exist; the Runner maps only left, right, jump, and crouch. Human physical acceptance and release reliability remain open.

06 · Verified technology and scope

Unity · iOS · Apple Vision · MediaPipe · C# · Native bridge

System evolution

How the system evolved

  1. Pose observations

    Native iOS and provider adapters deliver bounded 2D landmarks into a provider-neutral Unity pose representation.

  2. Person-relative intent

    Neutral calibration, normalized geometry, and temporal evidence separate deliberate movement from frame noise. Legacy and V3 recognizers remain experimental.

  3. Game input

    The Runner bridge accepts only eligible intent phases, bounds pending input, and maps four motions to existing game actions. Demo Assist is the current experimental default, not a release verdict.

Only verified information is included. No performance metrics, production capabilities, or outcomes have been inferred.