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Interactive Sports · Input System

Phi Step

A smartphone-camera foot interaction system for a five-zone rhythm game, from tracking and calibration to step events.

Product Prototyping & ImplementationInternal research prototype2026 · Ongoing research

Context

A camera-based rhythm experience needs more than visible feet. It needs a consistent interpretation of where the player is standing, which interaction zone a foot enters, and when that movement should count as a new input.

My responsibility

Designed

  • The separation between foot observation, calibrated interaction, and game input.

Implemented

  • Camera and tracking integration, player-space calibration, step-event interpretation, and an internal game slice.

Validation scope

  • Deterministic coordinate and event scenarios, tracking diagnostics, and the documented review of supplied iPhone recordings.

Reused foundations

  • Platform camera and model runtimes, and existing pose-model families. The contribution is the interaction system and its integration.

Constraints

Setup

Explore interaction with a phone camera and ordinary footwear, without requiring a physical step mat.

Uncertain input

Feet can disappear, overlap, or reach the image edge. Uncertain observations must not invent new hits.

Consistent coordinates

The visual overlay and input interpretation must describe the same player-relative zones.

Research scope

The current model and game slice remain internal research; broad device and participant reliability is unresolved.

System architecture

  1. Capture & observation

    Ownership boundaryPlatform services + tracking integration

    Turn camera input into foot observations with an explicit uncertainty state.

    1. Camera input
    2. Foot observation
    3. Anchor representation

    Foot position and observation quality

  2. Interaction interpretation

    Ownership boundaryMy calibration and event boundary

    Interpret observations in the player's calibrated space before deciding whether a step occurred.

    1. Calibration
    2. Interaction zones
    3. Step events

    Discrete interaction events

  3. Experience

    Ownership boundaryMy internal game integration

    Consume accepted events for judgement and feedback, with explicit behavior when tracking becomes unavailable.

    1. Input adapter
    2. Game judgement
    3. Player feedback

Why these boundaries exist

Observation answers where a foot appears to be. Interaction answers what that position means for the player. The game consumes events, so changing a tracking approach does not require rebuilding the game's input semantics.

Engineering decisions

Validate interaction before investing in a specialized model

Context
The first uncertainty was whether camera input could support a useful zone-to-event interaction loop.
Options
  • Begin with a specialized perception model
  • Use visible markers to test interaction first
Decision
Start with a marker-assisted baseline, then evaluate markerless alternatives.
Why
It made calibration and event behavior observable before perception became the main research problem.
Tradeoff
The baseline required markers. That setup burden became a reason to investigate body pose and later foot-specific observation.

Keep event semantics stable as perception changes

Context
Marker-assisted, general pose, and foot-specific approaches produce different observation quality.
Decision
Keep calibrated zone interpretation and step events behind a shared observation boundary.
Why
The experience needs consistent inputs even when the source of foot observations changes.
Tradeoff
Each perception path still needs its own uncertainty and identity checks; a shared boundary does not make all providers equally reliable.

What broke

Correct tracking, wrong player direction

Observation
Supplied device recordings showed plausible foot tracking while the virtual mat's directional interpretation was wrong.
Cause
Camera coordinates and player-relative directions had been treated as the same convention.
Change
Make the coordinate boundary explicit and derive the overlay and input classification from one logical mat.
Still open
Directional behavior and a complete game session still require physical acceptance on the current candidate.

Markerless did not mean framing-independent

Observation
The general body-pose comparison was unreliable with only the lower body visible.
Cause
The interaction needed foot observations under a narrower framing constraint than the general model handled well.
Change
Evaluate a task-specific foot-observation path while retaining earlier approaches as comparison baselines.
Still open
Crossed feet, prolonged occlusion, and diverse participants need broader evidence.

Iterations

  1. 01

    Marker-assisted baseline

    Make camera input, calibration, and step events testable.

  2. 02

    General markerless pose

    Remove marker dependency and discover framing limitations through comparison.

  3. 03

    Foot-specific research

    Investigate lower-body observation while preserving downstream interaction semantics.

Verification

  • Automated scenarios

    RECORDED

    The source contains deterministic tests for calibration, coordinate mapping, zone behavior, and step events. The records establish behavior in the tested scenarios; physical acceptance is assessed separately.

  • Device observations

    PARTIAL

    Supplied iPhone recordings support a limited lower-body tracking and interaction slice. They do not cover the complete edge-case and game-experience matrix.

  • Artifacts

    RESEARCH

    Annotated recordings, frame-level outputs, diagnostics, and session summaries help distinguish observation quality from game judgement.

Current state

INTERNAL RESEARCH PROTOTYPE

The internal path connects camera-based foot observation to calibrated step events and a game slice. Production readiness, broad compatibility, and complete physical acceptance remain open.