← All selected workInteractive 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
01
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.
02
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.
03
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.
04
System architecture
Capture & observation
Ownership boundaryPlatform services + tracking integration
Turn camera input into foot observations with an explicit uncertainty state.
- Camera input
- Foot observation
- Anchor representation
↓Foot position and observation quality
Interaction interpretation
Ownership boundaryMy calibration and event boundary
Interpret observations in the player's calibrated space before deciding whether a step occurred.
- Calibration
- Interaction zones
- Step events
↓Discrete interaction events
Experience
Ownership boundaryMy internal game integration
Consume accepted events for judgement and feedback, with explicit behavior when tracking becomes unavailable.
- Input adapter
- Game judgement
- 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.
05
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.
06
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.
07
Iterations
- 01
Marker-assisted baseline
Make camera input, calibration, and step events testable.
- 02
General markerless pose
Remove marker dependency and discover framing limitations through comparison.
- 03
Foot-specific research
Investigate lower-body observation while preserving downstream interaction semantics.
08
Verification
Automated scenarios
RECORDEDThe 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
PARTIALSupplied iPhone recordings support a limited lower-body tracking and interaction slice. They do not cover the complete edge-case and game-experience matrix.
Artifacts
RESEARCHAnnotated recordings, frame-level outputs, diagnostics, and session summaries help distinguish observation quality from game judgement.
09
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.