Products & ServicesPose Detection
Body and head tracking with a normal webcam. It runs on the device itself, for games, exhibits and accessible controls.
Pose detection finds the key points of a body or face in each camera frame. Key points are fixed spots the computer can find again in every frame. We use them to turn movement into input: a turn of the head, a raised arm, running on the spot. It works with an ordinary webcam. It runs in the browser or app on the device itself. So no video has to leave the machine.
We have built it into several of our own projects. Jet-eye is a shooting game you control with head movement and blinks. It was made for people who cannot use their hands. Our interactive kiosk is a stand-alone screen in a public place. It has a body-test mode that draws only the skeleton. This mode scores a standing pose or a horse-stance pose (a martial-arts squat). In another kiosk mode, flapping your arms makes migrating geese fly faster. A head-tracking demo shifts a 3D scene as you move your head. This makes the screen look like a window. A running prototype (an early test version) reads your running cadence, or step rate, from a webcam. It uses that to set the playback speed of a course video.
The hard part is usually not the model. It is the details around it. The points jitter (shake slightly) even when a person stands still. Cameras can be slow to start. Settings need to fit each user. Our projects record these lessons and the fixes.
What is included
Body and head tracking
Track body key points or the direction of the head from a normal webcam. It uses MediaPipe models, which are ready-made tracking models.
Runs on the device
Processing happens in the browser or app on the device. Our kiosk version works offline.
Gestures as controls
Turn head turns, blinks, arm movements or running steps into actions in a game or app.
Skeleton-only display
Show the tracked skeleton instead of the camera image. So people are not shown on screen.
Per-user calibration
Set a neutral (resting) position for each person. Adjust the sensitivity for each person too.
Mouse and keyboard fallback
If the camera is not available, people can still use it another way.
Key strengths
Built into working projects
A head-controlled game, a kiosk with several body-tracking modes and a parallax demo all run on this work. In the parallax demo, the scene shifts as your viewpoint moves.
Designed for accessibility
Jet-eye was designed from the start for people who cannot use their hands. Its blink and dwell controls can be adjusted. Dwell means you select something by staying on it for a moment.
Privacy by design
Our kiosk in public places does not store face images. It does not identify people. Its game mode does not show the live camera image.
Tested beyond screenshots
For Jet-eye, we run automated tests that play through every level. Some bugs (mistakes in the code) never show up in a screenshot.
In pictures
Case studies
Start with one small pilot.
Tell us the task. We will say whether it is worth doing.






