Pose Detection

Automate
Predict
Real-Time AI-Based Human Pose Analysis

Webcam-based body and head tracking that runs on the device, for games, exhibits and accessible controls.

Pose detection finds the key points of a body or face in each camera frame. We use it to turn movement into input: a turn of the head, a raised arm, running on the spot. It works with an ordinary webcam and 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 controlled by head movement and blinks, made for people who cannot use their hands. Our interactive kiosk includes a body-test mode that draws only the skeleton and scores a standing or horse-stance pose, and a mode where flapping your arms makes migrating geese fly faster. A head-tracking demo shifts a 3D scene as you move your head, so the screen looks like a window. A running prototype reads running cadence from a webcam to set the playback speed of a course video.

The hard part is usually not the model but the details around it: points jitter even when a person stands still, cameras can be slow to start, and settings need to fit each user. Our projects record these lessons and the fixes.

Gallery

Jet-eye head calibration screen: set the neutral head position and test the blink switch

Jet-eye level 1 in play: the fighter follows head movement and fires automatically

  • Body and head tracking

    Track body key points or head direction from a normal webcam, using MediaPipe models.

  • Runs on the device

    Processing happens in the browser or app on the device, and our kiosk version works offline.

  • Gestures as controls

    Map head turns, blinks, arm movements or running steps to 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 position and adjust sensitivity for each person.

  • Mouse and keyboard fallback

    If the camera is not available, the experience can still be used another way.

  • Built into working projects

    A head-controlled game, a kiosk with several body-tracking modes, and a parallax demo all run on this work.

  • Designed for accessibility

    Jet-eye was designed from the start for people who cannot use their hands, with adjustable blink and dwell controls.

  • Privacy by design

    Our public-space kiosk does not store face images, does not identify people, and 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, because some bugs never show up in a screenshot.

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