← 研踪 PaperTrailarXiv:2611.09228 · v1
Rhythmic Fitness Beat 'Em All using Real-Time Monocular Human Pose Estimation
首次提交 2026-11-06 17:45
版本更新 2026-11-06 17:45
雷达观测 2026-11-09 11:19
摘要
Short and frequent physical activity exercices mitigate the health risks of sedentary behavior. Yet, the lack of motivation remains a critical barrier to adoption. Exergames gamify physical activity, but most rely on dedicated hardware, and outside dance and rhythm games they rarely use the musical beat. We present a work-in-progress beat 'em up exergame played with the whole body in front of a single smartphone, which runs the entire pipeline: an off-the-shelf real-time 3D human mesh recovery model on the phone's neural processing unit, gesture recognition, and the game, shown on any TV through a USB-C to HDMI cable. Our contributions are (1) a 3D recognition of five shadow-boxing moves (guard, punch, slip, squat, jump), each defined by one metric measure in a body frame aligned with gravity and one threshold with hysteresis, personalised during a tutorial; (2) a rhythm stage whose discrete cues are placed on the song's kick drum and judged on the movement's capture time, with a delay learned for each player; and (3) a phone-only architecture, running at 30 frames per second, that turns a phone and an HDMI cable into an exergame console.
期刊信息:International Conference on Entertainment Computing 2026, Oct 2026, Paris CNAM, France
观测到的版本
相邻记录可能跳过中间版本;首次发现 v2 及以上也会标为版本更新。
v1 · 2026-11-06 17:45 · 最新观测版本
Rhythmic Fitness Beat 'Em All using Real-Time Monocular Human Pose Estimation
Short and frequent physical activity exercices mitigate the health risks of sedentary behavior. Yet, the lack of motivation remains a critical barrier to adoption. Exergames gamify physical activity, but most rely on dedicated hardware, and outside dance and rhythm games they rarely use the musical beat. We present a work-in-progress beat 'em up exergame played with the whole body in front of a single smartphone, which runs the entire pipeline: an off-the-shelf real-time 3D human mesh recovery model on the phone's neural processing unit, gesture recognition, and the game, shown on any TV through a USB-C to HDMI cable. Our contributions are (1) a 3D recognition of five shadow-boxing moves (guard, punch, slip, squat, jump), each defined by one metric measure in a body frame aligned with gravity and one threshold with hysteresis, personalised during a tutorial; (2) a rhythm stage whose discrete cues are placed on the song's kick drum and judged on the movement's capture time, with a delay learned for each player; and (3) a phone-only architecture, running at 30 frames per second, that turns a phone and an HDMI cable into an exergame console.
查看此版本解读 →查看此版本原文 ↗