AI & ML
Rhythmic Fitness Beat 'Em All using Real-Time Monocular Human Pose Estimation
arXiv cs.HC0 views
arXiv:2611.09228v1 Announce Type: new Abstract: 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.
Source:https://arxiv.org/abs/2611.09228Previous"Despite her age, Margaret was eager to make a change": Unpacking Aging Representations and Stereotypes in LLM-generated StoriesNextThinking Twice: A Sequential Approach to Nudge Towards Reflective Judgment in GenAI-Assisted Decision Making
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